Since the old one is about to max out.
Try posting newer levels and focus less of older levels.
Gotta stay fresh and all.
Mario Maker 2 Course Exchange Thread
Other urls found in this thread:
youtu.be
youtu.be
twittervideodownloader.com
youtube.com
twitter.com
Anchor here.
Let's do another round my friends. Will play levels and drawing stuff. Have a good day!
Thanks for not using that pervy picture people are using for the OP.
8P0-6DP-SVF
Just uploaded no clears
Hard boss fight ( in my opinion)
No gimmicks so ignore if you hate simple boss fights
All criticism welcome.
>Isle O' Hags
D11-V9D-XKG
Sequel to my Gruntilda's Lair Level (HSF-TS3-4LF)
LITTLE BOO'S AIRSHIP FLEET
>Spoiled little boo got a whole airship fleet for her birthday! Isn't she a little too young to drive this thing!?
>short and sweet themed ship mario world level collect red coins
NFK-N36-52H
And wow huge congrats to SilentTron for his stage blowin up and getting a gold weekly medal! We're all gonna make it, anons!
I got bored of using those two, so I just went with this one this time.
Reposting from last thread
temple of koopa
0WP-2NX-TKG
And here are my other to levels wich people seem to like the most.
Speen to ween
SLL-8YT-JPG
Speen 2 ween
TBD-31G-HWF
Any and all feedback is appreciated, don’t hold back if there’s something wrong with a level.
See-Saw Canyon Rise
DFF-36P-QTF
>I fucked around with a weird mechanic in this level and while I think it’s too chaotic for it’s own good and could’ve used some extra focus, there’s a few moments where I really think it all comes together in a neat way.
Ant Trooper Badlands Crawl
YJS-0CF-G7G
>This level is based around what I think is some fairly challenging platforming since that seems to be what 3D World is best for. I wish there was more to this level thematically but there isn’t a ton you can do to make levels pretty.
Bit Crusade 3 is an adventure series of Mario levels that play in the traditional sense (scaling difficulty, hidden rooms and level theming). So if you like traditional Mario stages you’ll probably like these. The “game” will eventually utilize all 5 styles so there’s a little something for everyone. Every stage has five red coins hidden within that unlock a super bonus room at the end.
Start here:
1-1: Start of a New Journey V61-WT5-DPG
Newest Stage:
3-3: Resident Koopa: File #2
G61-HJY-CJF
Enter the world of survival horror and escape the mansion with your life intact. Lite Metroidvania akin to fusion, fairly linear once you get on the right path. There’s one well hidden room besides the usual mega bonus room at the end, see if you can find it.
Feedback is appreciated and returned. If you got a really good level I’ll likely make a short webm of it to showcase it. If you decide to take the plunge and play them I hope you enjoy them. If you complete everything up to the current stage let me know and I'll play all your levels if I haven't already.
Been poking around the thread, playin stages, and will be doing so for the next few hours.
>deleted first half on danmaku in its entirety because it was scary
>put a switch segment in the end for the kiddos
now all i gotta do is put in a meme boss and im all set
SMB3 project is my attempt at making "a whole game" worth of levels in the SMB3 theme. The levels are very traditional, something that might have fit in the original game!
The levels are pretty short and easy so far, there's a few difficulty spikes on some levels but would still be considered very easy for Yea Forums standards. There are optional hidden red coins in the levels that drastically increase the difficulty if you're going for them!
1-1 New beginnings
WFY-YDL-T1H
This level is a nice introduction and showcases what I'm trying to do with my levels!
3-4 A haunted swim
05V-VGY-SQF
This is my latest stage, currently halfway through world 3! I expect to get boo'd repeatedly on my water levels but it's all good. They are coming to endless whether people like it or not!
Already at 23 levels... time really flies.
I try to play/like/comment on all your levels from Yea Forums but I am 100% sure I have missed some people, let me know if I forgot you!
Cave Gobobobo
QL3-JH0-HMG
Would desire a few more test subjects for
my recent course if you would please.
>kill two big meowsers at the same time with 3 fire flowers
>Boat Dungeons2: Spiny Luv Cruise
G80-4PD-9KF
Spin jump on spinies while they enjoy their vacation in the love cruise.
>Temple of the North
D7Q-Y49-81G
>Snake Block Skyway
TXC-BC4-DRF
>Enter the Bonezone
XW0-70H-KMF
Just a couple levels I made, not to hard or anything, but I think they came out pretty fun. Tell me what you think
>playing Endless on each of the difficulties
>expected to see levels full of the multi-coins everywhere
>so far people have used them sparingly and appropriately
>haven't seen enemy spam
>no lakitu spam either
>no corridor-filled-with-starmen-and-8-Bowsers levels
>not a single DON'T MOVE level
Did Nintendo develop an algorithm to kill these or has the player base matured
dude how you make 23 levels and i cant finish my 2nd
Lava Palooza
SRT-N4F-9FF
A level using mostly just fire bars, burners, and lava bubbles
Interesting stage, i gave you a banjo.
ADAM° YOU MADMAN
I'm pretty bad at Mario and I did it in not too many attempts
My gf is so cute when she crashes her huge airship!
Very fun as usual my man, keep them coming forever, never stop.
Red Cannon Cave has been revised, major adjustments to the last sequence. If you're still havin trouble, just walk. No I'm serious, as soon as you exit the red pipe, just walk and you'll be fine.
The Madman's Mansion
"Late at night, Mario raids a madman's mansion to retrieve his stolen boot!"
Difficult: intermediate
Code: NR2 - XL1 - LDF
Finally finished my first level after a week of obsessing over every detail. Let me know what you guys think, because I need some constructive criticism.
It's a little long, but it's not kaizo-level challenging.
There's also 6 secret rooms, one of which is a reference to Luigi's mansion, and the other is semi-inspired by that one secret toilet room in paper mario.
I'll be playing the other stages in this thread too.
>play this everyday
>never heard this
love me some airship remixes
Spooky Spotlights: 8PX-67J-YSG
Gimmick level involving wigglers in a dark ghost house and using them to light up the place
Chilly Coastline: 8TL-4C3-JQG
Traditional Ice/Water level in the SMB3 style.
>Lost Levels: Found Fire Bars
2VN-Q65-LRF
>Escape from Koopatraz
SM5-RS6-JNF
Another of my remade SMM1 courses I'm using to get over a creative slump.
I just uploaded this one it's kinda bad in my opinion
6NG-Y2T-C9G
I really liked this one dude, the secret paths were cool
Just finished your course with 100 seconds to spare. It's tough to think of anything to say other than it's fun. Plus I almost always enjoy courses with key coins.
Finished this, really nice man. I'll admit I spent a good 2 mins trying to get that red coin on the lip at first until I figured out the true way to get it. Thought that was very clever. The level itself is pretty good too and I like how it looked. Left you a silly doodle.
Mario tries to sleep
Mario keeps having nightmares, keeping him from going to sleep. Go through his dreams to put a stop to them
>P-Switch Pyramid
MHJ-FL3-V0H
short standard course themed around p-switches and bob-ombs. (optional) 3 optional big coins to collect. Feedback would be appreciated.
>3D
Instant boo
New level:
Parasite Park
6D4-Q0R-22H
Bunch of dudes got infected, and you jump down holes.
Older level:
Brittle Barracks
NWN-041-CQG
A crumbling fortress filled with traps.
Both levels have pretty cool boss fights.
Very short gimmick level:
Desert God's Ritual
VFF-HHK-RRF
You must commit ritual suicide.
Repostin' from last thread.
NTC-V3F-SGG
Seesaw swamp
YGM-6HC-V4G
A Super Mario world style level with seesaws pretty much. Tell me what you think!
based maturedposter
This is so hard holy shit
It’s definitely more fun to play it like a mini-collectathon and go for all the red coins than it is to just go from start to finish. It’s good though, if a little plain.
Sweetest comment ive gotten. What do you recommend to make it less "plain"?
Looks like the cabal nuked the 1 dollar guy in the last thread. Don't anger them.
Okay, so I got a ton of feedback on this level in this last thread and I hopefully addressed all of the issues anons were saying they had. Please let me know if there's other stupid shit in the level.
>BX9-HCS-CNG
snake block skyway was a nice short level, kinda wish you expanded upon the idea a bit more though.
