Mario Maker 2: Shill and Chill Edition

Mario Maker 2: Shill and Chill Edition

Silence - 58X 7Q5 VPF
Ice Pick - R03 RS2 M6G

I play, like, and comment on courses from creators who try mine.

Bonus: My friend has an uncleared course that is based on the legacy of Bill Clinton.

Broski Challenge 3: Bill Clinton - W0Y S26 FRF

Attached: 16ce684705.jpg (1200x893, 387K)

Other urls found in this thread:

youtu.be/LtmZJwbLjb0
youtu.be/dM1b3geh2wg
youtube.com/watch?v=wEr09Vi_bw0
twitter.com/SFWRedditGifs

>Black Friday Sale
RJB-DM2-CGG
Go through a mall to get the best black friday deals, and take out any motherfucker who gets in your way.

Will try OP's in a few minutes

First time trying anons levels. Hope they are fun

OP here. Your level is great. I hate crowds so I'm having fun bopping them all

RB7-22L-17G

Blood sweat & tears I spent on this, to make it as good looking and as fun as possible. Give it a go anons

OP how do you clear those levels, i have no clue with the secons one

As always, shill now and return plays and likes later.

Boothoven's Descent (Newest)
VH1-N0M-DVF
When senility took his ability to compose, he retreated to his cacophonic lair.

The second level requires a jump out of a slide. It's not pixel perfect, but it's close. My courses are precision with puzzle elements, but there are never hidden blocks or jank.

Try my friends course W0Y S26 FRF for a more straightforward platforming challenge.

10/10 fun level and fun theme. Make more of these!

This applies to my other levels as well by the way. Play and like multiple, and so will I.

Claw Cargo Cruise
>86W-73N-MBG
Autoscrolling airship making heavy use of swinging claws.

bump

why did spinies have to be so goddamn cute?

Attached: SpinySMB3.gif (18x17, 595)

I played 3 of your stages:
Silence - I didn't pass from the very first spike wall haha, the hitbox from that thing is wonk
Just a warmup - Very challenge but I made it, at least is short
Sandworm Speed Circuit - Nice concept, a obstacle course without bottomless pit, works well even in MP

I would like if you play my course too:

The Rocket Launch Facility (*NEW*)
Level Id: 196-KFX-DGF
Style: SMB1
Difficulty: Hard
Description: Mario must escape from the Rocket Launch Facility, a epic stage with 4 parts.

Attached: 014.jpg (2592x4608, 2.6M)

Playing your courses now. Just played Ladeira a Baixo. Really enjoyed it. It'd make a fun speedrun so may come back to it later for that.

About to try Rocket Launch Facility.

Thanks for playing and commenting.

I played Rocket Launch Facility - and all of your other levels - a while back by the way really great stuff. Liked them all.

These threads prove that no one in Yea Forums plays video games at all. I will try to play all levels, although I have played some before.

Funny and well crafted, good one. I'm playing now your Titanic Tower

>Silence

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>Claws in the windy sky
(0NJ-WS1-15G)
>Spooky 20 sec. run
(6FW-TYF-X0H)
>Toad and the Beanstalk [1]
(CVN-7BP-PCG)
>Toad and the Beanstalk [2]
(1RR-G5D-QSF)
>Underwater volcano (normal?)
(CRX-S4L-L7G)
>Underwater volcano: death castle
(HWY-XLQ-YKG)

I’m at work now, but i’ll play some of the levels you all posted once i go back at home

Collab user here, FINALLY ready for another collab. Sorry about the long wait, I've had no internet for so long.
>This collab, the theme will be 3D WORLD/UNDERGROUND, featuring one screen rooms.
>You have a 10 entity limit, and 10 power up limit
>Your entry must include a clear pipe entrance/exit extending FROM THE TOP OF THE ROOM [not the sides]
>Your entry may NOT include limited course parts [doors, warp boxes, meowser, etc.] without explicit permission first.
>Your entry must fit in one screen, with a border on the left and right sides, and the roof, not including the entrance/exit pipes
>No major glitches, exploits, or bugs
>If your entry uses a power up or carryable item, PLEASE make sure they cannot be taken out the exit/entrance pipes.
>Also be mindful of how your room may interact with those adjacent. Try to avoid enemies that will travel through walls, and POWs that may kill enemies in adjacent rooms.
>Try to aim for a difficulty between normal and expert
I can accept up to 16 [S I X T E E N] entries. Obviously I don't need 16, but please, do not be shy with your entries, I can support about as many as I can squeeze in here.
To claim an entry, just reply to this post with your maker name, and I will mark you down as working on an entry. Please do not submit multiple entries, let your fellow makers have a chance.
In order to submit, either upload it as a level and post your level code, or simply post a screenshot of it, with any relevant info [sound effects, contents of a bill blaster, etc.]
That should be it! The deadline will be tomorrow, at midnight. If we do not have 16 entries by then, I will simply upload the level as it is. I look forward to everybody's entries!

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>Broski Challenge 3: Bill Clinton - W0Y S26 FRF
Difficult and requires a lot of trial and error. Unlike Silence, this one is beatable and I managed to win after 15 minutes, but it takes a lot of patience and discipline.

I will try the other levels of the thread now.

Cool man, I am down - Ol Stinky here. Mind if I do a rolling themed one?

My most recent courses
>Blue Sky Racer!
Fun racing on a cloud - short and sweet, not too hard!
RBY-7H0-LHG

>Tanooki Tailwhip Tower
Some people are having trouble with this one
Q7S-WKM-WJF

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

I'm in, will get to work

Thanks man

Pretty good, nice level of difficulty and some clever use of the claws

>Black Friday Sale
>RJB-DM2-CGG
Cool level. I'm not a fan of themed levels, but this one was very well done. The aesthetic part is very good.


>Super Piranha Temple
>RB7-22L-17G
Excellent level design. The level is challenging and fun. You probably have some notion of game design, because besides the level being well built, it doesn't look exactly like a traditional Mario level, but uses Mario's mechanics to create an experience of its own.

How did you guys get used to Switch as opposed to Wii U? No matter how I hold it I can't get used to it, and I feel like I need a stylus. The docked version is even worse, the UI feels different in a bad way.

How did you guys get used to building levels? Whats your setup?

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I just use a capacitive stylus that I got when smash stage builder threads were big. You can find them pretty cheap, less than $10

Fun and difficult platforming level that is fair. Give a tey conquering your inner temple:

L77-295-61G

I really like using a controller. I use the joycons in the grip

These threads have really slowed down, hopefully we'll get some sort of update that'll revive them soon. I really want them to bring bookmarks back.

I want to have a list of all levels i've played but failed to clear

Christ, that was frustrating in a good way. It was that addictive kind of difficulty where I totally knew I could do it so I had to try it until I did. Earned a first clear out of it. Really good job with this one.

part of it is we keep getting moved to /vg/ but the threads die there almost instantly so a lot of people don't know where to go.

Today I'll shill, didn't shill in a long time
>Q5W-HD4-8RF
Happy Snow Village.
Moderate difficulty level about exploration in SMB3 snow theme. Give me some feedbacks ! Thanks.

Maybe we could keep these threads to the weekend only? It worked for Mario Kart 7 & 8 for years, they only died because later on because of stupid drama and the existence of discord.

>bought the game since launch and haven't played it due to working and doing other things
>eventually start playing and making levels
will i be too late for the sharing or anything? has the threads been slowing down? will they pick up during the holidays?

They'll jump when an update comes.

We already pretty much do, and this is what we got. Players seem to still be active, just the Yea Forums participation is crap for some reason

Leddit won in this case

Thanks brewski, you the guy that commented about sakurai?

Actually you played a few of mine but didn't like or comment

Reeeeeeeeeee

I can't stand reddit culture but the anonymous nature of Yea Forums is more conducive to the "dump and close tab"

He played one of mine and liked, maybe they werent good ?

Thanks a lot for playing!

>Boothoven's Descent (Newest)
>VH1-N0M-DVF
I can't learn the timing of note blocks. I died about 10 x at this level. The level is good, however.

