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Super Mario Maker 2 |OT| Make Your Own Witty OT Title | see threadmarks

What mode(s) do you spend the most time in?


  • Total voters
    524
Oct 25, 2017
2,079
I've got a new course for a monthly contest that needs some playtesting, if anyone would be so kind.

Temple of the Frozen Chain Chomp
Course ID: Y4Y-7M7-KSG

Level has a 12% clear rate as of now, so not too hard. It's based around different things you can go with chain chomps and culminates in a mini speedrun. Looking for any spots that feel unfair, overly difficult, unclear, or cheeseable.

Note, that I do want the final moments of the level to feel tense and tight. That's why I give a checkpoint before that section, so it's quick to replay and not too punishing.

Edit: Updated code to newer version.
Finally caught up on this one. Fantastic level; your creations have become so polished. I hadn't seen most of these Chain Chomp constructions before, like those 3-wide spin-jump tracks, and I love how the big chomp towers in that one harmless segment in the middle actually foreshadow the final chase sequence. The only thing that threw me off in the final segment were the short bounces off the Goombas under the bumpers, but that's the kind of thing you only die to once, and the chase flowed so well as a sort of speed-run stage within a stage that I didn't mind redoing it from the checkpoint at all.

Highly recommended for others in this thread catching up. Good balance of an easy difficulty that still feels interesting to play, too, mostly because the safety nets are generous.
 

sss

Member
Nov 4, 2018
10
Not bad; I cleared it in one attempt, but it was an engaging experience, and I could see where I might slip up. The SMB3 theme is a good fit here, as the pacing and length would have reminded me of that game regardless, and you get a bit of aesthetic mileage out of the pipe-styled ground tiles. That one lonely 1-up spot that you have to hit with a shell was a nice touch. Both Mario Maker games have a problem with Piranha Plants spawning much later from pipes than in the original Mario games, so if you're going quickly you can't always see them coming; I'd be wary of players being ambushed by this, but the level had a lot of safety zones to work with, so I never got hit.

I can tell you adhered to the common wisdom about traditional levels to just focus on a few elements at a time (in your case: winged platforms, Piranha Plants, Paratroopas), and I think it paid off.
Great feedback, thank you very much for playing.

I agree about the plants! :/

Let me know if you want someone to try your levels.
 

pwrshll

Member
Oct 27, 2017
70
Wow! Firstly, congrats on the clear! Secondly, I really appreciate the detailed feedback! I did notice the camera being a bit wonky during my testing, but maybe didn't realize the extent of the problem. And during my clear, well, I knew where things were. The feedback regarding power-ups is noted. I think I looked at some of those transitions/checks as parts of the puzzle/challenge, but in hindsight, I can see where maybe it's just bad design.

I'll definitely keep these items in mind going forward. Thanks again!
 

J-Spot

Member
Oct 27, 2017
248
I've been out of the level creation scene for a bit so I threw something together:


Who Stole My Goal?
Course ID: D1V-0HR-HQF
Difficulty: Normal
Multiplayer Friendly?: Yes


This was kind of the remnant of a different idea I had to sort of recreate the cartoon Duck Amuck in a Mario level. This went through several iterations as I had trouble coming up with anything to really compliment the gimmick and what I ended up with is mostly a pretty normal stage. I wanted to do something easier after my last course ended up in super expert so it shouldn't be too tough.
 

Gotdatmoney

Member
Oct 28, 2017
8,117
Uploaded my first level, if anyone is bored or interested in giving it a go.

Pitter-Patter, SM3DW
Code: LV9-6CY-FYG

A somewhat short level with a handful of (maybe) tricky spots. Was shooting for a "mild challenge".

Appreciate any feedback. Thanks!
Played it. I agree with a lot of what Qioxotic said. The way powerups are spread out in the level doesn't really play nice with the level design. The first power up you get is a fire flower but it doesn't really have a real purpose. Then a hidden block with a mushroom (not sure why it needed to be hidden) followed by a question block directly above with another mushroom. Then you kill a bee and the entrance to the key door is 1 block wide thus making the powerups pointless because you need to be little to get in. Powerups don't serve much purpose in a level imo if having them makes challenges much harder and or impossible.

Like Quixotic said as well, you have to be careful with the camera and make sure you both guide the player and make them understand tasks they need to complete. The 2 boom booms at the top portion of the level don't serve a purpose level wise but the player is naturally going to assume given needing a key previously that the boom boom has a key also. In addition, because the circus theme bobs up and down and you had the level elevated at that point the player often has to jump off screen to hit boom boom and is more likely to miss due to no visibility. Similarly, the donut block drop into the key door has no indication you actually have a key door there so if you don't explore before hand you die.

The end of the level I actually didn't have a real issue with but I think in general I like to go easy on players right near the flagpole because its frustrating to die right at the end of a level to a difficulty spike.

The actual difficulty was fine but I think the flow needs to be more natural and sign posting of the level need to be obvious.

