The adventure mode levels are pretty fun, too. I think I spent a good 20 hours on it.Man i really want to join in on the fun of this game but i am not creative so i really only see myself trying other peoples levels
The adventure mode levels are pretty fun, too. I think I spent a good 20 hours on it.Man i really want to join in on the fun of this game but i am not creative so i really only see myself trying other peoples levels
Always has been. Even in Mario Maker 1.I've noticed in my notifications that under course info it says things like, "20 people (including "insert name here") have played "insert level here". Of those people, 9 (including "insert name here") liked the course!"
Is this new, or has it always been this way?
Always has been. Even in Mario Maker 1.
And I don't even know why some random person is always mentioned, haha.
Still can't! Dang that's tough.Sorry, I was waiting to get to a PC to write it.
Basically, you can't swim with the shell (don't know if 'swim' is the correct verb to use in English). It's like when you triple jump on NSB theme: as soon as you hit the lava, you have to jump again, to keep the momentum, as swimming will kill your momentum. So, start, jump to get the shell, and keep jumping and going right until you feel you have lost momentum (I do 5 jumps). Then z-jump to get out of the shell and twirl until you reach the ground.
Thanks for playing! And nice world record, I think my personal best was around the 30 seconds mark too. I guess the emphasis on mostly very flat and horizontal platforming makes for a natural speedrunning level, even though I certainly didn't design it in with that in mind.Straight from SMB 1. Fun little 1-1-like level. Felt very natural to speedrun. Needless to say world record is mine! Gute Arbeit!
You have no idea how close I was to completely giving up trying to figure out the timing on that darn On/off block section. Everything outside of that was a piece of cake in comparison. First clear hype!
So here's ANOTHER vertical lava chase stage (I know, I know, but this was my launch day experiment, it was new and exciting two weeks ago!).
I was never quite satisfied with the pacing for this one, hence why I shelved it for so long, the fastest lava speed is way too fast, the medium feels a bit slow but that might just be the ol' "it's my stage and I know where everything is placed" syndrome.
Spacing out hazards so you could ascend while reacting to them was tricky to gauge, wasn't too sure how many mushrooms to throw down.
The attempt here was to make a kinda novel water stage, water haters and lovers alike, feedback for this would be swell so I can figure out how to continue approaching the eternal quest for an engaging water stage.
I feel like the final stretch has slip up potential, one for going a touch too fast and barely losing something important to finish, the other because RNG elements gonna RNG.
Enjoyed this!
Level ID: 69J-773-36G
Title: Get it While it's Hot
Difficulty: ~World 4 in a traditional Mario.
Description: Avoid the rising lava to escape the castle. Can you make it out with all big coins?
My latest creation! Tried going with a bit of a theme here, made it more forgiving and added check points!
I eventually found a pattern for the spike blocks so they don't drive me nuts anymore. As for the start heck yes. Mario refused to stick to the wall jump so many times.Just wanted to congratulate you for the first clear, belatedly, and to commiserate with somebody else who suffered through this one. I spent longer on this level than I have on any other in SMM2 so far, mostly from the sunk cost fallacy of figuring everything out up to the on/off segment and wanting to see it through, but also because I had a blast with NetMapel's other big challenge level (Chain Chomp Palace) in both SMM1 and SMM2. (And, well, because I thought the first clear was up for grabs—but you beat me to it while I was still in the early stages of working on it, and my second clear was about two hours behind you.)
Not being able to predict whether the on/off switch would stop on red or blue was the biggest sticking point for me, because the timing on that would be affected by the smallest fluctuations in how the rest of the level had gone up to that point: if I did something even slightly differently, like make an early mistake and recover from it, knowing where to land before going down the pipe would be a total coin-flip. Let's just say there is a reason that 267s on the clock (the time at which the lava is high enough to stop the switch) is a number seared into my memory. And because getting past that point took me so long to get down consistently—I needed to work out both a red plan and a blue plan, and switch from one to the other at the very last instance—I also never got a consistent pattern down for controlling how the Thwomp tower drops, especially because it was so hard to gauge how high I was in that segment, and just had to play reactively. On the good attempts it would feel really easy; on the bad attempts, everything about it would be disorderly.
Tremendous fun, and very solvable step by step, but right at the upper limit of difficulty that I'm willing to handle in this game. I recorded a few clips myself with the Capture button, but I'll have to offload them from my SD card.
Also, did you happen to have a ton of trouble with the first wall jump at the start of the level? That forced dozens of quick restarts by itself, because I couldn't always get it to fire; either I was misreading the 3DW geometry/animation of making contact with the wall, or the game was detecting that as a landing on the first side-Thwomp.
Useful feedback as always.Saw this come up fresh on the top of my list when I checked my subscription queue for the first time today, so I scrambled to get the first clear before your post here even came up, and beat the next guy to it by about a minute. (I got a notification when the second clear beat my time, as I was pretty sloppy—even took one death from the skewers—and there was no way mine was going to hold.) I've been in the middle of figuring out how to make night castle interesting myself, so it was nice to see this one come up, even though the obstacles are mostly those that behave the same way in the water theme, making this mostly a water stage with castle art, with a few exceptions.
I've had the "vertical auto-scroll conversation" with a few people this week, which is to say that I've somewhat soured on vertical climb stages that match the auto-scroll to the rising lava/poison to enforce the designer's intended difficulty. I see a lot of designers do this because the lava/poison speed feels either too easy or too hard, without a good middle ground, and so they force the player to go at their pace. It feels a lot more painful than horizontal auto-scroll because of the wide aspect ratio and therefore how little room for movement you have, how easily you fall outside the screen boundary, and how little visibility you have for seeing what's coming. Whenever I play these, I'm fighting the ceiling the whole time, not the rising floor or the actual level design.