>Claw Cargo Cruise
>86W-73N-MBG
Excellent level design. Some parts are very difficult for a casual player, but the level as a whole is well balanced and well done. I really liked it.

>The Rocket Launch Facility (*NEW*)
>Level Id: 196-KFX-DGF
I had already thrown your levels on another thread, this one fires the best you ever did. Good aesthetics, good theme, good challenge, fun. Congratulations.

*thrown = played
Google translate problems lol

Took a break from the game because I was getting pretty burned out but I think I’m ready to get back into it, here’s a new level.

Beep Block Mining Facility
>This one’ll be the 1-3 of my campaign once it’s more organized together, the level is themed around hammer bro miners, beep blocks, and conveyer belts. Be wary of the miners, when they slam on the ground you’ll get stunned if you aren’t in the air.

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Going to shill a few select courses

>NSF-74L-DTG

Most recent, themed level about an experiment.

>PML-M19-DNG

Mario forced into crouch position

>SYL-1RG-LSF

8 boss tower

>YCD-3RN-JPF

10 sec speedrun

Boothovens Descent was very cute

I try to get everybody! What's your name? I'm still going through and playing. I have a life outside the game too :)

Yeah, go for it, rolling themed courses are usually pretty neat

Tried to make a harder and longer level from my last one. Would like to know if certain parts seem too unfair and why. I'm still getting used to this level building thing.

Restless Bones: N45 4JP 4FF

Gonna go down the line and play stuff. I've been burnt out for a while because it's really hard to get play for your levels on Yea Forums and I've run out of ideas lately.

If you want to play one of my stages, my player code is VT2-W11-HJG. I have lots of stuff of varying styles and difficulties, and I'm always open to feedback

>Coin rush battle
F9K-SPN-JPF
Collect coins then race to the end.

>Aviation Devastation
PNN-LDN8JG
>Aviation Devastation 2
HDG-21J-WQG
>Mario's RtD Bomb Challenge
TT6-S7M-4LG
Reminiscent of a certain puffball's challenge stage.
>20 sec Spin Jump speedrun
RQ5-6QG-CGF
A rather difficult speedrun requiring the use of the spin jump.
>Sawmill castle
CNF-5QH-QXF
Outpace the sawblades and then defeat bowser.
>Bowser Jr. Airship
CBV-JP4-0WG
Straightforward airship stage.
>Winter Obstacle course
GT2-MNL-8HG
Win the winter cup!
>Winter obstacle Couse 2
WQD-6QF-X6G (NSMB Style)
93M-69M-KVG (SMW Style)
Winter cup challenge #2

Recreation of Donkey Kong Jr. First level

VM7-D98-90H

Really well made and actually somewhat difficult. in spots. Nicely done.

I really liked this. Excellent work especially considering the limitations you put in place of only using plants.

Really cool idea for a level and it’s well executed, this one’s great.
This one’s also great, it’s challenging and uses a lot of enemies but never feels like enemy spam because they’re placed in spots that had a lot of thought put into them.
This one does a lot with a little, you really squeezed a lot out of a pretty small pool of objects, neat theme too.
Rock solid design, and the middle section is a nice break from to auto scroll so it doesn’t get frustrating.
>Underwater volcano (normal)
It’s a little rough and could use a little extra polish but otherwise this is pretty good and has a neat theme. Didn’t think the thwomps were very well telegraphed in the rising lava section.
>Blue Sky Racer!
This one’s pretty cute, put a smile on my face.

Do the entrance exit pipes have to be in the same place as in your example, or can they be anywhere along the roof?
And are bottomless pits allowed?

Nice theme, but I really suck at timing the jumps, I really wish holding jump still worked

Okay I uploaded a course (with a brief intro/exit so if anyone gets it in Endless it's functional)
>N4M-70S-3JG

I kept it on the easier side so understand if you don't use it, but it was fun to make regardless. The core challenges are inspired by my last previous rolling courses, just in a denser format. Let me know any questions and good luck doing it again based collab user!

Jumps are tougher than expected, but a great course

Glad Blue Sky Racer cracked you up, I really was going for a whimsical vibe there but want to do a more challenging sequel later.

This is a really clever course, inspired use of fat bois

I sitll hate the death spawning in this game. I got a Thwomp who just charge into the left. And before i even meet him, he's gone

I really loved this. Felt like a normal Mario stage, and the fact that you made so many different challenges using pretty much just claws is pretty innovative. Nicely done.

>”hey user, what’re you been playing lately?”
>man, I’m really getting into Mario Maker 2. Been playing tons of great levels by so many creative makers, and I just uploaded my first course. So far it’s getting good feedback, and...
>”OH, Mario Maker? My kid loves that game! He’s made so many interesting things in it, he even made this one level where there’s tons of enemies falling everywhere and you have to grab a star and run through them. He’s so creative, and he’s only 5!”
Anyone else have this same conversation? The guy is nice and all, but he’s the type that got hyped as fuck over Anthem when it came out, hyped that you can finally use features in No Man’s Sky that you were lied to about being able to do when it first launched, believes it when they say they’re fixing Fallout 76 and that it still has any value, and thinks that Dreams game will be a Mario Maker killer.

I mean, I mean he’s a super cool guy otherwise, but I’ve just stopped talking about video games with him other than to nod my head when he goes on about how the next Xbox/PS5 console is going to be the more powerful gaming system than the other one depending on that latest article he read on kotaku.

Sorry for the off topic, but Mario Maker seems like the one game I’ve been genuinely excited for in a long, long time, and there’s basically no one to talk about it with.

>but want to do a more challenging sequel later.
I’d really enjoy that, it’s an idea with a lot of potential.

I like this but man, the wiggler portion makes me angry. I feel like the Wigglers aren't wide enough for a jump to clear the saws unless you're pixel perfect but that might just be me. Still like it, though.

I have one friend who won’t even touch Nintendo, or anything from Japan for that matter. Nothing wrong with it but whenever I’m in a conversation about anything related to Nintendo in our group, he’ll always starts to go full hypocrite talking about how all their games are the same when all I’ve ever seen him play are the same grayish brown war setting games. Nothing wrong with him playing them, more power to him, I just wish he’d sit the fuck down when he’s just spouting opinions he’s heard from others a million times before.

The wiggler part is tough, but is passable , at least have a checkpoint near haha

oh don't get me wrong i finished it, It's just a pretty sizeable difficulty ramp. I can't complain about difficulty with some of the stuff I've put out.

I don't associate with people who have kids. Having kids turns people into fun-hating monsters and the kind of people who have kids in this day and age are brainlets who buy into ideas like "The American Dream" and "Mature games for mature gamers"

I almost reduced the difficult putting a flower in this part, but a little challenge is always good, at least don't have any RNG in this scene.

Aren't you mature.

never said I was, just that people who have kids either quickly forget how to have fun or never knew to begin with.

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!
5-1: Shroomberry Meadows 6PM-7TV-4RG

We HD now. After thwarting Bowser Jr.’s scheme to capture Mario for his father, Mario returns to the ground, in a strange new place. Straightforward platforming stage with a focus on bouncing shroom platforms. Also as a a side note goddamn the maker themes for the 3D World stages catchy as fuck.

Feedback is appreciated and returned, I like to make webms of other anons levels in addition to leaving comments and crappy doodles. Got a good head start on 5-2 but I’m gonna use the next hour or two to catch up on some new stages from my follow list and some thread stages.

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Was looking for this thread last night. Made a really tedious puzzle level. It MIGHT be awful, I’m not sure anymore.
>Course ID: 8B5-WK3-7RG

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>new collab fuck yeah!
>oh its 3DW never mind

>cheep-cheeps can't be stacked with anything
All this time and I didn't find this out until now.
I really don't understand why this isn't allowed.

A thread that isn't dead, how nice. Hope you guys have a good time. Let me see some of your levels.

Attached: MarioMaker22.png (1284x772, 40K)

>Australian out.
sike m8

Im making a Haunted House.
Do you think its a good idea to make different Routes via pick a door or do you prefer linear levels?

Different routes is fine but expect most people to only ever see one

Arix bro you're on the toplist again at 10th

He's always there. I see the same fucking levels from him in popular tab everytime I scroll down it.