I know this sounds harsh but the actual good thing is that for a first level its mechanically sound. So the things you have to improve on are things that will come with making more levels and seeking more feedback. The first level I ever made was similar, you get better the more you try and apply feedback into your designs. Keep at it.

Simple tips I apply to my levels are
  1. If you want a player to have a powerup, don't hide it, put it in plain sight
  2. A powerup should make pretty much every section easier
  3. Any type of item the player needs to advance should be respawnable
  4. Off screen anything is terrible, anything that can kill a player should be on screen and obvious. The difficulty should come from the setup to be overcome, not some off screen shit
  5. If it's random, its not good design.
  6. Try to guide the player with the level design inherently. If the level is open by nature, make sure it doesn't punish a players natural curiosity.
  7. A level has no purpose to being open if that doesn't add anything to the main design. A basic tight linear level is superior to a detailed open level if there is no inherent reason for the player to explore the space.
This isn't a rule set by any means but I follow these principles when I make levels.
 
Oct 25, 2017
2,079
I've been out of the level creation scene for a bit so I threw something together:


Who Stole My Goal?
Course ID: D1V-0HR-HQF
Difficulty: Normal
Multiplayer Friendly?: Yes


This was kind of the remnant of a different idea I had to sort of recreate the cartoon Duck Amuck in a Mario level. This went through several iterations as I had trouble coming up with anything to really compliment the gimmick and what I ended up with is mostly a pretty normal stage. I wanted to do something easier after my last course ended up in super expert so it shouldn't be too tough.
This was excellent—simple, elegant, and narratively clear (love the goal items being released from the trap). The vertical platforming feels great, too—although coincidentally, I seem to have played multiple stages with up-and-down platforms over sawblades, by different people, within the past day or two of catching up. It took me a moment to understand how you did the end-goal trick in the first segment, although it was pretty obvious by the time I finished the level.

At first I tried to break the level by going up through the top-left pipe in the first segment, in case this was a looping stage—my method was to soft-drop a Koopa shell there and bounce off it—but once it was clear that it wasn't an exit pipe, and this was therefore not a looping structure, I could see where this was going.

*

Also finally caught up on the terrific Handle With Care. The POW escort genre is pretty dear to my heart, as you know, and this was an original contribution. I had heard about the soft-drop kill using POWs, but I don't think I had ever put it into practice before until the Skipsqueak pit (which you clearly anticipated due to the placement of the 50-coin), so at the end I even took the time to patiently take out all of the Dry Bones before going up the flag—or indeed even noticing that going up the pipe was the way I was supposed to the flag.

At first I was thrown off by the trap of the exposed POWs in certain walls (which means that if you have certain buttons held down during the wall-slide, you accidentally pick up the POW and can't wall jump), but this looked like an intended trap and the kind of thing that kills you once before you notice it and move on. Also unexpected: that if you're a little too close to the Thwomp after running under it, the shockwave makes you soft-drop the object you're holding. I'm sure I must have seen that before, but I never gave it much thought. The segments where you have to throw the POW into a clear pipe felt slightly trial-and-error at first just in terms of knowing where to stand to get the throwing arc right, but this is a short and otherwise reliable level, and it was painless to get back there.

One issue I did run into was in the final obstacle: I despawned the POW. My approach was to throw the POW in the pipe, wall-jump back to safety on the left, and then wall-jump back to the right—but as I was winding up my dash for the jump back to the right, I ran a little too far left, and so much for the POW.

In any case, I loved it. Perfect length and obstacle variety, and it made me think about unconventional techniques I never had to apply. My kind of level.
 

ragingbegal

Member
Oct 27, 2017
577
I've been out of the level creation scene for a bit so I threw something together:


Who Stole My Goal?
Course ID: D1V-0HR-HQF
Difficulty: Normal
Multiplayer Friendly?: Yes


This was kind of the remnant of a different idea I had to sort of recreate the cartoon Duck Amuck in a Mario level. This went through several iterations as I had trouble coming up with anything to really compliment the gimmick and what I ended up with is mostly a pretty normal stage. I wanted to do something easier after my last course ended up in super expert so it shouldn't be too tough.
Played through this on stream earlier and really enjoyed it. Fun gimmick and I liked you you recreated the beginning section for the end. Thought the icons for the end goal falling at the end of the level was really near too. If you want to see the full playthrough, the link is https://www.twitch.tv/videos/490563997?t=1h31m00s.
 

sleepnaught

Member
Oct 26, 2017
3,534
Is there any kind of Mario Maker planner app for PC by any chance? Just something you can quickly design on PC? I love the game, but Its hard for me to scale everything correctly, finding myself having to constantly remake whole sections.
 

canonj

Member
Oct 27, 2017
99
I've been playing a few of the levels posted on the past couple pages, and there's some good stuff!

Here are 3 of my most recent levels:

Raccoon Bop Super Fun Challenge - CTX-P68-95G
Use the raccoon suit to survive 3 timed challenges. Pretty difficult.

Twin Peaks Theme - H78-NVM-1TG
Music level. Self explanatory.

Freezy Peazy Park (v2.0) - X52-P96-2PF
Snow themed level with 2 paths -- try to stay on the top path for the best rewards.
 
