Alright fuckers, post those codes in the anchor and play the codes that others have posted.
MARIO MAKER 2 Yea ForumsEEKEND
Other urls found in this thread:
ANCHOR
Just recently got the game, here are the two levels I have finished. Let me know what you think
>Welcome to 3D World 1.0
4BV-WJT-KVG
>Port Bowser 1.0
J04-NG6-5TF
I'm also working on an ice level and a puzzle level right now but I have makers block
>BM7-JGR-4QF
Course focused on bouncing, it's not even too precise or hard. I tried to make it friendly for people to understand the progression, but still see someone died at the 2nd obstacle.
I won't post codes to old courses but feel free to look at my profile.
Working on 1-3 right now, but I’ll play levels as they’re posted.
1-1 Super Maker Hill
V5V-P11-D1G
1-2 Wigglerbush Garden Trek
J02-H4G-1TG
I played them.
You're using way too many different mechanics in your designs. I understand that, because you just got the game you want to test them all out, but the mixture doesn't always work out.
Airship level seemed a bit more fun. If you designed an entire level around the concept of vines + thwomps like that little section in airship level for example, it would be a lot more fun.
I suggest checking out the in-game tutorials (yamamura's dojo)
Made these levels some time ago. I hope you enjoy them! On a bit of a dry spell; not sure what mechanics to sample next.
Walk the Plank: 9XM-LVG-GRF
Level built around seesaw mechanics and wall jumping. Platform your way around puzzles and seesaw-jump your way to higher places! Optional routes available. Medium difficulty.
The Shellenger: B57-LJX-CKG
Level built around the Dry Bones Shell mechanic. Suit up until you're a tank and climb your way back to the top! Medium-Hard difficulty.
Under the Bridge: 8J5-47C-NSG
Level themed around exploration. Fun things live above and below the bridge! Easy-medium difficulty.
Are you tired of cheap boss fights? Feel like you didn't earn your victory because you used a cheap gimmick to beat the boss? Well look no further good sir and/or madam (LOL!)
Fresh of the press here's three (3), yes THREE you read that right boss levels just for you!!
No cheap gimmicks here I'm afraid, you must outskill your opponent to win! Do you have what it takes?
D13-YSY-MYG
8P0-6DP-SVF
VDC-659-1NF
I really liked these. They feel like they belong in the story mode, because of the way the elements are presented and how they feel to play.
Your levels play well enough but you should really try and focus on one or two ideas per level. Try and think of a cool idea you have for a level and build on that one idea with secondary objects and obstacles you can use to up the tension and difficulty as the level progresses. Oh, and
>Meowser in a boxed arena
best way to use Meowser is as a chase sequence in a level, his acrobatic moves don’t really work unless you’re in an area where he can move around freely, and he becomes much more interesting when he’s used that way.
This is pretty solid, really simple but it’s satisfying enough when you’re speeding through it flawlessly to make it fun. Good stuff.
Glad you enjoyed them! I try to make my levels in a way where they feel fairly traditional, but with unique settings and decorations. 3D World can be hard to work with but you can make a lot of neat level themes work in the other styles. There’s a ton of stuff I have ideas for but don’t want to put in this campaign like a forest made of clouds in the sky theme and a mechanical desert with bob-ombs stacked on one another with a spiny on top as “robot pokeys” just because I already have enough levels in those particular themes.
bump
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>NO STOP TALKING ABOUT VIDEO GAMES REDDIT TELLS ME YOU DON'T DO THAT ON Yea Forums
>NOOOOO MY WOJACK THREAD JUST GOT ARCHIVED BECAUSE OF YOU FAGGOTS STOP TALKING ABOUT VIDEO GAMES RIGHT NOWWWWWW
Newest:
Forest Quest: L14-SX3-JMG
Sequel to Desert Quest, bring items to the villagers to proceed.
Reuploaded it with some slight tweaks a few days ago, i'd appreciate any feedback
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
Got more time at hand now after the last exam, too bad that threads are more sparse now.
Drop me stage codes if you want an opinion on them!