Dual Tube Dash (easy/normal)
(multiplayer friendly)
QTV-LW7-W0H

Critter Creek Run (normal)
NQ0-W79-9WF

Koopa Car Heist (normal)
WB2-VHB-KXF

Volcanic Journey (normal/expert)
RX9-P3M-WBG

Red Yoshi Prison Break (normal)
YSQ-3NX-VWG

he was chosen by the cabal to rise above the others

That "out" stands for outstanding. No just a little joke. Don't jugde a level because of it's color man, not cool.... Not cool!

Currently its like
>Start in Overworld Theme
>Enter Mansion
>Room One Challenge
>Left or right door
>Both have a different Challenge
>Both Rooms lead to a location where you have to pick a door again

if you want to be devilish use a randomiser to block off a path each time with on/offs so when people respawn they might not get the same path

Mario: The Final Years - 7GY-SFB-8LG

First clear still up for grabs
No trolls or hidden blocks or puzzles, just a hard red coin challenge level in the NSMBU style.
Expect precise jumps, good timing, walljumps, twirling in the air and at one point a bit of ground pound canceling.

If anyone feels up for it, have at it!

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>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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based matureposter

Ive tried really! But i dont know all the techniques required. Hope someone beats it soon.

I know you have, you did everything else already iirc and totally deserve that clear. I'd give it to you if I could!

I don't get all the hate for 3D world. Despite It's limitations, there are a lot of unique and interesting things you can do with it. It also has one of the best movement engines out of all the styles, in my opinion. I don't get why people write it off so quickly.

It just bothers me that they didn't even want to give it any night modes or tracks or normal spikes or anything like that

The levels lack personality. Every 3DW level feels exactly the same. Probably because decorating is impossible.

>try to place semisolid for decorating
>it's always the ONE possible cat climbing background
epic

I dont know if you're here JoeCool, but you are based as fuck. Thanks for the drawing.

I tried to circumvent the aesthetic limitations for 3DW I had heard a lot about with my newest stage I'll agree it is harder to decorate than the other themes but not impossible. I'll also agree with not having tracks and some of the other gizmos kinda bites.

My biggest problems with it are the lack of background elements like unique semi solids and random ground objects and day/night to decorate with, and the seemingly unnecessary removal of some objects that would in theory be easy to implement like tracks, vines, and one way doors. I don’t hate it by any means but you have to get creative to make a unique level.

Your new stage lacks the personality of your previous levels. It doesn't look bad but it just looks pretty much like every other 3DW level.

>course tagged auto-mario and music
>it's neither

Someone other than the creator probably changed the tags because they were mad

It was a brand new level, unplayed, though.

No problem dude.

Attached: Beitrag154.png (512x384, 239K)

The problem is the elements available.

From a gameplay perspective you are right, the movement is great (even though I'm not a fan of cat mario mechanics at all)

But seriously, forget for a minute that a lot of the basic stuff from the other styles is missing (like vines, rails, certain enemies) instead it has flashy shit that is mostly too gimmicky to use (the car) or too unpredictable (meowser, fire dragons) so putting all those elements together just creates a mess.

underwater is really beautiful in sm3dw though I'll say that

On top of that I also don't enjoy the super hammer too much either, only a few levels posted here have been fun which use it, and even those feel slow as fuck because of the powerup

I disagree that it lacks personality like my other levels, though it could be that you've played way more 3D world stages than I have. It's also the first time I've touched the style at all since I got the game, so it was a bit of a field test but I made it a point to make it look like none of the ones I've played so far other than the fact that its an overworld/underworld stage and that the central mechanics were something I hadn't personally seen in a 3DW stage yet.

Check your notifications, sometimes it’ll take a few minutes for a play to pop up.

I know, my next stage is gonna feature it after i wrap up this one. I really like the vertical version and how bright the water gets towards the top. Dat music too

it has the cutest boos too

Thread is getting quiet - gimme some more levels

What are some songs you’d like to see added down the road? I think it’s a crime they don’t have this one from 3D World.

youtu.be/LtmZJwbLjb0

selectable music in general would be nice

The other 3D World boss themes really would’ve been nice, shame we didn’t get Hisstocrat’s theme or even Bowser’s first theme. I’m just not a huge fan of Bossblob’s theme, it’s pretty low energy for a boss fight.

This would have been nice too youtu.be/dM1b3geh2wg

Jukebox mode would be the tits. Would make it easier to add tunes from outside of the main styles as well.

> Watch your Steps! v1.1
PTW-0JL-RXF
Dont Jump or you lose!

> Tube War [Race]
KWR-YL3-25G
Four Tubes but only one brings you to the exit!

> Bowser's under Castle Sewer
5MN-V7N-C0G
Its hot! its fast! and it looks like you sneak into bowser castel (this is why i made a decoi map on the top)

> Save the Yoshi
2KN-07R-B0H
Some basic shit, i was borred and annoyed from all the deathspawnes

> D-Day 1944, Omaha Beach
2FL-BL6-0KG
Tried to creat a D-Day Theme Level. Its "playable"

I wish you a lot of fun with it.
And please, feel free to judg them, so i know what i can make better in the future

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tank level DGS-DF1-VKF

You like goomba shoes? I'm making a series of 10 shoe-based levels in the SMB3 style, one for each theme.

Try the latest:
Shoenanigans: Chapter III
QHQ-NMT-R6G

Also here's the first two (I just re-uploaded to keep them in order because there was an unintentional softlock in Chapter I.)

Shoenanigans: Chapter II
GFW-G7H-MGG

Shoenanigans: Chapter I
8L5-97B-KLG

Attached: shoenanigans.jpg (149x143, 6K)

I'd appreciate feedback on these courses because they all have low clear rates.
Are they really too hard? Should I make them easier?

>Beware the Chompen - R6K J2X P5G
>"There's something in the lava. Something... hungry."
It's possible to keep out of harm's reach for the entire first section, but you will have to get closer to danger in the second. Spin jumping might just save your life.

>Glass Bunkers - 2XH 95C RHF
>"Clear pipes can provide shelter from rising lava, but only for so long."
The lava moves fast and is always the biggest threat. Hopping into a pipe just to avoid an enemy will almost certainly get you killed.

>Middle of the Spinx - Y4S MR3 2LG
>"'Twist the belly of the Spinx to find the Gem of Life' What could it mean?"
A puzzle level that focuses more on spatial awareness than full blown brain teasing. The solution may still be a bit cryptic though.

Jungle Jumps

XVN-W0J-P2G
This one has a low clearrate, I just hope it isn't jank within the level that's causing it. Wall Jump through the forest of growing trees (! Blocks) Poisonous Mushrooms (Mushroom Platforms) and Poison Ivy (The Ground in General) and make it out of this jungle in one piece.

It's a don't touch the ground, precision platformer stage with a lot of wall jumps. Will likely take a few tries.

Reminder there are 14 potential spots left in the collab. Don't be shy guys, the more the merrier.

> Beware the Chompen
Kinda annoying with these Dogs, but its a nice idea

This stage is awesome, I love how they murder boom boom right at the start and it really sets the tone. It's hard yeah but its not impossible, you just have to be patient sometimes and wait for them to lunge before you book it. I'd have replaced some of the 1ups with regular mushrooms if I were gonna add anything, would lend to survivability a bit. Also that monstrosity rising out of the lava at the end actually made me jump, frigging awesome boss and setup. Gonna play the rest that was good shit man.

I'll join up
It's Mondo, good excuse to get more 3DW practice

Attached: Beware the Chompen.webm (1280x720, 2.93M)

HDN 5MM D1H
give it a shot

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Cool, just finished your section! It came out really well, thanks for participating!

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I actually posted the wrong image, whoops. This is the earlier one before I sped up the lower conveyors and put the 3 ground blocks under the slower one. Regardless, it's really fun to play through.
Cool, I'll be looking forward to your submission!

Who are the most underrated creators on Yea Forums?

Hard Mode: you can’t pick yourself.