I really enjoyed Resident Koopa, it's easily your best stage. The only blemish on it is that the exit of the fireflower room is poorly communicated. Placing a light source next to the door might have been a good idea.
Very fun, your use of darkness/light was really good. People often overdo the dark but I felt like I was descending into a dark basement as I went down. Also the bones breaking as they came out of question boxes was a nice touch!
My only criticism was it felt a bit too sprawling and could have benefited from tightening it up just a little bit... but every room was fun so nothing comes to mind as "easily expendable".
Played this earlier, you did a great job cleaning up the spam at the end while still keeping it engaging
he had it coming
Golden Goomba Desert
V6J-DJJ-1FG
So hot, and dangerous! But oh so many coins!
Semi-solid platforms as decorations, sound effects, and some secrets can go a long way to give a level some identity. Another thing is to try and have your level tell a story of some sort, and tell that story through gameplay, sound effects, sticking to a certain theme of enemies and obstacles, and the visuals.
(You)
Thank you, I hope just coins as a reward were worth it.
Oh ok. I actually tried doing those things except sounds in this level, guess I gotta get better at it. Thanks user
Was that really your first level? It's fantastic. The aesthetics and everything. 10/10 job, user.
Fuckin Parasite Park man.
It's great. But I don't want to touch it again, these WR attempts just now made me nauseous and my fingers hurt.
I have nine stages. Here are three:
Soles of the Departed
C80-VJX-WJG
The first of a trilogy with goomba shoes in perilous situations.
Defeat the Fleet
8D1-MTQ-HJG
Airship night level with bombs and a (hopefully) fun albeit fairly easy Bowser fight.
Desert Station Infiltration
NM8-80Q-LTG
Intruder alert! Fight to survive! Can you take down the mothership?
Haven't had a chance to check my notifications, but I'll play some levels later tonight. Excited to start Fire Emblem, but I'll definitely put some time into Mario Maker first.
Teamwork Is the Way
X9P-0W0-WQF
New puzzle level. Let me know what you think. I did my best to make sure there was no way to cheese it.
its not 3d you retard
don’t give them replies
I can't bring myself to try and retake it. I'm not sure I can beat 1'42. good job :P
I was so close to giving up on your time right now. Worst thing is what always messed up my run was the very end, the boss fight. I'd kick the spring away, or not bounce right, or something.
Unironically got a headache now, that was too rough. But thank you so much for the fun
A-tier level user
Here's my maker ID! I have 13 courses
DVG-TLG-VYF
I like to experiment with different types of levels, but the kinds I've come to revisit are classic-style courses based loosely on the limitations of Mario 1, and speedrun courses in the 3D World theme that have a timer under 50 seconds. I've also been trying to get myself into making less linear levels, as you'll see in Unfinished Fleet and Banzai Canyon.
Please give me feedback, I don't have many people to share these with personally.
if he's going to bait at least have it make sense
I hate playing other people's levels.
it took me 10 minutes to beat the thwomp part
Yea bro it's gonna take a veteran to beat this shit, most of us here are just playing for fun
You did it, and that's all that mattters. Good job user.
If you are big and land on the trampoline just right, you can clear the last jump without taking damage or having to pick up the trampoline.
This allows you to enter the boss with two powerups, which means that you won't need to use the trampoline for the coins. i don't know if it's worth it to save a mushroom for this, but I am willing to bet neither of you explored this possibility.
CCD-M6W-LRG
RE2 Mr. X inspired level
I died about 30 times more than I should have doing Chimp Mountain. That was the saddest clear I ever had, feeling mortified. Gave you a like of course.
Course itself was fine, not even that long, I liked it and those swinging chomps sure make for tricky to predict things to spin off.
Now I need sleep cause I clearly can't play anymore.
JK0-Q90-G0H
Many goomba level.
>
im gunna beat this and boo it
Interesting.
VLL-0RN-LCG
Commando. Pretty standard level involving enemies with guns.
What did he mean by this?
Tiny-Huge Pipeworks
>L28-B7R-F5G
Level with size differences inspired by Tiny-Huge Island, need feedback on this one since I was just experimenting
Who the fuck are the cabal?
don't encourage him
Good level user, I like the elevator part. I appreciate standard levels don't do go overboard with the central gimmick.
Screenshot it so I can laugh at OP
...
Spiny Invasion - XGF-56Q-QPG
You throw crates to make a path in a sea of spinies. Short and pretty easy.
They don't exist, so don't question it goy.
Thanks! I didn’t want to go crazy with the bullet bill ramps because it was surprisingly easy to break the level with them, and testing what was already in the level to make sure you couldn’t break the elevator in any way took a little while.
Thank you :)
I'm kind of a obsessive perfectionist, so when I upload a level, I have to make sure everything works and looks right.
Yeah, my first smm2 level, I used to make smm1 levels but never uploaded them.
More clear conditions when? I want a "Free X Chain Chomps" condition.
Has anyone managed to beat this yet? Tips please
I beat it, but forgot to record, sorry. I did it in a way that the WR should be unbeatable, though. No one should ever have a reason to play this monstrosity again.
Gewoody did
Gewoody if you're here screw you :)
If you're going to do bowser fights, it's good to have an alternate way to damage him. Like a pipe that gives out shells or bob-ombs. It would still make the fight as difficult, but not impossible once the player runs out of a limited resource like the fire flower
Paratroopa Towers
VGS-N7B-72G
My first stage, it's a pretty basic one that focuses on wall jumps and jumping off parakoopas. I want to decorate it more.
I love this shit. Just played 1-1 and it feels like a SMB3 stage.
Cool, 2 of my levels in popular tab at the same time!
Snow level.
RWK-RBJ-6CG
Some guy just got WR 1'06'600 unless that's you
I understand that some people like levels like that. I do not. I don't like gimmick fights
what happened to the google doc?
I just beat it. It's really just luck with good positioning and timing, but as soon as you fall you need to just start spamming fireballs as close as possible. As soon as you beat the first one, then just be patient with the second one.
I got the world record now :^)
Recorded this when played Parasite Park earlier today, not sure if you want to use it or a trimmed version for your level posting - just let me know second marks if would like me to shorten it. Great course
oh woops, i switched up the posts for my responses
Here, I went back and killed the first one again rq. The really annoying part is waiting for bowser to land again.
IF GREASY MAN IS HERE SPIN JUMP AT THE VERY BEGINNING OF THE LEVEL GET THE CAT POWER UP AND CLIMB UP
YOULL GET A FIGHT WITH LESS FIREFLOWERS
Bored on a Friday Night, decided to goof off for an hour. This visual diarrhea is the result.
Skull/Switch Sprint!
VLS-Y8L-SVF
Player ID: QP5-RVH-5MG if you wanna look at some less terrible levels.
:)
based
im here but i have to go to the store rn
i took a look at it though lol holy fuck
idk if i can beat that, but I'll give it a try when I get back
BQN-BR9-DWG
No clear rates as of yet
Level made to induce rage
This kinda stuff gets deleted bro
I'm glad you enjoyed the level. it's a reprise of one of my first concepts in SMM1, originally being an SMW airship course. I find New Soup served this well with a handful of new movement options, on top of the structure simply being more focused than my original swinging chomp level.
If there were something that even I take issue with it's the fact that the level doesn't really pace its rest periods as well as an official level
That would be sick. I'm surprised we don't have conditions for hitting question blocks or breaking blocks. I also want one for avoiding killing enemies or even just "don't defeat [specific type]". I feel those are really basic but for some reason they just aren't there. Also do we have a condition for carrying a galoomba to the end?
Where are you all getting your screenshots?
Like how do I make this easier on myself to share?
Just make a throwaway Twitter account, homeslice
WFY-YDL-T1H
**NEW LEVEL**
>Perfect Luigi Blossom
NWX-G9Y-FSF
This is the hardest level I have ever made by a very wide margin, but I tried to be as fair as possible. Please let me know what you think. I will post webms later if people are getting really stuck, but everything is 100% doable, no bullshit.
VP1-TL8 6JF
Traditional platforming level. Difficult for beginners.
CSL-C0M-DWG
also difficult for beginners. Bowser's castle theme
Anyone else got a mean comment today from what seems to be an alt account :/
I made a classic level where Mario faces his greatest enemy yet.
