6-3 is now complete and ready for play.
It's a mountain that every Toad dreams of climbing one day, and it's part of my continued game of sorts.
Playing this when I get home, I'm a fan of your levels.
6-3 is now complete and ready for play.
It's a mountain that every Toad dreams of climbing one day, and it's part of my continued game of sorts.
Here's my newest one:
Temple of Thwomp
I spent a lot of time on this one, and I think its my best level yet, please give it a try and let me know what you think!
I just had to do this because I was reminiscing about a "fond" childhood memory on the NES. I tried to recreate it as faithfully as possible :p
Bomb Disposal at the Hoover Dam
WCS-C0N-84G
"Took a wrong turn at the pipe... should help out these turtles. Cowabunga!"
If anybody wants to test their skills with the cat suit i made a stage that focuses exclusively on its many abilities.
Awesome level, I loved the vertical aspect, it felt very open and I wasn't 100% sure if I was going the right way but I was, no backtracking! There are multiple paths to the finish right? I really liked the dead fish hidden in some of the box as well as the floating goombas (how do you do that btw?)
Heh... That was intentional, but a bit mean I admit.One musing that's a "could go either way" opinion:
The core level is generous with giving replacement key items, but the extra puzzle does have one or two places where it gives you a resource and only one opportunity to use it. I think that's okay for a hard extra puzzle, but my word I was angry when I cheerfully bashed that ? block... while still wearing a spiky helmet!
You have to spin jump on the thwomp. If you mean the one after it, it just requires a good running jump to clear the gap. The beginning is basically just there to tell you "you'll need to know how to do these things in particular for this course."Ok, maybe it's late and I am having a brain fart but how do I make that first jump... am I missing something super obvious here??
I've commented on a few levels but please continue sharing your best levels in your reply and I'll check them out :)
Mario Max: Fury Road
ID: 7FN-J75-RFF
Difficulty: Easy
Description: Witness! Ride eternal, speed past the WarKoopas and conquer the Fury Road!
Very welcome for feedback! I think it's a concept that I want to make more difficult for next time.
I made it on the easier side because of the low clear rate on my previous car level. Ultimately, I think I spent more time trying to build a level that creates the feeling of almost making it when in reality you are safe most of the time. I think I spent 5-6 hours building the rough draft and 3-4 hours tweaking and play-testing.
I've commented on a few levels but please continue sharing your best levels in your reply and I'll check them out :)
Mario Max: Fury Road
ID: 7FN-J75-RFF
Difficulty: Easy
Description: Witness! Ride eternal, speed past the WarKoopas and conquer the Fury Road!
Very welcome for feedback! I think it's a concept that I want to make more difficult for next time.
I made it on the easier side because of the low clear rate on my previous car level. Ultimately, I think I spent more time trying to build a level that creates the feeling of almost making it when in reality you are safe most of the time. I think I spent 5-6 hours building the rough draft and 3-4 hours tweaking and play-testing.
Didn't finish it, found the 2nd half to be too frustrating to complete without a mushroom. All of the somewhat random patterns the tracks are going in makes it relatively difficult to dodge things properly and you should have provided a mushroom or two to help ease the pain a little. I also would have liked to see the bridge sections connecting the castle rooms to be more developed, currently they feel like wasted space.Fixed an issue people were having in my last level and reuploaded!
Forgotten Fortress
Y0L-MVL-1RG
Looking for feedback before I move on to new levels, so it would be much appreciated! :)
If stuck in the room with the notes:
wait for the bomb to blow up something down below
I wanted to do a Mario World take on the classic Airship for awhile and settled on something of a theme.
Hot Airship Balloon Assault
92G-L2W-1RG
"Grab 5 red coins and avoid tool throwing minions aboard hot air balloons!"
