I think I only just realised you can create scroll stops with a wall that goes up one screen space instead of all the way to the max ceiling...
I feel silly
I feel silly
Only if your level never goes beyond the 1 screen space thoughI think I only just realised you can create scroll stops with a wall that goes up one screen space instead of all the way to the max ceiling...
I feel silly
Oh that's every one of my levels, except for this new one.Ever start making a level and half way through you're just like "this is kind of way harder than I was intending" but you like it to much to want to make it lesser?
FYI, the correct code is F2W-L44-GKF. Neat, I died to stuff I shouldn't have a lot for some reason.Super Mario Galaxy Man
F2W-L44-GFK
(Standard | Themed)
With the power-up being attached to the flag, you don't get it again if you die and retry, so be careful!
Great level, the way you used the cloud platforms to simulate a rapidly rising/falling water level seemed like a clever way to avoid the challenges of using the game's actual rising water mechanics
Puff Enough
FSL-N2L-2YG
I actually have two versions of this stage, one includes stingbys placed as such that you can use them to bypass most obstacles for a speed run like experience, but then I remembered that stages in the Mario Maker verse are very much one and dones so dammit you'll experience all my machinations, as much as I wanted to inject some Tropical Freeze esque tactical enemy speedrun placement into my stage.
Balancing this stage was tricky for a few reasons
- Firstly Porcu Puffers can just eat you whole for a one shot, it's why I love 'em but also why others no doubt hate them.
- Second is that if you go even slightly underwater the enemy flips out and starts going for a swim to pursue thus kinda messing up the attempt at a "Big Bertha/Boss Bass" stage
- And it really helps to understand that puffers change direction when hitting the edge of the screen or another puffer...unless they're jumping at the time.
- Oh and you can feasibly just outrun the guys so I had to factor in ways to keep them in your grill.
In any case outside a brief flirtation with them in my very early on Crate Expectations stage, I've been wanting to make a puffer focused stage as I always loved the SMB3 big fish stages, I'm pretty happy with it, though the stingby speedrun variant will remain trapped on my switch for me alone.
This was very good. The boss arena stood out to me as especially well done. Those sorts of custom fights using standard enemies are hard to do and people often have a tendency to over complicate them in a desperate attempt to make them challenging. This one had just enough elements to make it interesting without being overwhelming.
If anything thwarts your goal of making this easy it will be the on/off switches in the vertical segment. There's very little time to react to them when they show up on screen and I think I managed to fail every one of them at least once. I liked everything else in the level though.
The hardest part of the level for me occurred very early on where you've got a ton of cannons, bullets, and rocky wrenches on screen at once. That part felt like it should have been dialed back a bit. Past the first checkpoint everything felt comfortably challenging.
Take The Tracks up Thunder Tower
7YL-6NC-L5G
Travel To The Tip of Thunder Tower; Take The Tracks but don't be Tardy!
This level, unlike the other 15 I've made, is easy. I swear it is. It's just a vertical autoscroller with some light puzzle elements. There's a lot happening on screen but it's not hard. I hope. At the very least I hit both the scenery and the sprite limit on the subworld so it looks very nice, or at least as nice as you can make the SMB3 blue airship look.
Puff Enough
FSL-N2L-2YG
I actually have two versions of this stage, one includes stingbys placed as such that you can use them to bypass most obstacles for a speed run like experience, but then I remembered that stages in the Mario Maker verse are very much one and dones so dammit you'll experience all my machinations, as much as I wanted to inject some Tropical Freeze esque tactical enemy speedrun placement into my stage.
Balancing this stage was tricky for a few reasons
- Firstly Porcu Puffers can just eat you whole for a one shot, it's why I love 'em but also why others no doubt hate them.
- Second is that if you go even slightly underwater the enemy flips out and starts going for a swim to pursue thus kinda messing up the attempt at a "Big Bertha/Boss Bass" stage
- And it really helps to understand that puffers change direction when hitting the edge of the screen or another puffer...unless they're jumping at the time.
- Oh and you can feasibly just outrun the guys so I had to factor in ways to keep them in your grill.
In any case outside a brief flirtation with them in my very early on Crate Expectations stage, I've been wanting to make a puffer focused stage as I always loved the SMB3 big fish stages, I'm pretty happy with it, though the stingby speedrun variant will remain trapped on my switch for me alone.
The Great Keychain Wall
0VL-6VT-PTF
"Four Keys are needed to proceed but the key-bearers have to be coaxed out."
Maybe a kind of polarizing level, it's quite long and I dunno if the gimmick will be immediately obvious. It's based on an old idea I had of a 'key run' of sorts, as well as an attempt to make something I found visually interesting with the NSMB style (which I find rather dull overall). So it's kind of a large wall in some ruins or something? Semi-solid platforms kind of fascinate me more than they honestly probably should, and here they form a complicated matrix that is kind of intentionally difficult to navigate.
