back with a new speedrun, my first try at sm3dw speedrunning so yea...
Name: Home alone? 30s
Level ID: 4X3-PKF-YVF
Style: SM3DW
Theme: Ghost House
Difficulty: Expert / Super expert
Description: No running in the house! Even though you should
T89-XN7-5DG The Desert Temple's Secret Slide: Based on slide levels such as in Super Mario 64, you must first get into the Temple, then slide down the slide 3 times (but no more, for the Temple knows), and collect at least 200 of the 250 coins. Extra challenges: Can you collect all 250 coins? Can you get at least 200 coins with just one ride down the slide?
S49-R93-FQF Snake Block Mountain: A cool level (literally) with multiple ways to the end. Can you find all of the paths? Focuses around Snake Blocks, but you must wall jumps on them!
DQG-7JS-WHG Bowser's Mad Star Coin Hunt!: My hardest Mario Maker 2 level, you must go through yet another one of Bowser's Castles, but this time you must collect at least 6 of the 10 Star Coins. Extra Challenges: Can you collect all 10 Star Coins? In one run? Can you find 2 short cuts? Can you find a secret reward room?
Le Lièvre et la Tortue (The Hare and the Tortoise)
BTX-1BK-VMF
This level is a bit peculiar. While playing online with random levels, I'm always annoyed when blinking blocks are simply used to stop the player and make him wait for the blocks to blink. "They're not supposed to be used like that", I mumble, "they're supposed to change the level design and make the player adapt to it without breaking the flow". So I finally decided to make a level about that, and one thing leading to another, I built this tower made 95% of blinking blocks. In this level, you never have to wait, there is always a way up, but beware of the shift. It should be compatible with many play styles, I tested it for a week using different styles.
It's called the Hare and the Tortoise because if you rush, you can get greedy and fall, whereas a slow, methodical player won't. It's a speedrun level starting with 100 seconds, but it can be completed in time even by someone never running, never wall jumping, and never doing big jumps. It gives two lives right at the start and it has a checkpoint. Statistics will be interesting (and the world record).
@Simbabbad I played your Luigi's Recto/Verso Mansion level and cleared it. I can tell you put a lot of work into it, I enjoyed it. It's nice that you can freeroam around the mansion and aren't forced to do everything in a specific sequence. Rooms can be challenging but they're fair. Nicely done!
Thank you! It was quite a lot of work indeed! I'm happy you enjoyed the freedom to come and go in the mansion, freedom is something I'm generally very careful about in my levels.
Course ID: VPV-9F3-CBG
Style: 3D World
Theme: Forest
Difficulty: Normal
Koopa Coin Gardens - I'd describe it as a coin collecting level with a twist. No checkpoints because of the clear condition, but I don't think it's a difficult or too confusing level and there's a generous amount of mushrooms through the level in trees and [?] blocks. Any feedback is appreciated
So, I decided to finally start releasing levels of my Metroid Resurgence series, because why not:
Metroid Resurgence (Brinstar)
S6C-FWM-QDG
I love very much Metroid on NES, so I wanted to pay homage to it with several Super Mario Maker levels. Currently, I'm not sure yet if I'll ever do a level for Ridley, but the rest is pretty much done. This is probably the most work I've done on Mario Maker levels apart from maybe Luigi's Recto/Verso Mansion.
This level is all about Brinstar, and it plays pretty much like typical Metroid: you explore, you find powerups that help you explore areas, which makes you find more powerups, etc. Even though people familiar with the NES game or those looking at a NES Metroid map will recognize general layout and parts of the level design, things have obviously been rethought to fit into a fun, intuitive and balanced Mario level. In particular, the gameplay, visuals and tone are in fact more atmospheric and adventure-like à la Super Metroid than action-like à la NES Metroid.
I hope you'll have fun with it. Locking the scrolling in SMM2 is a benediction to make Metroid-like levels, among other things. The Kraid level (which is quite different) should be released shortly.
Could you please check out my Mario Maker 2 course.
NB8-D6D-JFG
Advice on improving my level would be nice.
Cheers.
The concept of a level which requires skilful use of stars to complete is cool, but the level has too many elements and doesn’t look great. I personally didn’t enjoy it but I think the concept is good.