Here, where there isn't a screen auto-scroll, I barely even noticed there was rising lava because I was just going up and up at my own pace. And it was fun. The obstacles themselves, particularly timed elements like skewers, worked far better as a pacing tool and I had a lot more freedom this way. It's much closer to how Nintendo's ascents motivate horizontal movement or pausing and waiting, and it's vindicated my belief that a designer asking, "Is this scroll speed too easy or too hard?" should err on the side of player freedom and accommodate a broad band of skill. This was on the easy side for me, but it won't be for everybody, and it's better in either case for the player to be in control. People shouldn't be so afraid of letting more advanced players get ahead; the solution to that is to design more incentives for them to willingly slow down.
The ending was a bit weird in my run because I outpaced the Clown Car before it had blown up enough of a gap for me to slip through as big Mario, but I think chase sequences generally have a rough time with SMM's spawn/despawn rules.
This is my ongoing list of game developers, game journalists, and other notables.
Minecart Mayhem: Thwomp Canyon
00P-HC5-LXF
I tried my hand at making a level inspired by DKC Minecart levels, where you just have to jump while traveling quickly. No steering needed.
I used 3D World and the Koopa Car. All deadly jumps have a red arrow, and there are 2 checkpoints.
I put many hours into it, and would appreciate anyone who could take a couple minutes to give it a go. It's got plenty of jumps and plenty of theatrics. :)
Wow, I had quite the surprise waiting for me when I started the game today! My course made it to the Weekly Popular list:
Until today, my course was at around 35 likes and 70 plays, so seeing this was a shock. If the image isn't loading for some reason, the Course ID is DJS-GRK-T6G.
Is that time also the deadline for starring levels, or do we have a bit longer for that?
Quick reminder that there are 2 days left to submit your course for our Discord server's first Course of the Week contest! (Not to be confused with the ResetEra Level Competition from this OT)
You don't want to submit a course? We still need your help! Play the courses that have already been submitted and vote for your favorite ones. The 5 courses with the most votes will duke it out in our final poll for the title of Course of the Week!
And just in case you didn't even know we had a Discord server: MakerEra is the official Discord server for ResetEra's Mario Maker 2 community. We have channels for course sharing, contests, design discussion and general chatting. Come by and say hello!
Is there a way to control what the camera reveals in certain areas? For example I'd like to block off the vision to the right of a room so the player can't see something in there. It scrolls slightly too far to reveal a thing I'd rather not be shown (not an auto scroll level)
Is there a way to control what the camera reveals in certain areas? For example I'd like to block off the vision to the right of a room so the player can't see something in there. It scrolls slightly too far to reveal a thing I'd rather not be shown (not an auto scroll level)
Thanks a lot. I must have spent near 10+ hours on it. I actually hit the limit for most parts too, on both layers!..That was great! it was a real spectacle - you definitely captured the feel of a DKC minecart level.
I feel that I have a straight vertical 1 block thick line of ground material and the camera does not get stopped when I reach this wall. I'm not really sure what I'm doing wrong :(You can, by creating a wall from the very bottom of the screen that goes all the way up to the top. A thickness of 1 tile is enough.
Also, if you have placed a single object somewhere in the upper screens (above the thick black lines), then that part needs to be walled off as well, since it has been "activated" by the presence of that object.
I'm pretty sure it has to be made of hard blocks.I feel that I have a straight vertical 1 block thick line of ground material and the camera does not get stopped when I reach this wall. I'm not really sure what I'm doing wrong :(
I liked this. It wasn't difficult but that's good for this style level. I one-shoted it but still got hit a few times. Pace was good, I was always moving. And I liked how you swim back toward the start of the level.Wanted to give my level a quick repost here and see if anyone has any feedback:
Piranha Creep Creek: VRV-H9W-D6G
Its a standard platforming level- fairly straightforward and easy. I recently re-worked it quite a bit because the pacing was off but now feel like it may be too easy. I spent way more time on this level than I did my first (which is eclipsing this one in plays/likes) and I'm curious as to why this one doesnt seem to be resonating as well. Any feedback is welcome, and I am more than happy to try out folks levels in return!
I feel that I have a straight vertical 1 block thick line of ground material and the camera does not get stopped when I reach this wall. I'm not really sure what I'm doing wrong :(
More of my slightly sadistic nostalgia: The Eight Gauntlets
DS4-63L-9YG
Parts of all eight SMB3 airship levels mashed up into one long slog. Don't get impatient.
My Maker ID: YST-94H-V1H
NES Art Gallery
XQP-CB9-1NF
Please give it a shot! It's an "art gallery" featuring 8-bit pixel art from classic franchises:
- Super Mario Bros.
- The Legend of Zelda
- Mega Man
- Dragon Quest
- Metroid
Enjoy!
Five seconds you say?I finally made a stage I wanted to share. It can be beaten in 5 seconds, but well, you need to try it,
it's called
Cage Match: QRT-2KD-1DG
, the world record is close to my clear time. I made it to appeal to a specific type of player that just wants something quick that uses some mechanics but doesn't feel cheap.
Still trying to explore all the stuff in this game. I don't have the time a lot of others do, but even with all of its warts it is cool to see what everyone else is creating.