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What's your TOP TWO favorite features of the new update?

  • Super World Maker

    Votes: 63 71.6%
  • The Koopalings

    Votes: 12 13.6%
  • New Power-Ups and Headwear

    Votes: 34 38.6%
  • The SMB2 Mushroom

    Votes: 34 38.6%
  • The Cursed Key & Phantos

    Votes: 2 2.3%
  • ON/OFF Blocks & ON/OFF Trampoline in 3D World

    Votes: 2 2.3%
  • Mechakoopas

    Votes: 6 6.8%

  • Total voters
    88
  • Poll closed .

Lump

One Winged Slayer
Member
Oct 25, 2017
15,965
Help me, I thought of a course named Mary Chompins last night and all I can do at work is think about designing it.
 

Skittzo

Member
Oct 25, 2017
41,037
Ugh I have been getting so many great ideas for levels.

Next I'm gonna do "Release the Hounds' where you need to get keys by freeing chain chomps.

Then I'm gonna try my hand at a "Tiny Huge Island" type level where the structures and enemies are small on the main level and huge on the sub level.
 

pikachief

Prophet of Truth
Member
Oct 25, 2017
6,518
Help me, I thought of a course named Mary Chompins last night and all I can do at work is think about designing it.

This is me. Im gonna spend my lunch in my car on my switch lol

Sadly my 90+ min commute will involve my switch sitting in traffic with me, mocking me with its existence.
 

Nocturnowl

Member
Oct 25, 2017
26,080
QuixoticNeutral, I think it's safe to say you nailed the sense of the POW being precious considering that I straight up opted to die twice trying everything but daring to throw it and try and catch it myself

tenor.gif

I was less Indy and more Beni in the mummy.
 

Phil32

Member
Oct 28, 2017
4,568
Submission for ResetEra's Official Level Competition

D-Z3Q7OUYAAlosr.jpg


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!

Short and sweet, loving the opening room with the serpent face, and fun puzzles all add up to a great level. Nice job.

Dropping my second level!

H68-1YJ-H5G

It's a standard type level with autoscroll in the 3D World style.

Enjoyable traditional level. I like levels with multiple paths/ways to go.

Alright so I finally finished my second course.

Temple of the Monstrous Mushroom
9Dv8HZ3.jpg

F90-8MP-D2G

Super Mario Bros.' desert theme is just the coolest damn thing.

I liked this a lot. Got a little frustrated with the Spike Tops, but overall, a good level!
 

Deleted member 47347

User-requested account closure
Member
Sep 2, 2018
106
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

hF100331F

Hey, play this one! You nailed the atmosphere and kept up the good word with reasonable enemies. It was fun and clever course, waiting for more.
 

Gotdatmoney

Member
Oct 28, 2017
14,487
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.

Just wanna toss it out there that I played your level and it was amazing. I didn't complete it purely because right near the end I threw the pow by mistake. This level like the other user highlights really emphasizes how no check points for clear conditions and/or no way to increase the timer hurts a lot of designs. The level is entirely manageable but at a full 500s timer your pacing has to be super brisk.

Keep on making levels like this man. It really is underappreciated how good it is.
 

Duffking

Member
Oct 27, 2017
5,695
Anyone know of a good way to do a downward vine out of a block on a track? So that it's like a swinging rope basically. Best way I've found so far is this setup:


Code:
XXXX
XX B
+n+B

Where X is a ground tile, B is a bullet bill blaster firing buzzy beetles and +n+ is a note block on a track. Note the +n+ has spikes behind it so the beetles don't fall down. They walk over the block and send the note block's vine down, but seems cumbersome.

Also I guess the weekly maker points badge resets each week? I had gold yesterday and now I don't have one. And my all time one dropped to silver :/
 

Qikz

Member
Oct 25, 2017
12,470
Made a new relatively standard kind of early gameish maybe world 2 or 3 Mario World stage in the snow theme. :D

 

KeRaSh

I left my heart on Atropos
Member
Oct 26, 2017
10,249
Short and sweet, loving the opening room with the serpent face, and fun puzzles all add up to a great level. Nice job.

Thanks! I was originally going for something completely different but then started playing around trying to come up with a cool dungeon entrance like some of the dark world ones in ALttP which was completely unrelated to my original level idea. Went with the dungeon idea instea and liked how it turned out.

Will give the initial ghost house idea another shit some other time.
 

panama chief

Member
Oct 27, 2017
4,047
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!

Nice challenge. The timing of the platforms throws it off just enough to add some difficulty but not enough to frustrate you.
 

