Mario Maker 2 Levels: Chargin' Chuck Edition

Post your new levels! I'll start the thread with one I finished earlier today:

Firechomp Castle
5P1-6GQ-XRF
>"Did you know Chain Chomps can survive in poison and lava?"

Attached: ChuckGif.gif (500x361, 27K)

Other urls found in this thread:

youtube.com/watch?v=_4QmodEUSi8
twitter.com/SFWRedditGifs

That was cool. I like how many ways you found for the chomps to appear out of the lava. Great boss battle idea too, fits this level perfectly.

I have a few levels I'd like to share and would love feedback on. Thank you in advance

When the Cargo Came Alive (SMW)
3QX-RL6-31G
A level in which you climb aboard an empty vessel in search of the truth of what happened here.

Swampchomp (SM3D)
R4J-X8L-75G
A straightforward level in which you navigate a marsh crawling with piranhas of a different nature.

We'll All Float On Okay
7BF-WJR-CNG
A level in which you must utilize winged beetles to progress and survive through a hellfield of fire.

Attached: 1000.png (1000x734, 748K)

*New Levels*( levels made in the past few days)
>Mario's RtD Bomb Challenge
TT6-S7M-4LG
Reminiscent of a certain puffball's challenge from another game.

>20Sec Spin Jump Speedrun
RQ5-6QG-CGF
A speedrun that requires the use of the spinjump to reach the end.

>Aviation Devastation 2
HDG-21J-WQG
Sequel of my most played course that uses the fire clown car to burn a path of destruction.

>Coin Rush Battle
F9K-SPN-JPF
A rather laid back level made by a younger sibling.

7GY-SFB-8LG
First clear available and up for grabs

Attached: 129837277842.png (134x110, 13K)

My top 10 most wanted features for Super Mario Maker 2!
>1. World maps + Star Coins (for opening bonus/hidden paths)
>2. Gravity panels and Arrows
>3. More playable characters - Yoshi, Rosalina, Wario, Donkey Kong
>4. Actual music settings instead of that scuffed sound effect system, and a lot of new music from many Mario games to choose from
>5. Cosmic Mario
>6. More bosses (not the Koopalings) and missing enemies
>7. Liquids placeable as a course element on a tile basis (water, poison, lava)
>8. Removal of the night level music box remixes
>9. Flipswitch Panels
>10. Beach level theme

Please like comment subscribe

>Black Friday Sale
RJB-DM2-CGG
Get the best Christmas deals, and don't let anyone get in your way.

christ this is insanely difficult. i really like it, but i dont have the patience

I really don't want to see single floating water or lava tiles though.
Floating pipes are already bad enough

Good features shouldn't be excluded just because retards won't use them properly.

What the hell is going on here, I've no idea. But that looked cool and was fun to play, good stuff man.

Made a few levels myself

1MT-G6K-L0G Freefalling into a Clown car (SMB)
A silly Level

KC0-LJ1-CXG Deliver those boxes! HURRY UP!! (SM3DW)
Another silly Level

CN8-WGH-K8G Toggle Dungeon (SMW)

A dungeon where you have to take an easy path first but then turn back in a harder path

And Last but not Least

CNT-32V-Q0H (SMB3) Cotton Candy Forest

just a basic easy level

>Lost Koopa Hotel
W0P-8XL-WTG
More of a test level, but I think the concept is solid.

been gearin up to make a hotel level, gonna check yours out for inspiration

cotton candy forest code isn't valid

CNT R2V Q0H

fuck, I somehow confused an R with a 3 so sorry

The idea is that you're doing Christmas shopping at a mall, and are aggressively attacking other customers because they might take what you're buying. Ergo, a typical black friday sale. Also, you go into the mall's supply area and then fight the manager, because you're just that much of a competitive shopper.

Based lore

RXG-FJ4-Y8G Multitasking at Work

Multitask to finish the objective before time runs out. Takes place in a single room.

Attached: mario does scary dive.jpg (680x383, 23K)

Damn, those are some beautiful cotton candy trees. Awesome. Easy and fun too.

Cloud Kingdom (Precision jumping with pirahnas and lifts)
H0D-49V-67G
Koopa based 1 screen puzzle
1C5-VLX-HXF

whoever posted that gorgeous mario, thank you

>When the Cargo Came Alive
Very nice aesthetically, and the dark section felt very fair. The part with the Thwomps on Boos was a big cluttered with the normal Boos mixed in the bunch and a couple times I fell right into the path of the large Thwomp below after hitting the switch, activating the Thwomp on the way down as well. My only other criticism would be that I'd have liked to see use of progressive powerups.

