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Topic: Super Mario Maker 2 Level Sharing

Posts 541 to 560 of 2,212

DarkSim01

I made an homage to Castlevania yesterday. Feedback is welcome.

Koopavania: Mario's Quest U
6MF-18X-BCG

DarkSim01

faheemhawkins81

My Creator Code is:
CCY-0NW-5JF

My Level Codes are:
Bull Bull Airship Puh-fection (M0X-PT6-5JG)

  • Try to solve puzzle and collect all 353 coins to unlock and reach the goal.

Purple Sky Dash-I-E Final Charge (34X-VR1-BYF)

  • Race through an airship course, then traverse a castle with tidal lava.

The Poison Violet Syndicate (NS2-65T-8RF)
-Platform and ride through treacherous tidal poison waters,

Devo's Dirtly Little Secret (NBH-6VX-2NG)

  • Exhilarating speedrun and boss rush in a castle. Devo's at it again.

faheemhawkins81

Eel

Morpheel wrote:

I made another bonus type kinda quick level, in this one you collect coins.

Lots of coins.

It’s called.. Coin Flip.

VRV-FQX-RKF

The two people who played this yesterday gave up on it

Is it really that hard?

Bloop.

<My slightly less dead youtube channel>

SMM2 Maker ID: 69R-F81-NLG

My Nintendo: Abgarok

NintendoByNature

@Morpheel I'll give it a shot tonight if i have some time. And ill be sure to tell you if it's too hard lol

NintendoByNature

citizenerased

Morpheel wrote:

Morpheel wrote:

I made another bonus type kinda quick level, in this one you collect coins.

Lots of coins.

It’s called.. Coin Flip.

VRV-FQX-RKF

The two people who played this yesterday gave up on it

Is it really that hard?

I just tried it. I love the idea of a NSMB2-style coin collect-a-ton. Enemies are spaced nicely and there seemed to be secrets abound.

Feedback points:

  • 350 coins is a lot. It seems like a huge number, and I didn't come across any 10 or 30 coins while running around. Look at how NSMB2 handled it, you're not collecting 1 coin at a time, you're kicking shells into 10, 20 coins, etc. I would put that front-and-center of your level, right at the start.
  • This is the big one: when you die, your coins reset. Maybe you'll have collected 100, or 150, but it's back to 0. It's disheartening. I don't know if a check point saves the amount of coins or if there's even check points in the level, but I didn't come across it in the 5 tries I gave it.
  • Upside-down platforming is hard. Maybe you're naturally really good at Mario, but remember that the creator is always best at his/her level. I had goomba shoes stomping me out of nowhere, and navigating upside down between all the koopas is super tricky. Didn't come across a single powerup after the initial shroom.

Combine these and you'll get a low clear percentage, less hearts from people and people will be more wary to try your level because of those 2. Doesn't mean you've made a bad level, there's clearly good level design in it.

Hope you'll give mine a shot! The ID's L93-LYQ-YJF. Medium difficulty.

[Edited by citizenerased]

Mario Maker 2 level ID: L93-LYQ-YJF

Eel

Yeah I debated a bit on the amount of coins, there's actually around 900 coins in the level. I started with a 100 coin goal, but it became extremely easy, and I went up from there.

I'm not a good player, but I do know the best route through the level. So maybe that helps me.

I will rework the level a bit and upload it again later to make it more pleasant. (also to fix a typo)

Bloop.

<My slightly less dead youtube channel>

SMM2 Maker ID: 69R-F81-NLG

My Nintendo: Abgarok

citizenerased

I think if you, for example, reward a player at the start for kicking a koopa troopa into 20 loose coins they'll go "hell yeah this is awesome". I know I would.

I'm curious about the check point thing? Because if it doesn't save the amount of coins you have you should probably keep the level short and give the player plenty of powerups.

Mario Maker 2 level ID: L93-LYQ-YJF

Toy_Link

Chocolate Mountain Climb
064-TCQ-XSF

Legal threats that have gone nowhere: 1

Eel

@citizenerased and everyone, ok, here it is, coin flip 2.0:

SGG-9BM-65G

Now with even more coins, more power ups, more sound effects a few changes done to the layout of the level to make it more fun than challenging.

Try to get as many coins as you can! (the requirement is still 350)

[Edited by Eel]

Bloop.