Stowaway!
WMG-Q5G-61G
Ruin Route Detour
MML-CHL-GKG
"I got a call about the furnace"
W2M-FM8-GPG
Are you a handy enough dude to play the most spammed level on Yea Forums? Are you scared of ice blocks? Does the sight of giant turtles plopping menacingly turn your legs to jelly? Can you uncover secrets that have eluded man for centuries?
I use twitter
how do you use twitter for that?
Is grinding Expert Endless a good way to get better? I never knew how relatively bad I was at 2D Mario.
If you can beat a 2D mario game, you're already better than 95% of people who play mm
I got 'good' by playing kaizoshit.
I made a twitter, than you connect it in your Switch settings under twitter and than you can post your screen shots or 30 second videos. And some people do the add text option on your switch to put the level code in the screenshot.
Just play some of the anons here who make hard levels like milly or jonny
oh that's smart, thank you!
beat it
Nice bro, thank you
Somebody better beat this. Don't wuss out on me.
That was pretty fun. It's basic but very solid, I agree it could use some prettying up but if the actual ground and layout is fun to play I can forgive it. Also really fun to speedrun
Sorry downlaoding fire elmblem
I linked it to twitter but how do you post the screenshots? Sorry im prob being an idiot
Left lower button on your cntroller takes the screen shot, than you just have to go to album in the main menu and click post
I'm playing through Odyssey right now and I really want a full 2D Mario game with these kinds of levels.
>City level
>Folding Screen/Japanese Castle level
Thanks bro
I want this theme.
youtu.be
Is there a way to make an enemy activate a sound effect rather than you?
No.
Huh, that’s a little inconvenient but I guess I’ll have to find a workaround. Thanks anyways.
Done
Played some of yours. This ones great, bonking things with the shellmet is fun and you can do stuff like this. Gives me an idea for a minigame stage where you'd have to do webm related. Spiny Invasion was nice too, gave those bastards what for after hopping across all their pointed asses. Gonna play a few more of yours but I dig what I've played so far.
Based.
These types of courses are more entertaining to watch than play.
Lengthy ice course which uses the builder power up.As idiot/bads proof as possible.
WHS QNM XGG
Is there any site that shares codes of well designed/challenging levels?
Done. I don't know if the Mole Wall at the end is necessary but I still appreciated it.
A lot of these are designed to be done ONLY the way the creator did them and break with jank any way else, so it becomes more about trial and error guessing the creator's inputs. Then you have people leaving no room for error on top of that so you get punished for their lack of creativity to design a level that supports any specific way of playing but their own.
That being said this stage looks perfectly fine and basically all of it can be done on reaction. It seems like just a decently hard mario stage, not a "fun to watch, bitch to play" deal. (Though I haven't played it myself to check for ass-cancer.)
discord cabal that boos every stage that isn't theirs, particularly if it's from a creator that's perceived as a threat due to high stage quality
Treacherous Skies 2: GX4-131-0TF
0.95% clear rate
Treacherous Skies: Q58-BP1-MSG
2.40% clear rate
Real Plumber Hours: V1F-J04-GVG
Some literal bullshit
>tfw creator's block
Say one more fucking word and you go on the list.
WIP of my next course. The theme is that an enormous castle has come up out of the sand. I think this time around I wanna make use of the Goomba Shoe and Stiletto.
>tfw stages aren't high enough quality to be perceived as a threat by the paranoid schizophrenic discord transvestite mafia.
I have the reverse problem, tons of ideas I can't be assed to execute on.
lol fuck off, the cabal members you speak of have the highest quality levels
nice challenge
KB8-XHD-VBG
>tfw can't tell if drawing is of a goomba or something else
Looks really neat.
kek
There are some interesting ideas but it felt very unclear what I was supposed to be doing. I think you need to use coins as guides more, and consider adding a safe "tutorial section" so the player can get a grip on what is going on before diving in.
Really digging the look
By this point in thread do people even get their levels played? Anyways here are my newest 3 levels.
UK Heatwaves (NFT-6Q4-FNF) - I don't know how describe a level based off the UK Heatwave its like making a level off Global Warming
Goombrat Rampage! (073-NKM-J4G) - You go around a level killing Goombrats in unique ways. Its okay because they're Goombrats.
The Subterranean Fortress (D5R-X3K-KHG) - Most likely the best of the newest three that focuses in Monty Moles and puzzle solving.
What determines the amount of points you lose in multiplayer versus? I keep alternating between about -3 and -13
Thanks. Pretty much the entire overworld area's figured out as far as layout, now it's just peppering it with engaging elements. There's also gonna be a sub-area but I'm not sure if I wanna make the theme "Underground" or "Bowser's Castle". Bowser's Castle would make more sense, but the music's grating.
Will play levels ITT starting from the bottom.
Posting the first level in a projected series to take place across all game styles with classic, standard SMB gameplay and design.
2D9-B1K-TFG
>There's also gonna be a sub-area but I'm not sure if I wanna make the theme "Underground" or "Bowser's Castle". Bowser's Castle would make more sense, but the music's grating.
If you don't have anything planned out yet, then personally I'd go with vertical desert, since it has that convenient background. I know 2 screens of horizontal space isn't much, but you can always use doors.
Damn, making boss fights that aren’t just Boom Boom, Bowser Jr, or Bowser in an arena themed around the stage gimmick are complicated. I’m attempting to make one where you try and crush a rocky wrench with bullet bill blasters, but I dunno how to incorporate the level theme into it effectively.
I was about to say the same thing as >471880146 I had a somewhat similar situation with a course before and having the same theme for rooms within a larger castle really sells it. Vertical is nice for that, and there is no jarring music changes.
Border them with "ground" terrain across entire x/y axis so the camera stays focused just on the room and give windows with gaps in semi-solid or the barred semi-solid.
Being forced to fight with a fire flower is basically just a really boring gimmick though.
That's true, but vertical just isn't the kinda whimsy I was lookin for with the winged goomba shoe/winged stiletto, I wanted horizontal segments where you fluttered across, at least that's what's comin to mind right now. Plus I already had a huge vertical sub-area with my Jump 'n' Bump v2 course.
I really wish there were a way to make a floor that you fall through but enemies don't.
the Depths 6VC-JH8-1LF
Our Friend the Bomb SC9-TF5-XFF
please try them out, I added comments to depths because Im not if some solutions are obvious
>make an area that goes nowhere just because I dont want to layout a tall ugly wall
>someone dies on a step where there's literally nothing around to kill him
Are you DealWithIt? Toxin Trouble was a really good level.
>Switching for bombs
yes i know the name sucks
Puzzle level where the only input you have is an on and off switch. You make the bom-omb go from point A to point B to move on.
Who's the most underrated maker on Yea Forums?
Yeah that's me. Thanks, I noticed you going through my levels actually.
I forgot the id
JRW-DNM-FJG
me
hello
no me
right here, thanks for noticing.
Going through your list and I'm impressed user. Keep it up.
gnome
Good work man. There are a couple of potential soft locks, but this is pretty solid.
This was a pretty good level.
Here's a completely new one. Expect trial, error and frustration. Some unorthodox jumps are required.
>ID: 4H0-HQS-MHG
I'm going to bed immediately. Stayed up way too late for this addictive game.
Either ran out the clock, skipped, or hit Start Over
Thanks user, I'm glad you went out of your way to look up my other stages. I'm obsessed with the shell helmets, it's such a cool item, I can't help but to put them in a bunch of levels, it has a lot of potential. Playing other people's levels gives a lot of ideas.
thanks, user
thanks, user
Pipe World Deep Dive
GP0-YCW-V1H
SMB3 throwback. Hint: the pipes are color-coded.
...
never used twitter, how does this shitty website work if you wanna shill your levels through switch screenshots? do you add a hashtag and it shows up on the main mario maker 2 page?
Fuck you're retarded. I haven't laughed at something that stupid in a long time.
Haven't played BK but I could tell this was made with love.
SMB3 is a horrible game style because the semisolid platforms are samey in too many level themes. Those boxes and crate things don't even fit in anywhere and look awful if used as an interior background.
Sure, since I played these first. Fun levels.
Here's each one of my music stages so far:
Deltarune - Jevil's theme: 9FP-HBT-6GG
Shrek: PX6-RH0-CFG
Clannad - Dango: NFF-08H-VGG
I pandered super hard with those first two, sorry about that.