>Swampchomp
Cool idea that you stuck to very well. The autoscroller with dodging the Piranha Plants along the tree was a cool idea, though I feel like the Fire Piranhas fucked up the flow of it at points. Powerup placement was good, but again, I'd have liked to see progressive powerups; it didn't seem like they'd break the level at all.

>We'll All Float On Okay
I like Parabeetle levels, but this is probably the level I liked the least of the three. It has the same problems as the previous levels: the player is not rewarded for keeping their powerup, and Fire Piranhas caused for awkward platforming. In a level where you're encouraged to constantly jump in order to keep the Parabeetle from crushing you on the ceiling or lifting you into hazards or enemies, getting beaned by a Fire Piranha above you can sometimes feel unavoidable, especially if it's a large one. There were moments where I was clearly taking the right path but would still get caught out by a combination of fireballs from behind taking up the "retreat" Parabeetles and fireballs from above making it impossible to keep myself level.

I greatly appreciate your criticism immensely. If there's anything I need to keep in mind for the future, it's not being too afraid to give players more than just a mushroom. I suppose I'm afraid of damage boosting, but if I don't reward players for holding onto their powerups, what's the point? So I'll keep that in mind for the future!

Apologize for the sloppiness of the Parabeetle level--it was definitely the result of a concept I saw several times and wanted to take on myself, and I'm not quite sure if it was executed well. That being said, I still appreciate you playing it along with the others. Cheers!

(:

Damn, I just finished making a level based around the same thing today.
It'll be interesting to see how someone else used the concept.

postan my latest. goes together with my last level. If you like this one, play my previous too!

RJ2-4F4-73G

Attached: 1556497319278.jpg (640x517, 35K)

I'd love to see yours! If you don't think it's gonna be uploaded in time for the thread, gimme your Maker ID.

wanna know how dry bone shells are made? THE TRUTH MAY SHOCK YOU!

MP5-N5W-8DF

Alright, here it is.

Beware the Chompen - R6K J2X P5G
There's something in the lava. Something... hungry.

It centers around just the one gimmick that progressively gets more aggressive as the level goes on.

Boo's Spoopy Castle
SHM-76R-LRG
Collect 3 10-coins and clear the level

Magma Cavern
7NL-1PG-MQF

Collect 7 10-coins and clear the level

I'm open to any feedback and want to try other people's levels as well.

>downloads page full
Bookmark 2 can't come soon enough

W0K VN7 SNF

First clear available and up for grabs!
get it while you can!

Raiding Mole Raider Hideout - KWF-BHP-4MG

Attached: monty mole.png (400x444, 145K)

youtube.com/watch?v=_4QmodEUSi8

>Winter Warfare
FT7-FV1-10H

A level exploring many interactions between moving platforms and gravity-affected cannons. Get to the end of the level to discover the contents of the military's top secret igloo.

Attached: 1558094617961.png (500x500, 220K)

Super cool! Seeing Boom Boom getting eaten was funny, and I was legitimately freaked out when the first Chomp followed me before I realized it was in a cloud. I loved how it was a sort of "the floor is lava" situation, but rather than instant death it was "oh shit". I really felt like I was trying to get out of the water as quickly as possible to escape a shark.
The end was also an amazing fakeout; the large Thwomps make you hesitate, and then the whole monster just pops out!

GOOD STAGE I MADE
53L-CNH-FBG

MEDIOCRE STAGE I MADE
1FD-FVJ-X4G

Attached: 1535167321393.gif (340x319, 1.95M)

Shill now. Return plays and likes later. New level in progress. Probably about 3/4ths done.

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!

Actually a really good stage in terms of level design.

Bit Crusade 3 is the game I'm currently creating within Mario Maker 2, utilizing all of the games current styles. My courses play like traditional Mario stages, with level theming, hidden goodies, and scaling difficulty. Every stage has 5 red coins hidden within that unlock an optional ultra bonus room at the end of each level.

Starting Stage:
1-1: Start of a New Journey V61-WT5-DPG
Introduction course, meant to ease newcomers into the game and teach them the basics.

Current Stage: NEW!
4-4: Jr.'s Airship Prison 3X3-YB3-CXG
Falling into a trap set by the Koopa Prince, Mario must escape the airship prison and defeat his captors. Moderately difficult airship stage with a boss fight, and the end of World 4.

Feedback is appreciated and returned, I like to make webms of other anons levels in addition to leaving comments and crappy doodles. Gonna play some thread stages for a bit then get back cracking on 5-1.

