Mario Maker 2

Three days since the update. Have you finished that level yet?

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last thread died before I got the chance to play the levels you gave me. Hope these dudes will read

>JBW-2DK-YYF
not bad but entering the pipe walking on an enemy feels a bit janky. Not your fault tho but try not to overdo it
also I wasted most of my lives trying to figure out what to do idk if that was what you were going to

>F8N-KQ8-HLG
there were no clear in over 150 attemps on this one and took me almost that much to beat it since precision levels aren't really my thing
but it's a very challenging and fun level, gg

>58V-9CP-FCG
zero clears in thousand of attempts, and that's because jumping between two spikes is pixel perfect and this require you to do it multiple times. I'm convinced the upload was made with a TAS or using a hidden power up

>H2C-J7D-XVG
kind of same as above even if jumping between two munchers is not pixel perfect but almost as hard
it's doable but very difficult, didn't clear this one but will give some tries later


give me some other challenging shit

also I'll leave you an author with an AMAZING world (which I haven't finished yet but I assure you it's good):
0D0 6RX WFF

LXG-75N-YTG

49 levels so far, 5 worlds (too big to place in the world maplet). Each level holds red coins that are hidden fairly well and can make the level very tricky to finish. They aren't hidden unfairly though with dev blocks that don't make sense or requiring leaf powerup. I'd say I hide the coins fairly well, can you find them?

I can't fucking finish any levels. Even if I come up with a nice concept, I'm a perfectionist and any challenge I come up with has to be reasonably cheese-free, all empty space used up either by secrets/aesthetics, for it to have a unique theme/context/location. I played that one user's Bit Crusade in its entirety and while it seemed needlessly dense with some of its obstacles I still wish I could make something like that.

Air Fortress 1
MKV-BPX-2NF
I updated this level and fixed a soft lock as well as added some big coins to collect.

I'll be done shilling this level now.

Did worlds lessen the value of single levels?
I had a look at the New tab, many of them have "1-2" or whatever in the title and no one is playing them.
It feels like I shouldn't bother making one without also making a world to put it in.

Also shilling my level I just finished

SD2-6D3-FYF

I started it before the update so it doesn't have the new parts but it should be fun.

found both, nice camera angle trickery

thanks for these threads. every time I pick up the game and there's no thread on Yas Forums I have to sift through the worst fucking levels made by some jap kiddies. and every time I remember why I dropped it in the first place. I swear the only good levels I've played are from my one friend and these threads, maybe a few from the top charts

Yeah, it's a fun one. It's a trickier and more interesting version of those falling blue platforms that everyone makes, but this would actually fit in a world.

>all empty space used up either by secrets/aesthetics
There's your problem
Empty space gives the player time to think and enhances the non-empty parts.
Yamamura even has a tutorial on this IIRC

bro idk your skill level but check these authors:

ryusmm 231-723-D7G
revolv V18-DMV-4MG
wariuzzo X41-LQ0-QNG
salt lake 4X3-DFP-MBG
space_pig 0V7-DLS-BMF
carlsagan D2G-W84-50H

also check the "popular" section when you don't know what to play

I suppose, but I try to make my level as visually striking as possible, because my goal is to make memorable levels.
Here is a level I made. Tell me what you think:
>Walljumper's Delight
2SM-V0C-XSG

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I've played so much terrible shit from every section

I like the sense of scale on this, I usually wouldn't make tall areas with multiple paths myself but there is value to it

none of these steam keys are activating any games. stop posting them

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Does anyone else not like the way smb2 mario controls, the way you toss stuff is nothing like smb2 , you used to be able to just the b button to pick an enemy up, and press it again to toss them, but now you have to crouch on the enemy and press b to pick them up, hold b to keep carrying them and release b to toss them, it seems minor but it makes smb2 mario feel a little wonky.

Funny, user.

Do you think there were cut styles and smb 2 was one of them

SMB2 was shit

I haven't tried SMB2 Mario but surely holding B is better because you can dash while holding stuff?

I wish you didn’t have to press down and b, it just goes against my instincts about playing smb2, also, a way to toggle between holding b and pressing b twice would be nice

I think they were planning a smb 2, but they ran out of time and it was WAY too much work, so they just made it into a mushroom.
They should have given each theme 1 more major powerup.

The big failure of this game was spending so much time on online multiplayer. It was a waste of resources. 3d World is a lot better now after 3.0, but one could argue that theme was a waste of resources as well, especially before the update. The local co-op was a needed addition though.
The game would have lasted longer if they focused on world maker, more interesting objects/powerups, and maybe SMB2 instead of online multiplayer.
SMB 2 wasn't essential for this game, but it would have helped a lot.

Funny how 3.0 is the best update because they focused on traditional powerups, added the koopalings, and added a world maker. The other updates should have focused on similar things.

Various levels from the Super World I am working on. SMW style with a focus on being very traditional.

Lemmy’s Wind-Up Warships
8QY-7SH-LKF

Winter Blast Bay
80S-GBF-20H

Dive into the Sea of Clouds
4QJ-LW0-QSF

Really hoping for feedback.

Extra game styles was a concept that was used horribly

During development, definitely. It's just that there's not many styles that wouldn't require a shit ton of work needed towards assets.
>SMB2 is radically different from the other styles and would require lots of assets to be made to be on par
>SML2's monochrome would probably produce a lot of bland looking levels and also many assets would be needed for it
>Other NSMB games would be too similar aesthetically to NSMBU
3DW was chosen mainly because they probably had all the assets on hand, and despite that they were too lazy for style parity.
The only exclusion I question is the lack of Super Mario All-Stars. I guess Nintendo's philosophy is that each style has to be distinct and All-Stars doesn't really have an identity of its own.

It’s hard to say. If you ask me, 3D World as a whole was a mistake because it’s taken so much development time away and it’s still an unfinished style with a lot of issues. If MM2 just pumped the original four styles with new features, objects, and themes I would’ve been fine with it.

Hey bros I made an acorn level, think it might be a bit too difficult
NVG-NN8-20H

Why does Mario 1 style have a different background for vertical desert sub-areas, but that stuff is nowhere else? It feels very inconsistent and doesn't make sense.

is this the last major update? it means we're not getting shit until god wknows when smm3? what a fucking disappointment