Mario Maker 2 Thread

What's up? Incubating those good ideas? Making a traditional set of levels for your overworld? Despairing after facing the loss of SMB2 mode and getting only scraps? Shill your levels, play others! I'm gonna do the former, don't mind me, but after the feverish inspiration that struck me fades I'll surely play some levels posted here. C'mon, bitches, you're never gonna see another one like this!

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youtube.com/watch?v=XOWxHBHdvK0
youtube.com/watch?v=EtBhBOj92CI
youtube.com/watch?v=4ge4AjK5dig
twitter.com/NSFWRedditImage

Is this a good buy? Seems comfy but I don't want to buy online

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online is cheap as chips and makes the experience 200% better

Worthless without online. There is a SMM2 + online bundle.

The loss of a full SMB2 theme kinda stings but the shroom is an acceptable alternative to me.

Maker Code: 6H6-M6D-PPF

Bit Crusade 3 is an adventure series of Mario levels that play in the traditional sense (scaling difficulty, hidden rooms and level theming). So if you like traditional Mario stages you’ll probably like these. The “game” utilizes all 5 styles so there’s a little something for everyone. Every stage has 5 red coins that are optional, but open a bonus room at the end of the level.

Currently contains 7 worlds, 35 stages total. Working on a machine themed world but since we can only have 8 Worlds per game I'm gonna skip space land and make the final one so it can be an 8 World package. Code for my latest stage:

8-3: Spring Smash Sawmill G95-HJD-WPF

Attached: The Industrial Park.webm (1280x720, 2.65M)

Second in the series, second Koopaling encounter.

>Larry's Sky Ruins!

ID: GK5-P4D-R7G
A dim beast, channeling forgotten magic.

I received some very nice feedback yesterday for my earlier level I've yet to properly answer, but hang in there because I'll definitely get back to you all. If you wanna try that one, first one of the series and featuring Iggy, here's the ID. They're gonna be part of the same world eventually.
4QV-H3Q-SQF

I was on the fence when it came out because I really didn't think I'd squeeze a lot of juice from it so to speak, but I found myself surprisingly engaged and fascinated and it's literally the game I've poured the most hours on in a decade. If you have curiosity for game design, a knack for creating stories or just really enjoy Mario, definitely check it out. It's basically endless content, a lot of it bad, yes, but I've always found gems.

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Right on, I'll give it a shot soon as I boot the game up.

I shilled this level on a thread a couple of days ago. I won’t have the time to play levels today, but reply with your levels so I can play them tomorrow. Took me a while to put this level together and it’s probably my best and hardest level so far. Somewhat traditional level focused on the blue lava lift. There is no kaizo or super meat boy-like difficulty.
JJN-RMS-C7G
My older levels
GW6-0M5-8CG
QX7-Y7W-RGF
Let me know if you have any feedback.

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Is there a way to name our Worlds?

No, the title will always be Super _____ World depending on what your profile name is and you can't name individual Worlds.

Shame. Still impressed with the feature though. I was legit shocked when I learned we get 6 sets of worlds.
Hopefully we get a Mario Maker 3.

I listened to the criticism in the last thread and made this. No bosses, no bullshit. Just you and a goal to achieve.

Breaking the Beaenek: 2WC-B7X-0VF

I played a little random worlds last night and as assumed, it was rife with cancerous levels built to either troll, or made hard as balls for no reason other than to watch eceleb play them or something. My question is are you actually developing some sort of theme or at least putting effort into your levels? Hard, but fair, using thought and skill to finish a soulful level with some good satisfaction? If so, lmk and Ill check your shit out. I dont expect Ninty level maps but I want something fun and difficult without being cancerous and randoms are not worth my time. Yas Forums is cancer but some of you fuckers make great levels

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I prefer the powerup. Separate game styles that are not fully compatible were a mistake.

I really hate the balloon powerup so far.
In the SNES game, it was timed and you ran out of it eventually, now you can keep it forever, making it harder to do small balloon sections. You can add saws or whatever to get rid of the powerup, but that screws with the level aesthetics.
I also hate how NES style gets all the cool items whilst SNES gets jackshit.

I would have liked a few more enemies. Shyguys, Snifits, Ninjis...

Oh, and Birdo.
Yeah, best you can do is title all of your courses a certain way.