Cool, though some of the areas were a little cramped and I think it would have been better if you had used scroll stop to rein in the vertical space, perhaps using a door to bring the player to another area if you wanted it to end in the open air space. You should try out my level to see some other examples of what you can do with a superball levelI posted my first superball level on here yesterday, but would like to see if anyone else would like to play it before I create my next
Goomba Mothership: Infiltrate
VWN-FN0-LDF
I was about to save you should give the player a mushroom, but then the level ended. I liked it, though I felt like there were a couple small bits where there was too much going on (particularly the skull platform with those dry bones and the cannon directed right at the conveyor belt) that would have felt better to tackle as big Mario.H1G 7QK GBG
Mario submits a mortgage payment
Been experimenting with alternative clear conditions on SMB1. Would love to have feedback
Good, though I think you could improve the flow from element to element in future levels. I'm a big fan of this 20 second speedrun trend in Mario Maker 2, for some reason it seemed like they were never this popular in the first gameMy first level. A simple, quick, speed run-geared level. Please check it out? 80M 1BQ TJF
Sorry, wasn't feeling this one, never been a fan of troll blocks with enemies inside
I liked this one, though I couldn't figure out how to beat it and ran out of time. The shell room was the only one I couldn't figure outHey everyone, I tried something different this time around, can someone give it a try and leave some feedback? I never tried making an exploration/collection type level so kinda testing the waters with that. Thanks in advance.
Peace Piece World
Y4V-XC5-RWG
Was there ever any more speculation on the date that shows up at the end of story mode? Haven't heard anything about it since the first day or two.
...I don't think I've seen that, what's the context? In the credits reel?
When you beat the story mode after the credits roll, the score turns into a date. Looking into it now it seems like people were getting different dates. I thought today's dates was one of them, but all I'm finding online is 6/27 or 6/28 which would be the release date.
Might just be nothing, but thought there were other dates seen.
It's the date you completed the story mode, so it's different for everyone. One of the first guys to post the credits pre-release had his date set to late October for some reason so it kind of looked like it was hinting at something but it isn'tWas there ever any more speculation on the date that shows up at the end of story mode? Haven't heard anything about it since the first day or two.
It's the date you completed the story mode, so it's different for everyone. One of the first guys to post the credits pre-release had his date set to late October for some reason so it kind of looked like it was hinting at something but it isn't
It will be interesting to see how Nintendo handles updates with SMM2, will the focus on adding more items across styles where it makes sense (like fire bros into the other 4, or the claw to 3d world), will they focus solely on adding new stuff to the main styles, or will the focus on just adding the other extra style that is teased in the menu.
I could see them doing a lot of work to 3D World. Which I think is time better spent on something else, but maybe they can make it so I'll actually want to use it.
Besides that, I guess Toad rescuing and heavy stone will be added later. It would be cool if you could set the character you rescue. Like maybe make it Mario. I would also want to set the player character. That would really help with themes. I'd make a Luigi's Mansion level and rescue Mario, for example.
Yeah I'm not that excited for Toads, although they could be useful thematically I guess.I'm not that wedded to the concept of Toad rescuing, it seems mostly a nothing concept (since in many situations, a danger that will hit a Toad is also a danger that will hit *you*). Although it showed some potential in the final such level
Where you're wrangling a whole 'snake' of ten toads, so you have to be much more aware of the time the tail makes to complete the move you're executing.
Good, though I think you could improve the flow from element to element in future levels. I'm a big fan of this 20 second speedrun trend in Mario Maker 2, for some reason it seemed like they were never this popular in the first game
I'm not that wedded to the concept of Toad rescuing, it seems mostly a nothing concept (since in many situations, a danger that will hit a Toad is also a danger that will hit *you*). Although it showed some potential in the final such level
Where you're wrangling a whole 'snake' of ten toads, so you have to be much more aware of the time the tail makes to complete the move you're executing.
That's basically Yoshi's Island with 1 and Mario vs DK Minis with more. Doesn't sound like nothing to me.
Thanks ^^so QuixoticNeutral alerted me to this stage. I have to give it a shout out!
This is EASILY the best cat-based 3D world stage I've ever played!
The use of diving, canceling it, and cat sliding is just astounding. The level flows really well too, I don't think I even noticed how many times I died, I just kept on trucking till I got to the end!
You're other cat course, Dive Cancel Derby (the code for thsoe that don't know, is BTR-H7H-8LG) looked like another great twist on the concept. I haven't mastered it yet, but I like how despite the clear condition, you designed the stage so you can practice after failing too. I'll be taking more cracks at that later for sure!
Maybe there is a perfect setting where both the platform and the water are going up and down with the same speed, either on tracks or without.Is it possible to add a platform (or enemy that acts as one) that floats on top of water and moves up and down with it?
