Mario Maker 2 Level Sharing

In this thread, we share our fabulous levels with hopes of promoting the very best Yea Forums has to offer.

Post your ID with a Description of your level.

Attached: Mario Maker 2.jpg (220x220, 26K)

Other urls found in this thread:

youtube.com/watch?v=hHNREaVuI9A
youtube.com/watch?v=kK83HU5ACp8
youtu.be/uTiUWlMCs00
youtube.com/watch?v=BqOK0M7LIwY
youtube.com/watch?v=gaKEe5dUbBQ
twitter.com/NSFWRedditVideo

7JJ-7Q9-FWF
It's a standard 3D World level but the difficulty might be all over the place.

I swear this will be the final time I'll shill this level, I should have a new level out by next thread (if I don't I simply won't shill anything); will lurk for an hour or so to play some levels

2-3 Sunstroke
>GQW-4BH-Y0G
Newest course in my "SMB1.5" series, this involves the Angry Sun swooping around activating bob-ombs around you as you chase to the skies. Contains 3 optional big coins you can try and get for extra challenge. Webm from an user that played it.

Attached: GQW-4BH-Y0G.webm (1280x720, 2.5M)

3VN-BQ8-BFF
Just completed this mole level, medium difficultly with light puzzle elements.

TGS-8P0-H!H
Long difficult sky theme level with cape platforming at the end.

Attached: SMM2 - Matching Mole.jpg (1280x720, 222K)

*TGS-8P0-H1H

No one has beaten this yet. No dev doors, no Kaizo blocks, no bullshit. Just tough.
HB1-6XK-F0H

Anchor post

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>medium difficulty
>can't beat it

Soon I'll have mine up after I do the completion check

M07 NVJ 1PG

A piranha plant infested castle.
Just uploaded this one. Enjoy m8s

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723-828-9RF
A recreation of one of SMB3's most challenging levels. I made some minor tweaks from the original to make it just as challenging as it was back in the day. This was a lot of fun to make, I think I might try recreating more obscure levels.

There you go, fuck those bonus coins tho.

Nice work user!

I spent a lot of time working on these, hopefully it will have been worth the wait!
Feedback is always appreciated of course.

>Trees ‘n Bees 2: Dune to Beesiness
M41 - 2PW - L0G
The sequel to a personal favorite stage of my own that I made some time ago. Includes lots of goodies and ways to tackle obstacles. Much like the original, if you can find and keep the sequential powerup (this time the cat suit) you’ll be rewarded with speed and fat stacks of coins. Shouldn’t be very difficult, its very speedrun friendly if you know your 3DW moveset.

>Wet & Wild Woodlands
CSM - H8V - NYG
A traditional SMW forest stage featuring rising water, goombuds, and Yoshi. I put a lot of effort into the aesthetics on this one. The slope limit was giving me trouble in the sub area but I hope the tedium was worthwhile.

>Purple Pipe Panic
TYQ - 7P2 - PVF
Yes, I threw together one of those gimmicky 20-second speedrun levels. If you like them, give this a try, if not, oh well. Tried to make it as “eye popping” as I could (style over substance I suppose). It shouldn’t be too challenging, but you’ll probably rack up some deaths as you’re feeling out the level at first. Just hold run and follow the guides and you’ll get it pretty easily I hope.

Attached: WetWoodlands.webm (1280x720, 2.81M)

>yfw you find their dev block

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Cool concept but I find the MM2 piranha plants ridiculously frustrating. Not your fault... but is it just me or do they emerge wayyyy faster than they did in actual SMB3?

depends on the pipe color. Red makes things come out immediately while blue has an interval of about 3 seconds.

Oh, well I guess I just find the red pipe piranha plants annoying

1FN-F63-D1G

A Water Temple inspired themed level.

Attached: Water_Temple.png (1920x1080, 1.3M)

Slippery Swingin' Summit
FH4-4KC-0QF
Pretty simple concept, just lots of ice/claw platforming, hope it's fun!

Bowser's Free Floatin' Fortress
7S2-B6S-BSF
This one I was a bit more worried would be frustrating. Uses the castle night mode that makes you float around. Gusty garden galaxy and tons of hazards await!

7M1-MJL-23G

Toad's fossil excavation
72M-020-94G
It's a red coin scavenger hunt.I would appreciate some feed back so I could improve it

really liked your first level. gonna try the next one for sure!

Spaceport 2034: A puzzle/exploration level themed around a space station.
236-Y26-4LG

Mega Mario Downtown Destruction: Become a giant and wreck the city.
YLM-CS2-BKF

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*NEW LEVEL**
>Dancing Desert Flowers
PCB-1K7-KLG
Traditional level with a buttload of secrets.

Old levels:
>Red-Hot Castle Rush
LJ1-75M-Y7G
Kind of a speedrun level, but not really.

>Perfect Luigi Blossom
NWX-G9Y-FSF
Normal difficulty bullet hell.

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I have eleven stages. Here are four:

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?

30m Challenge (Newest)
Y7L-35L-RBG
Give yourself just 30m to make a level. Rough edges, but try a speedrun!

The Great Wiggler Migration: HQR-X1J-3SG
Shell Island Temple: JQD-KXR-YFG
Memory Mansion: 1QN-74N-JMG

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I see a lot of people trying and having a hard time with the first jump. Hint wait until the first Koopa starts his first swing backward, then run like hell and spin full force!
I night tweak it and put that section later. The timing is one of the harder parts of the level.

5MN-VPC3XG

Yoshi has been captured by Nazi's. Save him from the Bouncy Castle concentration camp.

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dev blocks are for suckers

>>Wet & Wild Woodlands
This one was really cool The best part was climbing the tree.

The only thing I would say is that sometimes it could look bit cluttered, which translates into too much for the player to process. I missed some important blocks that could have helped me etc.

But overall very nice!

>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

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Just uploaded
>Boo's House
Avoid the Boos, defeat King Boom Boo to find the key. Very short, can be easy
9WF-15V-Q3G

H2Y-B2R-3TF

my latest, SMB3 desert level built with classic SMB design in mind. Not too difficult, a little more difficult if you go for the red coins. Feedback appreciated.

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I have a bad habit of cramming in as much detail as I can, I suppose I can see how some might not like it. Hope it doesn't inhibit gameplay too much. I just see empty space and I want to fill it with semisolids and ground objects. Wet Woodlands is a bit on the extreme side though I'll admit, since I wanted to portray the trees with a bunch of sprawling limbs.
Glad you liked it though otherwise!

Spit-balling some very rough ideas for an ice dungeon, thoughts?

Attached: Luigicle.webm (640x360, 2.84M)

these threads are beyond dead
all that can save us now is the Bookmark update

Icicles are neat in general. Not a fan when they're not attached to a roof or a background element, but otherwise looks good. I'm pretty sure they break blocks too.

Attached: treesbees2hive.webm (1280x720, 2.87M)

Loved Wet & Wild Woodlands, got a good WR after a bit of routing. Going to play the rest of your levels now, I like your style!

