The NSMB and 3D World style is so butt ugly, I always feel like insta-skipping those levels. Disgusting.
Freezeflame Follies
KXW-FC3-5TF
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
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 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?
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.
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.The NSMB and 3D World style is so butt ugly, I always feel like insta-skipping those levels. Disgusting.
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?
People keep stealing my ideas. That's what I was thinking of doing.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
Fantastic work! Everyone make sure comments are on when playing.
People keep stealing my ideas. That's what I was thinking of doing.
It's the last thing you do before upload is complete. So just follow the process and you get there.Apologies for the embarrassing noob question but where do you go to write the course description?
🤦🏼♂️ That is so obvious now you've said it lol... thank you!For screenshots I typically use the Switches screenshot button and post it to Twitter from the Album on the home menu.
Apologies for the embarrassing noob question but where do you go to write the course description?
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
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.
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.
This headline feels like a joke lol "The existence of tags is definitely the biggest issue concerning player."
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
It's good, I liked it, but this is three levels in one! Three good levels, they just don't feel related.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)
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.
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?
I got soft locked by accidentally throwing my second spring into a hole, which is a shame because I was enjoying the hunt.
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?
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?
Just one play - I've seen a 0/1 before
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.
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.
I got soft locked by accidentally throwing my second spring into a hole, which is a shame because I was enjoying the hunt.
I did it! What a rush! Very good stage, and I'm glad to have helped.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.