Hi, I'm fairly new to the level making scene. I've watched people like DGR, GPB, and Ryukar for ages though on both Mario Maker 1 and 2.
My first 2 levels got modest plays, 37 and 55 respectively, but my most recent level from 2 days ago has exactly 1 play. I make traditional short levels with moderate but never hard difficulty.
Level code for my latest is 3WP-C7F-QSG
If you enjoy it, please feel free to check out my other levels. I'll be making new ones about once a week or earlier. Maker ID is O46-JHT-OWG
I managed to upload 83 courses in Super Mario Maker 2. I was busy making new courses alot since I got the game around June 27th, 2019 (one day before of launch of SMM2)
My Super World maps ID: JDD-BYN-9RF
World 1-1 4th of July Remix (Super Mario Bros.) ID: L27-0QM-GXG
Goomba Run Over Car ID: 20D-KBP-M9G
StarTropics Mobile App ID: FMR-KMW-NTF
Find a way to beat Time! 4 ID: TT9-SVH-CNF
Two Screens Pink Coins Finding 3 ID: 191-YGC-5PG
Dinner of Flames (Castlevania: Rondo of Blood) ID: 113-VTV-PJF
Claw Castle Sky ID: F3R-5KB-GKG
GameXplain’s Warehouse Mobile App ID: Q7C-9QX-YWF
Crypt 1 (Neutopia) ID: BFW-85T-4SF
Survival Dash through Thwomps 2 ID: XV1-2W3-D9G
Nintendo Switch Lite ID: G7W-4JL-Q5G
Survive the Thwomps & On/Off Switches ID: 5QH-F0V-1GF
The Two Screens Challenges 2 ID: YG9-PFP-6PG
Survival Dash through Bob-ombs 2 ID: Y88-SSL-53G
Donkey Kong Jr. ID: KV2-WBN-GGF
Dry Bones Shell Lava Castle Ride ID: Q6H-9Y7-RGF
Two Screens Pink Coins Finding 4 ID: 4R4-5YL-9WF
The Clockwork Challenge Castle ID: JY8-HKL-JVG
Find a way to beat Time! 5 ID: NWS-DFK-NHG
The Poison water Tower ID: 035-XGQ-14G
One Screen Grinder Wall-Jump ID: SK6-S2T-0DG
Survival Dash through Thwomps 3 ID: F1T-LRJ-4RG
World 1-1 Night Remix (Super Mario Bros.: The Lost Levels) ID: HDB-SC3-F4G
Piranha Creeper Escape ID: 30M-D8S-DMG
The Angry Sun Castle ID: CQD-J0R-Q3G
Superball vs. Magic ID: 194-NF7-0QG
Two Screens Pink Coins Finding 5 ID: 1M9-64X-S4G
The Poison Water Tower ID: 25D-K8C-6DF
The Auto Castle 2 ID: JNJ-R1T-GYF
Goomba Jumps & Pow the Munchers 2 ID: 0XL-D9C-25G
Act I (Ninja Gaiden) ID: 80B-L0S-TWG
Shoot the POW Blocks 2 ID: 6RJ-MGR-J7G
World 1-1 Twist Remix (SMB3) ID: 65K-6TM-LHG
Banzai Bills Survival Jump ID: NXT-6WY-MMG
Claw Castle Sky 2 ID: L5D-T1V-2MG
Stop the Labor Day Robbers ID: S25-H38-KSG
Bob-ombs and On/Off Switches ID: HPP-FR0-GVG
Two Screens Pink Coins Finding 6 ID: 711-TQ3-SLF
The Dark Rooms ID: CMT-16P-4LG
The Two Screens Challenges 3 ID: CRY-439-TWF
Survive the Super Stars & Traps 2 ID: 4T8-JWH-80H
Find a way to beat Time! 6 ID: BSS-9PT-WSG
Cat Book Crawling ID: 07V-55J-LDF
The Auto Castle 3 ID: 66L-Q7W-VPG
Luigi's Halloween Mansion Mobile App ID: LLW-R00-83G
POW Blocks Survival Castle ID: BGT-6GC-GGF
Survival Dash through Thwomps 4 ID: 7V0-0YG-TDG
10-Coin Maze ID: 9CQ-WTB-1PF
Claw Castle Sky 3 ID: 7DP-0QS-91G
Lava Rising Climbing Castle ID: 7D3-9CS-62G
Thanksgiving Turkey Hunting ID: 5W3-FT4-89G
Link's Airborne Bow Training ID: M6T-FG8-9PG
Dash Block run through P-Blocks ID: 3X8-KVC-W4G
World 1-1 Christmas Remix (Super Mario Land) ID: LWG-JHN-2RG
P-Switches Dash ID: S2D-4Q1-CQG
Mario fixes The Game Awards 2019 ID: 0BV-V43-MLF
New Year Spike Ball Fireworks ID: SQQ-SLD-NRF
One Screen Obstacle Traps ID: BMN-JKL-2QF
The Survival Room ID: L91-SS6-F9G