>Dumb little thing I made for a 30 minute challenge in one of these threads
9RT-GBT-9TF

that thwomp part just before the ants janky as hel. either thwomps activate in the wrong order or just dont get activated at all. Aside from that pre good lvl.

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>Middle of the Sphinx
Probably tanked the clear rate by mostly brute forcing my way through, but this is the most satisfying time I had obtaining a Dry Bones Shell. You REALLY need to pay attention to the layout of this level, otherwise you'll end up going in a big loop that leads to nowhere. There's a lot of times I thought I was going the right way, but only to realize the way through the level was by staying on the same screen, not sure if the intention was for that or not.

Man, I really wish I could watch a replay of people playing this level. Everytime I go through it, they activate just fine, so it must be how people are going through it compared to my path, but I have no clue how to fix that since I can't see it.

Lemme finish up this level I'm on and I'll try it. I can make a webm of it when I get to that part.

The wiggler section is too much for me, senpai.

Cute level. I got to the end but I missed a couple coins somewhere and couldn't backtrack far enough to get them. Maybe at least add a door that goes back to the beginning.

Alright thanks. Any levels you want played?

Holy fuck that's a good level. My two favourite styles of levels are the speedrunning tight jump platformers and then this kind with well thought out carefully planned jumps and maneuvers just like in an original mario series game on a harder level that is satisfying to complete. I agree with what the other guy said about you obviously understanding level design.

Sweet - by the way I had the "red light" version of the conveyors for nicevisuals, but if there are any "On/Off" switches in the prior section you may want to make them just normal conveyors.

Regardless I'm looking forward to the final product next week, I always enjoy your stuff.!

Thanks for the feedback. It should be possible to backtrack from any points in the level, but I concur that a shortcut back to the beginning would have been a good idea. Thats what I wrote before actually redoing the level, and there is a part where you cannot actually backtrack. I shall do better next time.

great shit user

Thanks for playing. I did actually remove a couple of power-ups from the first part because I thought I was being too lenient, I guess that was a bad call.

I've been slowly working my way through your stuff too. My favourite so far has been Lakitu's Furnace, which you might have figured out already.
It's difficult to give feedback on levels which are good, but I do think that advertising them as traditional levels is a bit odd considering they all have a lot of exploration to them. Not that that's a bad thing though, it's a joy to get lost in your levels.

The clear rate was already poor so I don't think you need to worry about that at all. I was thinking removing it and reworking it into a more traditional style level anyway.
>not sure if the intention was for that or not.
Yeah, there are a couple of red herrings. Perhaps going in circles is what's too frustrating for most.

aside from the beginning part which was a bit annoying, an easy and fun puzzle level overall

~

This was amusing, especially with the use of scream sfx.
I accidentally skipped half the level on my first playthrough, so I had to go through it again.

You succeeded, really nice level. Every threat is clearly shown, but damn if I didn't grab a mushroom only to immediately lose it several times over.

I had many dumb deaths trying to climb the beat blocks at the beginning but I really enjoyed this level. I love the use of hammer and sledge bros to emulate miners.

I dunno, the thwomps triggered fine for me, the one before the ants has some tight timing with how low you have to go but it wasn't that bad, also props to making a don't touch the ground stage that I actually had fun playing.

I'm , so whatever you wanna play is fine, though I recommend starting at 1-1 since later stages build on things from previous ones. Obviously I don't expect you to play them all in one shot but whatever you do play I hope you enjoy.

I say traditional because the platforming itself in most of my stages is pretty straightforward, if you don't go looking for things. I know some folks don't care about finding secrets or getting the red coins which is why I try to keep the main parts of the stage streamlined so you can just beat it and still have a good time, as well as putting a few non bonus rewards around the level so if you get them in endless you can still get some 1ups even if you don't get all the red coins, though you're guaranteed 3 if you do.

Attached: Jungle Jumps.webm (1280x720, 2.92M)

Also I've played most of your stages now, and they're all pretty great, Glass Bunkers and Swamp Spectre in particular, the former for a great gimmick for dodging lava flows and the later for instilling a good sense of paranoia. I love horror shit so stuff like that appeals to me greatly.

4NW-9XK-PLF

I worked on this puzzle level for a good couple of hours but let me know if there's a way to make this better.

Nice straightforward level. Those flying donut blocks were a challenge, but the sun doesn't respawn after that checkpoint which I think actually works out nicely by not having that part be too hectic when replaying it. And the night area had a nice job at making the gimmick not be annoying. I can see speedrunning through the stage bouncing from cannonball to cannonball in that last section being tricky but very rewarding.

I tried making it so that as soon as you collect those four coins, you can immediately jump to the other Thwomp. I will admit that when first creating that section, I had to get through a lot of jank to get it to work as it is, so some leftover jank probably fell through the cracks. Also, thanks for giving it a shot! I had fun finding how to make ground an obstacle that nothing else in the game can really replicate, and gives me some ideas for similar levels.

Will go down your list since I really like exploring in levels and I don't see many 3D World levels like that, even though I think the style really lends itself to it.

I just got this game.

Where do I start? Where do I start to learn how to make levels? Or should I just make stage after stage.... and will anyone actually even play my level or would I just be screaming into the ether?

I'll be honest, the thought that I'd be essentially wasting my time and energy perfecting a stage that nobody will play dis-motivates me from trying to make a level.

the yamamura tutorials are pretty good to learn the ins and out and story mode has good levels to borrow design from. just enjoy it until you feel ready.

I played some of the stages from your guys, good stuff...

honestly play the story mode, each level normally focuses on just 1-2 ideas really well

Yamamura's dojo has some good lessons for game design and a qt that talks like it's animal crossing

Middle of the Spinx took me way longer to beat then I normally would spend on a level, even to get a first clear, but I felt the answer was always beckoning me on, right there staring me in the face. I think the red herrings were throwing me off though, as it turned out the solution was much simpler than I expected.

Glass Bunkers was good too, and I liked that it's main challenge demanded predictive timing instead of the usual fast twitch or repetitive timing you usually see. It actually helped inspire me to start working on a SMW theme level that also uses the environment in different ways for protection against imminent danger, though to be honest it's probably not turning out as good as yours lol.

Attached: large[1].jpg (1000x1000, 187K)

Nice course, I especially enjoyed the flying donut blocks/sun challenge, really had me sweating bullets! I actually wish you had streamlined it a bit though - I felt like there was too many kinds of gimmicks thrown in (e.g. the twisty and skewer/claw sections) that it kind of crowded the field when the Sun/Wind were really the stars of the show.

I miss Miiverse.

are vines that come out of blocks a fixed length, infinite, or adjustable?

Infinite until they hit the ceiling or some other kind of block.

Here are a few of mine.

>Palm Tree Paradise
>PMX-XY4-73G
Coin collecting stage. Re-imagining of a Wario Land 4 stage.

>Sea or Sky
>360-WHY-YFF
Platforming stage with split paths. Players are able to choose path to the goal.

>Wiggler Canyon
>291-T4W-CRG
Traditional platforming stage, styled after real Mario stages.

>Super Block Fort Turbo HD Remix
>671-B6S-NLF
Coin hunting Metroidvania. This is my favorite stage that I've made.

Will be playing a level of the 2 posts above and the 2 posts below me. Have fun everyone.

Attached: e83.png (500x500, 225K)

that block fort turbo stage i can see why you're proud of it, that was a pretty fun level to map in your head around.

here,

This is a really obscure but interesting mechanic. I was about to give up but when it clicked it felt nice. Not gonna lie, trying to get in that pipe feels janky, but its interesting for sure. Left a like.

One of the best uses of the claws I've seen. Pretty solid for 30 minutes, have a like.

I really appreciate that, thank you!

Just beat Jungle Jumps, and yeah sliding down one more extra coin is about perfect. I tend to jump at the precise moment I touch the coin, or at least that's my first instinct.

Nice level, and what's funny is I almost didn't play it because I could have sworn I already tried it from a previous thread and given up on it for being to hard, until I realized I'd actually played a zero clear one called Deep Jungle Jam (G57-LKT-M2G). Glad I double checked and played the right one since I had a great time!