So I found an interesting thing involving Bullies. Normally, you can't kill them with a Hammer, but if they are on a breakable block and you hit both the Bully and the block at the same time, it kills the bully as if you were hitting the block from below like it were a question block or brick block. Meaning you could put a key inside a Bully on top of some ice blocks or hard blocks and the only way you'd be able to kill it is a hammer or bob-omb. Thwomps, Banzai Bills, and Magikoopas don't cause it to die, either. It's pretty weird desu
Eyyyy nice! How far along are you? Got a favorite yet? How many stages have you found all the red coins in?
I hear that man, its why I come here in between making my own, lotta creativity amongst you guys and it helps recharge my own juices. And no problem, they were fun!
0K6-R35-SLG
Standard platforming. Any feedback would be nice
Bullies in general seem to have a lot of interesting interactions compared to most 3D World objects, it’s odd.
what are some other cool ones? I'm making a Bully based level and want to try some out
>still havent made a 3d world stage
Only kaizo levels seem to work well in it
I haven’t found anything too crazy but just in case you don’t know here’s three things
>big bullies smash through lots of blocks immediately while regular bullies bounce back anytime they break a pair of blocks and need to start running again
>winged bullies can fly back up to a platform if they start falling and need an extra jump to finish the job
>bullies can be attracted from a pretty long vertical distance so you can “guide” them in a way
I think I might use that last one to try and remake a botched level I tried with another enemy because it’s exactly the problem I was having with the stage.
Does anyone remember that fag trying to get everyone here to mass Boo courses from resetera
I'm actually trying to make a "bully escort" mission myself. I found out they can trigger P-switches among other things.
I tried to make a level where you would sort of “control” the spring enemy, but the problem was that it was too easy for it to lose track of the player and led to it just being unfun.
Can someone map out the star spamgled banner music in note blocks for me. This shit is way too hard.
i raped your level
>my level goes from 98 Likes
>to 96 Likes
>to 97
WHAT IS GOING ON STOP I JUST WANT 100
That was me, pero no onions un faggot.
>that sloppy as fuck starman grab
Post level and I'll like it. Unless I don't then I'm booing the fuck out of it.
i ain't got all night, do it faster if your so good
youre a cunt
go fix it, user
JY6-86X-R7G
Escape Bowser’s Basement
>Not cheese testing your level
user, I...
There's no real easy way to test a map in the middle of a course that relies on a lot of shit being triggered early on in that part of the map yeah?
0FV-QWV-MVG
They're Coming For You
0/40 so far on clears. I didn't intend for it to be ridiculously hard or anything. It's a short obstacle course where you're chased by rotten mushrooms and you're in cramped hallways to make it harder to move/dodge stuff. I was considering giving a super mushroom at the beginning but that might've made it a bit too easy? I dunno. Was never much of a course maker, but if it sounds interesting feel free to look.
Test it from the beginning.
May have said the fuck word a few times but I had fun.
this is really well-designed, but i feel like it's wasted on the SMB1 style. it could have been much prettier in SMB3 or SMW
Doppelville G2F-BDG-FFF
A Mario course in the style of Sonic. Hold right and get all the coins in 50 seconds or less.
My new course - beeg mario
DHQ 9R7 XPG
I finished my Ghost House. It's not a puzzle type, save for a little P-Switch action at the beginning. Instead, you choose from one of three paths to the end, focused on basic platforming.
I'm really interested in feedback, since this is more of a proof of concept and I know I'll want to tweak things. Are there any parts that are too frustrating? Is each micro-section too short to be fun? Thoughts and comments, please.
>Coffin Fits
>X9R-KK3-HDG
Did you actually not consider those paths?
Sad to see what looks like a fun course get ruined by the maker forcing the player to play perfectly.
Small brain
>Not even testing your level for cheese
Normal brain
>Testing your level for cheese but missing some cheese
Big brain
>Finding and fixing all cheese
Galaxy brain
>Finding all cheese but leaving some in because you respect the people who want to speedrun and try for WR and the cheese is still somewhat challenging because you have to first find it then execute it properly. It may even be harder than the intended strat albeit faster.
Precarious Poison Platforms - TNK-7PY-RWF
I played around with what I could hide in poison in this one. Some pretty complex contraptions I spent way too long on. I won a level competition with 75 entries with this level. The beginning desyncs if you land on the very left of the first cannon but you basically have to be trying to break it for that to happen.
The Treasure of Treetop Temple - N70-110-DDG
A tree "temple" using SMB3's airship theme with a unique on/off gimmick I've never seen. I made it so the level looks like it works going up and going down. Came in like 2nd or 3rd in the same weekly competition with this one and lost to some shitty no-effort level that uses an editor glitch to look cool.
Spent about a week on each of these levels. I'd appreciate some plays.
>Our Friend the Bomb
What's the puzzle?
Figuring out how to carry the spring all the way to the end?
New one! NRJ-7L4-SHF
Consider it a sequel to Chomp Mountain, another sky level where you bounce on enemies, but that's where I'd say the similarities end.
And now for some reviews since I think we all deserve a bit of attention
Goombrat Rampage had some really cute moments, I like the first and last goombrats in particular.
UK heatwaves could have had a better confrontation with the Sun, I feel
Subterranean Fortress seems underdeveloped. I do like how the boss gives both the player and the opponent an audience, gives it a wrestling match feel
I played Treacherous Skies 2 and couldn't find out what to do to get to the orange note block. I also feel the level was a bit monotonus, its difficulty curve is a bit wack.
The first level is better if a bit memorization heavy. I also didn't complete it but I got to the part where you spin jump shellmets.
I guess Kaizo levels aren't for me
You made a classic style level so I felt a need to review it.
NOT WHAT I EXPECTED. I love it a lot.
I played See-Saw Canyon Rise earlier today and forgot to say anything! Really cool core mechanic, never thought about doing that with See-Saws.
Ambiguous title and Peach-posting got my attention. A nice level for the Mario vets you're sure to find here on Yea Forums, though I consider the ending sloppy. I'd axe the area with giant thwomps and magikoopas entirely and simply shorten the level, while also cutting the time limit to 50 seconds. I don't know what the giant beetle pipe is for either.
also wanted to reply to
I feel like SMB3 is the only game style I can't find a niche for. SMB1 limits the player the most, SMW lets you throw things upward , NSMBU has the most fluid movement, and 3DW has a ton of exclusive elements on top of its moveset being the most diverse. What do you use SMB3 for?
>What do you use SMB3 for?
Pure nostalgia. It's the game I played the most, so it's "Mario" to me. Conversely, I never had an SNES, and so I'm not all that used to SMW. But I'll admit that it's kind of bland, gameplay-wise, compared to what came later.
t. doesn't understand what "cheese" means
05Q-Y80-DWG a little, almost automatic lvl i made hope you guys like it, was a first shot at such design.
Thanks for feedback.
I always liked the SMB1 style as i prefer the simplicity.
That and I'm a retro nut.
I have a little bit of cheese in some of my harder stages but I'm okay with it because it's the kind of "if you can pull it off and find it you deserve it" cheese.
Finally finished it! it took me until 4:30 in the fucking morning, but I finished it.
Bully Trapping in the Icy Mines: B43-B3X-82G
A 3DW Puzzle stage built around maneuvering Bullies using terrain and the Builder Hammer in order to trigger P-Switches.
I'd appreciate feedback on it. I'm going the fuck to sleep but I'll check it when I wake up probably.
The Gooma Brothers - 2GN-PNY-J0H
A powerful story about the love brothers have for one another.
LXK-GXS-BKF
>1-1 Nature strikes back
Copy of level 1-1, but with Piranha Plants everywhere. I had to get creative to get around the enemy limit. Could be fun to speedrun, idk
Also, I updated the prison escape / dry bones shell level I posted here 2 weeks ago based on your feedback. Checkpoint placement is better now and it should be more forgiving. Still pretty hard, though. Check it out here: JTQ-T4C0YG.
I've been looking around but does anyone have a list of things that were added to this one that weren't in the first?
Wait we mass Boo-ing courses from resetera? Neat, I'm in.
