Hey, thanks everyone for trying my other levels (thanks, Turkeylegs...I saw you played a couple of them).
Well, it's blown up from five to thirty courses now. Here are a couple of the newer ones:
Sunburn Trolly Key Hunt 7BK-85H-RRG - You need the angry sun to melt a path for you to get to the key, but watch out for lava bubbles!
Hickory Dickory D'OH! Y1F-KJX-44G - Just a fun one I made (imagining if Mario had to go inside a clock tower)
Laggy Un-Co-Op 3VB-8TM-F6G - This was intended to be a multiplayer dodge race, but I found it just as fun if you played it solo.
Doorknobbery LHW-5JC-T1G - A little story behind this one. The idea was that Mario shouldn't do anything aside from going through doors to reach the goal. I tried putting a challenge right before the goal, which I myself couldn't get through, then I somehow accidentally managed to do it (it's a combination of timing and pure luck), so my apologies if it is a bit annoying.
Anyhow, enjoy, and thanks again!
Scoweajon (TSL_NB)
Jump to activate and deactivate spiketraps. Bear in mind that the mouse is not fast enough to register continous jumps. This level also offers a more challenging third route as well as 500 coins total to collect.
Hey guys, if anyone has any classic-style levels in a world map yet, please post the ID here! Dying to play some more standard-style levels with the new world map format Brutal levels have their time and place, but looking for a more chill, vanilla experience ~
I just want a nice pleasant set of worlds to play through. Nothing too easy and please no doors leading to spike pits of death, over abundance of poorly placed enemies or garbled nonsense that nobody would want to play. Also none of those super meat boy style courses if you know what i mean. Make me think Nintendo themselves designed the courses. Anyone got a set of worlds like that for me?
"Freedom is the right of all sentient beings" Optimus Prime
Just uploaded my first level in a while. This one focuses on jumping around spikes in hallways with seesaws. The goal is to be tough, but fun; some tricky jumps, but nothing hair pulling and no tech required. A platforming level. I enjoyed testing this one. Open to feedback.
Tough Tour of The Seesaw Sewer
Mario is touring a dangerous seesaw sewer. Rumor says there's a monster...
SMW - D03-DQC-H5G
@Eel Played your level. Really liked it - had a very classic Mario World vibe to it. Only thing I'd say is that it took me a few playthroughs to find the key. There are a lot of pipes with piranha plants in the level and several times I made it to the end without the key because I didn't guess that that one pipe with a piranha plant was different.
@TSL_NB Played your sunburn trolly key hunt level. It's a clever idea. A few small design changes would make it a lot more fun. The sun is an unpredictable mechanic, so a couple times I ended up in a position at the end where I couldn't get the key before those fire bubbles came out of nowhere. Do the fire bubbles need to be there once the player has basically beaten the stage anyway? The one change that would have made this one a lot more fun for me personally would be to make the pipes that drop fireballs a different color so the player knows where the fireballs will fall from.
But making levels where the sun melts/burns stuff is hard - Mario Maker's camera is weird. I made a level where you use the sun to explode bob-ombs in a maze to collect red coins last summer, if you want to try it.
Sunburnt Bobombs Ver. 2
With the mighty power of the sun, burn the bobombs and grab the red coins!
SMB3 - DT7-YBK-38G
Made another level! Now while testing the SMB2 mushroom. It's pretty much just vague parts of SMB2 mashed together and some segments that use the carrying and jumping abilities. It's a lot more linear than the last one.
I played a world that for the most part was pretty good. Then he had to go and screw it up on the final castle with a key placed on top of a thwomp. There was no way to get the key without taking a hit. That's the kinda thing I'm talking about. Nintendo would never make a level where grabbing a key required you to take damage. That's just stupid. So i promptly exited out of that one.
"Freedom is the right of all sentient beings" Optimus Prime
So I made my first level in Super Mario Maker 2. It's centered around the newly-added Mechakoopas (watch out for the laser Mechakoopas... some of them aren't necessarily aiming for you), and it's certainly a level where (an apparent) near pixel-perfect precision is required. I would say it's a tough level, but also something along the lines of Champion's Road and Grandmaster Galaxy; not too long, and you'll probably have to sacrifice some lives to learn how to pass certain sections and whatnot, but it getting to the goal will be very satisfying.
Here's the level ID: 40F-JVW-2YG. For any and all willing to try the level out, I sincerely hope you enjoy it. Of course, please don't hesitate to make comments about the level; what you liked about it, what you think I could do to improve it, a potential way(s) to cheese the level (I tried to make the level as cheese-proof as possible, but you never know), etc. Such comments will be very much appreciated.
PS: You didn't hear it from me, but you may or may not need a dictionary for my level. Just sayin'....
@Eel Just played your level, and it's the first SMB2-themed level I've played since the update. As someone who didn't play much of SMB2, I found your level to be a great way to learn the basic mechanics of SMB2 - kinda like a beginner's guide, I should say. Some sections left me stumped on what to do; for instance, I forgot you can super jump with the SMB2 mushroom, so I kept on trying to stack the POW Blocks at the beginning. Of course, it's impossible to stack POW Blocks, but didn't stop me from trying until I remembered the super jump. Oh, and the creepy mask thingy almost got me. Dang, that thing is fast and scary!
@veeflames haha thanks for playing! Glad you enjoyed it.
Yeah I debated about adding an actual tutorial on how to super jump, but I couldn’t really figure out a nice understandable way to describe it in game. Guess I could’ve used coins and an arrow.
I think you can also get past that section by using the enemies as steppingstones. At least if they’re still alive.
And yeah love that guy, wish he was available in the other styles too, hah.
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