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Interesting take on a sun level. I died trying to get the 30 Coin but when I started back from the checkpoint the sun ended up blowing himself up

50 coins are for secrets. Red coins are for optional platforming challenges in a very small area. For example, if there is a part where a player has to run down a hall of thwomps, place red coins in a way that will make the gauntlet trickier if the player goes for them, but in the end they are rewarded with a secret room that contains a power-up. The secret door at the end of the level thing makes no sense within the design restraints of Mario Maker.

That's my two cents on it anyways.

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Would you people quit using such stupid fucking explanations for your levels? You're making them each sound terrible.
>DURR MEDIUM DIFFICULT THEMED LIGHT PUZZLE ELEMENT
It's like a broken fucking record in here.

youtube.com/watch?v=hHNREaVuI9A
use this for inspiration

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 an optional mega bonus room at the end.

Starting Point:
1-1: Start of a New Journey V61-WT5-DPG

Current Stage:
4-2: Coral Reef Capers 7QC-HG2-4KF
Leaving the caves behind him, Mario gets his mustache wet and swims for the surface, but who knows what lies above?

For maximum immersion I recommend listening to this while you play it

youtube.com/watch?v=kK83HU5ACp8

Feedback is appreciated and returned. If you got a really good level I’ll likely make a short webm of it to showcase it.

Working hard on 4-3, little more than 2/3rds done, with some luck it should be done in an hour or two.

Attached: 1564953216203.webm (1280x720, 2.94M)

So you're just not going to post a code? What was even the point of posting this file

>I'm pretty sure they break blocks too.
Yeah, I'm going to probably have a part where you go up and have to run under a small area of bricks, then jump up to the next platform once the icicles fall if the camera isn't too shitty for it.

dude bees

This picture makes me angry.

Thanks user! Hope you enjoy my other stuff too!

Sorry sorry, code is here, first one. Just wanna keep the thread alive with some content, even if it is my own dumb stuff.
Could lead to some nice timing challenges with platforming on top of the icicles too before they reappear/disappear.

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I use the 50s to show the optional area with 3 1ups for the endless runners. I like what you said.

HB1-6XK-F0H

see

>e-celeb
Is this why I've been seeing a billion levels with these exact gimmicks?

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Yeah, well, I'm being grumpy because I had too much sugar. Goddamn delicious turtles

death to all japanese people

Bees level is okay. My only bit of feedback is that it never felt like I was going the right way, but I also didn't get lost

My only problem with adding red coins is that endless players are far more likely to not play your stuff if they see the counter.
I use 10 coins for easy but slightly out of the way platforming segments or to tutorialize how to do something, 30 coins are what I use the most- mainly for filling secrets/challenges that require more skill to get to/solve, 50 coins are for the hidden out of the way secrets and shouldn't be out in the open for direct picking, you should have to go out of the way for them.

Not everyone is in tune with using flowery language to describe their creations. I'd rather have some description than none at all honestly.

They almost never leave likes, their levels are somehow always terrible or samey, and are probably the biggest booers of the game.
Are they just xenophobic or are japs just somehow naturally uncreative in general?

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when a japanese girl likes my level i feel all warm and fuzzy inside

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why?

I've read on a forum that when a Japanese girl likes your level it's actually a sign that they want you to come to japan and give them a hard dicking

I agree that the red coins are well suited for the quick challenge like you described, but I think they’re just as valid for using as an optional collectible that could be used to open up an extra area at the end of the stage or maybe to give you some kind of advantage against an upcoming boss or something like that. Incentivizes players to explore the level and rewards them for their curiosity.

One of my biggest issues with MM in general is just how endless is handled and how limited one ups are in terms of usefulness outside of expert onwards. That’s why I try to make my bonus rooms and secret areas more engaging, usually in the form of a simple mini game or treasure room that uses gameplay elements from the main stage. Not just for the mega room at the end but also the small ones.

I was really hoping that they would have expanded upon the thing you could do in MM1, where in the course bot levels that were in the same row horizontally could be played sequentially, 1ups and power ups carried over the whole nine yards. Instead they strip that out too, and I’m just like why? A map feature would be so nice to have, even if it was some simple ass SMB3 thing.

Never heard that one before. That's an... odd complaint.
Just trying to understand what you mean.
Was it the layout at the hive section? I felt it was a generally straightforward vertical level otherwise, the beehive has one detour but it's just for collectibles and loops back.

We really need an update. A simple map system and a new style would breath a ton of life back into these threads and the game as a whole.
I really just want the SMB3 suits and more powerups myself though.

>My only problem with adding red coins is that endless players are far more likely to not play your stuff if they see the counter.
Yeah, I can definitely relate. I've been avoiding using them for this very reason. However, I feel like within the medium of Mario Maker, they are pretty much perfect for that purpose and I haven't seen it done once.

The problem is I've been seeing a lot of people scatter them throughout the level as an optional challenge and it really leaves me scratching my head as to why anyone would do it. You either get them all or it doesn't matter and this can dissuade the creator from hiding them in really challenging or obscure spots. I get that this is closer to how actual Mario games use them, but it doesn't really work here since there's really no completionist aspect and players are liable to avoid any unnecessary danger unless the pay-off is either really interesting or huge.

Just uploaded.
Piranha Plant Panic!
TTX-9JQ-SYF

Kind of a speedrun but with a pretty forgiving time buffer and a checkpoint. More just about the fun of the run and spinjumping.

based matureposter

I think the big coins need to have a separate score system beside just being multi-coins, ala the star coins in the new soup games.
For instance, have a counter by each of the people who have played your level that shows how many of the big coins they collected. Then there could be an incentive such as a medal/leaderboards for big coin hunting much like there is for speedruns/first clears.

>Incentivizes players to explore the level and rewards them for their curiosity.
This is why I use 50 coins. Its a far more immediate reward, whereas you get absolutely nothing from red coins if you miss even one.
I desperately want the acorn and penguin suits. Absolutely nothing fills a similar niche to what they can do.

For instance, in the sub area I was able to jump and go in the upper left pipe only to be spit out at a pipe that told me to go back. I ignored it and was able to proceed upward. Early in the level there were also a lot of areas designated for Cat Mario but by the time I had Cat Mario there was no point in going back. My feedback is just a hot take. It seems like a level you would want to explore a bit. I'm not saying any of this as a bad thing. I'm just saying that there are parts of the level that lack a general sense of direction which is largely irrelevant because of the open nature of the level

>Not everyone is in tune with using flowery language to describe their creations. I'd rather have some description than none at all honestly
You don't have to be a master poet. You just need to have had a conversation once before in your life. How is that a good thing to make your level sound exactly the same as every other level in these threads

to each their own, I thought it was the best vertical level I've played so far. I loved the balance of openness and direction and being able to see what's coming.

