Can the starting area be vertical?? Can the goalpost be in the sub area?
Nope and nope.
Can the starting area be vertical?? Can the goalpost be in the sub area?
Help me, I thought of a course named Mary Chompins last night and all I can do at work is think about designing it.
Submission for ResetEra's Official Level Competition
Course ID:
HLS-LM6-82H
Luigi just can't catch a break.
After finally dealing with the ghosts that haunted the last hotel he was staying in he's finally had enough.
Now it's time for a proper vacation. Chocolate Island sounds like the perfect spot to wind down, right?
Or so he thought.
Luigi immediately gets lost on his way and ends up discovering an ancient structure of worship deep within the frozen tundra of a foreign kingdom.
Can he make his way through the temple and defeat the legendary Frost Serpent?
Tags:
Puzzle-solving
Themed
Difficulty:
Easy ---------|--------------------------- Hard
I think this is my best level yet.
Please give it a try!
Dropping my second level!
H68-1YJ-H5G
It's a standard type level with autoscroll in the 3D World style.
Alright so I finally finished my second course.
Temple of the Monstrous Mushroom
F90-8MP-D2G
Super Mario Bros.' desert theme is just the coolest damn thing.
Super Castlevania Bros
5WW-0MF-TMF
Much like Drac himself, this stage has been resurrected after I initially threw it aside, it's gonna be a bit messy, it may be a bit tough (in regards to enemies, platforming is about as standard as can be) as I try to cram as many vania tropes as possible into one single stage. Witness Mario foes reinvent themselves as off brand medusa heads, bone skulls, axe armors and even DEATH.
Battle against the platforming obstacles of block by block staircases and swinging pendulums that absolutely are not cranes holding a big gold coin.
Culminating in an obligatory showdown with Count Bowser, can you make it to watching the castle collapse from a safe mountain top nearby?
My heart was completely set on using the NSMBU final boss theme for the stage music, this has led to me much jarring stop n' starts when utilising other sound effects so let's just pretend it's like the annoying beep glitch from the first NTSC copies of NES Castlevania.
While NES aesthetics may have helped the illusion I just really like that vertical ghost house interior for NSMBU, revel in those windows.
Once again I don't have an eye catching stage shot because I'm a twitter-less technophobe, but here's an artists conception
Thanks for playing and for sharing your experience. I haven't seen any footage of other people playing yet (I imagine the players on YouTube and Twitch are all beyond swamped right now) so all reports from players have been extremely helpful.
You're right that as soon as it became known that clear-condition stages can't have checkpoints, I knew that my big idea going into SMM2 was in trouble. (I was fortunate that so many other things lined up the way they did, as I had a whole list of mechanics that needed to work the way I hoped they would in order for this stage to come together, like on/off preserving state between subworlds, or the existence of a "reach the goal while holding the POW" condition. In SMM1, I might have substituted the POW condition with something like a highly visible Muncher gate right at the end, but I wouldn't have been able to do the back-and-forth structure that shows the player the goal location right from the start in quite the same way.)
I know that not being able to regain the POW if you lose it, and try an obstacle again immediately, is a big deal-breaker for a lot of people, especially because the game doesn't let me explicitly signal "clear condition failed" for smashing the only POW. I considered mitigating this with reset doors or pipe respawns, but in the end, this was the very rare circumstance where I decided to commit to the theme over the mechanics. It's less important to me that players finish the level than it is for me to communicate a certain feeling: that this object is extremely precious and hard to let out of your hands, but in certain places you need to take some risks, and if you fail, it's going to feel like your own damned fault and hit you so, so hard. If this level can get that tension across to the audience, I think I can consider it a success.
I'm okay with people dropping the level so long as they had fun with what they saw, and for those who make it to the end, I want the sense of completion to feel amazing and hard-earned. It's not the best fit for how people typically approach Mario Maker, I know, especially because it's hard to ask anyone to commit so much time to a level when there is an avalanche of other stuff to play. (You can imagine how alarming I found it to see a highly upvoted Reddit post last night by somebody who hated no-checkpoint stages so much that they threatened to boo them all no matter how good they were.)
This is WL5-40G-JRF we're talking about, for anyone else here who wants to give it a whirl. As of this writing, it has finally gone up from zero to one clear, thanks to the efforts of our very own Theorymon.
XXXX
XX B
+n+B
Short and sweet, loving the opening room with the serpent face, and fun puzzles all add up to a great level. Nice job.
That took me many more tries than I would've liked to admit but it was really really good.If anyone likes jump scares you might enjoy my level: THE STALKER
WD0-RNK-GRF
It isn't too hard but it should be fun!
You can play mine if you want to! It's my second ever course and I'm still very much figuring out how to make stuff feel like Mario. The code is five posts above yours - I don't want to spam. I very much welcome any feedback!
Alright, got the first clear. It was good, but in the second part there was a lot of blind jumps I'm not a fan of. However there was several clever mechanics involved.Thanks in advance!
I hope you'll enjoy it and I'd be also thankful for constructive criticism :)
Another for the pain list if you're interested: (Pure Platforming -- 3L3-8SB-RGG)
First jump sets the tone. You can ignore the mushroom later if you want.