Take The Tracks up Thunder Tower
7YL-6NC-L5G
Travel To The Tip of Thunder Tower; Take The Tracks but don't be Tardy!
This level, unlike the other 15 I've made, is easy. I swear it is. It's just a vertical autoscroller with some light puzzle elements. There's a lot happening on screen but it's not hard. I hope. At the very least I hit both the scenery and the sprite limit on the subworld so it looks very nice, or at least as nice as you can make the SMB3 blue airship look.
Thank you for the thoroughly feedback! You are right, there is a slight difference playing the course in one go or from a checkpoint. Hitting brick- or hardblocks slow the spike balls down and can change their route. Also, the new spike ball (either from a pipe or a blaster) only spawns, when the old one is destroyed or despawned (left the screen) and since a spike ball eating through a lot of blocks takes longer then a spike ball just rolling through an empty space, the timing and the save zones for the player changes. It is quite interesting.
Ya, the last part is only there to add some chaos. I made it the shortest section (with only four screens) and added a mushroom at the beginning. Playing it myself it made more sense and thought it was doable, but that's of course the creator's curse. Of course, there are two softlocks (that I know of anyway) in my course. Not sure, if I should reupload the course, removing the softlocks and change some small stuff to remove some janky stuff at the end. Probably will tho. Unless there will be a significant amount of plays/likes in the next 24 hours. Which is unlikely given the difficulty.
And you are right. Took a lot of time testing the behaviour of the spike balls. Creating those courses where you revisit older parts of the course in a new way is always a freaking nightmare, haha.
Edit: Reuploaded the course (L1P-B53-MSG). Removed two softlocks, changed the position and frequency of powerups and added a fire flower to the last section to make it more forgiving.
Howdy all! Haven't shared anything in here yet, but wanted to get some feedback or some plays if possible on my Mario World castle.
ID:
QXX-TS1-2NF
I'm only really interested in traditional platforming for the most part, so decided to make one of my own.
I wanted the theme to be an underground castle that has been abandoned and overrun by nature...hence the overload of vines and piranha plants :)
Wanted to make it a little lengthy and a slight challenge, but nothing crazy.
Would be great if anyone gives it a go or can offer any feedback, good or bad. Always looking to improve in future levels, especially as this is pretty much my firrst proper level that I have put real effort into.
Thanks for any plays/comments!
Thank you kindly for playing! You played the level very well :)(VOD — start of video) — Welcome! I hope you get something out of my recording, in case you haven't seen a playthrough on video already. Seeing how somebody reads the level will probably be more useful to you than anything I can write here.
After playing your level, I think this community will fit you like a glove—lots of decoratively minded traditional makers here who would definitely find your style to be their kind of thing, and vice versa. Some players complain about bosses with respawning power-ups, as they can feel like exercises in camping the power-up spawn and getting hit repeatedly with no consequence, but I thought that was actually an excellent fit for the way you set up the ending encounter, which was a nice treat to close out the thematic identity of the level on a whole. It's not about spamming fireballs, after all, but about doing precisely one thing and doing it cleanly. Meanwhile, in the skewer segment, the coins are a good indication of how far the skewers thrust but perhaps a little tight as collectible indications of where the player should go; I think you'll find that many players will instinctively try to pick up the coins (which requires you go a bit low on the jump) and get hit. I'm not sure if it would work better or not with an extra tile of spacing (when that corridor is already pretty narrow), but that's the kind of adjustment worth trying.
Really great start—and now that SMM2 isn't the new or trendy thing, it can be hard for levels like this to pick up as many plays as they deserve, but I hope that doesn't slow you down. I don't know if you had earlier projects that you had taken down or simply never uploaded, but this was the only thing on your profile when I looked at it today (as you know) and the polish definitely shows.
Here's an easy one with no sub-world. Just enjoy the running, jumping, and that Mario 2 character select music!
Platforming 101
7Y2-GXT-5CG
Standard | Short & Sweet
3D World
Howdy all! Haven't shared anything in here yet, but wanted to get some feedback or some plays if possible on my Mario World castle.
ID:
QXX-TS1-2NF
I'm only really interested in traditional platforming for the most part, so decided to make one of my own.
I wanted the theme to be an underground castle that has been abandoned and overrun by nature...hence the overload of vines and piranha plants :)
Wanted to make it a little lengthy and a slight challenge, but nothing crazy.
Would be great if anyone gives it a go or can offer any feedback, good or bad. Always looking to improve in future levels, especially as this is pretty much my firrst proper level that I have put real effort into.
Thanks for any plays/comments!