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Slai-Man

Member
Oct 25, 2017
356
Guys where i can find good multiplayer levels? the search engine in the game is really bad, people put the multiplayer tag on everything.
 

sss

Member
Nov 4, 2018
10
I'm back with my second level, really pleased with how this one turned out

Red Velvet Reservoir
Course ID: L2H-FJJ-W5G
An underground water cave for you to explore, classic style Mario-level

Don't see too many underground water levels. I think one of the issues that make water levels no so fun/popular is the sluggish horizontal movement, so I focused on vertical movement. Please let me know what you think, and I will return the favor for your levels, like for like, comment for comment etc
 

Gotdatmoney

Member
Oct 28, 2017
8,117
I only really have traditional levels. They probably are fine for both multiplayer coop and Vs though. I downloaded a few cool simple race to the top level that may be fun to vs in. If you're interested.

Fun multiplayer Vs level:
  1. KRJ-36W-NSG
  2. 2VC-4MY-73G

My Maker ID:
0QH-9NY-PDG

_________________________________________________

Chyo, I have a new level. Well actually its a level I made in Mario Maker 1 that I wanted to bring over. Wasn't planning on doing this this early but since my WiiU gamepad crapped out and I only have one other friend with a WiiU I figure I need to bring them over asap. I altered this level since I made it when MM1 didn't have check points so it was short with an optional path. 99% of people missed the optional path so I integrated it into the main level here. Lemme know what yall think :)

Level Name: The Forgotten Facility
Level ID: SR0-376-2SG


Gonna give feedback on more levels shortly
 

Gotdatmoney

Member
Oct 28, 2017
8,117
I've been out of the level creation scene for a bit so I threw something together:


Who Stole My Goal?
Course ID: D1V-0HR-HQF
Difficulty: Normal
Multiplayer Friendly?: Yes


This was kind of the remnant of a different idea I had to sort of recreate the cartoon Duck Amuck in a Mario level. This went through several iterations as I had trouble coming up with anything to really compliment the gimmick and what I ended up with is mostly a pretty normal stage. I wanted to do something easier after my last course ended up in super expert so it shouldn't be too tough.
Fun level!! Really enjoyed it. The climb was really interesting. I always enjoy the fakeout boxes in smb. Good challenege too.

I've been playing a few of the levels posted on the past couple pages, and there's some good stuff!

Here are 3 of my most recent levels:

Raccoon Bop Super Fun Challenge - CTX-P68-95G
Use the raccoon suit to survive 3 timed challenges. Pretty difficult.

Twin Peaks Theme - H78-NVM-1TG
Music level. Self explanatory.

Freezy Peazy Park - XFG-RXV-TNG
Snow themed level with 2 paths -- try to stay on the top path for the best rewards.
I played Raccoon Bop and Freezy Peazy Park.

Raccoon Bop was pretty good. I felt like the doors took a bit too long to open and the space to get up to full speed in the 2nd challenge was too small but otherwise solid stuff.

Freezy Peazy Park is an awesome level. Really nails the duel layer level format. I had fun with it. Only thing I would suggest is at the end of the level I would put 1 way gates so players don't try to go back through the other green pipes. I went through one and insteetle died to a buzzy beatle.

I'm back with my second level, really pleased with how this one turned out

Red Velvet Reservoir
Course ID: L2H-FJJ-W5G
An underground water cave for you to explore, classic style Mario-level

Don't see too many underground water levels. I think one of the issues that make water levels no so fun/popular is the sluggish horizontal movement, so I focused on vertical movement. Please let me know what you think, and I will return the favor for your levels, like for like, comment for comment etc
Solid level. I think this is a really true to spirit traditional level. Vertical movement definitely helps vertical levels feel better. I actually think you could have spiced up the initial water drop a bit just because it was a bit too easy to dodge the enemies. I do like how the design kept its elements under control though. Discipline to not go crazy is better than unfocuse execution so I appreciate what you did here.
 

canonj

Member
Oct 27, 2017
99
I played Raccoon Bop and Freezy Peazy Park.

Raccoon Bop was pretty good. I felt like the doors took a bit too long to open and the space to get up to full speed in the 2nd challenge was too small but otherwise solid stuff.

Freezy Peazy Park is an awesome level. Really nails the duel layer level format. I had fun with it. Only thing I would suggest is at the end of the level I would put 1 way gates so players don't try to go back through the other green pipes. I went through one and insteetle died to a buzzy beatle.
I hadn't even thought about going back through the pipes at the end and then getting hit with an instant death. That's a big enough bug that I think I'll have to go back and fix it. Thanks for the feedback!
 

Gotdatmoney

Member
Oct 28, 2017
8,117
I hadn't even thought about going back through the pipes at the end and then getting hit with an instant death. That's a big enough bug that I think I'll have to go back and fix it. Thanks for the feedback!
I wouldn't reupload. I think the level is fine with it not changed. For future levels I'd just test that condition is all.
 

canonj

Member
Oct 27, 2017
99
I wouldn't reupload. I think the level is fine with it not changed. For future levels I'd just test that condition is all.
I did fix it, because I think people will tend to go in the pipes, not knowing what's on the other side. That's not what I intended, so I appreciate the heads up.

