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What's your TOP TWO favorite features of the new update?

  • Super World Maker

    Votes: 63 71.6%
  • The Koopalings

    Votes: 12 13.6%
  • New Power-Ups and Headwear

    Votes: 34 38.6%
  • The SMB2 Mushroom

    Votes: 34 38.6%
  • The Cursed Key & Phantos

    Votes: 2 2.3%
  • ON/OFF Blocks & ON/OFF Trampoline in 3D World

    Votes: 2 2.3%
  • Mechakoopas

    Votes: 6 6.8%

  • Total voters
    88
  • Poll closed .

Deleted member 36578

Dec 21, 2017
26,561
Freezeflame Follies
KXW-FC3-5TF


kwwRXbl.jpg


For my third creation, I thought I would challenge myself to make something way out of my comfort zone: a relaxed, atmospheric, and reasonably short level targeted at the play styles or values favoured in Endless Challenge. The concept I started with was simple enough: fire in an ice world, ice in a fire world—so of course there was no escaping the obvious Galaxy influence, which the finished stage wears on its sleeve. Since the elements in themes in play here aren't often mashed together, I explored a number of interactions that aren't commonly seen; you would be amazed at how many things you can do with icicles in lava.

Predictably, my instincts got the better of me and I couldn't resist putting in one set piece driven by all sorts of backstage mechanics concealed from the player, so this, supposedly my most straightforward and uncomplicated design, cost me far more time to put through QA and debug/optimize than it did to actually make, as I kept coming up with ever more obscure edge cases for breaking it. (Ask me about it sometime—I'm eager to talk everybody's ear off about this because they can't just take my work into the editor and look at it—but let's just say for now that seesaws are the most incredible exception handlers, quietly the magic bullets of SMM2 bug-fixing.)

I'd say this is definitely the easiest level I've ever uploaded in either game: I targeted the 10-20% range, and once the numbers settle we'll see how close I was to the mark.

Featuring:
- Icicles... in lava... in space!
- Three bonus coins (one 10-coin, one 30-coin, and one 50-coin, in that order)
- An original three-switch gating system that took me forever to debug, which I'm sure somebody will break immediately
- A red and blue colour scheme, but without a single on/off switch or dotted-line block in sight
- A rare appearance by the Superball in a context with zero long-winded deflection puzzles
- A very special Easter egg for those who have played my other levels (comment if you find it!)
- Checkpoints

PTzw8ZQ.jpg


To be honest, I've found myself far out of step with the culture of the early rush of SMM2 players, who seem to overwhelmingly prefer short traditional stages with a strong sense of place, clear rates north of 20%, heavy checkpoint placement, and simple concepts that don't require too much time/space/practice to develop—players who essentially never want to repeat any content, but want to take in something memorable and pleasant in under five to ten minutes with no net loss of lives, using their existing skill set, then move on to the next thing. That isn't how I play, so it isn't how I design. I prefer to play levels around the 5% mark that show off original concepts or technical interactions that could only be done in Mario Maker, so that's what I typically aim to make (hitting the intended difficulty quite accurately, more often than not). And I'm a mechanics specialist, not a natural environment artist like some of the amazing designers here who turn out visually stunning fare that seems to transform the Maker palettes into totally new and different themes—so I find it hard to get outside the box of building Mario spaces in schematic terms, where the only thing they look and feel like is a Mario game, and to let the aesthetics drive the bus.

But last week I started playing a ton of Endless to get a lay of the land, and now I understand where all those players are coming from. And what a perspective. It's a completely different experience, to the point that what one wants to come across in Endless bears no resemblance to what feels like an appropriate length or difficulty when you are hand-picking level codes from group exchanges and trusted creators. It's not the same commitment, and difficulty itself has a totally different meaning when you are risk-averse and lives are precious. Now I see why so many of the levels I merely consider pretty good are so beloved by the player base, as they are perfectly tuned for the Endless crowd. So I developed this level under the guidance of the question: what would be nice to see in Endless, when I'm short on time or lives or patience?

We'll see how adequately I've answered this. But I thought I should take a stab at it just once, and by the time I was done with it, it had drifted back towards being more my kind of level anyway.

Thanks for playing, and as always, please report bugs or clunkiness.

*

Previously:
- It Belongs in a Museum — WL5-40G-JRF
- Flame War on a Series of Tubes — XSJ-LF2-CCG

Just played this one and it was totally great! Really liked the "boss" encounter.
 