Also why did you post cropped toddler porn

The Mole's Lair 7XS-6K3-7MG
Fortress of Skeletons PM8-L1D-X0H
Treasure of the Sierra Madre BB2-DRF-CGG
Our Friend the Bomb SC9-TF5-XFF
Bowser Jr's Tricky Tracks M7J-M6D-SFG

PLEASE leave feedback

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bump

Hm, I can understand that I suppose. The top section is a bonus to get the big 50 coin, without the cat suit its a good bit harder to get up there, so I didn't want to lock the player in what was essentially a bonus room, which is why I put the arrow pointing back.
I designed this and the first one in such a way that rewards you for not getting hit and picking up the non mushroom powerup early. If I let the player go back it would dismantle the concept that the level keeps pushing you forward (much like many vertical nsmb castles with their one way semi solids).
You can get all the big coins in one go with a little routing as well, I made sure to make it possible.
It's good insight though all the same.

Ty ty. I'm flattered, but I don't really think it's "the best" though hah.
I actually quite appreciate the critical feedback, it helps me think about how I can further improve and how to think like other players do.
Though the praise otherwise when people enjoy my stuff is a nice and fuzzy feeling I can't get enough of too.

Attached: Trees'nBees2.webm (1280x720, 2.86M)

Just so everyone knows I gave a boo to every stage posted on here since you are faggot shill losers

>The Mole's Lair 7XS-6K3-7MG
didnt i break this puzzle forever ago

I fixed it and changed the last part

i just broke it again

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how

>need to have had a conversation once before in your life
Are you implying most of us aren't autismos here? Because I certainly am.
Though I go the opposite direction and try to make my level descriptions fancy in-game. To the point where I'll ponder for hours over just titles and descriptions. I also must hand place all of the random ground decorations in my levels or else it'll bother me.

hold on, let see how far i can break it and ill post a webm

I'm sorta curious, how many anons here made smash custom stages before moving on to MM2?

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I did. And when i was in high school i used game maker to make a smb clone game.

I did, made about a dozen or so. This scratches the creative itch way more though.

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I agree. Mario maker is just a far bigger and better toolbox.
The lewd posting was certainly amusing though.

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maybe you never broke it at all...

okay, i didn't optimize it because im old and my hands hurt, but this is the basic gist

Attached: puzzle break.webm (640x360, 2.79M)

don't doubt me dude

>A Song Of Ice And Fire (JLQ-1ML-NMG)
Game of thrones thematic level, not much else to say

>The UpsideDown (H37-MSD-8RG)
Stranger things thematic level. Probably the most difficult level i've uploaded, alongside with the GOT inspired one

>Hive of Stingbies (FVT-4WT-VHF)
Bees everywhere, yet funny course imo

Would a level like this be fun?
youtu.be/uTiUWlMCs00

>Title: Lake Surfing
>Tags: Short and sweet, Themed
>Description: Mario decides to go surfing in a lake because he has a single-digit IQ.

RQF-D1T-SYF

>Snowy route [easy] (D9T-8HG-DPF)
>Snowy route: Adventure [normal] (8M9-T37-0RF)
>Snowy route: Mountain [expert] (QB5-1NP-87G)
>Snowy route: Storm [expert+] (YM8-Y2D-RLF)

Four 3D world levels with progressive difficulty. From a really easy one to an extremely challenging with multiple boss fights

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Don't die thread.

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America is asleep, it's up to the Euros to keep us afloat

imagine if someone made a real level with that aesthetic instead of soulless speedrun garbage

I may still do that eventually, I just wanted to experiment and try something new. I didn't sell my soul to the mario maker devil, I swear.

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put like 10x harder tricks in there like double jumping and shit, and remove the faggy switch platform segment, then maybe i will believe you.

I normally make traditional or themed levels (moreso on the easy side), I probably wouldn't make something kaizoish to begin with.
I won't make another speedrun level like this though either because it's just so boring to play through despite the visual flair, no room for creative play in them.
>why did you make it then?
I really did just want to try something different. Didn't take me too long to shart it out, kinda proves to me just how simple these 20 second levels are under the surface.
>build a basic level based around the onion trail of mario
>slap a bunch of obstacles around it to make it look harder than it actually is
>normies eat it up

I guess that means we die then again.

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its too early for the NEETs and the wagies are heading to work

Really fun course user. Good job

Damn that's.... a really clever way to use the sun.

Random question, but does anyone know when Mario Tennis will unlock for the 7-day trial phase in EU today?
You can already download it, but when you try to open it, it just says "you cannot access it because you havent bought it"

Check "Hot Courses," anons.
Someone found a glitch that breaks the entire level. It's called "Broken 1-1," or something. It's pretty good.

NEW STAGE:
Palace of Fire and Ice: RG9-669-B5G
You switch from the hot to the cold section and back to progress in the other zone. Might be a bit harder than my other stages, i appreciate any feedback

Other Stages:
The Floating Isle: HLW-WPP-LFG
Lumber Tower: N7X-9BX-YKF
Bone Voyage: RW5-5D0-DTG
Desert Quest: YJG-9X6-BRF
Ants and the Temple of Plants: B5F-TGN-Q7G

Drop me your stages as comment if you want any feedback on them!

Attached: Palace of Fire and Ice.jpg (680x383, 88K)

The Great Snake Block Walk - 0N1 NFR 31G
Kept running into really bad snake block levels so I wanted to do one that’s actually fun. Came up with a snake block themed bonus room and boss fight for it.

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Pretty neat stage, mate

why did I buy this shitty game
I hate mario
I hate 2d platformers
I hate gimmick levels
you can't even search for fucking levels by name
you can't play with friends
the multiplayer is terrible

MHV-0CN-DGG

The difficulty/pacing is all over the place. It wasn't very fun at all honestly

Quality levels as always, Trees n Bees 2 is just as fun as the first one and Wet & Wild Woodlands is also really fun.
Didn't complete Purple Pipe Panic, but i am not a big fan of 20 Sec Speedruns in general

odd, that issue didn't show up in testing but I guess it doesn't matter too much, the sun is mostly out the way in the 2nd half anyway.
thanks
I don't like how limited the angry sun is in mario maker, this was the best I could think to do

>I hate mario
>I hate 2d platformers
in what way did you think this game could be fun to you?

Completed it now. Overall decent and i like all the references like the stupid key below the platform i searched for forever in the actual game and the temple of light at the end.
The stage could've used more polish, though. a few parts felt pretty awkward, especially the ones with shells. It could've also been a bit shorter.
Also a hint: you can place Boss music on enemies so it plays until they die

Decent stage, nice aesthetics, but it felt a bit empty. There could've been some more enemies or some more creative uses of bombs. Also i don't really get why the whole underground section is there when the goal is readily available?

What i would really like to see is that every level had a coin highscore besides the speedrun highscore. That would really incentivize people to actually explore levels for secrets instead of just trying to go as fast as possible and it would give coins an actual meaning outside of endless.

Pretty straightforward stage without any annoying sections.
Try to post your code with a short description the next time

student with no class today, gonna try to keep it afloat for a bit

What styles/themes do you use the most?
Me, I always end up using SMB1 and 3, and I love the SMB snow and jungle themes. I tend to stay away from the newer styles because more moves means more ways to break my levels in ways I didn't consider.

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I mostly use styles based on the aesthetics/atmosphere i am going for and then just fit my stage to it.
As example, for a beach like level, i used SMB3 forest since it's the only half water theme that isn't actually a forest. For my newest stage i used NSMB because the castle tileset is red and the only other red one is SMB3 night theme.