I've edited the course code above.
 

megaStryke

Member
Oct 27, 2017
294
Florida
When it was announced that Mega Man: The Wily Wars would be featured on the Sega Genesis Mini, I knew I had to find a way to celebrate the game's formal North American debut. So here they are: All seven levels from the Wily Tower minigame recreated in the Super Mario Bros. 3 style! I did my best to mitigate frustration, but they remain tough as nails like all typical Mega Man adventures. There are branching paths (including new ones not featured in the original game), pre-level weapon select screens, and even hidden 50-Coins for expert challenge runs! I am especially proud of the bosses and minibosses, of which I took great pains to emulate the source encounters as closely as possible.

So if anyone is still playing Super Mario Maker 2, here you go!

Mega Mario World

BUSTER ROD•G

815-TYY-C4G

MEGA WATER•S
0MG-VXN-Q6G

HYPER STORM•H
4Y2-QV8-LTG

WILY TOWER 1
BS8-KC8-YFF

WILY TOWER 2
VLR-S9N-NLF

WILY TOWER 3
22C-58H-LQF

WILY TOWER 4
VLW-46G-3XF
 

canonj

Member
Oct 27, 2017
99
When it was announced that Mega Man: The Wily Wars would be featured on the Sega Genesis Mini, I knew I had to find a way to celebrate the game's formal North American debut. So here they are: All seven levels from the Wily Tower minigame recreated in the Super Mario Bros. 3 style! I did my best to mitigate frustration, but they remain tough as nails like all typical Mega Man adventures. There are branching paths (including new ones not featured in the original game), pre-level weapon select screens, and even hidden 50-Coins for expert challenge runs! I am especially proud of the bosses and minibosses, of which I took great pains to emulate the source encounters as closely as possible.

So if anyone is still playing Super Mario Maker 2, here you go!
I've only played 3 of these so far, and I'm not familiar with the source material, but these are really good levels. You can tell a lot of care went into the making of these. Also, I'm not normally a fan of longer Mario levels, but these are fun and rewarding, and the boss battles are unique. I will definitely be trying them all eventually!
 

megaStryke

Member
Oct 27, 2017
294
Florida
I've only played 3 of these so far, and I'm not familiar with the source material, but these are really good levels. You can tell a lot of care went into the making of these. Also, I'm not normally a fan of longer Mario levels, but these are fun and rewarding, and the boss battles are unique. I will definitely be trying them all eventually!
Thank you so much! I picked Wily Wars specifically because it's one of the lesser-known Mega Man games. So many Mega Man tribute levels from the first Mario Maker were based off of Mega Man 1 and 2. (And I was a part of that wave, having done my own recreation of Mega Man 1 too). By going in this direction, I could hopefully both introduce players to a Mega Man experience that they never had an opportunity to try out before, as well as inject some fresh, creative ideas of my own since there isn't as much expectation for these tribute levels be completely faithful to the source material.
 

Gotdatmoney

Member
Oct 28, 2017
8,117
Thank you so much! I picked Wily Wars specifically because it's one of the lesser-known Mega Man games. So many Mega Man tribute levels from the first Mario Maker were based off of Mega Man 1 and 2. (And I was a part of that wave, having done my own recreation of Mega Man 1 too). By going in this direction, I could hopefully both introduce players to a Mega Man experience that they never had an opportunity to try out before, as well as inject some fresh, creative ideas of my own since there isn't as much expectation for these tribute levels be completely faithful to the source material.
I played the first stage and liked it. I need to finish the series. I really do hate how this game doesnt have a bookmark site. Makes this stuff so tedious.
 

ika

Member
Oct 27, 2017
389
MAD, Spain
Hi! I just uploaded a new level inspired in Super Mario Bros 3 but with one or two modern elements.

The ID is SFR-533-7NG.

I think it's fairly easy (I labelled as 1-1) but I tried to make a progression in the difficulty, not sure if I achieve it.

I also added a sub-area with auto-scroll, I found it quite difficult, adjusting the scroll with all the other elements.

Any constructive feedback is welcome as always!
Cheers!
 
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Wijuci

Member
Jan 16, 2018
1,586
Here I go again...



Déjà Boo 17 : Tick Tock Theater
ID: VJJ-36T-4PF


Back to the Haunted Clock Shop! (If you've played my previous level, otherwise it's more like a first trip to the Haunted Clock Shop!).

My goal with this level was to improve on pacing and structure in my courses. You will notice that it's clearly easier than the previous ones in the series, as I wanted the players to experience a clean structure (puzzle - checkpoint - puzzle - checkpoint - puzzle -end) without feeling too frustrated.

So it has probably less exploration than previous but should make for a more pleasant experience if you're not into running around trying to find something. I hope you enjoy it.