Deleted member 36578

Dec 21, 2017
26,561
Just finished my first level... I'm a Sonic boy at heart so I naturally ended up creating a tiered level without even meaning to lol. A little rough around the edges but I don't think it's too bad for my first try, let me know what you think

Mushroom Park
RTG-26H-RVF

Also: how are you guys getting a screenshot of your level to post here?

Liked this! And nice secret area too. I definitely enjoyed the choice of paths. For screenshots I typically use the Switches screenshot button and post it to Twitter from the Album on the home menu.
 

Deleted member 36578

Dec 21, 2017
26,561
The Online versus Mode could be sooo good... but it's in slow-motion waaaay too often. It's really killing the fun for me.

Yeah for real. I still play it once in awhile but I feel like I'd be addicted to the thing if it weren't so laggy. It's such a shame it doesn't work 100%.

The NSMB and 3D World style is so butt ugly, I always feel like insta-skipping those levels. Disgusting.
I like 3D World's a lot more than NSMB. Some of the minor changes make a big difference. Just wish the maker mode of 3d World gave us more tools and block types to work with.


Does anyone have any tips for uploading multiplayer-specific levels?

Problems I've encountered:

- must be cleared as a single player
- might get boos in single player rotation despite the tag
- how to force everyone into 2 or 4 different doors (e.g. if 2 vs 2 compete and only one team gets to the flag room).

Any suggestions?

I've made a few. I just tag em and put Multiplayer in the description. If they get boo's in someones single player game it's not a big deal. I do wish you could specifically make stages that will only come up in co-op though. I've made some offline but even those don't work well because the offline co-op features the bubbles as opposed to online. It's definitely an imperfect system in place. Just try to make them be just as much fun running it solo and you'll be fine.
 
Last edited:
Dec 18, 2018
759
Hey guys. I have just uploaded my latest level. It took quite a long time to construct. Mario is a time traveller and has to travel through a tunnel between the present and future to solve puzzles and progress through the level. I'm quite pleased with it. If anyone plays it thanks in advance.
Time Tunneling
TJM-TH0-XLF
People keep stealing my ideas. That's what I was thinking of doing.
 

Plum

Member
May 31, 2018
17,312
Second level made! This time I wanted to try something more traditional so I went for a 'don't touch the ground whilst Underwater' idea. Not very long, but I think I got some good creative implementations of the idea out of it!

You Only Land Once
HMK-0NH-00G

Infiltrate an Underwater Base. Careful, the floor will trigger the alarm!

Feedback would be really appreciated and thanks for playing it if you do. I'll try and play a few levels over the next day or so to give back but, right now, it's time for sleep :P
 

HeroR

Banned
Dec 10, 2017
7,450
I usually don't like posting two days in a row, but this will probably be my last upload for awhile. Got Dragon Quest Builders 2 and going out of time for a week. This level has also been down for over a week.

This is my second level based on the Legends of the Hidden Temple. This one is based on the NSMBU style instead of 3D World. While 3D World was fun, I found the tools on the limiting side, so what I wanted to make a sequel of sorts using the tools of the other game modes. Any feedback is always welcomed.

Legends of the Hidden Temple E2: RY8-LNM-4TG

Edit: Just realized that there was a spelling error and when I went to take down the level to correct it, someone already played and liked the level......
 
Oct 27, 2017
5,264


Optional Difficulty
H9D-L7N-K1G

This level is a little trollie, unpredictable but I don't think it's actually that hard. As is apparent as the gimmick of the level, I didn't really need to do the hard stuff to clear it. But I did anyways.
 
May 5, 2018
7,353
So I'm trying to create a puzzle level where you have to find specific ways to defeat a number of goombas. The goombas aren't accessible to jump on so you need to find alternate ways to defeat them. There is an error though where it thinks I put 40 Goombas in the course but I can only find 37. I currently have the clear condition being defeating 37 Goombas, but I wanted to make it defeat all of them and the game says I have 40 total but I don't remember putting anymore than I already put. I even searched over my course and didn't find anymore Goombas. Has this happened to anyone else where they get a bug for a clear condition defeating the total number of enemies and the enemy count seems off? I have a few Goomrats on my course so maybe the game counted them as Goombas before I switched them? That's still weird because even when they are defeated they are not included in the Goomba clear count.
 