Ah, thank you for playing! I checked some of yours out too!Good castle level. I played it a few days ago. Visually it's really nice and nails the castle feel. I think it's a bit easy and on the safe side but that's not bad. I think it's an excellent level all the same and really good for a first proper course. I also agree with Quixotic that the coins could be higher. They have sort of a misleading placement about them now currently.
Ah, thank you for playing! I checked some of yours out too!
It's a shame you can't edit a level without first taking down and reuploading. I would definitely be down to adjust it, but you lose all the comments and likes etc :/
I guess I could post a second version actually, whilst keeping the original. Perhaps with some tweaks etc.
Actually, I had originally made the level harder than it was. It didn't have some of the safety blocks in the lava above the vines, mainly because when I posted it initially, I had my friend test it out, and he struggled with the climbing segments and one or two other sections. Plus a few others that also played it never beat it, and their death points were in the lava and they gave up, it seemed. So I figured I didn't want it to be too difficult for people that like platforming levels. I wanted it beatable for as many people as possible. The point was to have vine climbing more of a forced thing you had to do, but in the end, the tweaks meant most of the lava section could be bypassed without touching many vines at all.
I appreciate the feedback! Maybe I will tweak it again and post a second version of it :)
It's all good :) I didn't take it like that at all. I suppose that's the thing with playtesting your own level, and I guess expecting others' skills to be like your own - as I thought my castle was pretty easy too until I saw how many people were dying and my friend who tried it out was struggling. But it allowed me to adjust accordingly before uploading the current version :) It's definitely tough to get right and satisfy everybody...but I suppose that's not possible at all, since everyone is after something different in terms of challenge and level type :pOh I didn't mean for my feedback to be taken the wrong way. Its a great level that accomplishes what it sets out to do. In Mario Maker it is impossible to make a level that the difficulty suits everyone. Often times I feel like I made a level really easy and then the amount of deaths or people who can never clear it is staggering. I was just commenting on my own person desires!!
I wouldnt alter it if I were you. I would post it on reddit and to streamers a bunch, get it on the popular page and then just use the feedback for your next level. I rarely reupload levels. Even this new one I made which is a bit difficult probably could have some clearer indicators but I mostly just wanna move on. Keep at it dude :)
I never got around to commenting about the first version, but lucky I think this one is much better. That middle obstacle in the original was hellish with the saw blades and note blocks, so the muncher tower fits the general vibe of the level more. I didn't end up finishing it because I got stuck under the final icy coin at the very end, I would always get the bottom one melted but not the second, but still a pretty strong level regardless.Since I was seeing that a lot of people were having issues with the original version of my latest level I've reuploaded it with a few changes to ease the difficulty the biggest being adding a shellmet so the player could take a hit without being punished. It doesn't do much to hurt the core design so no harm in it. I also redesigned a section for more clarity and I think to make it fit better. If you played the original already I'd love if you played it again and let me know if the changes eased the difficulty a bit haha. Don't get the wrong idea though, it's still tough, yall get to play my easy levels so this time there is a real challenger to overcome!! I just wanted to give players a bit more room for error :)
Course Name: *Poison Panic: The Meltdown*
Course ID: 0Y0-JL5-88G
I would have liked to murder a few more parakoopas and hear that blood curdling scream some more, but I suppose you can't get everything you want.Dry Dry Underworld
NHQ-YVB-MYF
Run across the dry dry desert & send koopas to their doom below. Beware as you come across the underworld and experience the eternal suffering of your vanquished foes.
I did some drafts for other concepts but wasn't happy with the way they were going, they were proving to be too complicated and not very satisfying, so I relaxed a little bit and made a level that's not super big, ambitious, or difficult *crosses fingers*.
Cheep Cheeps Choke Cloudy Castle
V8R-LWR-FVG
Carefully Circumvent the Careening Carp throughout the Cumulus Castle
I never got around to commenting about the first version, but lucky I think this one is much better. That middle obstacle in the original was hellish with the saw blades and note blocks, so the muncher tower fits the general vibe of the level more. I didn't end up finishing it because I got stuck under the final icy coin at the very end, I would always get the bottom one melted but not the second, but still a pretty strong level regardless.
Dry Dry Underworld
NHQ-YVB-MYF
Run across the dry dry desert & send koopas to their doom below. Beware as you come across the underworld and experience the eternal suffering of your vanquished foes.
I'm thinking of getting this of just the single player (Nintendo) made levels - how does it compare to the original game? Is it still random selection or more themed/structured?
Uploaded my first level in more than 6 months. It's definitely been an on-and-off affair.
Mega-Jeff Caverns - S1N-21R-9HG
Explore and work your way through an underground lake, but beware of the Mega-Jeff nest that lurks deep within. Can you find the secrets of the flooded ruins? Can you make a daring escape and survive? And just what the hell are Mega-Jeffs, anyway?
