I've remade the 5 Tree Zone Areas from Super Mario Land 2. I plan on recreating all the Zones. Instead of trying to recreate the levels faithfully I tried to find a theme that suits the designs of the levels. So instead of the remakes being a climb inside a tree to the top, I made it themed around a snowy mountain.
1-1 Foot of the Mountain (Tree Zone Area 1)
NGP-8XW-HSG
1-2 Inside the Mountain (Tree Zone Area 2)
NG3-YCF-QDG
1-3 Ice Climbing (Tree Zone Area 3)
QM1-W15-JPF
1-4 Mountaintop Cave (Tree Zone Area 4)
SGV-1P2-3VG
1-5 Above the Mountaintop (Tree Zone Area 5)
XDJ-19K-7VF
Please try out my level and comment to help me improve. Willing to do the same for others.
Name of Level: Haunted Hallways
Level ID: GHH-8VS-6GG
Style: SMW
Theme: Haunted House (Night)
Difficulty: Normal
Description: Haunted House Dark Maze filled with ghosts.
I made a level where you have to jump between two launchers and avoid some obstacles. It's not too hard and pretty short, so if you want to, give it a go!
So you think you can-non jump?: L1W-B49-0RG
Feedback is appreciated!
Hi i got 4 levels for you all, most are around expert / super expert difficulty
3D world Reindeer Pension: RPL-1QS-HLF(uncleared)
Bones'n'boots: 6CF-PCY-VQF (0.4% clear rate)
Low gravity shenanigans: L97-S53-LGF(unlceared)
Cave fun time: 1KT-1CC-R0H (1.61%)
Goodluck and have fun, a like and feedback is always welcome!
ID : DJX-B4W-BSF
Name : Operation Wild Western
Style : Super Mario World
Main area : Dessert
Sub area : Underworld
Mario recieves hints about a secret base in a dessert and is now trying to get the key so he will be able enter it
Already got some nice feedback for the level so I hope you enjoy it! If you do so, check out my other Super Mario World levels, they are telling an ongoing journey of Mario trying to defeat Bowser.
1. Infiltration Q7Y-2V2-WMF
2. Operation Wild Western
3. The Piercing-cold Perpetrator 25R-TDN-6MF
4. Hijacked 3Y5-2GT-KKG
@m20tgd Hey man, i really like the level and the astethics. One question though. after the second 10-coin,
with the big jumps on the 1 block ice blocks going up, are you supposed to turn around to get on the platform? cause i can't seem to make te turn in time :/
Yes, that’s exactly what you have to do. You kind of have to slow down enough on the block to allow you to jump backwards. Try pressing left just before you hit the block.
It was even harder, as the block used to be another square along! It was possible, but I couldn’t do it consistently enough to clear check it.
@Sylpher yea I tried using sideways springs but then it was too easy to get launched away from the platform if u jumped wrong. Using POW blocks was my best bet (though i do admit i've thrown them accidentally myself)
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
3DS Friend Code: 0989-1913-8390 | Nintendo Network ID: Chuck101
I just uploaded a level based on the 90's action movie The Rock staring Nicolas Cage and Sean Connery...Swim to Alcatraz, make your way through the prison and destroy the VX rockets!!
@MarioBrickLayer Nice one. Good fun level. I'd like to think I got pretty "good" at it by the end. haha.
Also, doing the rounds, gonna try play through as many levels posted up as I can for a bit. Give my levels a spin too if possible. Any playthrough is much appreciated. Cheers all!
Finished a two phase boss fight with Bowser on an airship. In the first part, Bowser chases you across an airship level in a lakitu cloud, then you unlock fire flowers and fight him. A short level (I already wrote in this thread on the wisdom of keeping levels with custom clear conditions short and focused because you can't put checkpoints), but I actually think this one is pretty fun - I enjoyed testing it.
Cloud Combat with King Koopa
SMB3 - 3WG-5PH-PXF
@Mika1122 Played your Koopa Jumps level. I really like the concept of jumping on the koopa shell so that it spits the shellless koopa onto another platform for a double jump. The execution was tough as nails. Which is fine, Mario Maker doesn't have a life system, you just keep trying until you beat a level or grow bored. As far as level design, I'd note two points where I almost got bored and gave up: the part where you jump off the P switch in part one requires very precise timing after a series of jumps that I got tired of doing over and over. I said I like the double jump on koopa mechanic, but I did die a whole lot to jumping on the koopas one pixel too far to the right and spitting the koopa out in the wrong direction. Placing the necessarily pixel perfect jumps like the p-switch jump nearer to a checkpoint might encourage more retries. The other main difficulty spike was the part with the red block platform after the third checkpoint: That required a jump right off the very edge of the red block platform in order to hit the red switch and land on the next koopa. That was I thought significantly more difficult than the rest of the level. I liked most of the rest of the level, especially the bits where you have multiple koopa double jumps in a row. (Also, thanks for the comment feedback in my level. I wanted to release one easier level with the jumping between claws mechanic to see what the clear rate winds up as and where people die, but I do want to go back and do a harder version eventually)
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