I like SMB and SMB3 because you can use them for much more imaginative theming. SMW and the 3D themes are too explicit with their theme uses.

So which game do you think they'll add as an extra style?
I think we can safely exclude Mario Land (since the super ball was added to SMB1), Sunshine, Galaxy (since they got music added) and 64.
The most likely candidates would be SMB2 and Odyssey, but if feel like the latter would need a lot of changes to be made to work in 2D, more than 3D World. I would still love to have it though.

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I'd rather they flesh out the existing styles a bit more than add a new style but SMB2 seems most likley.

>SMB2
God I wish, if they enable you to put its unique monsters and doors and the like.

>tfw hit the enemy limit but not finished
fuckkkk

I made another level focused on Goomba Shoes, but this one should be easy and fun.
78J-52J-WLF

If you're interested, the other one I made was a hard speedrun centered around jumping out of a Shoe and into another one in a race against the clock.
YHD-278-SBG

I'm trying to learn to make more traditional levels, but it's not easy.

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Nice stage, maybe a bit on the short side. Still fun!

I'd like to see Mario Land 2, it has more than enough unique enemies and mechanics to work and we could get Wario as a boss

>Mega Mario Downtown Destruction
I loved this one. It's just fun to explore a metropolis and then going back to destroy everything. Also the ending had me chuckle. Good job!

At this point SMB2 is probably a given, with Odyssey most likely being second. The inclusion of 3D World means they already have a 3D graphics engine in the game, so it wouldn’t be that big of a leap.

I also don’t think Odyssey would be too difficult to make work in 2D; keep all the movement options of NSMB and 3D World, make Mario’s roll move faster and add the cap throw/cap jump mechanics. Remove all power ups, and instead rely on enemy captures for things like fireballs and such.

I feel like the base abilities would make it perfect for fun parkour movement based action levels, and the various things you can do with enemies like goomba stacking or using hammer bros for cheese excavation sections and such could make for some great puzzle levels and boss fights, and using cheep cheeps might make water levels more fun.

The downside is figuring out how they would translate elements like bullet bill captures, which used only lateral movement in Odyssey, and it seem like being able to fly anywhere could be kind of broken in 2D.

What if instead of adding a new mode, they added
>a new powerup common to every style
>a new powerup unique to each style
>a handful of enemies
>3 new gizmos
>a new level theme
What would you want to see in such an update?

Attached: a35514b02c037dea8bc892002c4c80e1.jpg (658x704, 82K)

instead a new mode, how about they just finish the 3d world mode?

What if they added in power up costumes again like in MM1, but instead they cost coins/fake currency?

And you can only get currency by playing other people's stages, not making stages

I’m hoping for SMB2 since that’s my favorite Mario game. The real question, would you rather have the original NES sprites or the ones from Super Mario All Stars?

>common power up
The ice flower

>unique power up
Bring back the costume Shrooms for SMB, either that or the rabbit ears from SML2 since that style doesn’t really have a flying power up atm. The frog or hammer bros suit for SMB3. Not sure for SMW, it’s got all the bases covered already between power ups and Yoshi. Maybe the other colored Yoshis we’re still missing.

>some new enemies
Charging chuck, those weird dolphin things, sumo bros, spike, and renzor. Also a neat thing for SMW would to include the Halloween sprites you get for clearing the special zone.

>new gizmos
The triangle thing that lets you run up walls like Spider-Man, magic potions that let you make a subspace zone. How it could work is that it’ll lock whatever the current screen is but still allow you to place different things in it, like a timed bonus room or something like that.

>new level theme
Beach, that weird ass swampy painting BG from NSMBU, and Volcano.

I could get behind this

Attached: 0F3DB9A2-6A7F-4943-A7B9-5C3E5AF845F6.jpg (507x449, 316K)

Lanky Mario should've been the "flying" powerup in SMB1. I don't get why the big shroom is the shared powerup

Adding onto NSMBU would have the penguin suit for a unique power up, and 3D World should have the cloning cherries. If only so that we get the double cherry pass music which is criminally missing from the game.

I haven’t made anything in 3D world yet but this is a common thing I’ve seen people say. I do agree from the levels I’ve played in that style that It seems more limited or like there’s weird stuff missing for no real reason. Also harder to design aesthetically.

Ah shit I forgot about the lanky shroom, yeah that should make a comeback too.

Wet Woods: LBV-FHQ-DTF
Traditional SMW Forest level

Please play my levels and send feedback

FREE THE WIND [UPDATED]
34W-1F8-YKG
>Make the level more obvious
>Covered icicles with noteblocks because people won’t stop getting killed with them
>Make trials easier and less precise

Attached: 315018ED-CB78-4443-97B1-4E3C24FEC963.jpg (1283x2800, 1.2M)

keep going

I cant fucking hold it in anymore

the accordion section of the super mario world desert song is fucking AWFUL and RUINS the entire song

Attached: 4288ff314dc98c93bf743922bd2295d1.jpg (1524x2639, 287K)

Yeah i generally dislike the SMW desert theme. I know all of the themes are remixes of the main theme, but it feels too direct.

Good level. I'm not sure what the concept was with the parts that repeated between pipes, but still I enjoyed it.

Play my new mole level!
This time, YOU are the mole - and you want to visit your mole grandparents and eat your grandma's delicious snail pie.

MJH-ND7-QQF

Attached: coolmole.jpg (550x504, 28K)

ID?

>>a new powerup common to every style
Ice Flower, Frog Suit

>>a new powerup unique to each style
SMB1 = Lanky Mario, SMB3 = Hammer Bros suit, SMW = other Yoshi colors would go here, NSMB and 3D world = ???

>>a handful of enemies
Koopa kids! Also those dino you could flatten and jump on a second time, chucks, blaargs, those little green bird/bat things that hang from the ceiling and swoop down at you, pokeys, those little guys that throw spiked balls at you, and those floating ghost house bubbles

new gizmos
Triangle that lets you run up walls, water tiles to make separate sections of water, waterfalls, drainable water, and floating water blobs and paths, switchable one-ways, switchable gravity tiles

>>a new level theme
A city or industrial theme

third one on that post

>a new powerup common to every style
penguin suit
>a new powerup unique to each style
SMB: lanky mario/amiibo costumes
SMB3: tanooki or frog suit
SMW: balloon sucks so probably some other yoshi, not sure what they could do though
NSMBU: boomerang flower/blue koopa shell. the mini mushroom would be cool but I can't see it working well
3DW: the cherry
>a handful of enemies
chucks, the super koopa from the dolphins and the dinosaurs from SMW
>3 new gizmos
rotating platforms
those platforms that change directions every time you jump
the triangle blocks
>a new level theme
either beach, volcano or city would be nice

Attached: ecd64e93a826966aafe8ffe202f39380.png (1280x1280, 737K)

Do moles actually eat snails?

youtube.com/watch?v=BqOK0M7LIwY

Yes I googled it.
>Their favorite meal includes earthworms, grubs, snails, spiders, small animals, and other insects

what are the pictures at 0:32 trying to convey?

