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Play our levels
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Mario Maker 2 Thread
I haven't joined these threads in a while, is the guy that used to make those loli boo stages still around? they were cute
Any codes? Guessing they were taken down?
nah they were not lewd or anything, just cute, I'll try to find the codes later
nice of the princess to invite us over for djinner GAY luigi?
>Jungle Run
ID:7PF-WSH-BTG
Description: You have only 50 seconds and a car to get to the end, so don't waste time.
>Ice Caverns
ID: 9GW-020-R6G
Description: Remake of the fourth stage from battletoads, relive this icy experience.
>Greglands REDUX
Level Id: 04V-N6J-1RF
Description: A collab project with my friend Greg. Very challenging.
>The Koopa Village
Level Id: Y01-QRS-V3G
Description: Life is never easy in Koopa Village, especially when the citizens hate you.
>The Koopa Village
Level Id: Y01-QRS-V3G
Description: Life is never easy in Koopa Village, especially when the citizens hate you.
Anyone got any good Koopa Car levels? I want to get some ideas on what makes them work for people.
Here's a somewhat messy attempt at making a DKC inspired minecart level. It was a lot harder to make the vertical section of the level.
WCP-DBB-HKG
This is my third time shilling it here and like the fourth fucking time reuploading it. Even I'm getting sick of it and hope that I actually fucking nailed it this time. No more nagging "I maybe could have done something different there." I think I did it this time. I went to change one thing and it just snowballed. This time I'm more sure.
6JF-8QQ-XMG
N9G-JX3-50H
This is my first level I've ever made. Play it and let me know what you think and give suggestions. It's short, standard, and not super hard but I think it turned out okay.
Currently working on World 8 of my Super World; first seven worlds are up. Each have five courses. I'd love some feedback, especially on the later stuff (World 5 and on). Thanks!
>S3B-L8W-7FF
Seems like it's the usual stuff in these threads.
I've added a ton of new levels to my world. Post something else new, user.
Get filtered
1fzrz1n
1640v51
This game is so amazing but the threads never gain traction. I wish just as many people that play animal crossing played mario maker. The new update is like a whole new game too.
No. But other than really aesthetically pleasing levels. They weren't really "fun" because they were too damn easy. Good levels need to have less than a 3% clear rate. Between 1% to 3% is the ideal
That's basically how games revolving around content creation end up on Zig Forums. Once the initial interest at release drains away there's only a handful amount of recurring people that show up to these threads so everything stagnates very hard when there's barely anyone bringing new things to the table.
bump
Yeah, and I shill levels here sometimes, but I try only to do so every once in a while. I havent shilled in this thread for example. I feel guilty sharing constantly and want other people to get some of the spotlight. Unfortunately, it seems like there are only a few dedicated people left.
Post feedback, then. Also, absolutely shill your stuff.
The new update makes this game a masterpiece imo, but this game is unironically too high iq for a lot of people. Unfortunate.
Surprisingly, the best level here is the koopa car level
>tricky boss gauntlet
5LG-QKV-2FG
>P-Balloon through the spiky maze
C5G-809-SLG
>Carnival of Death
P62-9PM-S1G
my 3 newest levels, they're pretty challenging though. Tricky Boss Gauntlet 2 is in the making
Same, I spend a lot of time on newer levels, so I only have old ones to shill that I've already done a ton of on these threads
Pretty good level, but way too easy to break the kart imo.
This game is a masterpiece. The community for mario maker would be insane if it were available on every platform.
I have posted a bit of feedback. I wont shill levels until the next thread, but thanks for the encouragement.
If anyone wants to shill traditional or speedrun levels my way, I would be happy to play them.
Anybody know of a way to make a p balloon section actually challenging and fun? I tried doing a spike maze, but it was too easy, so I tried adding some koopalings on rails so its like a spike maze bullet hell, but that was way too hard, specifically because of the solid objects that take too long to despawn such as the bouncing rings and bouncing balls. Any ideas for fun p balloon challenges?
Thanks, I'm guessing you're talking about the vertical section? I tried to make it relatively difficult, but was unsure if the car breaking makes for good level design.
I'm looking for feedback on the later parts of my world, if you're game. I tried to go traditional for most levels, and I also made the non-traditional levels mostly optional.
I'd say you'd have to mess with a lot of obstacles on tracks and practice the timing of obstacles to make it interesting and fun. Fire bars are fun to mess with, but can be a pain in the ass to setup.
Thanks
I post my stages almost every thread but I’m sure most folks have probably played them all by now. My newest one is almost done but I took a break for a couple days to come back to it with fresher eyes. Haven’t felt the zing to rush it out.
New level, finally playing around with one of the new powerups, eventhough I haven't found a particularly creative way to use it yet
>2-2 Toxic Turtle Trudge
JC6-CG8-2RG
P-balloon level, designed with the intent that it can be completed without it, it's just a fuckton harder. I've completed each individual section without the balloon but never in a straight go
It's hard as fuck and I basically had to use most of the things you mentioned. I used the rails to make things into more challenging interceptors though, objects that get in the way while trying to navigate spikes, so it requires positioning and timing to safely get around them. Also chain chomps can work as good tools to force players to speed up in navigating dangerous terrain though
Most or nearly all of the koopalings were actually working great for me along with bowser jr. Its just that Wendy's bouncing rings and Lemmy's stupid balls would take too long to despawn. I could just use the rest, but then the whole thing doesn't match. Would it be better to just replace them with Magikoopas? Do a Magikoopa on rails shoot through spike blocks?
Yeah, When I realized what you were trying to get me to do, it was a lot of fun and I enjoyed it. The problem is that a lot of koopa car levels incorporate springs 99% of the time when the designer wants you to turn, so I was caught off guard initially when I kept on ramming my car.
It's well made so its not your fault at all, but you have to unlearn a lot of the typical koopa car conventions to play the level. I am not saying you should change anything at all, I am just describing my own experience.