Two Screens Pink Coins Finding 7 ID: 23S-329-WCG
Mushroom Kingdom Bombing 2 ID: 3R8-LS1-MXG
Claw Castle Sky 4 ID: TD1-DXG-3JG
The Dark Rooms 2 ID: 31Y-D51-GVF
World 1-1 Earthquake Remix (Super Mario Bros.) ID: 39F-GCT-BXG
The Two Screens Challenge 4 ID: 0RY-B9J-JMF
The Auto Castle 4 ID: 0RC-F3D-7WG
Cat Book Crawling 2 ID: N7N-DCR-WSG
Yoshi's Homeisland Buffet ID: JPD-V2Y-8GF
Dr. Mario wipes out Coronavirus ID: 2D5-YCK-WCG
Thwomps Smash Galoombas Castle ID: JFX-QWT-XRF
Bowser Stolen 240 Toilet Papers ID: QS6-WNJ-0RG
Bob-omb Switch Killer ID: H4S-4VN-6JG
P-Switches Dash 2 ID: FCS-J59-SBG
Survival Dash through Thwomps 5 ID: RL7-9GD-DXF
Easter Yoshi Egg Hunt ID: Y9T-KS5-BQF
Lava Bubble Melt Dash ID: 19B-JK7-LXF
World 1-1 Quarantine Remix (Super Mario Bros.) ID: 447-S8P-KBG
The Survival Room 2 ID: DG0-30K-4RG
Koopalings' Spike Airship ID: XST-MGP-DWF
The Auto Castle 5 ID: D87-VWG-MJF
Frog Suit Swimming Adventure ID: 063-YSW-J5G
Mario: Masters of Disguise ID: WTV-CJ7-PYG
My latest level: a castle level involving basic platforming and avoiding cannonballs. No real gimmicks or kaizo tricks. Just a short run and jump level. There's some secret 1ups and coins to grab using koopa shells.
Cannons in the Koopa Castle
SMW - 3PB-WFT-VQF
@King-Marth-64 Played your Thwomps Smash Galoombas Castle level. That was cool! Well made puzzle level, fun mechanic, didn't overstay its welcome.
@FluffyMikeB: I played your Desert Dig level. The idea is really cool: I didn't know you could use the SMB2 mushroom to dig up clouds. Reminds me of some digging levels in Yoshi's Island and Kirby's Epic Yarn. Bet one could make a good Steamworld Dig style level... But I digress. The blind drop was the main thing that got me in the level: I think I died 5 or so times to that. Well, by died, I mean "lost my SMB2 mushroom and restarted in case I still needed it." Also, this didn't happen to me until I deliberately tested it, but the level is soft-locked if the player hits one of the goombas or the angry sun in the first section. That might be on purpose, but if it isn't, a pipe spawning SMB2 Mushrooms in the first section would fix that.
@Dodger Thank you for playing, I've had so much trouble getting plays on it. The blind drop is hard, it gets me a lot too. But, you didn't have to start over. There's a 2nd SMB2 mushroom right beside the red pipe that takes you the final area. I can see the trouble with getting hit in the 1st area though, and not being able to dig. Is it difficulty or unfair? Not sure.
@FluffyMikeB For what my two cents are worth (in this case, literally not even two cents - they're probably worth fractions of a cent to the site owners because of the ad revenue), I think there's two different approaches to Mario Maker design there, or at least two extremes.
One is that, since the game has infinite lives and a quick respawn time, allowing players to figure out things through trial and error is acceptable level design. The other is more traditional design, that a challenge which forces the player to die to figure out the challenge with no visual cues or safe experimentation is bad level design. The former treats a level as a puzzle to be solved by trial and error, the latter treats a level as a series of visual cues: if the player reacts to the visual cues properly, they can win on the first try.