Lord Azrael

Member
Oct 25, 2017
6,976
Tried to make something similar to Quick Man's level from Mega Man! Unfortunately the spike pillars aren't quite as fast as the beams in the original but I gave it my best shot. There's also collectibles to be found if so you dare.

Quick Man
F8Q-37G-4GG
 

treble

Banned
Oct 25, 2017
1,146
Finally found some time to make a new level.

I tried to take into account some lessons from the great levels posted here, and from the feedback I received from my previous levels.

It's called Cliffhanger at Red Coin Ridge. It's a desert and cave themed level in the SMW style, with some classic platforming and jumping puzzles thrown in.

It shouldn't be super difficult unless you're going for the red coins and the best time ;)

Give it a try here... any and all feedback welcome.

RH5-GWS-PRF

thanks! :)
 

NappingRat

Member
Jul 2, 2018
231
Here's a gameplay video of my TumbleSeed tribute MM2 level,

Course ID: YJN _ GYJ _ R6G.

It's a seesaw platform going up a pair of tall caves, similar to the indie game TumbleSeed. There's a speed-running route using vines and bouncy donuts to climb ahead of the seesaw (completion time goes from 2.5 minutes down to 1.25 minutes), but it's an accessible level to most players with a roughly 20% completion rate.

Thanks!
 
Last edited:

JAGMASK

Member
Jan 3, 2018
422
Uploaded my first course today. Isn't too hard but had fun with the theme of climbing a mountain.

3KR-S5S-8XG
 

eponymous

Member
Oct 27, 2017
267
UK
Fantastic work! Everyone make sure comments are on when playing.

Thanks for playing. It is much appreciated. I love adding comments to my levels. It gives them an added sense of personality. I feel like it's an under used feature.

People keep stealing my ideas. That's what I was thinking of doing.

Sorry mate, lol. You can still do your version, though. I'd love to see another take on the idea.
 

Wijuci

Member
Jan 16, 2018
2,809
So, I made a level where I wanted to test how many pipes, doors, and red coins could be put on a single stage.



Revised ID: 525 YN2 6YF

So far, nobody has been able to clear it, which tells me it must be some confusing bullshit?
So, if anybody wants to know the answer: the maximum amount of pipes, doors and red coins you can put in a single level is TOO MANY.

For (slightly) less confusing bullshit, my maker profile: 4DH X8R 62G.
 
Last edited:

Deleted member 36578

Dec 21, 2017
26,561
Apologies for the embarrassing noob question but where do you go to write the course description?

Like someone else said you can go to upload it and write it there as the last step. But you can also go to Coursebot and change the name/description whenever you want there too, however once uploaded any further changes will not reflect what people see unless you delete the uploaded course and re-upload. I've had to do this after noticing a typo in the course description.
 

Deleted member 36578

Dec 21, 2017
26,561
So, I made a level where I wanted to test how many pipes, doors, and red coins could be put on a single stage.



ID: C3N WT2 CXF

So far, nobody has been able to clear it, which tells me it must be some confusing bullshit?
So, if anybody wants to know the answer: the maximum amount of pipes, doors and red coins you can put in a single level is TOO MANY.

For (slightly) less confusing bullshit, my maker profile: 4DH X8R 62G.


First clear baby :p
I actually enjoyed that level quite a bit haha
 

Geoff

Banned
Oct 27, 2017
7,115
I made a Ghost-House level. It's supposed to be confusing but there are some tricky platforming puzzles in there too. I have tried to make it tough but very forgiving.

50L 27V DGG - Welcome Traveller

I really fucked up some elements of the design (not gameplay related) but didn't have the wherewithal to change it by the time I realised. Oh well.
 

Wijuci

Member
Jan 16, 2018
2,809
First clear baby :p
I actually enjoyed that level quite a bit haha

Glad you enjoyed it!
I'm still pretty sure it's some confusing bullshit, but at least it's doable bullshit. :)

I made a Ghost-House level. It's supposed to be confusing but there are some tricky platforming puzzles in there too. I have tried to make it tough but very forgiving.

50L 27V DGG - Welcome Traveller

I really fucked up some elements of the design (not gameplay related) but didn't have the wherewithal to change it by the time I realised. Oh well.

Yeah, confusing for sure!
I beat the chomp and star rooms to get keys, but had no idea how to get past the following room.
Am I supposed to be invicible? I brute forced my way through the plants (to die in a pit lol) but I don't think that was the intent.
 