Let me know your thoughts! It was tough designing the second half of the level, particularly because I wanted to pull off a fun escape sequence. You can probably cheese it in some areas.
I've been having a hard time coming up with new level ideas lately but I felt like throwing something together. I ended up making a SMB1 level themed around conveyor belts even though I've already done of those.
Cardio Canyon
Course ID: 62C-K6R-LRF
Difficulty: Expert
This was a fun 1-1 style level. I gave WR a few tries but couldn't get it. Maybe next time I'll be fast enoughAfter uploading a really tough level I always wanna make something a bit easy. So I made a 1-1. If I was going to make a traditional SMB3 game my 1-1 would be pretty close to this. Tried to have a clean yet cohesive visual style and I tried to make it easy but still engaging. Give it a try and toss me some feeback. I'll probably reupload this one as feedback comes in :)
Course Name: 1-1 Big Block Jungle
Course ID: JW7-SMM-XPF
Yo I had a lot of fun with this one. It's still difficult but because its so short its the right kind of difficulty imo. The visuals are also unreal. Never seen that look before!!
A good concept taken its full conclusion. Definitely a fun oneI've been having a hard time coming up with new level ideas lately but I felt like throwing something together. I ended up making a SMB1 level themed around conveyor belts even though I've already done of those.
Cardio Canyon
Course ID: 62C-K6R-LRF
Difficulty: Expert
It's a little bit due to Nintendo being bad at implementing most online features in their games and a little bit because a game like Mario Maker is super demanding for online playCan I please ask why the online multiplayer is still unbearable? I really don't get it. I play online on other games all the time on my Switch and they're perfectly fine, while here it has not worked for me even once. I've had the game since launch and thought maybe it was just an early days issue, but I find myself having to ask now... what's up with it?
I didn't realize I needed to kill the squid to get a key my first time through. Maybe it should have been obvious based on the boss music but after hitting the on/off block I just assumed that would do something on the return trip. I think it would be better if instead of using a locked door you just used on/off blocks to seal the door. As it is now you can just turn the switch back on again after getting a shell to completely avoid the extra enemies that would be added by leaving the blocks off. Other than that I thought the whole vertical section was well done with just the right amount of challenge. I wasn't fond of the last section which felt a bit too spammy. I'd decrease the number of hazards by 20% or even just get rid of that section altogether since the round trip is kind of the level's main identity anyway.The Aqueous Armory of Atlantis
89Q-WP4-NRF
Admire Atlantis' Ancient Architecture and Avoid All the Armored Adversaries
Gotdatmoney (2:33:45)
- 1-1 Big Block Jungle [JW7-SMM-XPF]
- Poison Panic: The Meltdown [0Y0-JL5-88G]
Thanks for playing both!!
You finished the level in good time and with just fire Mario. Impressive. The shellmet can be gotten when small or with a crouch jump, I didn't do a good job setting this up but I'm glad you were able to finish it. And I appreciate the compliments about not being afraid to make something difficult. I really enjoy making visually striking levels so sometimes its hard to put them behind a high difficulty because a lot of people miss out on them. But you gotta make what you like all the same.
Thanks for playing both of these. I'm glad you seemed to enjoy them.ragingbegal (0:39:30)
- The Shelmet Factory Heist [CKD-MVM-46G]
- Even More Free 1-Ups for Endless [D38-X06-JMG]
Thanks for playing both of these. I'm glad you seemed to enjoy them.
Thanks for playing! The split pipe at the end of section 2 is indeed just there for a slight speed run where you can use the conveyor on the other side of the pipe to launch over the Pokey. I always like to test sections of my levels using various play styles and will usually add platforms or adjust enemy timings to make speed runs feel good for whatever small fraction of players actually bother.
No weird mushroom in Mario Maker 2. One of a bunch of quirky easter eggs that didn't make the cut
These are all pretty great, they're the kind of level you want to find in endless. I look forward to more as you get familiar with the game, experiment with everything the game offers, and build some more ambitious levels.I picked up this game on Monday during the Mar10 Sale. I'm loving it so far. I've already made 3 courses there all pretty traditional platforming, but I tried to pick interesting themes and limit my use of object/enemy types. If you give these a try and have any feedback, I'd love to hear it.
Sudden Valley Construction Inc. - [201-04M-QMG]
This desert is littered with cranes and shoddy construction projects, so be wary of falling platforms and the union-busting bullet bills. For the final boss, demolish the HQ building and reach the goal!
Chomper's Forest - [833-HCS-KRG]
Make your way through the forest to collect the 5 red coins guarded by the big Chain Chomp. Then jump down the tower and quickly make your escape!