There are examples of this in other games too: A platformer like Celeste doesn't require you to die, but since it has no lives and a fast respawn time, it has no problems with allowing you to figure out mechanics by dying. Again, this works because there's little to no consequence for dying. However, a game like say, Mario World, introduces a life system which means there is a consequence for dying, losing a life and eventually getting a game over. A game like Mario World therefore attempts to show the player how mechanics work before putting them in a life or death situation, to give visual cues as to where they should jump, and often to reward momentum by putting obstacles in such a way that the player holding right will usually be able to react to them without slowing down.
Since Mario Maker is more like Celeste in that regard, I think situations where the player learns through failure are acceptable, but a given level designer still has to ask whether any particular instance of that type of level design is good design, if that makes sense.
@Dodger Thanks for sharing the Cannons course; I played it last night.
We've now gone up to fourty courses - I thought I would share some of the more absurd (but fun, at least to me) ones:
2KD-CGV-DCG Spikeball Un-Amusement Ride
I had experimented running parallel tracks, one with a Bumper, and the other with a Spikeball (you have to spin-jump on the Spikeball....the Bumper produces a hilarious effect on the spin-jumping).
LR3-C8J-DPF Mechakoopa Dumpster Fire
You have 100 seconds to throw 10 Mechakoopas into a 'burning dumpster' (more like an incinerator). Just don't go through the door until all 10 are toasted (you will be trapped).
61Y-XS8-HGF Spin-Stress Test
I was playing around with the SMBU themes, and found that if you have the Airship theme at night, you can spin-jump on a Mechakoopa, and propel higher and higher.
RPM-NGY-2GG Random Ridiculousness 30 Seconds
I was inspired by Phenotype's legendary "Lucky Draw' course from SMM1 (instead, I just threw a whole array of Kameks and question blocks). I'm a bit surprised, folks seem to really like this course.
5DW-8Q6-T7G Lemmy Defaults on Car Payments
This is a bit abstract. The idea is that Lemmy refused to make payments on his Clown Car, so Mario has to go into Lemmy's house, forcibly get the key (which is a really, REALLY chaotic Boss Battle, but easier than it looks), then go into the neighbouring garage, and then drive the Clown Car through a tricky spike tunnel to the goal (Mario can potentially get trapped where the Star is bouncing...that wasn't intentional, but I kind of liked it set up that way).
Mario vs. The World
35R-K8Q-RWF
Game style: SMB3
Difficulty level: hard
Level types/tags: traditional
Description: It takes place in a aircraft, after that you have a castle with a fight.
Link's Greatest Adventure
YWK-941-27G
Game style:SMB
Difficulty level:hard
Level types/tags: puzzle, kaizo
Description: Help link to escape from the mushrom kingdom.
I combined a couple of concept demos I had saved into one level, since they went well together: One involves going up a vertical area while dodging lasers, the other involves using the SMB2 mushroom to dig through a vertical sea of clouds to get red coins in obstacles. So you climb up, then you dig back down.
Excavation to the Laser Station
SMB - HFP-0KS-2MF
Dodge the lasers on the way up, then dig through the clouds with down+Y!
@ExtremeCheddar I tried your Water Temple level - I didn't get too far, but that's probably my fault, not yours. I got stuck in the second puzzle room with the two spiketops and the switches and after timing out a couple times, I needed to go make dinner. It's likely not your fault I couldn't figure out the puzzle though. If you can give me a hint on how to hit the switch and get to the pipe in time, I'll give it another go. I like the aesthetic: all the one screen rooms look like a Zelda dungeon and using the underwater theme to imitate walking around the room is clever.
@TSL_NB I did try the Spin Stress Test one - emphasis on try. I got to about 3 midair jumps before losing patience. It's a cool proof of concept for an obscure mechanic though. I love just how many item interactions Mario Maker has.
@Dodger Thanks; I saw that you tried it last night.
I just really got lucky in managing to make it to the Donut block, myself (Overall, I'm not that good of a player, to be honest).
The original iteration was even worse - I had initially made a big wide open space with spike walls and no floor, and the idea was to spin jump on it all the way to the top and go through a pipe. I only made it up halfway, and just decided to make it simpler after that.
(The real trick is to change direction....if you are slightly off-centre, that will make the mechakoopa move left or right, depending on which side Mario is on. So, in theory, you could just make Mario go up and up within a limited range, but it is HARD....)
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