Geoff

Banned
Oct 27, 2017
7,115
Glad you enjoyed it!
I'm still pretty sure it's some confusing bullshit, but at least it's doable bullshit. :)



Yeah, confusing for sure!
I beat the chomp and star rooms to get keys, but had no idea how to get past the following room.
Am I supposed to be invicible? I brute forced my way through the plants (to die in a pit lol) but I don't think that was the intent.

Yeah the plants are there in numbers to try and prevent brute-forcing (though I see you nearly made it - curse you!)

I guess the hint would be that you need another item to take out the plants (not invincibility).
 
Hey! I created a really nice winter level (sub area: sky).It's pretty long and it took me a lot of time to build this one and undergo quality control, since I've never built one before and wasn't familiar with the mechanics (never played SMM1). Unfortunately, I am not allowed to install a third checkpoint, which can make the second half of my level kinda hard, but it really isn't as tough as it looks. Nevertheless, here is the code and I would be really happy if you gave it a shot.

7YB-TBV-WJG (Welcome to Winterhill)
 

Deleted member 36578

Dec 21, 2017
26,561
I went with something somewhat tricky this time, but not in the usual way. I really liked the look of the Mario World sky world using single space tiles as vines so I wanted that to be the theme of my next course. Turned out fairly unique as it's primarily a Yoshi only stage with some puzzle type moments.

Yoshi's Overgrown Orchard
5JN-37H-PDF
"Yoshi's habitat is overtaken by Piranha Plants. Time to fight fire with fire."

 

Deleted member 8791

User requested account closure
Banned
Oct 26, 2017
6,383
So I got inspiration to make a Koopa Car Kaizo with builder Mario until I remembered I had to unlock builder suit, lol. So I'm finally playing Story Mode for the first time.
 

trugs26

Member
Jan 6, 2018
2,025
Hey everyone. Try out my new level:

"Break into the Vault"
7PV-305-TYG

It's sort of puzzle gameplay, but really more like twitch reactionary gameplay that seems puzzley.

Seems difficult at first but once you get the hang of it, not too hard.


Feedback is welcome :)
 
Last edited:
Feb 20, 2019
1,166
Here's a pretty challenging SMB castle stage. I tried to replicate some aspects of Nintendo's game design ( big coins, secret power ups ) while still giving a sense of achievement when the player kills Bowser. Enjoy!
9VG-L72-4TG
 

Wijuci

Member
Jan 16, 2018
2,809
Here's a pretty challenging SMB castle stage. I tried to replicate some aspects of Nintendo's game design ( big coins, secret power ups ) while still giving a sense of achievement when the player kills Bowser. Enjoy!
9VG-L72-4TG

I enjoyed it a lot, it does really feel like a classic level.
Your clear rate is going DOWN with me though, I died a ton in the last section. A TON.

Random feedbacks:
- when I died after the first checkpoint, I had to take the pipe and get the hidden power-up in the previous section, each time, which is not ideal. I think if you offered a Mushroom at the checkpoint I wouldn't have feel compelled to go back
- the final section after the second checkpoint is HARD without any power-up.
- otherwise the difficulty is perfect, challenging but not too much
 

Tokyo_Funk

Banned
Dec 10, 2018
10,053
Starting to think my courses suck, but I will keep plugging away.

Gotta Bounce Bro! - Speedrun
HRK-PP8-3GG

Go with the flow - Speedrun
7MY-7KP-OPF

Land Sea Air - Normal
RCF-P86-5YF
 

Bunkles

Attempted to circumvent ban with alt account
Banned
Oct 26, 2017
5,663
D_phxhGU0AACGuz


New level: The Fall of Koopa City - PSS-155-0QG

My inspiration was the endless runner, Canabalt.

Preview:
 

Foot

Member
Mar 10, 2019
10,942
Hey! I created a really nice winter level (sub area: sky).It's pretty long and it took me a lot of time to build this one and undergo quality control, since I've never built one before and wasn't familiar with the mechanics (never played SMM1). Unfortunately, I am not allowed to install a third checkpoint, which can make the second half of my level kinda hard, but it really isn't as tough as it looks. Nevertheless, here is the code and I would be really happy if you gave it a shot.

7YB-TBV-WJG (Welcome to Winterhill)
It's good, I liked it, but this is three levels in one! Three good levels, they just don't feel related.
So, I made a level where I wanted to test how many pipes, doors, and red coins could be put on a single stage.



