Hello! I am a Mario Maker who originated on the 3DS so I never got to upload my levels so I recreated a few and made a few new ones. I hope some of you will play them and feedback will be much appreciated. Thanks!
NSMBW: World 8 - Bowser (3DS Remake)
WBB-8JD-H0G
Gizmo Cave and The Great Tower
T56-3BC-V5G
Gate to Heaven (3DS Remake)
RJ2-8P3-T5G
Don't Get Hit Cave
K96-5XY-YMG
Super Mario 3D Run (3DS Re-imagining)
MBX-QYW-B7G
Zelda's Lullaby (3DS Remake)
MN9-8DH-K7G
I will be posting more levels(in bulk) in the future when they are made. Have a good day!
Mario Maker 2 ID: 99C-3DN-SVG
Smash Mains: Toon Link, Chrom, Inkling, Joker, Robin, Pyra/Mythra, and Sora.
"May the light illuminate your path."
Here is the final version of my Old School Super Mario series:
Old School Super Mario (Plains)
The first level in the series mixes different early level archetypes, 1-1 of course, 1-2 and 4-1. It allows different styles of play and different routes. I corrected it to be more welcoming and enjoyable by newcomers.
Old School Super Mario (Cliffs)
The second level pays homage to cliff levels (1-3), "bridges and fishes" levels (2-3), and a bit of 2-2 (underwater). It's still very classic, but I exploited the different SMM behaviour of Cheep Cheeps for a fun mechanic: will you fight or will you flee, will you risk going to lower areas to grab powerups? I corrected enemy placement at the end.
Old School Super Mario (Outpost)
The third level pays homage to the later levels of Super Mario Bros. so it's challenging, with precision required, but it's still very manageable. It has secrets if you want to mess around a bit. I improved it by removing unnecessary enemies and improving flow.
Old School Super Mario (Castle)
And finally, the final level, a Castle level of course, here again paying homage to the later castle levels in the original Super Mario Bros. ("puzzle"/"Ghost House" part included). It hasn't been changed since its first edition.
It may not look like it, but it's actually hard to make classic original Super Mario Bros. levels in Super Mario Maker, because you have to understand how they work, and translate that into Super Mario Maker physics, which are totally different from classic Super Mario Bros. physics.
Hi everyone! I'm new to the Mario Maker community - didn't play the first but got a Switch recently and love SMM2! Here's my Maker ID and two levels I've worked on - would love to play some of these as well! Hope you enjoy!
Maker ID: 1HL-LPM-GRF (same username as on here - Mimjik)
Construction Site Chaos (3D World): YM0-C1W-KLF
Help Mario get out of an explosive construction site! Tags: Short and sweet, puzzle-solving). Condition: Reach the Goal as Hammer Mario
Treasure Temptation (SMB3): Y19-895-FVG
Coin collecting in a pyramid full of traps and danger! Tags: Standard, themed. Condition: Reach the goal with 50 coins
Another course I've been working on. I used the 3D World template, which, as a MM creator from the WiiU, was way outside my comfort zone. I aimed at making it as fun as possible with little challenge, although there is some. As usual feedback is welcome and I will carry on trying to get round to playing other courses.
I love castle levels, and I really enjoyed that one. Maybe you should have reappropriated more a few parts, the direct references to the original level (the P door character, the fights) feel forced.
Here is my first try at a simple speedrun:
FH0-DJ0-BRG
I completed it and enjoyed it, the challenge is well thought, but IMHO you don't need to make the timer so strict. In a speedrun, people should go as fast as they want, the fastest will win anyway, a timer of 100 would still have the "hurry up" music while letting people move at their own pace.
IMHO it's too strict (apparently, nobody won your level): I'm really not into those "if you don't do exactly the right thing, you die", I enjoy freedom in Mario levels. Besides, the delay between tries is too long in SMM for a hardcore platformer level design pattern.
Honestly, I left near the beginning: level design is really busy, and I got stuck into the trampoline part near the switch, it was impossible to get out of the trampolines.
The level is a joy to move around, which is what Mario is all about. I would have added more powerups, there are parts (the superposed red Koopas) you can get stuck in if you lose the cat costume.
@Simbabbab
Thank you for your criticism. I will think about what you said when creating future courses. In my World 8 - Bowser level I added the P-Switch block so the first Bowser fight wouldn't end as soon as you entered the door. In my Gizmo Cave level, I was just messing around with the new parts. I wanted to put some stuff in the Snake Block section but I couldn't think of anything at the time. I think I'll fix that level to make it more interesting and re upload it. Again, thank you for your criticism.😊
Mario Maker 2 ID: 99C-3DN-SVG
Smash Mains: Toon Link, Chrom, Inkling, Joker, Robin, Pyra/Mythra, and Sora.