>and short mustachioed men in overalls

>a new powerup common to every style
Ice Flower, and each style differs in how you can interact with the ice blocks that are created (SMB, Ice blocks can't be moved, SMB3, Ice blocks can be kicked like in Kirby, SMW + NSMB, ice blocks can be picked up and thrown, etc)
>a new powerup unique to each style
SMB --> weird (tall) Mario
SMB3 --> Frog suit, so underwater levels can be fun for once
SMW --> Either balloon Mario or baby yoshis.
NSMBU --> Either the squirrel suit or baby yoshis.
3DWorld --> Double Cherry
>a handful of enemies
Pokeys, Spikes (the green dudes who throw things), Chargin' Chucks, maybe Shy Guys
>3 new gizmos
Spiked pendulums, spinning platforms, Bowser statues that shoot fireballs
>a new level theme
Volcano, and the night theme causes meteors to rain from the sky.

>make a red coin level where each coin is hidden behind a short section with a boom boom fight at the end
>to avoid key death, the last coin is after the checkpoint
>to clear check I have to run through the whole level twice
I don't feel like doing this anymore.

Disjointed elements put together with no flow in mind, the second one being random objects flooding the screen, the third one simple random uncreative jumps made artificially hard by spamming spikes everywhere (basically a typical Japanese level).

>thought it would be fun to make a level where each red coin was behind a super-expert tier challenge
>would be more approachable than a linear super-expert level as your progress gets saved
>have to beat every challenge without dying to clear check three times.
I'm thinking about just putting in a dev exit

Stop making red coin levels.

Attached: 1494347637385.jpg (250x245, 6K)

If you don't see an issue with object/spike spam and naked pipes, you are part of the problem

>Bowser statues that shoot fireballs
I forgot about those, and the ones that shoot lasers too.

One element I’d really like to see is an alternate clear ice block that can be melted by fire like in NSMB, and you can put coins, power ups and even enemies and spikes inside of.

red coin levels with mini challenge rooms are fun

Attached: 1563690119642.png (960x960, 1004K)

I do but the pictures don't convey it very well

>give course to a handful of streamers
>some say things like "it's impossible, way too hard"
>others say "that was easy" and do it first try with no sweat

>people have different levels of skill
wow crazy

Yeah but it's funny how streamers always have some kind of "my opinion is absolute and correct" stance on anything
Like they could do the easiest thing wrong and keep dying like total buffoons but they will NOT listen to you or anyone else telling them how you actually do it.

idk just my observation man

Play more Mario Maker you fucks stop playing Smash

Fine.
What level do you want me to play.

>they will NOT listen to you
>telling people how to play your course
>not observing them to see how you fucked up in trying to work this into the level intuitively
oof

>defending braindead streamers that don't even understand the basics

>one streamer plays my course
>blindly jumps into a pit of munchers
>"HOW IS THAT FAIR"
>another streamer plays the same course
>"Hey, good that you made a coin trail to lead the blind jump"
Some people just don't know common stage hints

How do I get my level to appear in one of those e-celeb youtuber mario maker level compilation videos

make le epic troll level for funny reaction face

>>blindly jumps into a pit of munchers
>>"HOW IS THAT FAIR"
hes not wrong, do better next time

Attached: TROLLED.jpg (1360x923, 1.12M)

Larl is pretty good though.
The others I can't stand.

I don't like how people praise Carl's troll shit when they would boo and insta skip it if anyone else had made it

That's just the bonus of being an e-celeb.

Its fun to watch faggots suffer but noone likes suffering themselves.

I'd love to see you suffer

Attached: 87742497.jpg (503x478, 150K)

reep

bump

There’s a difference between random shit trolls in an otherwise normal level and a true troll level.

First off, any troll level should contain the word “troll” in the title, so you know what you’re getting and can skip it, or play it if you’re ready for the punishment.

Second, the level creator should try and kill the player in the most unexpected, creative and funny ways. In MM2 we now have thwomps that move sideways, but in MM1 having a thwomp suddenly come at you sideways was completely unexpected, but possible using moles and other contraptions.

Third, a troll level is about the level creator trying to psyche out and fool the player while the player tries predict and outsmart the level creator.

Fourth, a true troll level is basically a puzzle level, one that kills you over and over with death traps until you figure out the solution to get past it to the next one. There’s a certain thrill, for example, to sniffing out a troll and having it miss you, and it’s pretty funny when the creator plans for that and has it come back around and kill you on the rebound (unless you’re ready for that as well).

There are limits though, making someone go through an entire level with no checkpoints again after killing them right before the goal is considered bullshit, as is softlocking the player without providing a boo or something to kill yourself with.

Random trolls are always shit, but troll levels are for people who like them, and not liking what someone else likes doesn't make that thing bad.

Yeah I agree with everything you said, but I still think that people generally hate troll levels unless some e-celeb made them, even if all things other than the creator are the same.

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how do sub-platform limits work? 1/10 of the way through a level and already having problems

the hell is a sub-platform?

you can place shitloads but can only have 5 overlap together.

ah, i was making them really big so they were all weaving together

play my levels

>can only have 5 overlap together.
there are workarounds to this, although their behaviour is inconsistent. Look at after the pyramid explodes and you'll see 6+ semisolid platforms stacked there. I had even more stacked than that before as well (I think I was able to get 9 overlapping); seems that if you play around with resizing them to overlap you can bypass the usual stack limit

the 5 must overlap at the same x value I believe.

There is a coin trail to show you where you can land and you came from the bottom so you can remember the said pit

>tfw you get lucky in super expert and get some level that was freshly made so it isn't accurately rated yet and actually easier than the average s.expert level

New stage is done!
4-3: SnakeVine Swamplands 958-Q6G-3BG

Breaking the waters surface, Mario must navigate the overgrown marshlands. Stage that focuses on traveling vines and other plantlife.

Attached: 260px-Mp3_Vines.png (260x194, 112K)

Pretty good man. As usual!
I'd say the only part that I'm not 100% sure about is this right here.

Attached: asdasdad.jpg (1276x718, 673K)

Thanks for playin it!

Before you go down there theres a piranaha plant thats supposed to spit out a vine for you to cling and slide to the right on. I put the vine block down there you you could climb back up if need be so you could get it to spawn, although you can also bounce off the cheep cheep and get up that way as well.

Oh. My bad, I went so fast there I never even realized that. I did end up consistently jumping off of the fish though to get up there.

Sorry mate, all great then!

>The Emerald Eye of Totomesu
MNM-KNV-CFF
Find the 5 ruby keystones to open the burial chamber of the ancient king and steal the priceless emerald eye. warning: very hard. red coin level with 3 4 screen challenges based on elements.

>tfw you get a hot garbage level in super expert
Finally a break from all the kaizo shit

>3d world

Yes?

This video is what I want to do in Mario Maker. An attractive level that makes sense to a casual player, but enables a good player to master it.

Alright I’m completely drained on ideas

Give me the shittiest ideas you can think of and I’ll try to make them into a good level

mario enters a giantesses urethra

Find the dev block
An unbeatable level where the only way to finish is by finding the dev block.