Also, recently, I made two speedrun levels where the goal is to solve a puzzle as fast as possible. So it's not precise jumps or stuff like that, more like precise puzzle solving in 20 seconds in courses where my goal was to showcase fun tricks.

Speedy Tiny Wee Boo Three (GSW-9GL-WSF) as been attempted 158 times and... finished once. It's not a simple puzzle.

Fast FimPhym Forest (8YH-3WK-KQG) is an hommage to a friend of mine (link in the level description) and is very simple and fun.
 

Gotdatmoney

Member
Oct 28, 2017
8,117
Thank you so much! I picked Wily Wars specifically because it's one of the lesser-known Mega Man games. So many Mega Man tribute levels from the first Mario Maker were based off of Mega Man 1 and 2. (And I was a part of that wave, having done my own recreation of Mega Man 1 too). By going in this direction, I could hopefully both introduce players to a Mega Man experience that they never had an opportunity to try out before, as well as inject some fresh, creative ideas of my own since there isn't as much expectation for these tribute levels be completely faithful to the source material.
I finished your series. I really enjoyed it. There were some awesome boss fights in it, especially Wily Tower 2. That was one of the best boss fights I think I've played in Mario Maker. Super impressive when you can mold together a boss fight with no need for Boom Boom, Bowser Jr or Bowser and have it feel like a real progression and challenge without feeling gimmicky. In Wily Tower 3 the part in the beginning where you have to enter the pipe on the zig zagging platform is too difficult imo compared to everything else to the point. It just feels weirdly annoying and not really fun. Otherwise everything was super polished.

Play this people!!!

Hi! I just uploaded a new level inspired in Super Mario Bros 3 but with one or two modern elements.

The ID is SFR-533-7NG.

I think it's fairly easy (I labelled as 1-1) but I tried to make a progression in the difficulty, not sure if I achieve it.

I also added a sub-area with auto-scroll, I found it quite difficult, adjusting the scroll with all the other elements.

Any constructive feedback is welcome as always!
Cheers!
I I liked the auto scroll portion the most. I feel like it probably doesn't fit the course and should be an extended longer level though. Overall pretty decent level. Interested to see where you take it in future levels.

Here I go again...



Déjà Boo 17 : Tick Tock Theater
ID: VJJ-36T-4PF


Back to the Haunted Clock Shop! (If you've played my previous level, otherwise it's more like a first trip to the Haunted Clock Shop!).

My goal with this level was to improve on pacing and structure in my courses. You will notice that it's clearly easier than the previous ones in the series, as I wanted the players to experience a clean structure (puzzle - checkpoint - puzzle - checkpoint - puzzle -end) without feeling too frustrated.

So it has probably less exploration than previous but should make for a more pleasant experience if you're not into running around trying to find something. I hope you enjoy it.

Also, recently, I made two speedrun levels where the goal is to solve a puzzle as fast as possible. So it's not precise jumps or stuff like that, more like precise puzzle solving in 20 seconds in courses where my goal was to showcase fun tricks.

Speedy Tiny Wee Boo Three (GSW-9GL-WSF) as been attempted 158 times and... finished once. It's not a simple puzzle.

Fast FimPhym Forest (8YH-3WK-KQG) is an hommage to a friend of mine (link in the level description) and is very simple and fun.
I enjoyed this. I think you did a good job streamlining the structure in this one. Your levels have lots of cool techniques used but every so often I get really lost so this one I can confirm does a good job of guiding the player. Also enjoyed Fast FimPhym Forest. Nice cool speed run. Good job!!
 

megaStryke

Member
Oct 27, 2017
294
Florida
I finished your series. I really enjoyed it. There were some awesome boss fights in it, especially Wily Tower 2. That was one of the best boss fights I think I've played in Mario Maker. Super impressive when you can mold together a boss fight with no need for Boom Boom, Bowser Jr or Bowser and have it feel like a real progression and challenge without feeling gimmicky. In Wily Tower 3 the part in the beginning where you have to enter the pipe on the zig zagging platform is too difficult imo compared to everything else to the point. It just feels weirdly annoying and not really fun. Otherwise everything was super polished.

Play this people!!!
The bosses were my favorite part, so I'm honored by the praise. And if that one small difficulty spike in the second to last level is your sole complaint, I would say that I succeeded in learning from my past level building mistakes.
 

Wijuci

Member
Jan 16, 2018
1,586
I enjoyed this. I think you did a good job streamlining the structure in this one. Your levels have lots of cool techniques used but every so often I get really lost so this one I can confirm does a good job of guiding the player. Also enjoyed Fast FimPhym Forest. Nice cool speed run. Good job!!
Thank you for the feedback, as always.
Glad you enjoyed it, I'm really trying to improve on strcture and be less obtuse while still presenting a challenge, so I'm happy it worked here.
Now I need to keep paying attention to that.

Next step: shorter while still satisfying!
 