I have a level that isn't tagged multiplayer and it has 12 multiplayer plays, is that weird? It only has 40 singleplayer plays so more people have seen it in versus than singleplayer.
Yo that was an awesome stage!
Your creativity with weapons was amazing. Cool Boss fight, too. I get a Metal Gear Solid vibe from it.
I didn't quite get the theme, what did you mean by the fact that the goombas were brothers? They all seemed like unrelated enemies to me. Still cool
That suicide bomber mole was hilarious. I drew a doodle because I love him so much.
>Well done levels with tons of thought and emotion put into them
I sleep
>Quick uno mas level with epic glitch
I LIKE
G8S-0M7-1TG
Invasion of Bowser's Airship:
A standard level with some bosses along the way (maybe even Bowser himself!)
Thanks user, that means a lot!
Lore: The story is about 2 goomba brothers, the one at the beginning is overprotective and trying to prevent you from entering the dark depths of the mansion, where his disabled brother lives. When you're in the depths you find out the disabled brother is actually friendly and helps you get through the level. But at the end you have no choice but to get him killed in order to proceed. So at the end the goomba realized you killed his disabled brother, hence the screaming as he's firing his cannons at you. I was trying to give the impression that the 2 big goombas are the same all throughout and keep following you throughout the level. I'm glad you still enjoyed it despite not getting the theme.
Now that's some heavy lore.
>user couldn't understand the deep and complex lore of a mario maker 2 level
shameful
They should really add those text-blocks from smw, you know the ones
LQB-2RN-RVF
Just uploaded this level, The Trials of Mario. Should be fairly straight forward. A set of rooms, in each room you get a powerup and need to use it to get to the key and door in time.
Please play and give feedback.
I like the idea of a straight up skill based fight but boy if it ain't difficult
what the fuck
I loved this one. Liked and drew a comment! Great job, user.
This
Please tell me how win
Anyone tried this?
>Telling people to expect frustration then wondering if anyone tried it
What? It's far from impossible, just takes some patience.
Too easy levels are boring. I'd say this is between Normal and Expert.
>trial and error
>fun
It is when respawns are nearly immediate and there's a constant sense of learning what to do right when you try again in 5 seconds.
Overcoming bullshit is incredibly satisfying.
>0MH-R3B-H0G
I'm shit at thinking mechanics so I think is a miracle this level isn't worse. Some parts are a little hard but I tried to be fair.
All feedback is welcome.
>pick-a-door is fun guise!
Oh. There's no luck involved, only skill and reflexes.
I want to play levels for fun, even if they're challenging I want it to be fun. I don't want to play a game to get mad.
Difficulty is fun. But agree to disagree.
>difficulty is fun
play the tutorial
Just tried it.
Got to the part with the blue snake blocks and that's where I'm going to call it quits.
Messing up even once means having to do the part with the 10 burners back to back over again and I am not going to waste my time on those again.
Difficulty can be fun if the challenge is fair.
Basically, so long as the player thinks "That was on me / I can do this better next time" it's fine. If they feel like it's RNG bullshit or you kill them with offscreen sniper thwomps or pick-a-door traps then no one will find that very fun.
Exactly so trial and error should literally never be a part of a level. It should always be clear what the player should do.
Reminder that you get -1 maker score for every 5 times your course is skipped in Endless
And that you gain +1 maker score for every text or stamp comment your course receives and +3 for every hand drawn comment.
literally nothing you said is true
>Difficulty is fun
Nobody is disagreeing with that, but being frustrated is not fun.
>cat mario was fun
Or course not. But overcoming it is incredibly fun.
reply to the wrong person?
why not play / make kaizo instead of tedious trial and error shit then?
You were over halfway through, and honestly the hardest part of all of it is before the first checkpoint.
You're saying that learning is tedious.
Why does everything have to be easily cleared and/or automated?
I'm not even a good player myself and I had to beat the entire thing without checkpoints just to upload it. I struggle with most Expert levels. So this one really, really isn't so bad.
Like come on my dudes, most of you ITT are legitimately better players, you should easily be able to finish it.
A level can be hard without tedious trial and error shit and would be alot better for it.
>I'm not even a good player myself and I had to beat the entire thing without checkpoints just to upload it.
If you already know the solution to trial and error shit then how is this even supposed to mean anything. I haven't played your level and I don't intend to because you are clearly a retard who doesn't know how to design shit.
I'm gonna guess you never played Impossible Mario, the two best Mario Bros hacked levels on earth. This is inspired by it.
Anyway I'm done arguing. All I can say is get good.
I'm not going to spend 30 seconds playing the waiting game so I can have another chance at the level.
Been using this since a week after mm2 launch , seems like the ultimate controller for this game and down well, works well for cuphead too.
The buttons are perfect and this models dpad is super stiff like a nes dpad, (didn't care much for my friend SNES pro one) tried it for fighters and it's kinda meh tho.
Impatience can be learned away.
And levels can be skipped
You're not wrong about that.
Also using the sticks is awkward, you gotta reposition ur hands for sure, sticks seem fine for dark souls at least, worst part about this controller is you cant wake up the console with it.
But man, these buttons. Bliss, shoulders and triggers are decent too. Dpad is tight af
Rumble is kinda men but at least its there
Then don't say "prepare to be frustrated" and expect people to want to play it, it's not that complicated to understand.
Played it, pretty fun Gauntlet level. Fair Checkpoint. Took me a while to get how to do the boot room, though.
Gonna try to beat it in one go
Just tried 1-1 and 1-2 and gotta say I love this! This is what I wanted to see going into MM2, super comfy levels that are like the original games. I downloaded your world 1 courses to play with my sister, we're going for all the coins!
People play and love games directly created to be frustrating all the time. They're even rather popular, because beating them is very satisfying.
Getting Over It, Golfing Over It and Pogostuck come to mind.
those are shitty youtuber bait games that like 0.01% of people actually like
So popular = good?
Let's all go play Fortnite and Skyrim
Oh. Okay. I don't think we can come to an agreeable conclusion.
Regardless noone wants to play tedious bullshit. You'd understand that if you lurked for more than a millisecond and saw how people react to troll levels which are learning based frustration levels. But people do like actually well designed difficult levels and even kaizoshit.
Just realized you are the guy who made the shell riding stage! I wonder why you don't have more likes, since your stages seemed to be pretty fun while being a fair challenge.
This is a redo of a previous thread level I made since I left a star to help people take the easy way out but the only clears were ‘dev’ stars, and we had a mishap where someone responded for me to make me seem like a dick. Here’s the dollar upfront for beating my level, thank you.
LGN-K78-0LG
Reminder to boo this faggot on sight for not paying up.
>Hurr hurr heres an image of a dollar!
fuck off
What's with all the "gang" comments on levels? Is this some cancerous twitch meme or something?
>He doesnt have a gang
Really nice stuff. I liked how each goomba had a different role. Also lol at that one Goombrat.
I found your second dev star.
It's right above the check point.
warp pipe gang
>left a star to help people take the easy way out
It was a dev star you faggot, we can see the clear check time and you used the star.
>and we had a mishap where someone responded for me to make me seem like a dick
bullshit. you're a lying fag and deserved to get boo'd the fuck out
>QBC-VRC-C1H
EASY
It’s not a dev star, I made sure that part is workable without it, but I hid power ups everywhere for you to find and use. You’ll need some of them.
I know you’re the one who responded for me and this is just an act, what’s wrong with you)
fuck off schizo
I've had 0 ideas for a while... any tips?
sometimes i wish i didn't care whether my levels are actually any good, i made one (1) level and i think it's pretty alright but now i'm completely stuck on motivation. i wish i could just spunk giant winged bowsers across the screen like a ten-year-old narmsayin
Make a troll level, beatable without cheaty stars and hidden shit. Post it and I'll world first.
watch some videos or play levels for inspo
Recreate something you like but Mario it up. Being clever takes practice / inspiration from other levels.
Maybe you’re just not using your noggin enough? Not all hard levels that use stars and hidden items aren’t beatable without it, think outside the box a little
That will be one dollar.
Maybe you're not?
I just like beating all those "impossible" troll levels. The ones that specifically say they're troll levels and have enemies drop on your head at spawn.
But having to search every crevice for a hidden star or autowin escape route as a result of the level itself being made to literally be unwinnable otherwise, is dumb.