Attached: A0A34255-57A6-4DE3-B822-C12811876E1D.jpg (517x401, 62K)

Thanks. Your level was nice as well. It took me a couple of tries to get the timing of the spin jumps right, but it was fair and a nice progression too it. The boss fight was also good, It reminded me a lot of that NSMBU time challenge with the fire bros.
Left you a doodle based on something I found funny while I was playing.

why does mario look spicanese in all stars

Vanilla-reminiscent level design is exactly what I aim for, so this is the highest possible compliment I could have ever gotten. Thank you, friend.

Fun level, I died a few times, but it never felt unreasonable.

Gonna play some more levels in this thread, just wanted to provide a bump for now.

R03 RS2 M6G - Ice Pick
58X 7Q5 VPF - Silence
KC1 S16 J0G - Snake Bite

All unbeaten. Silence contains the hardest jump in all of Mario Maker 2.

I play courses from all who play mine. I usually leave likes and comments so spread the love too.

>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

Attached: 1559587258303.jpg (1829x2049, 540K)

Playing your courses now.

I’m this guy:
If you want to check out mine in return.

No clue, maybe some kinda taco bell promotion or something

based maturedposter

sorry I've been gone, went on a trip last week

>be Small Mario, one hit away from death
>play through huge chunk of level, scared for your life that the slightest contact with anything will kill you
>finally find a mushroom, sweet relief
>immediately get hit in the stupidest of all ways, with only yourself to blame

I'm getting so fucking salty, and I feel bad because it's not the fault of you guys' levels, it's just me being too impatient and reckless.

Attached: 1544151535664.png (692x765, 365K)

>Firechomp Castle
>5P1-6GQ-XRF
Great level, makes me want to go hug a Chain Chomp! The part with the mushroom hopping back out of the lava made me lol heartily.

>When the Cargo Came Alive
>3QX-RL6-31G

>Swampchomp
>R4J-X8L-75G

>We'll All Float On Okay
>7BF-WJR-CNG
All fun levels, but the Cargo one is probably my favorite. You used darkness and shadows well, putting red coins and enemies in just the right spots to be noticed if your paying attention. All of those levels in fact show attention to enemy placement and have good flow to them.

>No Red Yoshi Left Behind - HSS-0HV-87G
I know it's an old joke, but I had "fun" with this one

>Mumbo's Mountain - MGG-48Y-5CG
My feeble attempt at making a Banjo-inspired level in Mario Maker

>5-2: Ride the Ski Lifts - 7X0-82D-KWF
Remake of the level of the same name from Yoshi's Island. Last part made me realize we need to be able to adjust the slope of tracks.

I haven't played Return to Dreamland to compare, but I enjoyed the bomb challenge regardless.
It's a shame I have no-one to play your courses with cooperatively considering a number of them are based around it. They seem like they'd be so much fun with more people.

Fuck man your stages are hard, so far i've only been able to beat one.

Holy smokes this ones great! The mechanics with the lifts and cannons are awesome and it feels dead on for a traditional stage with the escalating challenge and the aesthetics. Gonna play some more of yours but I really liked this one.

haha thanks for playing. someone (maybe you) commented “We truly exist just to suffer.” I try to make my levels representative of real life.

I have a problem in that I want to create enough levels for my own little "game" but I find it super dull and uninteresting to design easy levels.

I'd say you succeeded lol, props to your skills in being able to upload them though, I'm ok at platformers but they're just beyond my skill range. And nah, that wasn't me, I made the comment about eating too much pasta and being too fat to squeeze the gap.

Ahh Mondo, cool man. I’m playing a few of your stages now. Let me know if you have a fav to check out

Literally only two people have tried the first stage and neither could get past the boss which behaves unpredictability because of how I designed it.
Still 0 clears on that stage.

Right on dude. Either 3-3, 4-2 or my newest one are ones I recommend, though really they're meant to be played in order from the start since later ones build off of mechanics introduced in earlier ones.

This level is the Mushroom Kingdom equivalent of a mass shooting, except with spiked shellmets and raccoon tails. Instead of gunshots, many of the victims are stomped to death, while the fattest ones are sent sliding into crowds, mowing down multiple other victims and crashing through walls causing untold devastation.

Remember, just because a plumber did this -and just because whenever something like this happens it always turns out to be a plumber- doesn’t mean all plumbers are likely to do it. Don’t be Plumberphobic.

>All fun levels, but the Cargo one is probably my favorite. You used darkness and shadows well, putting red coins and enemies in just the right spots to be noticed if your paying attention. All of those levels in fact show attention to enemy placement and have good flow to them.

that was incredibly sweet of you user, thank you very much

>When the Cargo Came Alive
I had a bit of trouble on this, but overall a good time. Just be wary of the fact that activating an on/off block while a Thwomp is passing over it kills the Thwomp, which creates a softlock right after the checkpoint in your level.

