I removed the original ver. Of this map because the outreach and seemed to have possitive feedback by a good margin. Added more replayability with more secrets. Much respect to players
A romp through a shell-themed fortress. I tried a lot of new things involving shells in this level. Enjoy!
Switch: SW-5078-2519-1991
3DS:0989-1913-8390
Currently Playing: Super Mario Maker 2 (MMID: QKY-VYP-NVG), Smash Ultimate, Ultimate, Baba is You (!!!), Ys VIII
@TulipWaltz Yeah, I've already posted my user-ID as well as a couple of levels in the thread, but I can post it again:
J86-0YG-CWG
Sadly, Quarth was already occupied in SMM2 (but at least someone else has excellent taste in Game Boy games ), so I opted for OG-Quarth. 😅
Edit:
New stage...
Spiky Kingdom: N0V-NKQ-3RF
Edit 2: @TulipWaltz Damn... That's one tricky and hard stage. Don't know if I have the patience to beat it with all the hazards everywhere. And what is the best place to start?
@Quarth Yeah, sorry about that... I realized afterwards I probably should have done it without the pink coins. It's a lot more linear than it looks though. There's no split paths or anything, only the pink coins are out of the way a little. No need to beat it if you find it too frustrating. I appreciate you trying it out.
@TulipWaltz Oh, it's not your stage that is wrong. It's just me who's bad at playing difficult stages and thus gets frustrated. I gave it a like, will try it out again later.
New level if anybody is interested L38-NN4-TCG it’s called mountain walk. Slightly harder than the first course I put up. Hope you enjoy if you play. Some of your courses have been brilliant btw.
they say that life’s a carousel, spinning fast you’ve got to ride it well. The world is full of kings and queens who blind your eyes and steal your dreams. It’s heaven and hell.
Chrono Mario - 484 MJ6 18G
Yoshi is stuck in the future and it's up to Mario to rescue him. Travel between the present and the not-to-distant future to find and rescue him, then bring him back safely.
Hey, spent a lot of time on these two level and would love for some of you to play and give feedback!
JS9-MD4-9TF - "Boss Rush Extravaganza"
As the name implies, It's a boss rush stage: I put in a lot of effort to make each of the 5 boss fights (there is a checkpoint after the first three) a fair blend of difficulty and fun with unique elements and a pleasing aesthetic. probably a 3.5/4 on difficulty with a 3% clear rate so far.
Next is SB2-6WH-VVF - "Sweet Dreams"
Looking for less of a challenge? Here's a fun, light-hearted, and relaxing themed stage to play - help Mario break out of a dreamscape! about a 2-2.5/4 on the difficulty scale with a 14% clear rate
@WiiChuck103 i played your level. It was fun. I did grab one the POW blocks of the moving platforms twice, making those parts a bit harder, because of the smaller platform. You might reconsider that te next time. Or not; it teaches people not to grab POW blocks.
Super Mario Maker 2 levels
29W-XKG-LMG - Swing and Spin
Just uploaded a new level I've been working on. It's a Mario World level where you jump between multiple claws on tracks to dodge obstacles. I'm a little conflicted: I think the mechanic is cool and I have some ideas for cool things to do with it, but I made this level easier than is fun for me personally because I think a lot of people will find the mechanic of jumping between the claws the most difficult part of the level. To make up for that, I added some trick jumps for 50 coins and 1ups. I might revisit the idea later for an 3XTR3M3!!! version. Pro tip: press down and jump to fall straight out of claws without jumping.
The Sky Claw Commute
Mario World - S8R-PCB-9GG
@SovereignJohnson Played your Sweet Dreams level. Was fun. The boss fight designs were good, and the use of swimming goombas was cool. I think there's a lot of potential for the night airship level gimmick. I had fun getting the record too: trick is to get to the section with the monty moles in the hallway with a goomba shoe and a mushroom, then to use the goomba shoe to damage boost through the monty mole hallway and the mushroom to damage boost through the cannonball and fire hallway. Only thing I'd note is that my rule of thumb is to make hallway based levels one block higher than I would instinctively make them: a player who didn't make the level will spend a lot of time missing jumps by hitting their heads in short hallways, especially if they're big Mario.
@Dizzy_Boy Played your stunt driving stage. I have fun with those kinds of car stages trying to beat them without the car. Sometimes it's faster, but I needed to shave a second and a half more off my time to beat my time with the car on this one.
Hey guys, I made a DK Country style "minecart" course. It took a long time to complete, and I actually hit the part limit on most things on both layers of the course. So, I'd love for people to actually play it, and hopefully like it.
It has many jumps, but all are marked and are fair. There are 2 checkpoints as well, so anyone can play and clear it.
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Topic: Super Mario Maker 2 Level Sharing
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