ID: C3N WT2 CXF

So far, nobody has been able to clear it, which tells me it must be some confusing bullshit?
So, if anybody wants to know the answer: the maximum amount of pipes, doors and red coins you can put in a single level is TOO MANY.

For (slightly) less confusing bullshit, my maker profile: 4DH X8R 62G.

I got soft locked by accidentally throwing my second spring into a hole, which is a shame because I was enjoying the hunt.
 

Deleted member 2834

User requested account closure
Banned
Oct 25, 2017
7,620
What are the prerequisites for my course to appear in the endless challenge? And what constitutes easy/normal/expert? The clear rate alone? And if so, what are the cut off points?
 

Wijuci

Member
Jan 16, 2018
2,809
I got soft locked by accidentally throwing my second spring into a hole, which is a shame because I was enjoying the hunt.

Oh shit you're right, that's really bad.
It's possible to exit the room without the spring, but I didn't notice that it does not go back in the ? Block after, even when exiting the whole section.

My bad, I need to fix it, thanks for the beta testing. :)
 

RepairmanJack

Member
Oct 27, 2017
7,168
What are the prerequisites for my course to appear in the endless challenge? And what constitutes easy/normal/expert? The clear rate alone? And if so, what are the cut off points?

As far as we know to have the possibility to end up in endless you need at least a play(not a clear) and possibly a heart. The difficulty is done by clear rate and it seems a bit different than MM1.

Easy seems to be 45% and up
Normal is around 10% to 45%
Expert around 2.5/3% to 10%
Super Expert 0 - 2.5

But there seems to be some variance in these numbers when it has a lot of attempts that could change the numbers. Like there is some math going on between number of overall players and averages of lives spent per player. That makes the numbers vary a little more.

I think Exper and Super Expert numbers need altered some or they need to introduce another level. There is a MASSIVE difference between a 2.5% clear level and a 0.01% cleared level.
 

*Splinter

Member
Oct 25, 2017
4,089
What are the prerequisites for my course to appear in the endless challenge? And what constitutes easy/normal/expert? The clear rate alone? And if so, what are the cut off points?
AFAIK, one play through and one like.
Just one play - I've seen a 0/1 before

I don't think the exact classification for easy/expert etc are known. I've seen it speculated that it's based on the percentage of players who played and beat your level (so not exactly the clear rate). I think that's how it worked in MM1?
 

Foot

Member
Mar 10, 2019
10,942
D_phxhGU0AACGuz


New level: The Fall of Koopa City - PSS-155-0QG

My inspiration was the endless runner, Canabalt.

Preview:

I like this, it's cool and good! In trying to set an unbeatable speed run record I ran so fast I escaped the building destruction and was unable to get to the second half of the level, haha.
 

Bunkles

Attempted to circumvent ban with alt account
Banned
Oct 26, 2017
5,663
I like this, it's cool and good! In trying to set an unbeatable speed run record I ran so fast I escaped the building destruction and was unable to get to the second half of the level, haha.

Ack, yeah I feared that may happen. Should have put a bob-omb at the end just in case... lol. Glad you enjoyed it!
 

Wijuci

Member
Jan 16, 2018
2,809
I got soft locked by accidentally throwing my second spring into a hole, which is a shame because I was enjoying the hunt.

Thanks to your feedback, I ended up revising it: 525 YN2 6YF.
And while fixing the problematic room, I found out there was another way to get soft-locked because of a spring.

So I ended up changing the style to SMB1 so that it's no longer possible to carry springs.
So I had to switch up the two spring-mysteries that no longer worked... for the better, I would say.

And while I was at it, I changed a few things here and there, including the theme of the main sub level.
Damn, I love this game.
 

Foot

Member
Mar 10, 2019
10,942
Thanks to your feedback, I ended up revising it: 525 YN2 6YF.
And while fixing the problematic room, I found out there was another way to get soft-locked because of a spring.

So I ended up changing the style to SMB1 so that it's no longer possible to carry springs.
So I had to switch up the two spring-mysteries that no longer worked... for the better, I would say.

And while I was at it, I changed a few things here and there, including the theme of the main sub level.
Damn, I love this game.
I did it! What a rush! Very good stage, and I'm glad to have helped.
 

Forkball

Member
Oct 25, 2017
8,941
The Kamek Transformation level and the Superball puzzle one currently in the Popular Courses list are must plays. It's amazing what people come up with.