@Mika1122 Finally beat Koopa Jumps, perfect difficulty once you know what to do. I really enjoyed it. Lol I really wanted to score best time. Got it eventually! Not sure what you could change, seems pretty good to me.
My latest, titled Don’t You Dare Stop! Rev. 1! It’s still in the rough draft stage, but I thought it was fun enough to upload. I usually only create about six or seven stages then spend weeks revising them.
I've got some that I'm really into. Would love thoughts/feedback:
**"Five Holes for Super Flower"**: Q1V-JH3-MXF
Five "holes" for Mario to trick shot using super fire flower.
**"Night Golf 2 Babay!!"**: M1M-LBP-Q1H
Six "holes" this time, a little cleaner on the design and some new concepts.
**"Don't Kill Bill!"**: Q14-9Y9-3HG
I was really psyched about this one, but it hasn't got a ton of play yet. You have to let Bill lead the way (or lead bill!) into barriers to allow you to complete the level.
**"Intergalactic Beaver Butcher"**: V5M-V25-KSG
Nothin fancy here except the art. Hella space ships containing Rocky Wrenchers. Gotta take em all out.
You're task is simple. You're going to rob a bank. You'll be provided with weapons and explosives. Take the elevator to the heavily guarded vault. Take the cash and use the air shaft to escape the building. Be careful... You don't want to end up in some kind of supermax prison
A piece of the Triforce appeared before you! (>'.')> ▲ Touch it now!
3DS Friend Code: 2621-2624-1857 | Nintendo Network ID: Acegamer-62
I tried the one as I’ve never done Kaizo tricks myself before. I managed the shell jump, but couldn’t figure out the mid-air. I Googled how to do it and apparently it’s been patched out of SMM2. Is there some other way to make the jump or are they still possible?
B13-PSF-XGG, "Recurring Nightmare" - "Please help wake Mario from this horrible dream!"
I tried to make a course that felt similar to the classic ghost house courses from Super Mario World, where I oftentimes I felt I was being misled! This isn't super difficult; I would put it on the upper end of a "Normal" level. I would love to hear people's thoughts!
Hi. I have made more than a few courses since the game came out so I will post them here. I have too many to post so I will post my maker ID with it so you can check out the rest if you would like. I will just post a few of the newest ones here.
Maker ID: 54Y-759-SKG
Ancient Desert Castle Uncovered: JGL-265-MDF (Standard, Themed) SMB1 desert level with 3 distinct parts. Damage boosting can mostly get you through on this one. Moderately Challenging.
Ocean Floor Obstacles: V55-MXN-S0G (Standard, Themed) SMW water level with an above ground option as well. Moderately Challenging.
Mario in the House: BH6-1W7-CPG (Puzzle-solving, Themed) NSMB ghost house with tricky puzzles. You need to know everything that Mario can do in the NSMB style for this one. Moderately Challenging.
Dreadful Poison Swamp: ND2-7N3-PRG (Speedrun, Short and Sweet) SMW forest theme at night. Poison rises and falls quickly and no mushrooms allowed. There is a speedrun route as well. Pretty Hard.
Mario Flies to Space: FN6-4HK-1XF (Short and Sweet, Themed) SMB3 sky theme at night. This was a fun experimentation with low gravity physics. Pretty standard level and not too hard if you use the tanooki leaf. Moderately Challenging.
Here is my first level! The premise is you have to jump from wiggler to wiggler to navigate your way through the treacherous Spiny Forest to save Yoshi! Can you beat it?
Even though I say this myself, I’m starting to learn how to make good levels. Here’s one of my new ones. This one is a bit harder (not too hard of course). )
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Topic: Super Mario Maker 2 Level Sharing
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