"May the light illuminate your path."
I have updated my Gizmo Cave and the Great Tower level. It now has added enemies and a new On/Off Switch puzzle. I also edited the Snake Block section. The Snake Block is now blue, there are added coins to places you will stand and enemies to make it more interesting such as Banzai Bills and Charvaargh. I hope you will play my new and updated level. The ID is 937-QVB-TKG. As a side note: please only comment on my level if you have something positive to say or have actual criticism of my level. Pleas don't post things like "Hot Trash" for example. Have a nice day and thanks to all who play my courses!
Mario Maker 2 ID: 99C-3DN-SVG
Smash Mains: Toon Link, Chrom, Inkling, Joker, Robin, Pyra/Mythra, and Sora.
"May the light illuminate your path."
I'm back from being on holiday so it's time to play through more levels!
@Dodger Really like the concept for this! In particular how it combines the need to think fast and then use some pretty precise platforming. My only complaints are that I went to far away once and the bomb/plant reset (not sure how you could fix this without making it harder/more punishing) and I'm not sure if the gap near the bottom of the flag pole is intentional.
@DAHstroy Overall I liked the level, the general feel of it was good and some of the mechanisms were clever. On the flipside I think there's too much waiting involved overall in the first area and getting up to the first checkpoint, which made any failure much more frustrating.
@zwetzel4 I enjoyed your course, I haven't played that many SM3 courses on here, and reaching p-speed is always fun!
@RattlerX79 I gave it a fair few tries before deciding against continuing. A few things could make this potentially less frustrating while keeping it difficult such as getting rid of the giant spiny (it loves going to the platform to it's right), putting some indicator of where the hidden block is (I hit it by luck, I know there is a pattern but you never know which levels will use hidden blocks and which won't) and some direction in the area after the first locked door. I had no real idea where to go and it had taken a fair while to get there. I'm gonna give this another try later/tomorrow.
@Thundertron55 There are definitely some enjoyable moments in this level. All the possible sources of damage laughing at you when you triggered them got annoying however, and random door/pipe sections are never fun. I appreciated the generous power-ups though.
@lavatwilight I loved your course, really tight platforming and it looks good and all flows very smoothly. Not much else to say!
@apolking Thanks for the feedback! Yeah, despawning elements in puzzle levels are obnoxious - only solution I could find without limiting everything to one screen was to have a reset door. The gap in the bottom of the flagpole was intentional - the second puzzle was an optional challenge, shorter, but with less time to prepare, to get to the top of the flagpole.
@eXtremeHippo I loved your Wet and Dry level. I was going to do one like that but I changed it to present and future shifts instead, Chrono Mario - Y84 QQK 5YG I'll be honoured if you play it and let me know what you think. I loved all your levels actually but I remember playing Bowser's Bob-bomb Factory on the WiiU. I think I prefer this version, it seems to be more fluid. The factory is my favourite of yours, I really enjoyed it.
@bstoppel I played your first 4 levels, and they had a unique flair about them. Yoshi Yoshi was completely original and good practice. Just a bit too short but then again maybe that's a good thing. I enjoyed Maze and I'm actually working on something similar, just longer and trying to find a good balance. The Shmup level was good, especially considering there's so many of them. It was simple, a little challenge here and there but nothing too diverting. The only one I didn't like was the muncher course. I gave it a fair shot but just found it too frustrating to keep coming back to over and over. There was no sense of reward in it. I daren't know what killed one person right by the finishing box either. Otherwise your levels were short and enjoyable and I look forward to playing your others.
@Chihayafuru so I played your 'beginners course'. With a 3.22% clear rate (at time of playing). Seriously? People don't like troll courses. People like speedruns. Auto levels. Kaizo kourses. Some might even enjoy scrolling levels. But no one enjoys troll levels. And so that's where I stop. Rant over.
@skywake strange castle was great. So trippy and just plain wee-erd. I really liked Spikefall though. It took the basic spin mechanic and gave it an low-gravity twist which would help newbies but put everyone on edge anyway. If I could say one thing, loads of people died on that first thwomp because people typically didn't expect it. To have an initial jump to say just higher ground first would have told people what to expect. Your other courses were good but those 2 stood out to me.
@MarioLover92 Loved your sonic remakes. I had the music in my head the whole time. Awesome renditions.
@Dodger Trying on Shoes started easy enough but that second flagpole was a gift. The difficulty ramped up so much but it wasn't like we had any training for those thwomps, just the using of the shoes. Still enjoyed it though, you took the concept and ran with it. Well structured design.
That's I can play today. I'd appreciate anyone to try my courses. ID is 4XR BYS 5PF
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