Have you done your part and remade SMB2USA 1-1?

youtube.com/watch?v=XOWxHBHdvK0
youtube.com/watch?v=EtBhBOj92CI
youtube.com/watch?v=4ge4AjK5dig

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Do level codes stay permanently unless they're removed by the user? It's the only reason I never looked up codes for good levels to play

It's because the SMW has the best aesthetics and gameplay by far, if SMW had better items SMB3 would be worthless.

I tried to make mine as close to a regular mario as I could, Each world has an overarching theme most of the time and I tried to go for a gradual difficulty curve the feels like on big adventure.

The first 5 worlds are all each style so world 1 is SMB, world 2 SMB3 and so on until World 6, where the style changes per level instead of by World. My levels are by no means perfect but I do put a lot of effort into all of them, making, decorating, and testing.

Attached: Algae Pond.webm (1280x720, 2.34M)

Now that we have World Maker, I can finally make what I always wanted to make since the first Mario Maker: full blown remakes of other games in Mario style.

I couldn't resist and impulse bought the game yesterday staying up until 5:00 AM making some Mega Man 1 levels.

Yeah I know you have played those levels thousands of times already but you could help me check what are they missing.

Here's what I have so far:

>Cut Man's Woods
2TG-Q2M-CFF

>Gut Man's Ridge
6KH-9SL-7TF

>Ice Man's Glacier
S2H-17V-MVG

Yeah they stay the same unless they get reuploaded

I did kinda in MM1, but I got some sweet SMB2 stages planned once I finish my series, Love that game and it’s my favorite of the original 3

I think whoever is making gigantic 8-world maps is kidding themselves and not reading the room. How do you expect anybody to spend such long time with only your levels when the online is filled to the brim with content? It's a format that worked when you were a kid and bought a cartridge and burned through it because it was the only game you had access to until next Christmas or something, but trying to replicate it in the context of Mario Maker 2 sounds delusional to me. I see a multilayered world with 30 levels, I think "filler".

Do they support levels with hidden exits so you can have your overworld branch?

You can literally save and quit after every stage and pick up where you left off you dangus. You don’t have to play the big world maps in one chunk unless you want to.

That's true, but SMW theme should at least have all the stuff that made SMW good. I can recreate fucking dinosaur land but I don't have a single dinosaur enemy to make it look and feel like the original.

Sadly no, no hidden exits for branching paths. Sucks cause I’d definitely have put some in my stages were that the case

Dinosaurs would be neat, like Rex and whatever that fire breathing one was called. Dino I think? The one that could be big but would shrink if you stomped him

>dude what is the point in making any levels when online is filled with other people's levels

WHAT

I just think brevity is at the soul of MM2 and many people forget that. You make a big overworld, you better not have me passing through a dozen levels you made before the update and gathered together with no regard to the world's rhythm.

This game really needs a "Don't lose power-ups" mode, that adds a selectable number of hearts as your lives, but allows to be Link or SMB2-Mario the entire time.
That way we wouldn't have to add item-shitting pipes everywhere and I'm sure it would only take a few minutes to add a mode like this.

I started making a vanilla world yesterday and although my first level has nothing intrinsically wrong, I found everything so boring that I aborted the project.
The World Editor, in my opinion, is not robust enough to make the vanilla experience as much fun as in official games yet. There is not enough variety on the map, secret levels, warp zones, big area, etc...
I will start a project again, but without trying to reproduce the vanilla experience 100%. Super Mario Maker 2 is not able to do this and anyone with that intention needs to go to the PC editors.

Sounds great actually! You are first guy I responded to yes? Maker Code: 6H6-M6D-PPF

I will be on after work later and will definitely play through your stuff user

Due to the few experiments I did, I think the ideal is to make 2 worlds (or 3 at most), with 2 mandatory levels in addition to the castle and 1 optional hard level.

Yeah it saves progress after every stage, I dunno how many Super world saves you get but I've got like 4 ongoing now that I've been cycling through. I've been making stages since the game launched and I always had the intention of making it like one big adventure, only now I have a more visual way to display it.

It would be nice, having to constantly run back and forth to get it kinda breaks the pacing and a life meter could just be a small thing off to the side like the SMB2 hearts or diamonds.

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