I liked this one, though I couldn't figure out how to beat it and ran out of time. The shell room was the only one I couldn't figure out
Is it possible to add a platform (or enemy that acts as one) that floats on top of water and moves up and down with it?
Yeah, in 3D world, the boxes float. There's actually a really good level I could recommend for this, but don't have the code right now. It uses the rising water with launchers on boxes to work as a timer to get to the end of the section.
Was a really good level.
Really wish there was a way to check your maker profile online. Would be cool to check on level stats and comments while not on the actual game. Also, bookmarks people damn.
Is it possible to add a platform (or enemy that acts as one) that floats on top of water and moves up and down with it?
Is it possible to add a platform (or enemy that acts as one) that floats on top of water and moves up and down with it?
I wanted to do a Mario World take on the classic Airship for awhile and settled on something of a theme.
Hot Airship Balloon Assault
92G-L2W-1RG
"Grab 5 red coins and avoid tool throwing minions aboard hot air balloons!"
The level is visually very nice but I think it's too tightly packed and difficult to navigate through. the height between the base and the balloons on some of these is really too low imo. You also need to use coins or adjust platform heights a bit so there is less blind jumping vertically. The boss fight was good though.
I've said it many times since launch, but I miss the SMM1 bookmark site like crazy. You couldn't see comments, but it was much easier to pull out profiles/codes to share with people when away from the game, queue individual levels for later (which you can't really do at all in SMM2, in a baffling omission), and I also liked getting a bird's-eye-view of a creator's whole body of work in terms of scale or difficulty level. I would never have been able to do my big SMM1 catch-up earlier this year without it. It's quite clunky for me right now to dig up codes for levels I played a while ago but want to share, which is what I did for that amazing 3DW advanced cat-dive level discussed further up the page; I have to drop whatever I'm in the middle of doing in-game and comb through my subscriptions and likes.
As said above, crates in the 3DW style do this job exactly. If you want to look at a demo of a number of different things you can do with this mechanic, this is actually one of the ideas my level Flame War on a Series of Tubes (XSJ-LF2-CCG) explores pretty extensively, and I've seen a few other 3DW forest levels play with it as well.
I've commented on a few levels but please continue sharing your best levels in your reply and I'll check them out :)
Mario Max: Fury Road
ID: 7FN-J75-RFF
Difficulty: Easy
Description: Witness! Ride eternal, speed past the WarKoopas and conquer the Fury Road!
Very welcome for feedback! I think it's a concept that I want to make more difficult for next time.
I made it on the easier side because of the low clear rate on my previous car level. Ultimately, I think I spent more time trying to build a level that creates the feeling of almost making it when in reality you are safe most of the time. I think I spent 5-6 hours building the rough draft and 3-4 hours tweaking and play-testing.
Took me a lot more than I thought, but I finally beat it. Have science gone too far?Ok, I think I just uploaded the finest level yet. I had one thing in mind with this one. I set a challenge. Is it possible to give a Switch to a 1 year old for 2 minutes and have them make a beatable Mario Maker level? Well that question has finally been answered. Please play my, although not actually my, latest creation.
A 1 year old. 2 minutes. Go!
CTT - XCS - 15G
Got lost at it, lol. Will try again later.Reuploaded my course with a few changes.
Peace Piece World:
WFH-S3M-G3G
Here's a hard NSMBU castle stage. It contains two boss battles and relies mostly on Thwomp mechanics. Enjoy!
H31-V33-BQG
Reuploaded my course with a few changes.
Peace Piece World:
WFH-S3M-G3G
I understand when there is a thematic or gameplay reason for it, but too many level creators are guilty of not using progressive powerups. I'm not sure if it's because they don't know how or if they just don't want to. It is especially disappointing when playing traditional-style levels where progressives really should be expected.
For the record, you put a mushroom over the other powerup to make it progressive.
I found the level code for a really good example. It's a hard level but it's so so good! You can check it out to see how he uses the water as a timer.
QYL-RDW-X7G
Just wanted to say, I loved the theme of this level! Obviously not dificult or anything (though I have yet to see a difficult and engaging super ball level outside of a breakout-inspired level), but still fun all the same!
Is there a way to give coins "weight" so that they move on a conveyer belt?