I liked it except for the part where I softlocked myself at the end.

yeah that janky little mechanic i had to endure in a level that really did not tell you how to get into the pipe, but like you it clicked for me. so i dropped everything and worked on that stage. man what a dumb mechanic and i hate people who use this, me included. lol.

>tfw smw levels dont do the eeeeoooooeeee sound at the end

it hurts so much

youtube.com/watch?v=wEr09Vi_bw0

someone give me an idea

World, night forest theme based around boos.

a 3d world bully pom pom level

use bullies and pom poms.

thanks! I'm glad you liked it.
sorry about that, I guess I should test harder for stuff like that.

like it. gonna do it.

does anyone know anything about timers? I am trying to make something that is going to hit an on/off block and give me a key after a set period of time, but can't be killed (i.e. no bob-omb that I can accidentally hit)

Smash Bros. Melee Zelda Underground Maze.
46Q-GN0-22G

a shell that moves on icicles that bounces for a number you set up, to reach a brick block that releases a key maybe?

shit yeah that'll work. I forgot about icicles being global ground

Count me in! I didn't know if I could get anything decent done in time but I banged something out and will have it up soon. In case this thread dies, my maker ID is M1V-JT4-CFF, so just check my uploads tomorrow.

Quick question though, is a snake block okay to use?

How do the (X) markers work? my levels have a ton more fails than the markers show

a restart is also a fail, so those moments we can only speculate why.

but do all deaths show?

i would hope so, every pit and enemy and trap seems to at least register. not sure about timer deaths.

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

Mole's Lair H82-PTV-MWF

would love some feedback

Can someone beat this course this mother fucker ended my super expert no skip run and this guy thinks he is all high and mighty. God I hate this dude

Course ID is FHD-DM9-9PG

not going to even bother with his other two courses this guy is a freaking asshole!

moles lair is a mess. i stopped playing at the P-switch next to the red blaster-i got that far thanks that you can skip the first portion by dismounting then carrying across the dry shell to then jump safely onto the spikes. if i was able to cheese past the icicle with the shell, by timing the jump right i bet i can continue to break the stage with the boneshell but i give up because the spring/thwomp setup isn't fun to repeat over and over.

the only way to win against kaizo assholes is to boo these stages so they go away. :)

bump

Forgot to mention my maker name, but I'm Dotil. no info needed beyond the screenshot

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i been seeing you on my FL but had no way to find you in the game. gonna try one of your stages and favorite your maker so i can play more later.

Not Kaizo stage just checked just an asshole troll.

i mean i would if i could at least find one of your level codes, i posted too damn soon to read you only just dropped a name.

I made the Black Friday Sale stage at the beginning of the thread, you should be able to find my stuff from that.

>Monty Mole's Mysterious Mine
S80-CR0-KYF

I made 2fort
B7W-33S-LFG

Attached: ctf_2fort.png (420x236, 307K)

Anyone got any suggestions as to how I can make this pop a little more? I’m going for an ancient underground shrine look.

Attached: 5DA9305F-C059-4CBC-B5A1-896571C59186.jpg (1280x720, 289K)

>trying to do aesthetics in 3d world
Futile goal

Sorry bro I failed I can't beat it either.

You’re not wrong. I still can’t believe they couldn’t be assed to give each theme 3 unique semisolids, with a lot of them having the gate semisolid that looks so out of place in some of them.

Maybe some question block lines along the middle structure on the left and right bridge, yellow usually goes good with red/orange.

Yeah, I’ll try and add some of those into the mix, thanks.

I don't even know why this shitty theme is in the game. Imagine if the time spent making 3d world was spent making new objects for the other games rather than making objects for 1 theme that is riddled with bad hitboxes and lacks half the objects

>I don't even know why this shitty theme is in the game.
I feel like it’s a good idea on paper but in execution it feels really half-assed. It’s got some cool new objects but it’s missing so many of the neat ideas 3D World has like the double cherry, block hats, and goomba costume while also is missing a lot of vital objects and gizmos from the other styles that are really important like one way doors, dotted line blocks, vines, tracks, and a ton of other stuff. I understand they couldn’t implement everything but some of the stuff they didn’t include seems totally doable and the style feels pretty incomplete because of it. I worry that if there’s DLC styles coming, they’ll feel just as incomplete as this one does and instead of salvaging 3D World they’ll waste even more development time shitting out more incomplete meme styles, and I’m saying all this as someone who thinks 3D World can be pretty alright given the right creator’s skill.

the semisolid has to be climbable by cat mario but even then, wood and fabric could have been used too.

ok, i spent a couple minutes on that stage and a few dozen on a doodle. drawing with fingers is pretty shit but i think that doodle is what you had in mind when making your stage. good night

maybe play it as its intended then

O god not another v collab

Try out my new level
>Circus multiplayer showdown (QHS-KTM-GHF)
It’s meant for multiplayer, but it’s multi-path structure can be interesting to try. Red coins are not mandatory, but give you a 50 coins reward. Doors and warp box are safe and fair (expect one killer warp)

It took a long ass time, but I finally made a new level

>Yoshi's Shooting Gallery: 46J-H8Y-LGG
Use Yoshi's tongue to eat ammo and spit it out to kill enough Galoombas during the 4 timed challenges in order to clear the stage. If you have feedback it'd be super appreciated. it's my first stage in a while and I think it's pretty good. Gonna play other folks' stages for a bit too.

I finished my part of the collab, but... I may have went a little too far with the difficulty. Hopefully it's what you're looking for, and of course change it in any way you see fit for the final product.

Collab #01: Trapped Under Ice
QK3-SGY-39G

Red Yoshi Prison Break was really good. Felt nice to finally get to Yoshi and break out.

Beware the Chompen is great! It was super tense and difficult without being unfair. How did you get this to work, exactly? I'm guessing it's a bunch of chomps stacked on a mole?

Block Fort was really cool. It was really nice how you managed to work everything in without it being unnecessarily crazy.

how the FUCK do I make slow crushing geometry like the first castle in nsmb?
how the FUCK do I make a bullet bill canon fire nothing?

Attached: why.jpg (325x359, 55K)

Bill Blasters will always shoot things unless you block the cannon. Best you can do for a non lethal variety is make them shoot coins.

>can't make blocks move in a pattern since they don't start moving until they're loaded on screen
my dream of synchronized crushers is ruined

>still alive
wow

you killed it

Op's level are fucking garbage, why creating stage like that ?

This is a good level dude : TGG-31B-7RF

My levels:

NEW
Redemption (medium)
KHT-1NN-XCG
Mario kils some innocents and pays the price. Long-ish? level with no checkpoints because it has a clear condition.

1-2 Getting the hang of it (easy)
TTD-Y4R-TVF
Another easy traditional level, this time with some claws.

1-1 A new day (easy)
HVP-X64-JWF
I'm trying to make a whole 'game' of traditional levels. Starting with a short and easy one. Would love feedback on its difficulty and fun factor.

Comfy Boots (easy)
78J-52J-WLF
An easy level about using Goomba Shoes in different ways.

Shoe me your moves! (hard)
YHD-278-SBG
A short and hard speedrun all about jumping from boot to boot. The clear rate is lower than I thought.

Lift me up (hard)
KT2-MSG-1FG
A don't-touch-the-groud 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 (mard)
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 (hard)
NMJ-GT2-2CG
Hard and long 'don't touch the ground' course with claws

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

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

Honestly many of my levels shouldn't be too hard but looking at the clear rates maybe I'm wrong.
I'll go have lunch and then I'll play some levels posted here.

Attached: 542c738e369624f32dbb86a27e9fa22c.jpg (800x600, 45K)

Sorry Joe Cool, I had to reupload one of my level. It had a softlock in it and my ocd couldnt bear it. I lost one of your drawing. I hope you will forgive me.

Is the online multiplayer for this any good? I just want to play games with friends.

It fucking sucks right now and you can't play online with friends only randoms.

its already dying and it was shit

>LilJimmy posted a comment on your course!
>LilJimmy: nice play my levels

report it and nintendies removes it

That's not good. Honestly the main thing turning me off from getting the game right now. Are the levels people create at least pretty fun?