Gotdatmoney

Member
Oct 28, 2017
8,117
The bosses were my favorite part, so I'm honored by the praise. And if that one small difficulty spike in the second to last level is your sole complaint, I would say that I succeeded in learning from my past level building mistakes.
Yeah overall it was very good. Intricate levels with a lot of care poured into them. I don't have much criticism that isn't personal opinion vs more objective in nature. I had a lot of fun with it. If Mario maker let us string together levels in a playlist with lives this would be a perfect romp.

Thank you for the feedback, as always.
Glad you enjoyed it, I'm really trying to improve on strcture and be less obtuse while still presenting a challenge, so I'm happy it worked here.
Now I need to keep paying attention to that.

Next step: shorter while still satisfying!
Great level for sure. I can see streamers having a lot of fun with it. I like the length of your last few full levels. The only one I played where even though I liked it it was way too long was Boo 9: Art House.

_____________________________________________________________________________


I have a new level btw. It's another import from SMM1 with some slight tweaks in the design. Its a short traditional level in SMB3 styled after a forested planet. The level is extremely speedrunable as well (current WR is 24s and you can shave 5s off that too). Would love for people to play it an provide some feeedback :)

Level Name: Jungle Planet

Level ID: BBC-GYY-3XG


I have another WiiU import but I wont publish it for a bit. A lot of these are from before the game had checkpoints so they are short. I like short speedrunnable things (my current levels are all pretty short as is but not 20s short) so I'll mix them in combination with some newer content. I should probably put out some original content soon too, I have some ideas
I just need to start.
 

ragingbegal

Member
Oct 27, 2017
577
Edit: Updated the code.

Just finished uploading a new, very short course.

3 More Free 1-Ups for Endless

Course ID: 624-LBX-JWF

Just a SMB1 course featuring three 1-Ups and the goal post. What could go wrong?



 
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Gotdatmoney

Member
Oct 28, 2017
8,117
Just finished uploading a new, very short course.

3 More Free 1-Ups for Endless

Course ID: X5B-72P-1PG

Just a SMB1 course featuring three 1-Ups and the goal post. What could go wrong?



I had a lot of fun with this. Right level of challenge. Only comment I have is I almost broke the last part with the pow block. I swing onto the claw before the pow came out and it bounced off me landed on the question blocks below in a way I couldn't hit it. I scrolled back left to reset it and the spring was now gone. Because I was big I was able to jump into the claw where the pow drops and back to neutral to do it the right way. It's likely a freak incident though. Otherwise another fantastic level by you :)
 

ragingbegal

Member
Oct 27, 2017
577
I had a lot of fun with this. Right level of challenge. Only comment I have is I almost broke the last part with the pow block. I swing onto the claw before the pow came out and it bounced off me landed on the question blocks below in a way I couldn't hit it. I scrolled back left to reset it and the spring was now gone. Because I was big I was able to jump into the claw where the pow drops and back to neutral to do it the right way. It's likely a freak incident though. Otherwise another fantastic level by you :)
Thanks! I did try to anticipate that people might knock down that POW, which is why I have the semisolid and respawning koopa there to break it. You must have hit it in a very specific way though. Unfortunate, but at least it's right after the checkpoint if the player needs to die to reset it there.

I enjoyed your new one last night too. It wasn't too hard when taking it slow, but after beating it once I went for (and got) the world record. Died a ton while trying to speedrun and optimize the route. Really enjoyed that extra challenge and the pacing of the jumps and enemies.
 

Gotdatmoney

Member
Oct 28, 2017
8,117
Thanks! I did try to anticipate that people might knock down that POW, which is why I have the semisolid and respawning koopa there to break it. You must have hit it in a very specific way though. Unfortunate, but at least it's right after the checkpoint if the player needs to die to reset it there.
Yeah, you did everything right honestly. It was such a freak accident in the way it landed making me unable to hit it. I cant see that happening much if at all on a normal run. Great level.

I enjoyed your new one last night too. It wasn't too hard when taking it slow, but after beating it once I went for (and got) the world record. Died a ton while trying to speedrun and optimize the route. Really enjoyed that extra challenge and the pacing of the jumps and enemies.
Thanks. The original WiiU version you could basically go up top the whole level without having to do much optimization so I figured instead of stripping it out I should just make the top section harder and force a convergence near the end. I think it plays fine from a speed run perspective while not being a speedrun level.

I'm current trying to do the unlikely and make a fun water level. I've played a few (most from this thread). Currently struggling pretty hard lol
 

Parthenios

The Fallen
Oct 28, 2017
4,098
My Nintendo online is currently lapsed. Man, I didn't realize how much of the online experience Nintendo would lock behind the paywall. Mario Maker is basically unplayable, which was a disappointing discovery.
 

Wijuci

Member
Jan 16, 2018
1,586
The only one I played where even though I liked it it was way too long was Boo 9: Art House.
I know, I know.
It's still my favorite level of mine, though. ^^


Level Name: Jungle Planet

Level ID: BBC-GYY-3XG


I have another WiiU import but I wont publish it for a bit. A lot of these are from before the game had checkpoints so they are short. I like short speedrunnable things (my current levels are all pretty short as is but not 20s short) so I'll mix them in combination with some newer content. I should probably put out some original content soon too, I have some ideas
I just need to start.
I commented in-game, but I'll reiterate here: it looks gorgeous.
The space theme with the giant green mushrooms really pops and was simply delightful to look at. Even better, it plays very well and is perfectly paced.