1-4 smb night mode. And add more stuff

dark level with lakitu spam in SMB

Very challenging indeed. Writing down some things I notice while playing:

>vine challenge
Challenging, especially the very end is very tough. But fair.
I will however say that I feel like I get slightly punished for keeping my powerups until the star section. If I'm already small by then I can actually get through faster and get up higher in the spike section afterwards. If I still have my powerups, which is harder to do than just damage boosting through, it's a bit harder for me to get past the springs, under the spikes and up there.

>icicles
I hate twisters so much. My personal bane.
As for the ice and icicles, it would obviously be hypocritical for me to complain about those and I won't because they didn't give me much trouble, it was really just the twisters for me. Liked it!

>fire
This is the hardest of all for me. Ungodly timing required and if I don't bring at least a mushroom to the fire wave I'm done for. One thing that bothers me a little bit is that depending on your movement and when the game loads the gizmos, timing cycles of fire bars can differ which can make it even harder than it should be.
This room cost me countless lives and to be honest, I'm not sure I'd say I enjoyed it due to this "cycle rng" that made it a non-consistent experience for me.

Enjoy my truly impressive 27 minute first clear time. How long did it take you to clearcheck this you nutjob?

Attached: 1516142774869.jpg (986x754, 297K)

Can I get some feedback on this level I just uploaded?

HVP-X64-JWF

I'm thinking of making a whole 'game' with each world being set in one theme. I'm trying to go for a traditional (and for now easy) Mario platformer and would like to know if it needs changes or tweaks to difficulty or length.

Also I forgot to anchor my previous post so let me do that too. If you have a level that needs feedback, reply with the code and I'll play it!

Sounds gross user, but I’ll try to make it work

Fight 3 giant Meowsers in a retangular room and you have a pipe spawning hammers.

I enjoy seeing streamers play troll levels, but I would hate running into a troll level, no matter who made it.

>I will however say that I feel like I get slightly punished for keeping my powerups until the star section
yeah I was aware of this but I figured it was an easy section (relatively) anyway and keeping powerup makes the vine climb easier as you can just damage boost or take a hit from a muncher. I probably should have made it harder for little mario to breeze through.
>timing cycles of fire bars can differ which can make it even harder than it should be.
fire bars are loaded globally so should always be the same. It does affect the lava bubble spawns though but I tested it alot and it should always be possible to not get hit. Still definitely the hardest room and requires alot of patience.

Thanks alot for actually sticking with it and beating it, surprised someone did it so soon. it took me 3 and a half hours to clear check and thats after making it considerably easier than how I wanted it.

A Shell of a Ride: WSM-77G-R2G

A short speedrun(ish) level where you have to use the shells to cross the spikes. Only have 30 seconds to make it to the goal.

Can you recommend some real troll Ludo/Kino? I'm very interested now, this seems like the hardest kind of level to make well.

Attached: 1560831561042.png (900x1073, 188K)

>fire bars are loaded globally so should always be the same. It does affect the lava bubble spawns though
Well, okay. I suppose the result is the same, they're not always in the same sync, which I found very noticeable at multiple points in that room.

Yeah I did overall like the stage and I sure as hell wasn't gonna let one coin stop me from getting the clear after getting the others already.
Didn't expect you to make a stage THIS brutal, but very neat!

>Didn't expect you to make a stage THIS brutal
probably won't do it again for a long time. was fun to make and clear though :P

Coincidentally I was actually thinking about making a red coin challenge room level myself yesterday, but I haven't had too much time for that yet.
If I do it now you'll call me a copycat!

you should do it, COPYCAT

>make level that is 99% in the sub area
>put pipe leading to it next to the start with nothing else after it
>put the flagpole very close to the start but just out of view so you don't see it if you don't jump
>if you do a big jump, you can just barely land on it and end the level
>put a contraption that drops a bullet bill blaster blocking the way if you try to jump directly to the flagpole
Should I? At the same time I like the idea of leaving the flagpole available for those who want to do a blind jump, but that would kill the clear time and make it obvious that there's a shortcut, defeating the purpose.

put hidden blocks on tracks and hide your dev exits in them

I just made a sequel to my Mountain Climbing stage (95F-MC0-0PF). congrats to the user who beat that one.
The new stage is about getting through a bullet themed tower. It's longer than mountain climbing but not quite as hard. Here it is:

Bullet Containment
>9KX-KS2-32H

Attached: ray1.jpg (1024x576, 41K)

most people would jump and then just reset until they get it

huh. is that so? I never do that. I always assume that the abyss is too big so I don't even try.

Turtle race (new)
>race carring a turtle
1HW-Q9R-CJG

Leaking Lava
>remove lava drops with hammer
Q8V-SSV-L6G

Bumper clowns
>collect the red coins while evade clown cars
WHG-TVN-BXG

Tresaure ship
>collect coins in autoscroll
YBY-QX5-RBG

Boss Rush - SM3DW
>defeat all bosses (almost) to win
FVC-1TW-DQG

Boss Rush - NSMBU
>same shit in mario wiiu style
FNN-WY4-5RG

Air Race
>speedrun flying with cape
G1S-6KV-F6G

Mario visits silent hill
>silent hill inspired, has jumpscares and requires investigation
0N1-SHP-4QG

Plz give feedback

Attached: 156462394198.jpg (750x601, 89K)

Yeah buddy you thought your level would ruin me, didn't you? You hoped it would stop me, defeat me, make me perish.
Well you're out of luck. That was amazing, I loved the "gimmick", it was always fair, I didn't have to guess where to go or what to do once and the difficulty was in that enjoyable sweet spot. Truly great level, gonna draw you a bullet bill and follow you!

bump

thanks, user. I'm really glad you liked it that much. I'll try to design levels with sweet spot difficulty from now on because I understand I've uploaded some sketchy crap in the past.

Is PuffyKani someone from here?
Because if so (s)he always plays all my levels, completes them but never likes any of them. Feels bad.

youtube.com/watch?v=gaKEe5dUbBQ

Attached: maxresdefault.jpg (1280x720, 289K)

check their other liked levels and see if theres any Yea Forums shit

pretty cool but too much dicking around for the player.

Naaah I'll wait until it's an ingame thing.

>Nintendo will patch it in any day now...

Attached: image_125140.jpg (596x566, 111K)

What will happen to the threads once they patch in playing with friends?
Will we have constant 4 player pvp?

hopefully it will breath some life into the threads.

Mario Maker Yea Forumskends?

Just made a new level, 5PF-2T2-XGF
It's called Dry-Dry Galactic Beacons, and it's a bit on the difficult side.

>that dev exit near the second pipe

oof

?

Managed to beat the Mountain one. The dropping fireballs were a bit unfair, but it was otherwise decent

The bullet bill level has a really fun gimmick, but i gave up on the second part, since i couldn't consistently get trough the barrage section and felt cheated by needing to catch the randomly dropping spring

Damn you and your bullet bill level. the gimmick is fun but fuuuuck that vertical section after the second checkpoint. especially fuck how if you get up to a certain point and then fall back down, the spawning of the bullet bills gets fucked in a way that makes it impossible to advance again. put a reset door there and the level will instantly become more fair.

did anyone actually buy this?