Actually pretty fun. Felt like my fault when the first thwomp sniped me. Some of the sideways thwomps were unpredictable, and the level overstated its welcome for a bit, but overall a good level.
>Goombah Brothers
What the fuck did I just play
WHAT THE FUCK
>that feel when you get TROLLED
Two levels to post:
>Koopa Industrial Works
>X97-5CM-4GG
A straightforward themed level with multiple linear paths through and a choice of four paths to the end, including a "true ending" locked behind a red coin door. Can you find all of the paths? Can you beat all of the paths?
>The Enigmanor
>ST0-W0Q-43G
New, improved, and reuploaded! Now (hopefully) softlock free. My attempt at a classic-style ghosthouse with simple puzzle elements, platforming challenges, and a secret exit! Can you find it?
As usual, I will play anons' levels as well. I'll look at the anchor, but if there's anything you'd like played specifically, let me know and I'll give it a try.
Troll Wars is actually cool, it's Carl and Poo making troll levels for each other and basically just fucking around.
>mario maker fans
its fun to watch but I'd fucking hate to play them
Yeah except for the part where if Carl or Poo make trolls everyone is like "haha oh wow that was so funny, great troll LOL"
But if anyone else does it it's instant boo&skip cancer and everyone hates it
>Koopa Industrial Works
>X97-5CM-4GG
Is this a troll level? It certainly feels like one.
Why? It's all pretty basic platforming, and there are powerups in plenty of spots.
And let's not forget that star in a hidden block near the first flag..
There's no star. There aren't even any hidden blocks. A star wouldn't even be all that helpful. Did you even play the level?
no lol
how do i get a webm of my level posted here
Oh. Well, give it a shot, user. I think it's fun.
Play your level, hold the screenshot button for 30 seconds, convert the file to a soundless webm and upload it here.
Thank me later.
>buy cheap microsd card / reader
>convert mp4 to webm using "webms for retards"
>post
or
>link switch to twitter
>post video to twitter
>download on pc and convert
>post
connect switch to a dummy twitter you made just for this purpose (set twitter to private too so only you can see it)
take video clip (hold screenshot button for 2ish seconds)
>go to album on switch and upload video clip to your twitter
>download from your twitter on PC
>use webm for retards to make Yea Forums friendly, resize it, speed it up if needed etc.
All in all you can do this in 30 secs once you got it set up.
I thought it was somewhat hard to tell where you're supposed to go. And there's a door that drops you back at the start half way through the level.
why not now?
Ask kindly.
>tfw building a level right now
>not sure if I should give it a checkpoint or not
>on one hand a checkpoint will bump the clear rate by a lot
>on the other hand I wanted this to be a "do it all in one go" kind of thing
I knew all the answer to the puzzles and I didn't do a single one of them, I just cheesed my way through the level.
if in doubt put a checkpoint. noone has ever complained that there were too many checkpoints
I guess you are right, if in doubt a cp is probably better
>I thought it was somewhat hard to tell where you're supposed to go.
Yeah, the level's based around exploration, so it's less linear than most. But there are coin trails used pretty abundantly to lead you through various parts.
>And there's a door that drops you back at the start half way through the level.
The tube to the fifty coin? You can jump right back up it. It also gives you a quick route back to the start to keep looking for red coins if you make it to the locked door without all five.
There's only one puzzle, and it's the whole first area of the level. Progression is impossible without figuring out what to do. There aren't multiple puzzles with answers. Did you not actually play the level, either?
>Did you not actually play the level, either?
I just did a triple jump to the right off the top.
Whatever the last area was, I didn't do that either. I just picked up a shell the Kameks spawned and busted a hole in the wall.
I got WR by "not actually playing the level"
Everytime I try this the twitter account gets locked and demands my phone number.
Thank you for playing it!
Busting a hole in the wall using the kameks is one of the ways to clear the level. That's why I put a pipe that spawns them near the exit. The jump to the yellow pipe isn't cheese, either, it's the secret exit. That's why there were all the coins and one-ups in the hallway it leads to.
Really nice stage
and fuck you for making me kill the brother, I demand a super secret hard alternate route where you can spare him
>The jump to the yellow pipe
I jumped to a door on a platform.
Then you were one jump short.
The point is I didn't do a single puzzle in the "puzzle" level. I'd call it a borderline blind jump, actually.
I really want to make levels but when I sit down and try to do it I just draw a complete blank. Can I fix it, or should I just accept that I'm creatively impotent?
>He didn't bring the spring with him to save the brother
O` Lawdy
everyone gets creative block sometimes. you'll eventually think of something cool.
I did bring the spring, but how can you save him with it?
If you do the puzzle, you unlock a platform that takes you to the door. The jump is meant for people doing multiple playthroughs or trying for WRs, for players to be like "Hey, I wonder if I can reach that platform faster another way now that I know where it is." The vast majority of players aren't going to do a blind running jump off the side of the level their first time through.
>The vast majority of players aren't going to do a blind running jump off the side of the level their first time through.
I promise you they will but if you can't accept criticism that's on you.
If you'd like one gimme the ID of the level you want one of and I'll make one for ya
New stage I've just uploaded:
Pipe Lake Castle
V07-5XY-P4G
Pipe themed SMB3 stages in which you break into bowser's castle.
Has a short under water section and an under water bowser fight (kind of).
If you're struggling to come up with an idea of your own, you could use a level from a platform game you've played as the base then build off of the concepts from there to use in your stage. Doesn't even have to be a Mario game
Your criticism is "I can complete a tough jump and avoid most of the level." to which I am saying "Yes, that's intentional." I even told you that if you do one jump further, you can cut down on the level even more by finding the yellow pipe. One of my favorite part of ghost houses in SMW was finding the secret exits that avoid the bulk of the level or cut down on clear time.
Now, if your criticism is that my secret exit is poorly handled, that's a whole different thing and I can work on that.
anyone make classic levels here? all i find in course tabs are shit levels
>The vast majority of players aren't going to do a blind running jump off the side of the level their first time through.
>everyone else is so good at decorating their levels and making them look nice
>mine always look basic as hell
yes
I do Or I try to at least
>on the other hand I wanted this to be a "do it all in one go" kind of thing
Yes, the best way to design a level is to have the player replay half of it to retry one hard jump.
LJC-SH9-YTF
An advanced wall/spin-jump course that can be played casually or with constant flow when speedrunning.
Also I spelled Thwomp wrong, I know
>leaving a level with a typo in the title up
finally cracked top 1000 for normal endless
as soon as i get top 100, im done with this shit
number #1 right now is like 7,000 courses
>actually going for top 100 in NORMAL
what the fuck man
It's pretty much play it 24/7 since launch or you'll never be at the top
Is there a way to make it so the level starts with Mario in the air, and you have to jump at the start or you die?
no there is but why the fuck would you want that?
*isn't
Because it's how I want my level to start, dude. I want to make a hard level. How can I achieve this effect?
You can't.
you can start by going and fucking yourself.
The main thing is just to do a pass with inaccessible semi-solids at the end honestly for varied backgrounds.
Really good course. Great visuals and theming. I really liked the above,underwater divide. Difficulty felt on par with classic SMB3.
My criticism would be the pacing which felt a bit uneven. Specifically due to use of doors + pipes which would cause me to see the enemy I just killed respawn. I think you could simplify exits to just either a pipe or key door without much effecting how the level is played (and you could cut the On/Off blocks entirely).
Have the level start with the player entering a pipe or a door.
How many "pipe areas" can a level have in this one? I already have a pipe section planned for later, can I have multiple?
4 doors in each area, and 10 pipes total, I think.
I agree about doors and on/off blocks (they are mostly there for aesthetics) but the pipe transitions are necessary for the water level transition.
What did you think about the boss fight? I think it's a but too much on the easy side but I wanted to avoid going overboard on enemy spam.
Thanks for the feedback, user.
DR8-NK9-H5G
Run quick run fast, run or you'll be lost to the past.
>clearing some levels on the new courses tab
>check thread to see if anyone posted any new levels
>input code
>its the level I just beat
wew
Okay what's the trick at the end?
No way, how could this happen??
well its pretty unlikely
Little baby jump on the last platform. Usually from the middle of it.
The first weeks when there was 20 million courses backed up must have been a wild time on the new tab.