SUBMISSION FOR RESETERA'S OFFICIAL COMPETITION
LEGEND OF THE LAVENDER LAIR
Y98-1B8-GWG
[Theme] [Puzzle-Solving]
Difficulty: 2/4 Stars
"An old story has lead Mario deep into the jungle in search of a sprawling purple fortress, dubbed "The Lavender Lair." Many an explorer has attempted to climb the Lavender Lair, but none succeeded. Mario, however, has a new tool that just might do the trick: the Builder Suit! What perplexing conundrums await our crate stacking hero? Will he be able to think... outside the box and make the perilous climb? Venture forth and test your meddle!"
This stage was constructed specifically for this contest and my design philosophy was to fully utilize the unique new features of the 3D-World style while keeping to a certain color palette and drive a narrative. I had a blast making this level, so I would really love to hear some feedback. I would love to test any level you guys make, and if you PM me one of your codes after sending me feedback I will try whatever you throw at me and give you my feedback! I used to be pretty active back in the old Original SMM OT GAF days, and I really loved making levels for everyone to enjoy. I'm hoping to do the same now, here, during a new ERA! :)
Hey, thank you! Nice going on the level, let me know how you get on.I was playing this during my lunch break.
Currently at the checkpoint and I'll continue when I get home.
You guys are pumping out levels so quick, lol. Might use the holiday weekend to catch up.
How did you even get there...I thought I blocked that off successfully hahaJoe, I got stuck.
In between the two carriages with Baby Bowser and Bowser. I was small Mario and I couldn't get out of between those carriages. Small Mario is too small to jump out.
Level 3-3 Over Sunburnt Skies is ready for your consumption and feedback. Lots of optional areas in this one, so go wild exploring!
Made a new relatively standard kind of early gameish maybe world 2 or 3 Mario World stage in the snow theme. :D
I'll write a proper level showcase for this later, but at long last, after a whole weekend of fighting against my Wii U habits for the copy/erase/select shoulder button bindings, I have made my first upload in SMM2.
It's entitled It Belongs in a Museum and the code is WL5-40G-JRF.
*
As the name indicates, it's something of an Indiana Jones tribute that makes use of the "reach the goal while holding a POW" clear condition to simulate escorting a fragile and priceless treasure. It plays mostly like a traditional design with a few simple puzzle segments (mostly to check that the player knows the basics of throwing/dropping objects and handling the Swinging Claw), and is more of a speedy, linear experience than anything I made in SMM1.
Fair warning: it's long and it doesn't have checkpoints. You'll be grateful for the 500-second limit.
There are a ton of engineering tricks in here, many of which I designed from scratch, but I tried to keep it backstage as much as possible, thanks to the marvel that is Scroll Stop. It's all rather intricate and I could only test it so well myself, so please report bugs and clunkiness.
Yes, there is a snake pit, and if you really know your Indy, there is an alternate boss kill method just for you.
Images and/or video later, perhaps. I'd like to see more of the game first. Thus far, this is literally the only thing I've done in SMM2, so I should probably make my way over to story mode, then play as much here as I can. (I won't be doing what I did in SMM1 and exhaustively commenting on everybody's complete profile like I did in this thread, at least not yet, but I'm curious to see what others have contrived with all the new themes and elements.)
If you guys want a bit of challenge :
One screen puzzle : 1CB - PSY - 52G
Musical platforming autoscroller : KT3 - 40Q - 9PF
Both have only 5% clear rates, but I'll blame the number of course played, it's really really low despite putting several hours making the second one.
Nice challenge. The timing of the platforms throws it off just enough to add some difficulty but not enough to frustrate you.
Bowser's tank being a hover tank came about in what can only be a Nintendo-like way. It was purely a gameplay conceit.Loved it! I really like how you used the style to create tanks. I did a similar level in the first game, but I used conveyor belts and auto-scroll to make it look like they were moving. Maybe an idea for the sequel? My favorite had to be Bowser's tank! Hover tank! What an awesome idea, seriously!
Gave it a try. Good, solid Mario fun. Not challenging at all, but that kind of level is so rare that I'll take it! Too many difficult stages out there, but sometimes I miss the feeling of an early Mario level, and you provided. Thanks! :)
Hello everyone, here's my third thematic level ^^ (I'm the one who made The Lost Goomba's Temple, and The Monty Mole's Evil Church, for those who have played them)
It's another short and easy thematic level.
This time, Mario has been invited to eat at the mysterious Apook Village, beyond the mountains... But something seems off here...
KM4-VV6-8LF
"Come eat at Apook Village !"
If you're interested in trying my level, I hope you'll like it !
Oh, someone else making use of the pow and claw, cool. Got a lot of use out of it in my newest level.
This is WL5-40G-JRF we're talking about, for anyone else here who wants to give it a whirl. As of this writing, it has finally gone up from zero to one clear, thanks to the efforts of our very own @Theorymon.
No, nothing yet. And I've played enough to complete Story Mode and play dozens of people's levels.Has anyone else had the game crash on them? I just had 3 crashes in the last 15 minutes trying to play a level.
Still looking for more feedback on my newest level if anyone else is up for it.
Name: Sky City
Level Code: T36-0LL-N4G
Place and hold a conveyor belt, and a little window will pop up. The third option will allow it to be controlled with the On/Off Switch.Potentially dumb question: How do I use the ON/OFF switch to reverse conveyor belts in the 3D World style?
Made a new relatively standard kind of early gameish maybe world 2 or 3 Mario World stage in the snow theme. :D
Level 3-3 Over Sunburnt Skies is ready for your consumption and feedback. Lots of optional areas in this one, so go wild exploring!