>Track Claw Climb
Was for a 30 minute challenge I saw on one of these threads
9RT GBT 9TF
>Plumber in the Haunted Village
Still working on it, would really appreciate any helpful suggestions
6PT Q55 DJG
i made some levels while on vacation and i'm pretty proud of both of them, please give me some feedback
>Deep Desert Fossil Fracas
BRP-BD9-NYG
>The Great Lava Bubble Rescue
SSB-DWD-0HF
More fun than i thought it would be!
The invisible block with the vine can screw you over a bit, though.
Shoenanigans: Chapter V
Q1W-LWC-6LF
I'm now halfway through my quest to make a SMB3 shoe level for each theme in the game, this one is underwater. I wasn't sure about making an underwater one but I figured out a couple neat tricks you can do with the shoe. Let me know what you think.
>two bowsers, two boom booms, and infinite fire flowers
>skill
Nah this is just fucking tedious
I agree to the others, your stages lack focus. The airship stage was pretty decent, but some bossfights felt a little tedious.
Super Maker Hill is a well made traditional level, but i think the part with the chasing plants could've used a "check" before the pipe to ensure someone has the cat power
Wigglerbush is really fun, but something felt oddly familiar about it. I think someone else here made a similar stage once, but that's not that unusual with certain stage themes
5-3: Shiverspike Creek QK9-M0S-F5G
Catching a warp pipe to a chilly region, Mario must cross the icy riverbed while avoiding pointy icicles and pointy fish. 3DW Stage that focuses on the Hammer Powerup, glass pipes and Porcupuffers.
Almost done with 5-4, should be wrapped up within an hour or so, small hint as to what it’s gonna be about.
I’ll crank through some stages after I finish uploading it.
If you wanna give it a shot go for it.
GWL Q94 4TG
pretty boring level, cuz alot of ppl get stuck on my meta levels.
Shit forgot to anchor
>shoenanigans
I wanted to use that name fucker
Still no update? C'mon Nintendo, I need some new toys to play with.
Clear Pipe Castle
>BFX-XXJ-GSF
Medium-length 3D World level themed around Clear Pipes (mainly flying Spinies using them)
Please don't let these threads die.
They aren’t gonna die if we keep them to weekends only. It’s when there’s a dozen threads during the week that get ~10 posts and die that discourage people from posting in them at all. There should be some news in the next direct as to what the first update will add hopefully and that should also spark further discussion.
Fun stages, i think they could've needed some additional testing and polish, though.
Some parts can lock you out a bit and some parts can feel a little unintuitive
Still catching up on the older ones! Feel like i should play them in order, I am currently at World 3.
I see you are already making World 5 in 3D World!
Nice, good luck if your making the journey to play them sequentially. Once I finish World 5 then I’ll be halfwayish done lol. Got any favorites yet?
I hope so. I tried going to reddit for the first time in my life, and my first impression was seeing some confused poster leave a level code outside of the specified level sharing thread, and the result was getting immediately destroyed as reddit people descended on his MM account and started mass booing all his levels, with the vow to follow him and make sure he never has a successful level again. Not the kind of place I want to mess around, especially since I have no idea what all can trigger that sort of reaction over there.
Well, thank god I copyrighted it and no one else who uploads a level can use it.
Thanks man. The softlocking has been noted especially in Shellenger. I'll definitely test it more rigorously, it seems easier to catch in subsequent stages as I go along.
That's the warmup :)
I’ve heard the level creators there aren’t too great either. I’ve heard some bring up the idea of a Yea Forums MM2 discord but that sounds like a recipe for fucking disaster after the MK8D threads were totally ruined by discord namefags, dramafags, and attention whores derailing the thread with server advertisements, circlejerking certain players, and fucking 150cc versus 200cc shitflinging.
Bretty good user, but the boss fight got a bit annoying because it was a lot of going back and forth, hoping that she’d Be close enough to hit.
I seriously have more fun from the levels here than on reddit; those cunts like to make full on kaizo shit and then whine when they're stuck at 0 clears and in unable to get into Endless. You guys here, you're all here to make levels people enjoy finishing. You know. Levels with good level design. I was just on a thread where 90% of the posters genuinely could not fathom how Timmy levels in Endless Easy continue to exist. 3D is apparently ruined for them cuz that's little Timmy's favourite theme.
Where the FUCK are the Friend Lobbies Nintendo?????????
SGR-MD7-NVF
Basically a simple level 1, wanted to do a kind of mood change in it.