Not that dude, but I jumped, short bounced off the bottom banzai bill and pulled left to stall, then jammed my thumb back to the right and prayed.
There's a decent bit of leeway since the hitbox on them is just their head.
Seems like this would make you have to return to the opening sub-area to get to the win flag, which would put a huge crimp on my ideas, can you change where the win flag is?
>I want to make a hard level.
>unfairly killing the player without warning = hard
Probably dumb, but I have no idea what is supposed to happen at the end of this webm. Don't have time to complete this right now since I have to run the whole course every time I fuck up here, but maybe later.
I felt like the on/off blocks took away from the aesthetic if anything. Boom Boom fight felt too easy (don't necessarily need enemies, could just add blocks to clutter jumping/dodging like SMB3 castles often did) but Bowser area was enjoyable as is.
Also just a general reminder anons- please play at least 2 courses from the thread if you posted anything. I'm seeing a lot of unfamiliar names as level creators but not seeing them in level player lists.
Lavaflow Lair: QGM-PMP-G0G
Not my most recent but I kinda want to shill it some more. Basically a night castle level with rising lava that you have to avoid with swimming.
I lost like 500 maker points wtf? Is the cabal really boo'ing your levels for having 3d theme?
thats not cabal policy. your level is probably just shit
I made this level trying to find a use for the roll in 3D world
Banzai Bowling!
05S-KLM-M8G
Roll away from the banzai bills chasing you!
they boo anything that isn't world because it's not the true Kaizo experience. Not that they can even perform kaizo tricks, but they want short 20 second SMW levels that make them feel good
>please play at least 2 courses from the thread if you posted anything
I don't think its right to police people for not playing courses. Just post good levels and idc. If I see one of my less played courses get a run from someone here then its likely I'll go through and play all of their stuff, but the main annoying thing is sifting through tons of frustrating garbage to find a good level to play, especially when people making frustrating garbage want zero feedback and are just looking for plays. Even if someone isn't playing anons' levels I will give them a (You) or webm if the course is interesting.
And again, like I said, if one of my less played courses gets played I will go through your levels and I'm sure lots of other anons do the same. That's like 100+ maker score right there if the levels are good, so if you are just looking for score it seems stupid to not play levels. Most of the people with high maker score here play lots of levels.
literally none of the people who get listed make levels like that
Great level user, really nice aesthetics in the level (esp how you used the hard blocks and single sky blocks)
Night castle is definitely underrated and you pulled it off well.
Really fun course, your use of Bonzai Bill to keep the pace fast was great. Would have been nice to have a "reset" door at the end of the final run in case you took damage/missed jump so wouldnt have to run back or kill self.
I actually have an older course you may find interesting also focused on the rolling mechanic. We enjoyable seeing the similarities and creative divergences we came to from same goal of using the roll mechanic.
>Mineshaft Roll Fest
FL5-DTQ-54G
I post some levels once a thread and then usually have to get through a work day or spend the daytime on weekends with my two-year-old, but I always come back and play a few to several courses starting with people who I see have liked mine in my absence. That said, I don't feel too bad if I don't get plays since half of the game is playing new courses, but obviously people enjoying your levels is one of the best experiences this game can offer.
So I guess in summation, you're right to suggest people play levels, but I hope everyone here can stay civil and not lose their temper. Not to say that you have though.
Everyone be cool.
4MQ-1SC-P2G
cart level that i tried to make a little like a dkc minecart level. first level so feedback is nice.
pretty fun, it's pretty frustrating to have a perfect run and accidentally stomp the Bill at the end, but there's not a whole lot to be done about that.
there have been times that I've posted my stuff in these threads at the very beginning and get 0 replies of feedback and maybe like 2 plays, and I don't even know if those are from here or just people finding them in random. I genuinely want feedback on my stuff and it really sucks when nobody gives feedback. People always say "just make better levels" but nobody ever wants to say when someone's doing something wrong or unfun, or how they can improve a jump or make a puzzle less obtuse. They just fucking boo it and don't comment in the thread or on the stage itself.
X1W-M4T-CKF
Just made my first level. the 32 character limit for level titles kinda screwed me a bit and I had to eliminate spaces to get the name to fit. feel free to give me your honest opinion on it, I'm sure there are multiple things I could improve.
people probably just don't like the type of level. I play ALOT of levels from these threads but I never bother with puzzle levels or collection / red coin levels. the title or way you describe it might be bland too.
I'm not the course maker, but you're supposed to wall jump off that wall to the left, land on the blue platform, drop a short distance and then wall jump up the right. There should be coins telling you when to jump.
So, how do music cues work, exactly?
The music stops after going a certain distance. How do I keep the music playing for a whole area? Just coat the whole place in music cues? Or is there something I'm missing?
>JP players only like levels made by other JP players
lmao this is actually funny
you can put it on Mario to have it play everywhere in the level
Awesome level, a good challenge and I liked how you incorporated a sort of “checkpoint” with the clear condition. That last jump has some wicked timing though.
And yeah I would have included a reset door on my level but broken blocks from the banzai bill don’t reset.
Yeah, but sometimes you just want a specific area to have a music track, to differentiate it from the rest of the level.
I know about placing it on bosses or whatever, but that only works when the boss is on screen, of course.
>want feedback
>too afraid to repost code and ask for it
You aren't a good maker unless a japanese girl likes your level.
I'm still working at it, and it's pretty good for a Koopa Car level, but those on-off presses at the top are WAAAAAYYY too precise, and there's that troll switch in the middle of the thwomps that is really unfair as well.
Yea I am not advocating hunting people down - but what may seem obvious to us regulars may not be to someone casually browsing the thread and throwing up a first level on whim.
Having an expectation of 2 levels played per course post you make is just a really healthy/basic standard for a "community" to have. Communicating these expectations from time to time is normal and not directed at anyone specifically, but lets people know how they should be behaving.
everything about this is extremely bad, i do not even want to finish it. please go play the kart level in story mode.
OK, I made two new traditional SMB 3 levels.
X1R-HFX-6FG
This one is an angry sun level
83H-2QS-4QF
This one is a sky theme level
Parachute Pen
6NQ-K67-3PF
>Ride a giant parachuting cage all the way down while avoiding hazards and utilizing the structure of the cage itself, ending in a sky-pirate chase.
J7W-8DT--TVF
Watch out for hdden boxes
think I probably should've put the level name when I posted this. the name is "Goombrats Roasting on an Open Fire"
I thought that was a really fun level. Would love to see more like it.
I'm actually working on a sequel right now, "Parachute Pen: Pirate Playground." I plan to center it more around an improved version of the boss setup at the end, allowing me to sort of shuffle enemy "ships" in and out with ease. I also want to have more emphasis on the shape of the parachute pen itself changing throughout the level.
How do you put a parachute on those stumps?
yeah sorry man, these jumps are too damn precise. Which is a shame because it'd be a fun little speedrun level otherwise. Didn't like it, but didn't boo it either.
damn dude this was awesome
Extremely creative, this was a lot of fun to play with. Nice level of challenge too, though the last mushroom seemed to spawn too low for me to ever catch it.
My meme picture about motion sickness is true but unavoidable with the setup so don't take it as an insult.
Haven't finished it so far, but I absolutely love it.
It was hard to do in that level due to the downward scrolling, but assuming you're working in a more typical level, an easy way to get a parachuting stump is to:
>Put a parachute on a Chain Chomp, then a bomb underneath it, and then a Hard Block.
The parachuting stump will crush the bomb, killing the Chain Chomp, leaving only the stump.
Jungle Rumbles
QG5 LF9 00G
Jungle level, fun to speedrun.
>a screencapture of a twitter video
Bro, just use twittervideodownloader.com
Thanks, I knew I was doing something wrong, but I went the fastest route
well thanks for playing it. Yeah i experimented with making those jumps easier but i just felt that it made it too easy. I didnt want to make a cart level like a lot of the others ive played thats just drive thru an area with no effort. thanks for the feedback
I like the idea of the level, but the precision required to hit the proper on/off switches in the upper area just make it feel impossible and the farthest I've made it is just past the skipsqueaks and at this point I don't feel like struggling to get past the upper section of the level anymore. not gonna boo it, but I'm also not going to complete it.
pretty inventive but 90% of the time I was just standing still waiting and ducking occasionally. the boss(?) at the end is completely nullified by just ducking with the shellmet.