I also had fun running above the course as often as I could.

Edit: Updated the code.
Just finished uploading a new, very short course.
3 More Free 1-Ups for Endless
Course ID: 624-LBX-JWF
This was a very fun level too. Maybe a tiny bit too much gentle trolling (by the end of the level), but very good.
I also had a issue with the POW at the end but managed to reset the room several times.

My Nintendo online is currently lapsed. Man, I didn't realize how much of the online experience Nintendo would lock behind the paywall. Mario Maker is basically unplayable, which was a disappointing discovery.
Just to confirm: Nintendo did NOT delete your levels when the subscription lapsed?
 

Wijuci

Member
Jan 16, 2018
1,586
New one!



Déjà Boo 18 : Nosedive
ID: 49N-XBB-LVG

Some people can't go *anywhere* without stumbling upon a Ghost House!

Ok, so I said I wanted to make a shorter, yet still satisfying, level and I fail! Well, hopefully it's satisfying, but it's certainly not shorter than my previous ones.

I was so happy to use a new theme here, as the Ghost House ones start to feel very repetitive when I'm building (and until we get new tools in an update or... even better... some new decorations). So, yeah, ghost ship it is, and it feels very fresh to me whil still keeping some ghost house atmosphere.

I had a ton of fun making this one, for reasons that will appear while playing it, and I feel the ending is pretty cool if you reach it (the final puzzle can be puzzling).

Hope you like it.
 

Gotdatmoney

Member
Oct 28, 2017
8,117
I know, I know.
It's still my favorite level of mine, though. ^^
Imo its your most memorable level. I like your others but this is the one that stuck with me the most

I commented in-game, but I'll reiterate here: it looks gorgeous.
The space theme with the giant green mushrooms really pops and was simply delightful to look at. Even better, it plays very well and is perfectly paced.

I also had fun running above the course as often as I could.
Thank you for the kind words :)

It's always interesting deciding between a short one screen level and something more layered. Making a level that can be crushed in 40s first run sometimes just feels like a waste.

The up top path was fun to make way back when I originally made this. I added in some extra stuff to keep players on their toes and switched up the end a bit.

The only themes I havent centered a level around now are water and airship (I kind of did a vertical airship level I suppose)

The water level I'm working on now feels really boring though. Need to spice it up a bit.
 

canonj

Member
Oct 27, 2017
99
New level in celebration of Nintendo's new fitness game.

Spring Fit Adventure - X5Q-5VR-WTF (WTF is up with this code?)
Use the Spring-Con to collect 100 coins. Tip - You don't need every coin!



Edit: Updated the code.

Just finished uploading a new, very short course.

3 More Free 1-Ups for Endless

Course ID: 624-LBX-JWF

Just a SMB1 course featuring three 1-Ups and the goal post. What could go wrong?
Loved the setup! I had a bit of trouble with the first half of the underground section but cruised through the second half. Really clever level and enjoyed it. Also, thanks for trying my Freezy Peazy Park level. I can never seem to catch your Twitch streams to submit my level there.
 

ragingbegal

Member
Oct 27, 2017
577
Loved the setup! I had a bit of trouble with the first half of the underground section but cruised through the second half. Really clever level and enjoyed it. Also, thanks for trying my Freezy Peazy Park level. I can never seem to catch your Twitch streams to submit my level there.
I'm glad you enjoyed it. I think I actually played yours on a rare late-night stream last night so I'll post the video when I get home later.
 

Dyle

The Fallen
Oct 25, 2017
9,208
Wisconsin
I finally finished my bee level, and I think it turned out pretty well. It has a little bit of everything, easy parts, hard parts, autoscroll sections, bosses, lots of 1-ups, everything you could ask for, at least as far as the object limit will allow. The screenshot is a little different now, but that's basically what it looks like

Boom Boom Bumble!
B80-MGF-FDG
Beware, Bothersome Bees have Breached the Backyard. Buzz off Boom Boom!

 

Gotdatmoney

Member
Oct 28, 2017
8,117
I finally finished my bee level, and I think it turned out pretty well. It has a little bit of everything, easy parts, hard parts, autoscroll sections, bosses, lots of 1-ups, everything you could ask for, at least as far as the object limit will allow. The screenshot is a little different now, but that's basically what it looks like

Boom Boom Bumble!
B80-MGF-FDG
Beware, Bothersome Bees have Breached the Backyard. Buzz off Boom Boom!

This is such an aesthetically pleasing level. The visuals are really cool. And it plays well too!! God job :)
 

Gotdatmoney

Member
Oct 28, 2017
8,117
New level in celebration of Nintendo's new fitness game.

Spring Fit Adventure - X5Q-5VR-WTF (WTF is up with this code?)
Use the Spring-Con to collect 100 coins. Tip - You don't need every coin!
Fun level dude. You have a knack for taking a simple idea and making it fun without over doing the concept. This was the perfect length. Ended when it need to end and it was fun dodging the Banzai Bills. Good stuff.