How do you get a level into the popular tab? 20 likes with decent play/like ratio?

te

>not playing his levels just by running right until you die a couple thousand times then booing them and adding a bowsy "easy" comment

Attached: 1520645835937.gif (379x342, 1.48M)

Quality varies alot but there are lots of great levels and less garbage than MM1. Yea Forums levels are better than the average level.

it legitimately doesn't work

Attached: shirtimage-3.png (579x485, 55K)

That's really disheartening. Why even advertise it has online multiplayer then if it doesn't work?

This is the first SMM2 level I played from Yea Forums, and it was a pretty cute level overall!

The first thing I did was accidentally jump over the yoshi and into the pipe without yoshi.... I had to restart. After that though, it was cool to experience the minigame variety, the music and level theme added to the lighthearted silly nature, and the smile at the end was pleasant too. The AAHHH HOOOO sounds got a bit grating after a while though, and the shell part was kind of unsatisfying because you see so many galoombas onscreen but you can only kill like 1-3 at a time. The dry bones spread shot was my favorite because of this, hammer and fireball less so. Also, on my second playthrough, I didnt notice I had 59/60 galoombas and I dropped onto the spikes at the end, if that was an intended part of the experience then I guess that’s a good catch (since you say it’s supposed to be timed, I guess its part of the challenge to be accurate and get 60 in time). The “BYE” at the end took on a whole new meaning...

It does work that guy is a nigger. The problem is that if any player lags it slows down the game for everyone. Multiplayer works fine if everyone has good connection but if one player is pablo playing from his favela then you are fucked until he quits. At higher ranks people don't really lag at all.

So if someone is like 500ish miles away it's probably not a big deal? Just trying to play with someone the next state over.

You can play with people of any country as long as their connection isnt complete shit.

Somehow the worst players tend to bring in the worst lag, and after a while they will give up on the level, removing all the lag with them.

I reported that guy for being an asshole, the comments on his own level is probably the most dumbly toxic I’ve seen SMM2 get. Usually the SMM2 community seems really nice.

>Multiplayer works fine if everyone has good connection
which rarely ever happens, hence why I said it doesn't work. It's also poorly designed, respawning takes far too long and being able to steal players keys and throw people around ruins level design.

Fun level! The way you used that sliding blockvine was nice, and you definitely seem to know how to create a themed decorated level. (The block smushed me on my first playthrough though, heh.)

This level’s got the redeads, the octoroks (bullet bills?), and the shadow links (the boom booms). All it’s missing are like-likes, triforces, and a huge sense of verticality (and Im not sure what the wigglers represent) but its overall a cute idea.

Do you guys prefer playing as Mario, Luigi, Toad, or Toadette?

>sticks starting to drift

Attached: 1564349299150.jpg (300x300, 27K)

J25-MJM-XDG

Here's a maker ID that contains remakes for SMB2 the Lost Levels (currently up to World 5-2) no I don't care about the fact i'm shilling unoriginal content, fuck you.

Attached: 1473091374556.jpg (640x480, 31K)

>remakes
boo'd skipped and reported to the cabal

Usually toad > toadette > mario > luigi for me. Don't really know why but I like how tiny toad looks in smb3

I like playing SUPER MARIO in SUPER MARIO maker 2. Fuck those other fags.

Escape from the poison swamp (Normal-Hard)
X89-V2H-1JG

Icy level with slides. Don't let Yoshi run away (Easy-Normal)
2TD-VKB-H7G

Attached: 1377138717637.gif (256x264, 8K)

>he's literally complaining about getting free shit.

Attached: canyoufuckoff.jpg (480x356, 22K)

make new stuff instead, fag

>shits on your face
enjoy my free shit user. If I wanted to play lost levels I would emulate it

>upload first level, shill it hard
>2 weeks later, finally break 1000 maker points
HELL YES, feels good man
>upload second level, gets near immediate likes
>Maker points instantly drop from 1005 to 974
BUT WHY I don't even

I'm assuming your overall maker points are calculated and reallocated based against how many levels you have uploaded? I understand why, but still...

Mario mostly, but I like to mix things up with Luigi/Toad sometimes.

Any man that willlingly plays Toadette might as well be undergoing sissy training.

>new comment notification
>greetings from Yea Forums !!

Ishygiddigy

how about i can make what i want? there's no rule in the game itself that says i can't remake older stages. go bitch to mayro if you want since he enabled this unoriginality by popularizing his SMB1 remake.

oh wait- there's literally millions of other people willing to make fresh original content for you regardless. this is still just you complaining about not getting original shit, cumtard.

Attached: 51xv1SNEX3L._SY355_.jpg (355x355, 22K)

Boos lower your score too.

seething. I'll play all your levels and boo them.

>how about i can make what i want?
yeah make what you want just don't expect people to play shitty remakes. especially with an attitude like that. mega yikers.

why would you emulate the game anyway as opposed to playing an easier version with better controls, 60 FPS, widescreen and a bigger variety of mechanics? i thought Yea Forums was all about that shit.

>Any man that willlingly plays Toadette might as well be undergoing sissy training.
More like
>I'm too gay to appreciate Toadettes T H I C C N E S S

>have better controls, 60 FPS, widescreen and a bigger variety of mechanics
>instead of making new levels, remake old game
why
literally

>recreating levels that aren't designed for widescreen / newer controls / mechanics
>could make new levels that are designed for widescreen / newer controls / mechanics

Attached: 5343452.jpg (225x225, 7K)

>don't expect people to play shitty remakes
i think the better advice would to not expect shitty advice from an user on Yea Forums

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>muh youtuber
lol
do make levels fishing for attention? that's truly pathetic

>views on a clickbait youtube video that people watch out of curiosity for the premise rather than interest in the actual levels
really makes you think

>implying lost levels had coherent design at all for 4:3
the game is known for making you do a lot of bullshit jumps and batshit insane obstacles like really large firebars. Try harder.

>could make new levels that are designed for widescreen / newer controls / mechanics
I'm at least willing to admit that I'm not the most creative person. But doing this is at least fun for me and there's a market for it. It's just business.

Because it's an interesting topic that requires experimentation. There's a level of respect that comes with something like this that you just can't find with an original creation, since I haven't had sleep I'm having trouble describing that feeling.

neck yourself ESL

and by "experimentation" I mean as a means of puzzle solving for the creator if they can't get the remake exactly right. Regardless of what happens, it's still not gonna be a fully original thing and I feel that's what warrants remakes like these.

>he complains about fishing for attention while ironically fishing for attention from the remaker to do something original for the sake of it

Attached: d5c.jpg (625x626, 40K)

you can stop samefagging bro. he isn't fishing for attention by shitting on you for making low effort remakes.

>fishing for attention from the remaker
>ask question to someone
>the other person answers
WOW I GOT THE ATTENTION I WANTED!!!!!
dumb fucking retard. holding a conversation is not fishing for attention.

>he thinks hours of work and problem solving is low effort

>have to jury rig shit to resemble missing mechanics
>literally always going to be worse than just playing the real thing
It might be fun for the maker but for the player its just a shit level that prioritizes authenticity over good design.

you know making original levels requires that too. except you don't have anything to copy and paste from.

Again. You're implying lost levels is good the way it is. .

and you're implying that copy and pasting it into MM2 will magically make it good.

I mean. Yeah, it does.

I can actually see all the bullshit jumps and obstacles while having better physics and a better framerate. On a portable handheld.

Hooktail's Castle
8LY-1CH-Q9G
I tried my best to recreate Hooktail's castle some rooms had to be cut so it's not entirly accurate
I was feeling nastalgic for paper mario

>No anchor post

Here's my levels. Feedback is always greatly appreciated.