Both good courses, I hope you keep making stuff like this. Level of difficultly felt very close to classic SMB3. All the challenges themselves were very fair and just well designed.
Only 2 constructive nit picks. 1)Theming could be stronger if you used less enemy variety (Kamek comes to mind in the sky theme one, but also had spikey and spineyes). 2) Visuals could be spruced up with more use of slopes and semisolids just in the background. A very small amount of effort there would really increase the courses personality.
really like how the difficulty scaled through the course of the level and the amount of munchers and piranha plants you placed and how you placed them to fit the jungle aesthetic you were going with. really enjoyable level.
Pretty good I must admit
Fun and inventive, but a little easy to unintentionally (or intentionally) break.
Thanks a lot. Glad you liked it.
is there anything I can put on the ground that hurts yoshi other than a layer of boos?
weird question but how are you guys capturing videos to convert to webm? are you just using capture cards or is there a share function of some kind?
Fire jets? You'd have to put enough so that they don't get lucky with timings, though.
hold down the screenshot button to record the last 30 seconds
If you hold down the screenshot button on your Switch (or controller) it starts recording. It's limited but it's there.
ah, how are you getting it off of your switch then? can you copy to a thumbdrive or anything?
you can use a microsd or you can post it to twitter
fuck guess I need to see if I have a microsd laying around anywhere because fuck Twitter's video compression
I try to, got a series of traditional
courses. Most recent is here.
You can post it to twitter and from there download/convert it, or you can save to a microSD card and transfer to your PC that way if you have an SD card reader.
pretty fun i guess, put the part with the claw and the water is like frame perfect to do fast.
>Ask friend to play my level
>Number of plays, ect haven't updated yet
>Play a story mode level
>Updates
Is there an easier way to refresh/update the number of plays on your levels?
Give space at the beginning of an autoscroller for the player to prepare for platforming. Especially if the speed is set to fast.
refresh course list
>have to do entire level in one go during clear check while anyone playing gets the convenience of checkpoints
6TB-GBY-WVG
SMW level with a mish mash of ideas thrown into it. Can be a tinsy bit difficult if you're not good with on/off floating platforms. Feedbacks appreciated.
*but the part
if you can't one shot your own level consistently its bad.
>b-but im bad at mario
then don't make hard levels
the speed is set to normal, but I'll take that to mind the next time I make an auto-scroller level.
its to stop jank with the checkpoints. it ensures that you never have to kill yourself to progress.
definitely appreciate the feedback though.
hit bell in menu or restart game
>hurr just get consistent good rng with these 50 magikoopas
Thanks for sharing
what did he mean by this
nigger did you even think about what you wrote. if you can't beat it first time consistently then neither can a player which is a guaranteed shit level.
One of the guys here made a level where you are forced to die and respawn at the nearby checkpoint to clear the level though?
Thanks, I haven't tried that yet
yeah jenome's desert god ritual. theres probably some way of beating it without killing yourself that involves waiting or doing some obscure shit.
Thanks for the compliments and the constructive criticism, it means a lot for real. I always feel like I am don't have enough enemy variety which causes me to break theme too much and I think you are right I am being misguided there. I will definitely try to keep an enemy theme going from now on.
Good. Honestly they should give you 15-20 attempts to upload a level and after that you can't upload it anymore unless you remake it from scratch.
Cool idea !
what a garbage idea
>I always feel like I am don't have enough enemy variety
most actual mario levels have 2-3 enemy types in them, and this is counting turtles/goombas which are a given
anyone have tips on music sequencing in mario maker?
I want to incorporate music into a level but been having a hard time fitting it in, especially during a vertical section
what a great idea
great way to make every level have a dev exit / star
Seems good to me. Just put the editor for downloaded courses back in and comment where the dev shit is.
You are right, I just need to embrace the theme and stick with it.
>let's ruin every single level that isn't completely brain dead
no, fuck off.
If even you yourself don't have fun playing your level it's just bad.
So it's not in the game itself, but this guy made a pretty cool thing for creating overworlds
I played it and gave it a like. I'm not very good at criticism. It wasn't frustrating and there were some fun minigames and challenges to put on myself. But it definitely lacks a focus. You can probably pick any of the sections in this level and expand it further if you're creative enough.
Played this to see what the fuss is about. I loved the house interiors, could probably go with more furniture and decorations though. Nice use of sound effects, it was cute.
858-8KF-DWG
If anyone wants to play my SMW level. It's a platforming level where you alternate between spin jumps and normal jumps. I was experimenting with ways to force one or the other. I'm not sure how difficult it is since I already know what to do and even put a 'tutorial' at the beginning. But everything should line up if you keep running. Let me know what you think!
I am having fun but these fucking bullshit sniper thwomps man
You'll get notified once people exit your level. So if your friend plays your level now but takes an hour to beat it you'll get the notification in an hour.
>having sniper thwomps in your level
>ever
no
8TD-FKC-8KG
Made this level but I feel like I fudge the execution of the gimmick. I'l probably do a revision with better ideas. (it's not a kaizo or troll level, the only vaguely challenging/annoying part is right before the end). I wish I could make normal platforming levels.
Please give your thoughts about it.
Just beat it. Didn't find all the red coins (missing one) but it was pretty fun. I started shitting myself when the purple water was rising. It could have been a little longer or added another section after the purple water area.
Is there a way to make fire bars faster? Also, is there a way to shoot bullet bills from offscreen?
Took a small break from MM2, but I'm back in full force and have 4 new levels and one revamp for you guys. None of them should be too difficult I hope, and of course feedback is greatly appreciated as well!
>Dead-End Koopazon Warehouse Job
G84 - 4D0 - M0H
After losing your builder’s license, you’ve had to resort to other means to keep afloat in the tough Mushroom Kingdom economy. But enough is enough, and you’re going to stick it to those greedy business rats and your shitty boss, today! (collect all the red coins for a nice secret bonus)
>Dangerous Game of Lava Chicken
S5N - QQ8 - MJF
A no jumping level with a focus on getting uncomfortably close to rising and falling lava to progress. Includes a lot of big coin/1-up bonus incentives for challenge seekers. I improved this a lot from the previous version to remove tedium (no more mandatory platform waiting for the main objective or p-switch garbo).
>Blue Boo Hullabaloo
SKV - XM3 - 4GG
Traditional SMB1 icy platforming stage. Tried to go back to basics for this one. Fun to speedrun as well. Webm related, though I know others could do better.
>60-Second Romp with Longboi Chomp
NHQ - GPW - YYF
A simple 100 coin collection level that has you in a room with a dangerous extra lengthy chomp.
>Steamboat Mario
4HS - KMR - DXF
Travel through the Pipe Seas on your trusty steamboat and encounter some scurvy pirates along the way.
Look forward to playing your guys' levels today, if you play a level of mine give me a reply and I'll play a level of yours or two. Nothing too difficult though please.
I like it, but it's honestly more of a speedrun and I marked it as such. Nice use of simple differentiation of jumps to make things different
Nice level but I felt like the P switch run at the end was quite jarring compared the rest of the level.
>spike above the key in the dark
It didn't get me but I would have been pissed.
Can't fucking wait to play all those levels tomorrow.
make a new throd
>4 brand new levels at once
trying to get onto the weekly maker points board I see
Thanks. I wasn't sure what to tag it as. I was considering calling it auto-mario since you mostly hold right
>tfw you see someone try real hard on your stage's WR and their best time is still 10 seconds below your check time
nah, automario is for those "don't move!" levels where you stay perfectly still and the level pushes you through it. if you tagged as that it'd never get played since it's not in normal rotations
>try real hard
how could you possibly know unless they were the only one to have played it?
We really need a "troll" tag, a "technical" or "advanced" tag for kaizo-ish stuff and maybe a "gimmick" tag
That's good to know
new thread where?
Based bird.
maybe they were playing it together IRL?
seems like a weird thing to post smug anime images about on an internet webzone
Would be neat if you could watch replays of people's attempts.
It would be nice, but I'm not counting on it.
It's more of an experiment as to what kind of levels of mine people like the most. I also was working on multiple at once and basically finished them all up at the same time, so I felt I should hold off and upload all at once for something different.
idk man, just speculating
lazy cunts