Super Mario Maker 2
@axel It is so difficult to pull off on top of being easy to tell you were taken backwards that it is fine. Strangely, killing the momentum of the walljump when you land on the very edge of the platform is the hardest part of landing it. Got enough height but kept falling off over and over before I finally stuck the landing.
Munchkin Gaming last edited by
Quick question, did Don upload his level that he was working on during the live stream?
Also created a small level and would love some feedback: P80-7J5-FCG
@munchkin-gaming I still don't know Don or Ben's Maker IDs, just Ian and Kyle's.
The name doesn't really suit it. (Very first thing you do is run.) Some parts are visually messy. The jump over the spike stack seems really tight, unless you want me to bounce off the kicked beetle, which is pretty tricky. I found it easier to jump over your room with the ON / OFF Switch being hit to the checkpoint than do the section beneath it, so maybe add some spikes or something so people can't do that? The boss seemed easy enough, which isn't bad late into a tough level, but I imagine that'll change every time someone tries it with that arena. Maybe you could parachute the 1-ups in or just anything fancier than having them just there near the door? Should be time during the fight. The icicle section seemed scary, but execution was alot easier than I thought it'd be, so good job on that part.
I know I said I was making a 3D World level, but halfway into that I started making a different level, and that one ended up getting finished first:
Exist 2 Inspire last edited by Exist 2 Inspire
Hey guys, I made some pretty easy vanilla levels, they are nothing special but i like them haha. Check them out if you want! :D
First Try: FRW-N8Y-LXF
Vanilla Forest: VTP-6QP-DVF
Vanilla Sky: 3PT-24Y-6NG
ZeroHand last edited by
Hey guys here’s a Metroidvania inspired level I made
Can’t lie I kind of miss the game pad stylus feel from the og. Anyways looking forward to playing everyone’s levels.
The Patreon post of all the community submitted levels for the group stream is now available to the public. There are 200+ levels in the comments if anyone wants more levels to play. https://www.patreon.com/posts/28410699
Hey fellow Allies, after watching the fun MM2 stream, I thought I'd join up here to see some more levels from the best community on the net.
I'd love to get some plays and thoughts on mine, and would love to play your levels as well!
I’ve just been kicking off the rust with these first four, but I quite like them. I can’t wait to polish myself more and find time to create all the fun courses I have in mind.
1: Icicle Caves Escapades Q3W-VXY-M0H (SMW, snow day & night)
My first level for this game; I love the snow themes. You can blaze through for a speed run taking the harder icicle route, but the easier route with claws will lead to a whole new area that is pretty jolly.
2: Quagmire in the Quagmire V3L-QVX-7TG (NSMB, forest night)
I’ve never made a “one-screen” puzzle level before, so I just tinkered around with one. If that’s not your jam, then don’t play this. It’s quite basic though, with some visual clues showing you where a few things need to go. It is fully resettable as well.
3: Clear Cascading Conundrum 7PD-2P4-86G (SM3DW, airship)
Man this style looks great. There are two main sections and you might have to do a few different tasks to make your way forward. Lots of fun to make (find both keys for the true ending).
4: Seek the Silences in the Gloom T0C-WNX-TGG (SMB, ground night & underground day)
My latest level may seem like it has a few pick-a-path sections, but the “silence” will lead you the right way every time. Hopefully pretty atmospheric with fun rewards sprinkled throughout.
Looking forward to hearing about some of these!
@awgner07 Was enjoying 1 until I hit a fail state and had to abandon my checkpoints and restart. 2 took me forever to solve and execute. 3 was really fun and cool, easily my favorite of your bunch, and I agree 3D World is awesome, even if Ian thinks otherwise. 4 I played while listening to a podcast, and now that I read your description that explains why I struggled more with it.
Thanks Mbun, darn that fail state! The last level isn't working quite as good as I'd hoped because it takes so long for the silence to kick in after that beep that I now realize people won't take it slow and wait for it. I'll be sure to check in some of your levels, hopefully tonight.
@Mbun Played both your levels last night. One I had obviously seen on stream, and the other was just a great & solid standard course. I liked navigating through the middle section particularly. I really enjoy the visual consistency of both your levels and how everything looks just good and thought-out. I hope to see a 3D World level from you some time! It seems harder to be creative with the style compared to the others in creating unique visuals, but it does make up for it by just looking so nice in the first place!
Guest last edited by
@mbun Yeah I feel the timer is off to, I wish they would implement an editing feature so we could fix already published levels. According to death counter it doesn't look like a lot of players have even found the secret area.
@awgner07 Thanks. I'm honestly not so happy with how my second level came out. I started it cause I was procrastinating my 3D World level actually. I should get back to that after this weekend.
@CptCobblePot I found out you can delete your uploaded level, make changes, and then reupload it at least, but of course it'll wipe the records of people who played it, which is a bummer. Editing is just one of those things that should've been in this game that isn't.
Yeah patchability would be so nice. All they would have to do is make you redo the clear check to make sure you haven't made it impossible and then let you keep the stats of your level.
Axel last edited by
But then what's stopping you from making a completely different level when editing it, meaning if you keep the stats/likes from the original they become irrelevant since they applied to something else entirely. I'd like to do little tweaks to my levels too but it's understandable why it was left out since it could lead to all sorts of abuse.
@axel Yes, that is indeed probably one of the reasons why they don't have it implemented. It would be nice, but there'd be so many ways for people to abuse it unfortunately.
I've made my first multiplayer level. It's a race up a giant beanstalk. It can of course be fun by yourself as well!
Up the Beanstalk with You All
Phbz last edited by
@mbun Editing shouldn't be in, at all. Delete and re-upload is as it should be IMO. What's the point of keeping stats if the level can be modified? The only editing that I would be in favour would be one in which you still lose the stats but keep the track ID.
Anyways guys, made a new level: HKQTYJVQG
Some puzzle solving, not too obtuse I hope. I love so much classic Mario graphics, not sure if I'll ever venture into making any 3D world level, anything after the SNES I find it painful to look at.
But then what's stopping you from making a completely different level when editing it, meaning if you keep the stats/likes from the original they become irrelevant since they applied to something else entirely.
I don't see many people actually doing this.
it's understandable why it was left out since it could lead to all sorts of abuse
I can't think of any abuse you could do with it as long as it forces you to redo clear checks after edits.
What's the point of keeping stats if the level can be modified?
Just log the version numbers and keep the stats locked to their previous versions. Easy.
What yall don't get is how annoying it is when people have to delete their level, make tiny edits, reupload, and now it shows back up as a new level on your followed list and sometimes you don't realize you've already beaten it cause the flag is gone, and of course all the likes and general traffic are gone too, simply to fix little things found through play testing. It is like saying devs should never patch their games.
Guest last edited by
At least making minor adjustments would be cool, but I am sure that would be hard to implement. What could they limit?
Plus if the level is reuploaded it may not get the pickup that it had before. Not really a happy medium either way. I will just have to playtest my levels more than once before uploading.