Ending the ones below
RXW-DJX-DJF
Boogers
T5M-NMY-SGG
The Wizard's Vault
N44-BB6-H3G
The Wizard's Den
XJ9-06H-HYG
The Bomb Master's Domain
LFK-NKK-WQG
The Bomb Master's New Ride
HGT-5G5-1JG
The Bomb Master's Demise
KF0-HFV-98G
Chill with the Bullies
S7T-LK5-F3G
Mount Skipsqueak
GQ3-JVP-WJF
Bridge Builder
262-2VC-2XG
Mutant Goomba Swamp
M0r-DXP-HQF
Four Player Race
Q06-4Q4-2LG

Attached: shroom.gif (500x500, 358K)

>Buzzy Shell Ridin' (hard)
I'm stuck at the section where a cannon shoots a Spiney. Dunno if it's because the timing but I can't do anything. It always hits the shell and then i fall into the spikes. Can't even use it as a helmet.

if you want people to play your shitty remakes this is the wrong way to do it.

Great level, man.

Liked and commented.

That's odd, I thought I timed that sequence perfectly. The spiny shell is supposed to land right on your head and then you use it on the Thwomps. Let me doublecheck that part.

Nevermind I got it at the 4th time. I don't know why always landed just next to the beetle shell. Could be a camera problem that I was triggering.

I made some changes to my stage (thanks for the feedback, ) and changed the third room to feel a little more satisfying and removed the grating sound effects for the galoombas.

>Yoshi's Shooting Gallery: QRG-X6F-LGG
Feed Yoshi ammo to take out enough Galoombas in the timed shooting challenges.

676-FFB-1WG
An Angry Sun themed auto scroller, my favorite stage i made so far.

67V-LHB-S2G
a sky stage featuring Parabuzzies, just a pure platforming level

4VJ-JRM-JTG
A coin challenge stage, grab enough coins and race to the goal.

4NW-9XK-PLF
i already posted this, but this is an escort level, to teach a jank mechanic.

Y57-NQ9-2DG
literally my first stage. You know what you must do

if there's anything you dislike in any of these stages, let me know.

Maybe Canada
D6Q-K9S-YRF

Kinda new to making levels any feedback welcome

it's a pretty good level with a good winter theme going on. the only critism i have is a couple areas with blind jumps that can be slightly tweaked. there's a dojo lesson about this. all in all i like it

your first code isn't working bud.

oh god i had a dyslexic fit. the first character is a G

>G76-FFB-1WG

thanks! yeah I think I know where your talking about for the blindjumps il have to double check for them next level I make

Real late reply, but I'm glad that one of my levels was able to inspire you.
I enjoyed the simple but nice flow of your claw level, so I'll keep an eye out for what you make.

The ones that chase you are in lakitu clouds, the others are on moving platforms. Only a few things can survive in lava/poison, and sadly, moles aren't one of them.

I did it, but my clear time is pretty embarrassing.
Hope you don't mind.

>Hangry Sun
really well made and challenging, looks good and is fun to pla7
>Parabuzzies' Cloudy Assent
I kind of would have preferred more riding buzzies to be necessary to progress but it was otherwise nice. You misspelled Ascent though
>Forest Gold Rush
Nice. The water level made some of the sections with boxes irritating but other than that, great.
>Boxy and Bony Escort Service
I liked this until the end where you have to bounce the box on Dry Bones' head. That is infuriating and I know you called it a jank mechanic, but it's too jank for me.

Angry Sun is great, good to see strong use of autoscroll

6RX-RR8-NBG
It's my first course. It's not too difficult. I'd appreciate some feedback, if you have any.

honestly i don't like these sorts of posts where you list all your levels. it's unnecessary with the game allowing you to check a maker's list in game, or actually using a maker's code to go dive in that way.

Your stages "Ending the ones below" and "the Wizard's Den" were both pretty fun stages, so i added you as a favorite creator and i will play more later down the road.

thanks. yeah it's a truly jank mechanic and it's really timing, to get the dry bones to be under the pipe, to toss the box on top of him then quickly hop on the box in the span of 60 frames or less. thanks for letting me know, i won't be making any sequels to boxy boney.

also god damn i was sure i picked the right word from switch's dictionary. i might make a more dedicated parabuzzy challenge stage however.

i am so happy about that stage, i am glad people are also enjoying it and i want to make similar experiences like this one. maybe not auto scrollers but just fun romps.

Its pretty nice, but I was able to kill the Lakitu and cheese most the level

You could probably do another Boxy Bony stage if you just change the ending. Everything else was really fun

Damn. I should have removed him. Thanks for the feedback, user.

you know, i'll do that for you, have the boney in a confined space to toss a box on. in fact maybe i can turn the pipe entrance requirement into a bridge. ok i got juices perking now. i'll try to work on it.

I definitely think this was a straight up improvement, thank you for listening to my feedback! The yoshi placement is much better, the shell section took a big jump in being satisfying with the trampoline bounciness helping things, the sound effect reduction makes the silliness more balanced, and I had fun replaying it! I’m glad you were the first SMM2 level I found on Yea Forums, and I’ll play your other levels soon too.

Not bad for a first stage. I ended up doing it legit but you could easily use the Lakitu to skip most of it.

honestly it feels like one of these stages you see in super expert that you hope you get, the balance of challenge is off, the lakitu can be spammed, and it looks like an average mess. for a first attempt you have potential. give the pidgeon a visit for some pointers.

Appreciate it, I think it really helped. People seem to like the hammer portion least of all but that's what actually gave me the inspiration to do the stage to begin with. Some of my other stages are a fair bit tougher if you do decide to go through them, but I have some other similar "arcadey" stages if you liked that one.

i posted the tier list in your comments. it's not the hammers i hate, it's trying to hit parachute galoombas with it. maybe if you swapped the fire room and hammer room it wouldn't feel like i'm wiffing hammers.

but seriously excellent stage.

Thanks for the feedback. I really appreciate it.

>Bonus: My friend has an uncleared course that is based on the legacy of Bill Clinton.
I beat this level yesterday.

Oh fuck. This is still the same thread as yesterday. Ignore it...

Ah, makes sense. I kind of didn't want it to be super easy to get a huge chunk of enemies in one spit so you didn't get TOO high over the required score, which is part of why the shell segment was originally a lot worse because I was being too conservative with it. Thanks all the same.

i mean 60 is a fair challenge but have you ever considered people might want to play for a high score? silly. i know. but giving people a few more ducks to shoot would entice them to replay the stage a second time.

True, I might see about that if I make a second one. Maybe just make a super high scoring version.

I’m fine with arcadey! The icicle challenge in the frozen desert level was uniquely tough, and it was fun to speedrun through the fungal fun run. As for the hammers, I think the main problem is that they fall slowly and have a wide floaty parabolic arc as opposed to a fast narrow curved fall like you’d expect, so they feel clunky. You still deserve credit for making a challenge themed around yoshi spitting hammers though, I didnt know that was even a mechanic and it just seems like a rare thing you’d ever even do naturally, so it was unique at least.

I’m just happy to have a good first impression on the Yea Forums SMM2 community; you’ve been great at responding to feedback and being appreciative. I’ve had much worse experiences with fighting game communities on Yea Forums, which often just left a bad taste. I’ve also never created a level before and I’m interested in making and sharing one someday, so it’s cool to see different creative ideas from people and a place where feedback is encouraged!

maybe if you were clever with the global limit you can make a special ending if you were to get a bunch of kills. like, going off the top of my head, you have all the galoombas spawned. when the galoombas start to die, more entities can spawn. a secondary contraption should be built that counts the galoombas and the only thing that seems to work is a dry shell blaster that will fire a shell to break a brick (in a series) and a second blaster to fire a entity not a galoomba into a dump pit to keep the entity balanced. hope this helps.

Is there a way to stack powerups?

Thanks. I really like the Frozen Desert level, it was my second real stage (Fright Factory was my first and it honestly shows sometimes) and I enjoyed working on it for a unique aesthetic.

Keep playing stages from here, and even the story mode stages if you haven't already. You'll probably find something to give you inspiration and you can make your own.

I'm sure there's something I could do in that regard, my Mario engineering skills are not the greatest when it comes to global storage and the like, but I'll try and figure something out for the next arcade-style stage i do.

stack like a tower, no. Stack like having a mushroom turn into a fireflower, take the stronger power up and hold the button to have a mushroom icon latched on.