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no lol

Continuing to flesh out this icicle level. This doesn't seem overly oppressive/stressful does it? Because I have 20s more worth of level designed and I don't want to drop the first CP until after the end of that.

Attached: Cold Tower Crawl.webm (640x360, 2.83M)

seems pretty easy

Please don't out people

Some people just enjoy playing Yea Forums levels anonymously

Okay, good. That was my intention.

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maybe they should like them if they like playing them fucker

shut up tranny

Shilling some of my older levels. I just got to 3200 maker points after a looong time. I wonder how I can get more people to play my levels.

Lift me up
KT2-MSG-1FG
A don't-touch-the-ground level centered around lifts, where you move from lift to lift and avoid spikes and cannonballs to get to the goal. True ending for the braves.

Memories in the Dark
M0W-G89-2NG
A series of platforming sections, but you have to play each section twice: once at day time and one in the dark! Red coins are optional

Clawin' around
NMJ-GT2-2CG
Hard and long 'don't touch the ground' course with claws

The trials of Mario
LQB-2RN-RVF
6 rooms where you use a powerup to get to the exit

Buzzy Shell Ridin'
879-GL8-56G
Long-ish course all about riding buzzy beetle shells

Advanced climbing
DPH-2BC-GHG
Short but needs a lot of precision, one mistake will lose you a bunch of progress

level code?

bruh...

its not done yet

it all returns to nothing

Attached: what.jpg (1148x765, 298K)

What things do you like to see in MM2 levels?

secrets. even though there is no point to them it. levels with well hidden secrets are usually made by good makers.

what like courses or new features?

ICE-cape from the piranhas!

36V-BSW-8WG

SMB3

Difficulty : medium

Themed, standard.

Travel through this icy course avoiding any piranhas that get in your way! Traditional style mario level with a more difficult approach. Keep the mushroom at the end for a true ending !

>Blue Sky Racer!
RBY-7H0-LHG

Put a lot of thought into this one - went for fast pace and fun without being punishing. Hope you anons enjoy!

Attached: Blue Sky Racer!.jpg (1280x720, 189K)

Can someone play my level? I’ve revised it multiple times because of a low clear rate and people are still having trouble with it. Not sure what people are struggling with except maybe the ending.

CV2-J9B-NMF

Fun course, good use of challenge coins for more experienced player - got em all!

I thought it was great, enemy placement was well thought out as was the on/off challenge. The only area that may be hurting your clear rate is the last part of that loop in the darkness where I kept missing the last vine you climb up. Mixing the long jump with darkness made me have to repeat the trip/jump a few times and I could see people get frustrated. Maybe add a light there? Otherwise difficulty was very fair.

I'm if you'd like to play back.

>Kill Bowser with shells/fire flowers
Boo.
>Snake blocks I have to ride for any amount of time.
Boo.
>Forced waiting
Boo.
>Pick a pipe.
Boo.
>Leap of faith
Boo
>Laugh effect
Boo.
>Collect keys then open a string of doors
Boo.
>3D world level
Boo.
>Doesn't give me three one ups at the end
Boo.
>Doesn't mark paths with coins
Boo.
>Kaizo block, even unintentional from one of those gay hidden one ups
Boo.
>Puzzle level
Boo.
>Japanese level
Boo.
>Sideways thwomp I expected to go normally.
Boo.
>Overworld level
Boo.
>Level was intended for multiplayer
Boo.
>On/off blocks that add nothing to the level
Boo.
>Creator's Mii is female.
Boo.
>Level has more likes and comments than mine.
Boo.

What are your auto-boo triggers?

The beginning is pretty easy. The part that gave me trouble is the vine climb in the darkness, it feels too finnicky to dodge the fire bars and flamethrowers. In the end i just resorted to damage boosting.
You can also drop into bone dries without seeing them on some jumps.
I would've put more difficulty in the first section and reduced the flames and fire in the dark section and made it a bit more focused.

someone feels envy for Milly i see

Autism

Sorry there haven't been many more collabs, I've been visiting my grandparents and their Wi-Fi is out, and I don't have service either. I've just been making some levels offline. When I get back, I'll be hosting a new collab. What do you guys think the game style should be? Do you guys have a preference, or is it being a suprise more fun?

SMB1 night airship theme for that sci-fi aesthetic

Turtle Race is a cool concept but I think you should make some quality of life adjustments. The beginning takes too long and feels unconnected to the stage theme. Also I think the darkness hurts the course because it increases the amount of time I'm looking what comes next - meaning I can't watch for the shell to start shaking. I suggest removing the darkness so the shell challenge can take center stage because people are very unfamiliar with the timing of the "koopa coming back to life" mechanic.

Absolutely brutal, but the quality is undeniable. I made it through the vine but lost patience on the ice. Gonna have to try again sometime.

Attached: tumblr_nulnv8Q8o71r9o3fjo1_r1_1280.jpg (500x573, 112K)

I haven't seen alot of SMB3 sky lately

Mike Matei streams this game and plays fan levels

>mario maker 2
>not mario 2 maker
how about some levels where you throw turnips at shyguys, that'd be pretty awesome

WEL-CUM-BAC-TO-SOUP- WELCUMBACK2

Attached: MateiHugeDong.jpg (680x382, 34K)

Well that was kinda the idea, but actually that hard when you understand how to use the tanooki tail to control the shell
thanks for your feedback

Would really like any advice on this

Attached: 1398271053853.jpg (1024x640, 179K)

well i fucked up and didn't put my code so now i feel like a fucking idiot

9YQ-59V-0LF

>Not a single Yea Forums regular (or even irregular) in is his likes
Yikes

bump

autism

>Maker has more than 5000 maker points
Boo.
>Maker has less than 1000 maker points
That's a skip.

i unironically boo every single 20s speedrun i see and then go through the rest of the maker's levels and boo them all. if they do the thing where you have to jump and headbump into a switch to activate the next platform in rapid succession, i follow them so i can boo all their future levels.

If you disagree than play and give advice to the leech. If you are the leech why don't you play some courses yourself first?

I'm done playing courses for leeches in these threads till I get some plays of my own.

Simply based.

the only reason to do this is jealousy

I already posted this, but it's actually the post before the anchor so I'll attach it here too.
SMW spin level. Cave themed and super expert difficulty. No dev doors, no kaizo blocks, no bull. Let me know what you think!

HB1-6XK-F0H

If you're having trouble see;

Boo posters are the type of people that hardly play the game and would rather shit up the threads instead. They also are shit tier makers and are jealous of others' creative skills. Prove me wrong, you can't.

I like boo posters. They keep the thread bumped and keep shit levels boo'd. They are modern day super heroes and I would let one fuck my wife.

I don't think my level has any of those problems. But I'm guessing you can find something different to complain about.