Phil32

Member
Oct 28, 2017
4,568
Level 3-3 Over Sunburnt Skies is ready for your consumption and feedback. Lots of optional areas in this one, so go wild exploring!

d-arxqwucaaryjcs2kw3.jpg


 

Hispanicguy

Member
Oct 25, 2017
3,432
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.

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.
 

Deleted member 47347

User-requested account closure
Member
Sep 2, 2018
106
SUBMISSION FOR RESETERA'S OFFICIAL COMPETITION

LEGEND OF THE LAVENDER LAIR
Y98-1B8-GWG

[Theme] [Puzzle-Solving]

Difficulty: 2/4 Stars

64815126_10219740329318034_1059577691872690176_n.jpg


"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! :)

Is the code right? I can't find it...
 

Kyuuji

The Favonius Fox
Member
Nov 8, 2017
32,033
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.
Hey, thank you! Nice going on the level, let me know how you get on.
Next two sections are the Snake (windy spike bit you're at) and the Springs. Former is harder, latter just requires a steady hand.

It's crazy with the levels isn't it? I've been making my second level but keep checking and every time it seems like there's a hundred new ones. People are really clever with them too, some crazy cool stuff so far.
 

Herr Starr

Member
Oct 26, 2017
2,223
Norway
All right, my third Super Mario Maker 2 level coming right up. This one is the first I've made that I actually had a lot of fun just playing as I made it. One of my most enjoyable levels for Super Mario World fans, I believe.

An Athletic Bridge too Far
YFB-BCJ-1QG

7nKei7A.jpg


This level is a classic-style athletic bridge level themed after that same style of level in Super Mario World. In fact, this stage should feel as if it was lifted straight out of that game. Enjoy, and please let me know what you think. :)
 

srtrestre

One Winged Slayer
Member
Oct 25, 2017
18,965
I want Nintendo to put out a Kirby Maker just so I can experience what a brutally unfair user-created Kirby level feels like.
 

BBech

Member
Jun 20, 2019
25
Level 3-3 Over Sunburnt Skies is ready for your consumption and feedback. Lots of optional areas in this one, so go wild exploring!

d-arxqwucaaryjcs2kw3.jpg



Felt exactly like a level made by Nintendo, and yes I found all the secrets!

Kerash, I played yours as well and it inspired me to do an ice stage. I liked that the puzzles weren't too difficult and you kept a variety. Turning a lava castle into an ice castle is genius. Entrance was a really neat touch.
 

Herr Starr

Member
Oct 26, 2017
2,223
Norway
Made a new relatively standard kind of early gameish maybe world 2 or 3 Mario World stage in the snow theme. :D



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! :)
 

MaitreWakou

One Winged Slayer
Avenger
May 15, 2018
13,180
Toulouse, France
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 !
 

RagnarokX

Member
Oct 26, 2017
15,754
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.)
D-aV66VUYAI0Sil.jpg:large
 

panama chief

Member
Oct 27, 2017
4,047
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.

Beat the single room puzzle. These happen to be my favorite because they teach you sooooooo much about the game that you take for granted. Thank you for this level!!

I hope you don't mind...shared your level in an ongoing One Screen Puzzle thread going on Reddit.

DOES ANYONE ELSE HAVE SINGLE ROOM PUZZLES? Please tag me!!
 
Last edited:

Deleted member 51797

User requested account closure
Banned
Jan 9, 2019
94
Nice challenge. The timing of the platforms throws it off just enough to add some difficulty but not enough to frustrate you.

Thanks! To be honest I found the timing of the platforms to be the hardest thing - in the sense that I had difficulty figuring out how to do timing right. Glad it came off as challenging but not frustrating!
 

McNum

One Winged Slayer
Member
Oct 26, 2017
5,184
Denmark
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!
Bowser's tank being a hover tank came about in what can only be a Nintendo-like way. It was purely a gameplay conceit.

"If I'm escalating bosses for each tank, then the final one needs to be Bowser. But since I'm sticking with the Super Leaf as the main power-up, he'll be invincible unless he falls off the bottom. I do have poison down there, but the tank would be driving on a bridge, so he can't fall out. ...but what if it was flying? Then he could fall out the bottom into the poison!"

And then the track elements were deleted, the entire thing moved up a few tiles, and burners were added in place of the tracks.

I also learned something useful for later. If you attach a sound effect to a pipe, it will trigger just before something comes out of it. So when I'm using Giant Winged Lava Bubbles as ammo, you get a flash an instant before it's fired. Just like the attack warnings in Platinum games. I'll be doing that again.
 