______________________________________________________________________

I have so many levels on the go lately. I think importing my WiiU library has really helped give the game some extra umph for me since I always have another goal to work towards when I'm stuck trying to figure out new designs. The new tools in SMM2 also help improve lots of the things in SMM1 that were a bit sloppy. It's also crazy because I thought I was a pretty accomplished designer in SMM1 and now comparing my old SMM1 designs to my new SMM2 original levels I can see an astronomical jump in quality and know how.

Though it is funny how one of my reworked older SMM1 levels is by far my most popular SMM2 level. I hope to create something original that can top my most popular SMM1 level. I think by the end of this game's life several of my levels will get there. My most popular SMM1 level had 366 likes. My most popular original SMM2 level has 273. So over the span of this game's life I think it'll get there.

I took a break from the water level I was failing at making fun and decided to try my hand making a level using the global ground feature that QuixoticNeutral linked. It's not wholly original (concept has been done a million times) but I think it's really coming along into something fun. Will try to finish it this week.
 

El Pescado

Member
Oct 26, 2017
1,158
My daughter begged me to make a new course this morning and I did.

Dry Bones Desert Dunes
8FP-6TK-TTG

It’s the first new course I made since August. I thought it was easy, but she can’t beat it so maybe it’s not... >_>
 

Gotdatmoney

Member
Oct 28, 2017
8,117
My daughter begged me to make a new course this morning and I did.

Dry Bones Desert Dunes
8FP-6TK-TTG

It’s the first new course I made since August. I thought it was easy, but she can’t beat it so maybe it’s not... >_>
How old is your daughter? It's a pretty easy level but it's nice to see you back and making something :) (grabbed the WR)
 

ragingbegal

Member
Oct 27, 2017
577
A new Halloween-themed course.

Don't Be Afraid of the Dark

Course ID: DTS-C8P-DXF

While fleeing a raging thunderstorm, Mario takes shelter in a desolate mansion. But a chill runs down his spine and he soon discovers the power is... dead. Mario must use the lightning flashes outside to navigate his way out of this horrible hideaway.





I should have another chance to stream tomorrow evening around 5 p.m. CT. As always, I'll start off with Resetera levels, but DM me or stop by if you have a specific one you'd like to see played. https://twitch.tv/ragingbegal/.
 
Last edited:
Oct 28, 2017
13
I've had this game for awhile and started to finally make some levels. I'd love some feedback and hope people can enjoy my levels!

Jungle Stack Trek
SWV-M5J-GSF

Trek through the jungle and discover that the local enemy species have learned the real super power of teamwork!

Slippery Wintery Wonderland
83L-FSM-LJF

Throwback course to the original Super Mario Bros. Wanted it to feel like a course from SMB1, except with ice and icicles.
 
Last edited:

ragingbegal

Member
Oct 27, 2017
577
Played a few of the recent courses from this thread on stream tonight, so wanted to share my thoughts.

New level in celebration of Nintendo's new fitness game.

Spring Fit Adventure - X5Q-5VR-WTF (WTF is up with this code?)
Use the Spring-Con to collect 100 coins. Tip - You don't need every coin!
Really cool course with a fun idea. Trickier than it seems at first and it took me a few lives to beat. https://www.twitch.tv/videos/497880899?t=29m20s


I finally finished my bee level, and I think it turned out pretty well. It has a little bit of everything, easy parts, hard parts, autoscroll sections, bosses, lots of 1-ups, everything you could ask for, at least as far as the object limit will allow. The screenshot is a little different now, but that's basically what it looks like

Boom Boom Bumble!
B80-MGF-FDG
Beware, Bothersome Bees have Breached the Backyard. Buzz off Boom Boom!
Really fantastic aesthetics at work here and some fun platforming bits. Level was not too long, but it was neat going through the hive section a second time and having everything be different.

My daughter begged me to make a new course this morning and I did.

Dry Bones Desert Dunes
8FP-6TK-TTG

It’s the first new course I made since August. I thought it was easy, but she can’t beat it so maybe it’s not... >_>
I thought this was a really fun, traditional-style course that is perfect for new players. Small amount of challenge with good spacing between enemies. https://www.twitch.tv/videos/497880899?t=17m06s
 

Dyle

The Fallen
Oct 25, 2017
9,208
Wisconsin
Got started on my next level, taking advantage of the least used tileset in the game. I somehow went more than 3 months not realizing that this existed and I bet most of you guys did too, because why would you want to make an underwater level, let alone an underwater castle?



Really fantastic aesthetics at work here and some fun platforming bits. Level was not too long, but it was neat going through the hive section a second time and having everything be different.
Thanks for playing it on stream, I haven't seen one of my levels streamed in a couple months, glad you liked it. I played your lightning level and liked it but for some reason it didn't register and it seems like it didn't record the fact that I did, at least on my end. Hope that isn't a common bug, it could become pretty annoying.