Just finished this

5-2: Tall Block Tower DNC-L2J-5FF

After bouncing his way through the Shroomberry patch, Mario arrives at a tall watchtower filled with extendable block bridges. Vertical stage with a focus on long jumps and timed block bridges, didn’t get to play around with long jumping much in my last one so I made this to rectify that. Now that it’s done I’ll play some thread levels for a bit.

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ESCAPE FROM EPSTEIN ISLAND
MARIO HAS FOUND HIMSELF AT NONE OTHER THAN JEFFERY EPSTEIN'S MANSION, CAN HE ESCAPE?

Attached: mariomaker-magazine-issue12.png (816x1056, 689K)

Bowser Jr's skyscraper

6KT-PGX-HYG

Attached: 3556189_1.jpg (630x630, 47K)

Thank you for the encouragement, you come across as a nice guy! I actually really enjoyed the story mode levels and their simple+short+sweet designs, but it always seems daunting to get started with a real, publically visible level.

Fright Factory was difficult but wasn’t too bad! It had clever ideas- the sliding boos and conveyor belts make a dangerous duo, the galoomba puzzle was cool, and the back and forth munchers was clever. My only gripes are with the enemies spawning towards you; with the narrow ceilings, it was hard to get past without just using a mushroom to take the hit. For a first level though, it wasn’t bad! (I’m also curious what the Nintendo deleted comment on that level was...)

some dude drew a pair of tits on it if I remember right. Yeah I liked a lot of the ideas but the theming of the stage is what ended up hurting me because I wanted it to look like everything had a logical flow to it, and it didn't make sense, in my head, for an enemy to be able to be in an area with a pipe and not come out the other side. It was an aesthetic decision that honestly hurt the level.

As far as making a level of your own, just start with something simple. Make a stage with like one or two enemies or items you really want to use until you get better and better at it. the Yamamura tutorials really help, too.

Each unique player's most recent death shows as a marker.

I have no idea how i missed this post, sorry! Yes, the entry and exit points can be anywhere, and bottemless pits are permitted.

Sorry you don't appreciate my courses. Every creator has a different vision of what a course ought to look like. Mine are beatable though. No hidden blocks or janky shit either. Only intense precision. Whereas many people can appreciate a course even when I can't beat it, you probably just call everything you can't beat garbage.

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This was so much fun, one of the best minigame style stages I've played in MM2. It looks great, and all the rooms having different forms of ammunition keeps it fresh for each leg of the stage. I dipped my toes into the dino barf mechanic for one of my own levels but this is that cranked up to 10 and I love it. Great job man, gonna check out some more of yours.

Attached: Yoshis Shooting Gallery.webm (1280x720, 2.84M)

alright i retooled the existing stage, deleted the old one, made the normal path much more straight forward, and even added an alternate path if you want to jank. I think i quite like it, but let me know what you think.

Q3X-GHQ-CVG
>Boxy and Boney reupload

Update when?
Surely they are still working on stuff

New Stage: Forest Quest: SVY-KCR-XWG
A sequel to my Desert Quest stage, complete quests by bringing villagers the needed items

Other stages:
Palace of Fire and Ice: RG9-669-B5G
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

Don't have a lot of time to browse a lot of the thread, but comment me a level if you want an opinion on it and i'll play it later!

Attached: Forest Quest.jpg (680x383, 105K)

i'd appreciate your input on this stage, m8

Sounds good, I'll give it a look as soon as I finish playing this other stage!

You could potentially have a globally loaded on/off timer, though even then cannons are pretty janky loading-wise. I'll look into it while waiting for more collab entries.
I just implemented both of these levels, nice work! I had to move an ant trooper around so it would stop despawning, but other than that it should play the exact same.

STILL ACCEPTING COLLAB ENTRIES. Plenty of spots left guys, dont be shy.

one problem i found with forest quest is one of the 30 coins can potentally despawn from the bob-omb, just by moving around in the room you can respawn the bob-omb, and a bombed coin can't respawn. really good stage.

The original path definitely feels a lot better at the end with that small conveyor belt change, and the jank shortcut to the bonus room was a nice touch for those who learn the trick and want to try again.

Do the glass pipes have to be in the same spot as your example image or can they be anywhere on the ceiling?

>tfw your level suddenly gets a shitload of plays
>but also a shitload of babbies complaining about getting stuck in the softlock you didn't notice while making the level
Fuck my ass, I had this same shit happen in Mario Maker 1.

Attached: pat.png (485x622, 736K)

Anywhere on the ceiling.

Oh, thanks for the info. Do you know a better setup to remove chain chomps from the stump other than dropping them on bombs?

How’s this then? Should be pretty straightforward, the entrance pipe is the one on the right and you leave via the center. Mondo btw

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a thwomp perhaps, since it's impossible for them to interact with floating coins. or, move the coin out of the reach of the bomb.

I like the concept, pretty fun stage. I was pretty confused by the room with the single icicle for some reason, though. Looked like i needed to do something more complicated than i actually did
Managed to get the jank secret, though!

Attached: submission by Weeh.jpg (1280x722, 256K)

Looks good, Mondo! I'll start working on it now.

i thought i could do something with the boxes pushing the dry bones together but nothing seemed good enough and the icicle was a leftover from crossing the bridge idea i had earlier. i'm leaving the icicle there incase the player mistakenly breaks both boxes and just should run into something other than a bonehead.

thanks, more people are clearing this stage than the dead version, so i'm pleased.

Are you in the wrong thread/replying to the wrong person? I don't really get how this relates to the collab or this thread at all.

i remade a level in mspaint after playing a stage i created. i got no camera and i worked hard on this, matching the grid. work with me.

Did you send the wrong image or something? This is what I'm seeing.

Attached: 1566157515332m.jpg (1024x470, 91K)

whoa that's not it

MOOT!

Attached: submission by Weeh.jpg (1280x722, 257K)

No worries, I figured Moot was up to his tricks.
What is the skeleton? A dry bones, I'm assuming?

yeah it's a dry bones. his purpose is to be eaten by blue boi.

ESCAPE FROM EPSTEIN ISLAND
MARIO HAS FOUND HIMSELF AT NONE OTHER THAN JEFFERY EPSTEIN'S MANSION, CAN HE ESCAPE?

J6F-7QN-PWF

Here’s my entry, my maker name is Scrungio. If we somehow get more 16 entries in, feel free to replace entry with somebody else’s because I believe I was in the last collab you organized.

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Oh, and you can’t really see it in the image but the leftmost thwomp also has a parachute but it’s just barely cut off the screenshot.

Alright, this should be it. I took a few liberties to make it a little easier to kill the blue creeper, and decorated a little. Thanks for the beautiful mspaint submission.
Ill start work on yours next, and don't worry, we probably won't reach 16, we're at 6 currently including your submission.

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it looks pretty good, i like the liberties with the ? blocks. just one tweak is to space the slope one space left, then place the bones 3 spaces in front of the creeper.

To show appreciation for your friendly, responsive, and encouraging attitude, I went ahead and played, liked, and world recorded all your levels! It was really fun and I’m really impressed by your creative challenge crafting overall. Four Boom Booms had fun boss ideas (esp. the plant thwomp one imo), Twilight Tundra could’ve been longer but it had great speedrun flow and aesthetic design, Toxin Trouble had good aesthetic theming too and good difficulty. Catapult Cavern had a nice unique theme to it too and many good challenges, but I found the simple up-down and left-right dry bone ones to be the most frustrating. Plinko World was cute and probably also could be expanded!

Three levels stood out to me though. Bully Trapping was one of the hardest “puzzle plus obstacles” and also builder outfit themed levels I played; the icicles were really challenging to play around. Superball Sky was really fun and unique and actually tough- never seen that superball+firecar combo before, but a few times I got softlocked because the Superball flower stopped spawning (I also cheesed bowser by standing on top of the bullet blaster). Bombs Away with Dry Battalion.... imo that was your hardest level, it was REALLY tricky not to grab the shell. I speedrunned it really tightly so it probably won’t be beaten soon, but damn.... that final double bounce was super tricky. Run-jumping, lifting Y to not hold something, then re-holding Y immediately to regain speed feels like really unusual timing in a mario game.

I haven’t seen the Yamamura tutorials yet, so I suppose I’ll go check em out, thanks!