Qikz

Member
Oct 25, 2017
12,470
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! :)

Thanks, when I make levels thats kind of what I aim for. I want something that feels like a proper mario level :>
 

Deleted member 19274

User requested account closure
Banned
Oct 27, 2017
322
Not sure if already known but you can press start and change your default character. At least I think that's how it works.
 

TheIdiot

Banned
Oct 27, 2017
2,729
I made a brief level made for speed running. You can try it here if that's your thing. Appreciate feedback on if I achieved a good natural flow for a player new to the level.

99T-XHK-JFF
 

Theorymon

Member
Oct 25, 2017
1,376
Oof, due to a game breaking bug (way nastier than the soft lock in the Lakitu because its later), I had to delete and reupload my Yoshi story level. Thankfully, less than 100 people played it!

For those that don't know: The level is called The Yoshis: A Tale of Alliances, and it focuses on some light puzzle solving with a Yoshi couple as you inflitrate Bowser's final castle, and it has some plot twists as you'd expect! It has two endings, a bad ending that will get you a shorter time but... make you feel bad, and a good ending that attempts to be bittersweet! Note that theres a slight skill check involved with the good ending, since its the only part of the level that requires a running jump!

I also rebalanced a boss fight people found annoying. It may actually take longer now, but there arent as many periods where you can't hit the mofo now lol.

The code for the level is TFH-LVS-NJF
 

Gotdatmoney

Member
Oct 28, 2017
14,487
Still looking for more feedback on my newest level if anyone else is up for it.

Name: Sky City
Level Code: T36-0LL-N4G
 

ghostcrew

The Shrouded Ghost
Administrator
Oct 27, 2017
30,351
Still looking for IDs of game devs and gaming personalities for my master list! If anyone sees anybody interesting sharing a stage on social media or whatever, gimme a nudge! Completely inspired by seeing Matt of Celeste fame sharing stages. Nothing better.
 

Sölf

Member
Oct 25, 2017
1,939
Germany
Submission for ResetEra's Official Level Competition

D-abekPUwAANDwx.jpg:large


Code: KF3-TRM-LNF
Name: The House on Rota Hill

When I saw we could now have vertical levels I had an idea based on something someone did in Mario Maker 1. While this could be better, I am rather happy with how it turned out. I don't want to spoil much, but let's say I used the horizontal and vertical level for something "different". xD
 

Wozzer

QA Architect at Riot Games
Verified
Oct 26, 2017
142
Los Angeles, CA
NQqUsTvl.jpg


Giving up hope of ever getting that first clear in order to see it in the rotation lol.

1449 attempts over 116 players /sweat
 

John Dunbar

Banned
Oct 25, 2017
6,229
Tried to make another level. Not exactly the most creative stage ever made, was mostly trying to test the sublevel system (apparently you can't make one-way pipes?). Tried to make two routes, but feels a bit unbalanced, one of the routes is way faster and easier. Oh well.

Code if someone wants to check it out: FMC-TDV-9XG
 

pikachief

Prophet of Truth
Member
Oct 25, 2017
6,518
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 !

Im gonna want to try your goomba temple when I get home! I have a feeling you may have a vaguely similar theme with a level im in the middle of creating lol

(Hint: its goombas!)
 

Theorymon

Member
Oct 25, 2017
1,376
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.

For the record, this is legit my favorite level I played thus far! I think this level is challenging, but actually pretty reasonable once you get ahold of the mechanics. The theming is top notch too, love the Indiana Jones style!

I actually love making stages like this too, but I'm planning on waiting a few months just for everyone to get used to Super Mario Maker 2 mechanics before I make more demanding levels.
 

Phil32

Member
Oct 28, 2017
4,568
Still looking for more feedback on my newest level if anyone else is up for it.

Name: Sky City
Level Code: T36-0LL-N4G

Your level presentation is fantastic, and I dug the design. The only issue I had was when I collected all five red coins and then died in the room after. It was a little annoying having to collect the coins all over again for the key, but overall, I liked the level!
 

Silent

Avenger
Oct 27, 2017
2,433
Potentially dumb question: How do I use the ON/OFF switch to reverse conveyor belts in the 3D World style?
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.

Anyway, I finally got into making a level. It's easy to identify a poorly made level, but it's so, so much harder to make a decent level. I kept mine on the simple side. It isn't very creative or challenging, but it's my very first level so I hope somebody enjoys it. It's an airship level that focuses on Bullet Bills. I didn't go too crazy because I wanted it to be a level that wouldn't look out of place in an official Mario game.

Name: Bullet Airship
Code: MSG-G6F-GKF


I was going to make a submission for the contest, but after experiencing how difficult it is to make a quality level, I think I'll just hold off for now, haha.