J2C-C4J-VKG
Wanted to give this one a good sense of momentum, and also sliding. So much sliding.
>and the result was getting immediately destroyed as reddit people descended on his MM account and started mass booing all his levels, with the vow to follow him and make sure he never has a successful level again.
What a bunch of fucking shitsuckers. And yet we’re the website that gets called out for muh secret club mentality.
THE COLLAB IS DONE!
Yea Forums's Crazy Caverns:
L7R-8LS-RVF
Thank you everyone for submitting. This collab has actually been finished for a while, but all the threads have just been dying too fast. Lets try to keep this one alive.
Previous collabs:
Tanooki Citadel:
WNW-L8Y-1FF
Yea Forums's FLYING CIRCUS:
VJY-0XL-NSF
New collab soon, assuming the threads live long enough for me to even type up the rules.
Played both of them, very fun, short levels! I like the aesthetic of both of them as well, it's simple, but effective. Keep up the brilliant work.
You have an interesting way of making levels visually. They definitely give off a canyon level vibe, which would work great if they added one. The 1-1 level was very short and simple, maybe too simple but it feels fun to speedrun through. 1-2 also felt fun, though my slow reflexes didn't save me on a couple of jumps. Definitely interested in what you come up with next.
This is a level from nearly 2 months ago
Pipe Falls
6FD-0PT-Q4G
And here's a few newer ones:
Jungle Jumps XVN-W0J-P2G
Spikey Plains 1WM-FL2-L0H
Lava Palooza SRT-N4F-9FF
Makings slowed down a lot for me because the Switch is getting too many good games back to back, but I hope these breaks actually help with coming up with new levels.
The water stage in the first world was pretty comfy, i liked the slight nonlinearity in the middle.
The Koopa Boss stage in World 2 was also pretty creative
I’m impressed with the effort you put into the collab, It turned out pretty awesome. The varied design styles added an extra layer of challenge, and I’m embarrassed to admit I played while dead tired and died way too many times, even to my own part. I think my favorite section was the one with the bobombs and the expanding blocks, but they were all good. Hopefully you do this again, and you can already count me in if you do.
By the way, did you miss this entrant or was he too late getting his submission in?
Thanks anons! I always seem to gravitate towards shorter, simpler levels for whatever reason.
That's a perfectly fine thing to do so long as it's not like most of the 20s Speedrun levels that are on popular. You know, where every time you play those stages, it's played the same way every single time.
It's a nice thing though. Short stages can be really fun amid all those long 2 checkpoint stages with a boss in the end. Your stages don't overestimate their welcome
Dang, I missed that one. The thread only lasted a couple hours so it came and went when I was busy. Sorry if you're still here, missing entrant.
I should really figure out a better way to handle submissions, maybe a document or something people can use. I'll look into it to avoid this happening again.
Anyway, thanks for your feedback! I felt like all the submissions this time were pretty fun as well.
Thanks. I love coming up with boss fights.
>SMW Yoshi’s Island 2 recreation
(0VC-T9T-42H)
>Circus multiplayer showdown
(QHS-KTM-GHF)
>Claws in the windy sky
(0NJ-WS1-15G)
>Claws in the windy sky 2
(XS7-HFG-WQF)
>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)
Sweet can’t wait to try it
weird question but can anyone think of a way I can have an entrance open only if a certain amount of enemies are killed, but independent of a clear condition?
A joy to play the collab. I keep grinning at the part with the creeping piranhas and the bone dry because i keep thinking of the OPs submission picture
I just bought this game cause I wanted something that I could play for like 5 minutes occasionally.
How should I play this? I’ve been doing endless challenge but a lot of the levels have been shit.
Yes but i think you need to abuse object limits. Basically leave unseen in the background 100 enemies (minus the number of enemies you want the player to kill) add those other enemies and then you will need some kind of counter mechanism.
Ceave gaming explains it much better in his vids.
Just cultivate a list of good creators by following them and check whatever they make every now and then by going for the level search feature and checking the star tab
yeah I was figuring I'd have to tool with entity limits. Any idea precisely how high the limit is? is it 100 enemies total?