So, I decided to finally start releasing levels of my Metroid Resurgence series, because why not:
Metroid Resurgence (Brinstar)
S6C-FWM-QDG
I love very much Metroid on NES, so I wanted to pay homage to it with several Super Mario Maker levels. Currently, I'm not sure yet if I'll ever do a level for Ridley, but the rest is pretty much done. This is probably the most work I've done on Mario Maker levels apart from maybe Luigi's Recto/Verso Mansion.
This level is all about Brinstar, and it plays pretty much like typical Metroid: you explore, you find powerups that help you explore areas, which makes you find more powerups, etc. Even though people familiar with the NES game or those looking at a NES Metroid map will recognize general layout and parts of the level design, things have obviously been rethought to fit into a fun, intuitive and balanced Mario level. In particular, the gameplay, visuals and tone are in fact more atmospheric and adventure-like à la Super Metroid than action-like à la NES Metroid.
I hope you'll have fun with it. Locking the scrolling in SMM2 is a benediction to make Metroid-like levels, among other things. The Kraid level (which is quite different) should be released shortly.
The level is amazing, it is clear how much time and effort you put into it, and how well developed the areas are. The Metroidvania side of it was never confusing and was very well executed. Probably the best level I’ve played on SMM2
Course ID: VPV-9F3-CBG
Style: 3D World
Theme: Forest
Difficulty: Normal
Koopa Coin Gardens - I'd describe it as a coin collecting level with a twist. No checkpoints because of the clear condition, but I don't think it's a difficult or too confusing level and there's a generous amount of mushrooms through the level in trees and [?] blocks. Any feedback is appreciated
Great fun level which I always felt was very close but never too hard. I got it on my first try 😉
Le Lièvre et la Tortue (The Hare and the Tortoise)
BTX-1BK-VMF
This level is a bit peculiar. While playing online with random levels, I'm always annoyed when blinking blocks are simply used to stop the player and make him wait for the blocks to blink. "They're not supposed to be used like that", I mumble, "they're supposed to change the level design and make the player adapt to it without breaking the flow". So I finally decided to make a level about that, and one thing leading to another, I built this tower made 95% of blinking blocks. In this level, you never have to wait, there is always a way up, but beware of the shift. It should be compatible with many play styles, I tested it for a week using different styles.
It's called the Hare and the Tortoise because if you rush, you can get greedy and fall, whereas a slow, methodical player won't. It's a speedrun level starting with 100 seconds, but it can be completed in time even by someone never running, never wall jumping, and never doing big jumps. It gives two lives right at the start and it has a checkpoint. Statistics will be interesting (and the world record
I really enjoyed playing this level and tried to do it fast...
I’m not exactly proud of my time. First good use of blinking blocks I’ve seen in SMM2
Hey everyone!
I made a boss map.
BWP-9L2-3RF
Enjoy! =)
I didn’t enjoy the level. I felt that that wasn’t enough justification for each element, and I personally prefer boss levels that showcase a unique battlefield , but in a way that isn’t frustrating.
FOR PUZZLE LOVERS
Havent shared my levels in a while but some of these levels i spent a lot of time on and would appreciate if you play them
386-29M-7YF (normal to expert difficulty)(old)
N70-7G5-4QG (normal diffculty)(recent)
PR6-LNP-22H (normal difficulty)(recent)
QTP-3Q8-1WF (normal difficulty)(new)
NLN-40Q-7VF (easy to normal difficulty)(old but tweaked and reuploaded)
@Dr_Jungle The stars are just a trick. I feel in Nintendo made Mario games the star makes you rush past important power ups or shortcuts/pipes.
They stop you from exploring the local area as you feel the need to get as far through the level before they run out. It's the reason the halfway point is before the one way gate. Gets you back to hopefully pay more attention the the local area.
Someone has completed it now and drawn an arrow showing the correct route. Making the entire level redundant.
"The cycle never repeats itself in quite the same way..."
New Super Mario World is here! Yoshi's Island and a glimpse beyond have been greatly revamped (and have the occasional sly homage)! As these are the first levels, they're mostly easy and show you how to play (all have been playtested). The Flying Airship is a sprawling, swashbuckling level if you like your levels a bit more on the challenging side of the difficulty presented in the original SMW.
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