>Black Friday Sale
Anything using the "screams of terror" sounds is instant comedy gold for me. The warehouse half of the level seemed too open-ended, like I was missing a lot of stuff while plowing my way towards the goal, but the aesthetics were on point.

>Deliver those boxes! HURRY UP!!
The Meowser is mean, but it's not like it's a hard level or anything, just an annoying waste of time if you trust the wrong house. But I really enjoyed the concept.

>Cotton Candy Forest
That Star was too much of a hassle for me to feel worth it, but man was I DIGGING those beautiful cloud trees. Reminded me of the Overthere from SPM.

I've never seen something like this done before. I solved it kinda mindlessly but it was still cool.

>Beware the Chompen
Boom-Boom getting eaten was amazing, and I love the concept, but I have no idea how I'm supposed to avoid the Chomps half the time. My best bet was to just dash through and damage boost until I got another mushroom.

>Desert Station Infiltration
Seemed a bit hectic, but I can't complain too much since I beat it first try. You have a good grasp of balanced difficulty, and you also had a lot of great ideas for mechanisms in there.

>Mumbo's Mountain
Great idea using both the Ant Troopers for the Ant Hill, and Cat Mario as a stand-in for the ant transformation. I couldn't recognize everything, but it still felt faithful regardless.

Thanks a ton, user! I really like going for the traditional feel, I don't think I'm creative enough to think up the crazy kind of stuff that most of Yea Forums does. But I'm glad you enjoyed it, and I hope none of my other levels disappoint.

It takes a lot more creativity to make a good traditional level than to come up with "crazy kind of stuff".

Just cleared it. Yeah, there’s a big difficulty spike with the boss. You start with a slow paced, but solid, survival horror with creepy atmosphere and some effective jump scares, and suddenly you’re confronted by an abomination that takes some time to figure out how to beat. Still a good level, left a like.

bump

>Pick a pipe
>Spike squares everywhere
>Surprise thwomps
>Hidden blocks
>Laughing effect
>Soft locks

Imagine a world where level makers actually wanted to make good levels and weren't just jerking themselves off.

is it something on my end or are the servers fucked?

hmmm perhaps the meowser was too much.
maybe I'll just replace with red cannons that shoot 1-ups, so I can keep the scare factor without kill

SNOWY ROUTE
>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)

>Toad and the beanstalk 1 (CVN-7BP-PCG)
>Toad and the beanstalk 2 (1RR-G5D-QSF)

Just finished the rest, great stuff man. I liked pretty much all of them, especially Lethal Lumber and Ricochet Rampage, which is probably the best superball stage I've played in this game so far. The only stage that had anything wrong with it imo is with Toxic Shell Surfing, the stage is good up until the last 3 coins you have to get, I timed out twice trying to time the red blocks to not kill the shell, which by itself isn't so bad but hiking back and forth over and over for the shell kinda bites. The issue would be 90% alleviated if there was another koopa spawning pipe on the right side of the room to save some time running back to the left. That's the only detriment that stuck out to me but the rest are rad, so nice work dude. Got a couple webms for ya

Attached: Lethal Lumber Inc.webm (1280x720, 2.89M)

Attached: Ricochet Rampage.webm (1280x720, 2.75M)

I very much appreciate the feedback. The idea with the second half of Shell Tossing was to have the whole challenge be "do one big room with just one shell", as opposed to the first half being "a bunch of isolated challenges each with their own shell". Maybe it would have been better for the second half to be entirely optional and to reward the player with three 1-ups or something.

And nice webms, it gives me goosebumps to see other people actually playing my levels.

Also I realized I butchered half those stage names. Sorry lol im pretty tired

It's all good, I totally understood what you were referring to. And I'm exhausted as well.

I figured that's what you were going for, and once i got the timing for it it wasn't that bad, but like I said its kinda tedious to keep having to fetch the shell if you either kill it with bad timing or the grape soda eats it. Otherwise its totally fine. It's a trait that Ricochet Railway shared with the superball and on/off switches, which I thought was really neat and worked great in that stage.

I like these threads! Very Comfy :)

I thought I'd hardly make SMB theme levels, but levels like the SMB forest levels are comfy as fuck.

WBX-Y8P-1NF - Forest of Titans

The theme is a forest of peaceful giants and there's some lore.

Attached: super mossy forest.jpg (1600x1200, 689K)

I really dislike the Ghost House theme in SMW style. The music is so annoying and not creepy at all, and the colors are too warm. SMB3's Ghost House is amazing.