<My slightly less dead youtube channel>

SMM2 Maker ID: 69R-F81-NLG

My Nintendo: Abgarok

citizenerased

@Morpheel Just beat it! Clear improvements all around. It's very unique, it feels like an arcade-y upside-downwell with tons of coins. It's still hard to see enemies coming and I disliked that it's possible to fall to your death at the "top", because I lost my first 150 coins without warning. But, I was kicking turtle shells around and grabbing raccoon powerups and having a good time!

Mario Maker 2 level ID: L93-LYQ-YJF

Eel

Haha thanks for your feedback. Yeah there’s a few death points at the end, didn’t want to make it too easy. I did add extra last minute saves there though.

Still, failure makes practice!

I did play your level btw, it’s very good, had some good puzzles with the bombs, and I liked the optional hidden areas.

[Edited by Eel]

Bloop.

<My slightly less dead youtube channel>

SMM2 Maker ID: 69R-F81-NLG

My Nintendo: Abgarok

Ralizah

@Morpheel I actually beat the first version of the level, but, for some reason, the game errored and didn't record my victory. I was a bit salty about that.

I do think the improvements were for the best, though. The first version was probably the most brutal non-troll level I've played in Mario Maker 2 so far, and, when I did clear it, it was by the skin of my nose, with, like, ten seconds left on the clock. That upside down battle with a winged boss was... something else.

This one was a breeze, comparatively. Definitely less stressful.

Don't get me wrong: I absolutely prefer the more challenging version, but this is better for mass consumption, unless difficulty is what you're going for.

I have no real room to talk, though. My level apparently has a 4% clear rate.

@1UP_MARIO Speaking of, I see you went from struggling to complete the level to becoming the current world record holder. Congrats, dude! I love that kind of determination.

[Edited by Ralizah]

Currently Playing: Metroid Prime 4: Beyond (NS2); Corpse Factory (PC)

Dodger

To answer people's question about checkpoints, I already ran into that problem. The game doesn't let you do checkpoints in levels with clear conditions.

I found this because I'm working on a level around a mechanic I found where lava bubbles fall slowly in the night airship levels where the enemies act like they're underwater, and the way I've designed it so far is to have some lakutus that throw lava bubbles and some lakutus that throw parachute coins and to ask the player to collect coins while avoiding the lava bubbles. Debating on the amount during editing - one can get around 150 coins if all of them are collected, so I currently have it set at 100, but the level gets harder the longer the player sticks around since there are more lava bubbles (although there are unlimited fire flowers from a pipe), so I'm thinking of lowering the number to 75 to make it less demanding.

Because checkpoints aren't allowed in levels with custom clear conditions, that really should encourage level designers to make custom clear condition levels be short, sweet, and focused on the particular mechanic that they want to explore. They really should only be about as long as you would expect a player to go before hitting a checkpoint. The one I'm working on now is three rooms: one to introduce the lakitu + fire bubble mechanic by making the player jump across a few platforms, jump on a fish that has a key, and return to a locked door at the beginning (gives the lakutus time to throw some lava bubbles so the player knows what is up without proving excessively difficult), one where you collect coins while avoiding lava bubbles from lakutus with a fire flower pipe at the beginning in case you get hit and some extra question mark boxes with fire flowers along the way, and a final room with a choice between an easy walk to the bottom of the flag or jumping up two platforms with a fire flower lakutu and a coin lakitu above them to get to the top, takes enough time to see that the one lakutu throws coins in case you still need a few more to make the flagpole appear. Simple introduction, body, conclusion, like a three page paper. Whereas I might treat a level with two checkpoints more like a 10-20 page paper where I can afford to weave together multiple related arguments and flesh out my ideas more.

Dodger

DigitalJCW

Here’s another level I made, probably going to be the last one I post to here because I feel like I’m spamming, but here ya go.

Key Coin Desert Temple
0QL-DM8-KHF

It’s a collect all the key coins level. I advise using the checkpoint more as a coin save point. If you use it early then you probably won’t save the coins you collected and you’ll have to collect them all in one go which makes it more difficult than it should be.

DigitalJCW

JoeBBY1047

My first course

Smb1 medium
VPH OD3 CVG

Tell me what you peeps think.

JoeBBY1047

1UP_MARIO

@Ralizah thanks. It’s a great level. Hope you make more.

I wish they had ghost data for the world record so we can see how it’s done, there was this level, I think it was jaxonH’s level you have the world record and I tried so many times and every optimal way possible to save time but always milli seconds off.

We don't stop playing because we grow old; we grow old because we stop playing.

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