Posting friend's level Smash Bros. Melee Zelda Underground Maze. 46Q-GN0-22G
keep this thread alive so i can get home and play these, i'm gonna play every level on the anchor post tonight
look at some of the most popular ones or do hard endless not easy
I'm sure you did this as usual where everyone just claimed a spot, but if you ever make a linear stage like this again you need to think about how your order these. Starting off with such tedious areas and having the checkpoint where it is really makes the stage tedious
It's 100 for the pool of most objects, including things like keys as well, except for things that have their own counter like bowser.
You'll need to plan very wiselly, good luck!
honestly i've had the best time with normal endless. It's full of standard mario stages without any bullshit deaths that I come across on the harder difficulties
>Silly Serpent Smugglers
JBC-R7L-0TG
>Boxy and Bony escort service
Q3X-GHQ-CVG
>Hangry Sun
G76-FFB-1WG
Man, why do I keep on going back to forest for level themes? I want to do others, but every time I make one a new level theme that works best in forest keeps popping into my head. Especially Mario 3's with best aesthetic
>Yoshi's Shooting Gallery: QRG-X6F-LGG
A stage where you use Yoshi's tongue to eat ammo and spit it out to kill as many Galoombas as possible during 4 timed challenges. Probably one of my favorite "mini game" stages that I've made
>Fungal Fun Run: MV6-WF4-CRG
A stage where you outrun a Super Mushroom before it sets off the mechanism closing the path.
>Four Boom Booms of Power: 831-FW0-THG
A Boss Rush stage where you defeat 4 different elemental Boom Booms to claim their powers. If you claim a Boom Boom's coin you won't have to beat that one again if you die.
>Ice Jumper!
SV3-41X-33G
>Bowser's Tower
JV3-TSJ-QSG
I just uploaded the first one.
Hi Guys, I've created my first level, you must kill all three goombas before reaching the end with a scrolling level and timer.
The code is
1HH-GXC-XVG
I'll play levels from other Yea Forumsrothers.
I'm #9 on normal endless, and I'm completely burnt out.
This one swedish kid, TheGamer91, is out-pacing everyone, I have no idea how he doesn't get exhausted. He even went out of his way to play and like my level, which is either a powermove, or he's just nice. He also has like 19,000 levels in easy endless, so I don't understand how he doesn't get burnt out.
I'm just going to stick to 300 levels a day, get to the top in like another week or two, and hope that when he gets to the top, he just stops playing, but I have a feeling this guy is next level obsessed and will keep going. Honestly, I just want a crown, I don't even care about being first.
>how does somebody don't get burned out
autism
Both were really good. I'm not sure if Wigglerbush Garden was a remake of a stage you did before but It felt like a stage someone here had shared before. Maker Hill was great except that piranha plant segment seemed a bit rough and out of nowhere as far as difficulty goes
Here, i whipped something up.
Basically, Mario is forced to run across the icicles, which will spawn enemies from the blocks. The enemies in blocks do NOT take up entity slots until they are spawned from the blocks. This steals the entity spots from the pipes below. Once all enemies are killed, all the pipes will spawn their respective items, giving you a key, ala the koopa walking onto the note block with a key in it.
It's incredibly important to have the enemies spawn from blocks BEFORE the pipes load in, so thats why you have to drop down.
This is the best i can come up with for now, if I have any other revelations I'll post a new design, but this is fairly functional and consistant.
I actually did do a fair bit of reorganizing. I wanted Mondo's section (the bomb one) to be after a checkpoint, and I wanted to make sure the hardest section (in my opinion) was directly before it. It's very hard to pace out the difficulty of these levels, since a lot of them presented fairly unique challenges. I can imagine the blue piranha creeper being super hard for some players, but personally I did my best to organize the level based on what I thought would be best for a proper difficulty curve. Let me know how you would've organized it, I'm interested in how you think it could be improved.
Walk the plank was really fun and used the see saws really well
Shellenger was a bit janky in some spots, particularly after the first checkpoint.
Under The Bridge is interesting and had a lot of interesting ways to clear it.
Solid first level, took the time to get WR
While interesting, I was thinking much larger amounts of enemies needing to be killed.
I tried to do that, when I started I think it was around 1600 and my plan was to tie for the top, get the crown and stop there to let someone else have a chance, but that’s not in the mindset of some people and they make it a game of keep away. I got to the meme number of 999 clears on normal as a stopping point and walked away, but what sucks is I’ve put more effort into it than a lot of people that got the crown when it was much lower than that.