I don't think you like this game...

t. Boo poster
They don't even actually boo in-game because they're to busy shitposting to bother.

stop giving boo poster attention, he doesn't even own the game.

play my stage
WJR-F80-8SF

Tedious and directionless. I spent the entire level feeling lost and not knowing if anything I was doing was right. Would it kill you to show the player where to go with the setting, coin trail, or at least some more arrow signs? I spent 10 minutes trying to solve a "puzzle" for a locked door only to find nothing I did made any keys appeared. Then I realized that half of your level was unnecessary and could be skipped entirely. Enemy placement is terrible. Cannon spam and boos in tight corridors sure is fun and fair. And that Boom Boom+ Bowser Jr.+Fire Clown Car+ Darkness+Boos everywhere in a small rectangle room boss battle? The epitome of shit level design. You have way too much crap going on and the only way to beat it is through sheer luck. How fitting your level is filled with boos because that is what you are getting from me. And before someone goes "git gud" or whatever, I was the second person to beat it.

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Aesthetically and thematically it was pretty nice, but in general, you need to provide a bit more guidance.
Dark rooms need more light sources than just the small glow that boos and dry bones give off. Rooms that are not required need this in particular so that people can tell immediately whether they want to take the time to do it or not.
The room with the claw on a track is a drag. It very isn't clear where you need to go, and when you do discover the way, you have to wait for that claw to travel almost the entire span of the room until it gets back to where it needs to be to continue.
After the second checkpoint there is a bunch of bullet spam for some reason with a blind jump, and then there is a room that has several boos, bowser jr, and a boom boom in a fire clown car. Tone it down.
It is also not a good idea to put items that are required to progress into blocks as they are non-renewable without restarting.
Got WR on it regardless.

SNAKE BLOCK PLACING
PUZZLE MAKING
ENEMY SPAMMING
SOUND EFFECT SLUDGING
INFINITE POWER UP GURGLING
SHITTY LOOKING
DEFEAT 200 ENEMIES CLEAR CONDITIONING
CHECKPOINT LACKING
LOW CLEAR RATING
DEV EXITING MOTHERFUCKER

>Publish new course, lots of thought and playtesting
>Create new screenshot graphic with level code to make thread visually interesting
>Play half a dozen user courses, even leave reviews and not so subtly say you'd appreciate a play back on new course
>zero plays from Yea Forums after several hours
>Further down the thread some turd wrangling idiot who doesn't even anchor his level gets 2 plays and detailed replies

Maybe I'll just start boo-posting

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maybe your plays haven't refreshed correctly, sometimes for me the game doesn't update properly

True, but that doesn't make good banter

>Create new screenshot graphic with level code
soulless

bears are afraid of loud noises, good luck and stay safe

Good Level, really has that water temple vibe.

Maybe a bit janky with some of the shells puzzle and the boss could use some work, but overall it's pretty fun

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Very fun, I just wish you did more with the horizontal water crossover portion, that was my favorite and the most creative part.

I actually constantly leave nice comments and make extremely high quality levels. I'm just also a fan of shitposting. Fags like this can fuck off though. I guarantee you make mediocre levels since I barely post mine and get tons of plays just from people getting them in Endless mode. It's okay to feel entitled and envious, but when you start doing creepy amounts of research into other people's behavior so you can target them for harassment for not doing exactly what they should do in your perfect world you crossed the fucking line. Fuck off you brat. Get humbled.

>stop shilling level here
>plays dry up completely
>Maker Score starts tanking

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You have to shill at least once, levels need one(1) like to show up in endless mode. Also if they're expert or super expert you're going to get way less plays and way less clears from people not on here.

Most endless players are garbage at the game and skip anything that looks remotely tough to keep their lives. You should know this by now user.
Also you need to keep posting here or otherwise the jap players will tank your maker score.

Who is the single worst group in the MM2 circle?
>big streamers that are good at the game but play only super expert dogshit and have inflated likes on their average at best stages
>small time streamers who suck and bitch at even well designed stages when dying
>boo posters
>elitest kaizo makers and players
>Japanese players that make trash and frequently boo/don't like
>shillers who post very long lists and leave without playing levels themselves
>defensive "woe is me" posters who make legitimately bad stages but fail to understand why their stages are bad
>literal children who make hot garbage levels
>trend seekers who only make gimmick stages in effort to get on the popular tab, never make traditional levels
>usual Yea Forums falseflaggers who don't have the game and try to start shit to implode threads
>malicious level makers to try to make the most tedious courses ever, also troll level makers
>autists who dislike something automatically if it includes a mechanic they assume is always bad (also anti 3D/nsmb posters)

japs hands down. 2 bombs weren't enough.

Japanese bug people are shit beyond all reason, absolutely worthless.

>Mr bones wild ride
>7JB-VTC-QYF
3rd door
this is the second time I had to make this level since nintendo forcibly deleted the First one from both internet and my console for being 'corrupt'

Japs. They just have bizarre taste.

Agree to disagree, I'm gonna keep calling out leeches. I get plenty of plays and likes from Endless too, but the amount of "drop codes and close tabs" anons is ridiculous and doing the occasional like list check takes 10 seconds. And if people feel harassed they can take 2 minutes to play a single Yea Forums course and I'll never say another word!

the general populace is as dumb as those braindead streamers, and they are your general audience for a level.
It does pay to observe idiots if you care about people overall enjoying your level or whatnot.

>that one calculator level
how in the heck do these people make these kinds of level? seething them makes me feel like a complete brainlet

Poo's fine, he seems like a genuine enough person.
DGR can fuck off though. He's full of that fakey youtube energy.

I just created this, it's fun but challenging

>Jumped and Ice walked!

5M0-4YL-9FG

>most of the level is near the top for no reason
>as such most of your jumps past the buzzy beetles are blind
Lower it a bit and then it'll be fine.

>level is turning out to be much longer than I expected
>if at any point i fuck up the design the whole level could be soured
>kind of just want to pussy out, shoehorn a meme boss in, and call it a day

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Simple but fun, though the second half felt a little pointless and went on a bit longer then was comfortable; I started expecting a troll or final surprise precision jump at the end. I liked it, but you could have given the player more to do in that part of the level, or kept it truly short and sweet by just ending it earlier.

Rate my masterpiece
YM6-6PK-NDF

someone save these dead as fuck threads
hack into the nintendo mainframe and bring us the bookmark update

Easily cheesed

Just shift it to weekend threads. It needs to be on Yea Forums to get new people. Just have everyone save what they make to post on the weekend and it'll be bursting with content. It'll be easier to get players too since everyone will have more time to play.

Based bookmark poster

what's the bookmark update?

datamined files with the codename "bookmark"
there's a lot of speculation that it's Paper Mario related

>paper mario game style gets added
>it's based on Super except it has no partners
GOD DAMNING FUCKIT

this looks like something an 8 year old made

R2K-YJB-SBG

One of the levels that is a part of the game that I am doing, in this one you go in and up a pyramid. based off a few stages from smb3

Play me levels

480-77J-M0H

6MY-5VX-99G

Or don't, their shit

First level, not very difficult or spectacular but had a lot of fun making this shit.

PXX-0XR-1HG

Sold my Switch a year ago but I'm really tempted to get another one just to play this game. Can I get some .webms or videos of amazing levels to help push me over that edge?

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do it faggot

Dead general

boop

mama mia

just let it die noones here

im here its-a me mario woo-hoo

good night

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thank a you so much for to playing my levels