Don’t get me wrong, some of those feats are impressive. Take Enviocity for example, who somehow currently maintains gold medals in all categories except weekly maker points, which they currently have silver. It’s beyond human.
Glad both of you enjoyed it. The reason they both seem so similar is because they’re old levels I fixed up to get them ready for the campaign, and so that they fit a bit better thematically. Wigglerbush got a lot of extra decorations and a few minor tweaks while Super Maker Hill was totally revamped, it’s about twice the length it used to be and the first half was given a little more identity with the whole beehive theme. I can definitely see that the last challenge was a bit tougher than it needed to be though, I just wanted it to be a “test” since the whole level is designed around the cat suit. A cat suit check also would’ve helped.
Thanks, I'm trying to create a level with branching routes and secrets!
yeah, it was a hoot. the third part i had no idea you can run over a spring through a gap, so that was fun too.
Why is Toadette such a tight little slut for big human cock
top code is wrong, m8.
A lot of my levels end up having waiting for the right timing being an obstacle throughout the level. Is this necessarily a bad thing that makes people bored or is it fine so long as I have another obstacle or two in between?
Yeah, its hard to get it working on a large scale. You could theoretically cram as many enemies as you want in this design, but if you want it to be much wider, you'll need to load all the enemies onto icicles so they globally take up enemy slots.
The guys who made Plok made their own levels
My best advice is to have these sections before checkpoints or the end of the level. They can be fun, but get tedious if you have to constantly redo them. By placing them before a checkpoint, it'll minimize the times you have to redo it.
bump
I had no idea you could do that either, it just came about from screwing around with the 3D World elements in different ways. Honestly, it’s a pretty limited palette to work with, and sticking to one screen made it even more of a challenge, but one I’m glad I got to be a part of.
New ones done!
5-4: Pom-Pom’s Nightclub 8LT-RWR-5PG
Defeat the ninja Pom-Pom in her disco fortress to the beat of blinking blocks. Last stage of World 5 and the midpoint of my game. After this the stages are gonna start changing theme by level instead of world. Gonna play some thread stages now that it’s up.
it's really difficult to make atheistic in 3d but you made a good attempt.
Is it possible to have a starting power up in Mario Maker 2? I could've sworn it was possible in the first game, but I can't figure it out or even find anything online that talks about it.
you can put a power up on mario in create mode to test with but you can't make mario start as super mario in a finished level. just put a block in the start i guess.
Tried to make a dark ghost house maze.
L75 R6Q Q0G
>atheistic mario
Thanks man, yeah it’s definitely harder to do in 3D World but not impossible. I miss the rave sound emote from MM1 it would have been perfect for it. Also the beep block skyway music would have been nice for the club itself.
I figured that was the case. Just wanted to be sure.
Check out my trilogy.
All three are designed with branching paths in mind. They're kind of difficult, but replaying the level is fun even after dying since you get to pick a different path if you're inclined to do so.
>The Bomb Master's Domain
LFK-NKK-WQG
First part of a trilogy. Huge level with branching paths where you build up your power-ups to beat the boss. You actually end up running away.
>The Bomb Master's New Ride
HGT-5G5-1JG
Second part of a trilogy. Same theme as before, as usually happens with part 2 of something.
>The Bomb Master's Demise
KF0-HFV-98G
Last part of the trilogy. This time you actually get to beat the fucker.
bump
Fewer people submitted than I thought because Crazy Caverns was shorter than I expected it to be.
It's nice how unique each room is considering the limitations. The first 3 rooms are rather easy but the 2 after that are more finicky, so I do wonder why you decided to put the checkpoint between them. The piranha creeper room is annoying solely because of their janky hitboxes, so I think it would've been better to place that one before the checkpoint.
It probably would've also been better to use solid pipes rather than clear ones to better encapsulate single screen challenges.
These were pretty good, on the short side but sometimes that's all ya need. Sliding was a lotta fun
You put the power up above Mario’s head in course maker, and it’ll immediately fall on him when the level starts.
Just finished this. Nice work you guys that all contributed, was fun to be part of another collab and some of the ideas I saw were pretty dope. The skipsqueak blaster jump was prolly my favorite, and that rolling section at the start too.