Looks amazing. Sadly I think my NSO subscription ran out. Definitely going to bookmark this to come back to it when I renew.
That was the primary design goal I had going into this project. I hope it scratches the itch you've been having since I felt the same way about Mario Maker.Is this more traditional levels or is it a lot of puzzle levels? Thats the one thing i havent been a massive fan of in mario maker so far
Awesome! I'd love to hear what you guys think when you end up having a chance. :)Bookmarked .. I'll have a crack with my MM obsessed youngster tonight
That's the best praise you could give me. I'd love to try your levels when you feel that they are ready to be shown off; feel free to hit me up when they are done!Just fired it up this morning and I'm loving it! I'm only halfway through World 1 but if I didn't know, I'd have assumed this was a regular Mario game produced by that team. You've inspired me to try my own hand at creating my on Worlds too!
Thanks again everyone. I really am thrilled to see so many people on the same page with me in regards to traditionally designed Mario levels. When I initially got Mario Maker 2, I was hoping that there would be more content like this and I feel like traditional Mario levels are rarely the ones that end up popular or even created at all, which is more or less what inspired me to try something like this.I just played through the first world.
You did a really great job. The levels thus far feel completely organic. The levels demonstrate what you should be doing, where to go, and allows for on-the-fly puzzle solving and anticipating what mistakes players may make. And probably most importantly, you've made the levels fun to complete.
I'll keep playing on.
Thank you! I'm so glad you're enjoying it and you're too kind. :) I'd love to hear what you think of the rest when you eventually get to it!I'm on the second world and I am loving every second. I can see how much you love and spend playing the classic Marios, the addition of the new items to the levels it is a good indicator of how I think Nintendo itself would create new levels. Congratulations.
Thank you so much! ;D
It was designed to be played single player first and foremost. The camera in Mario Maker 2 only works well for co-op (in my experience) when levels are mostly horizontally scroll locked, which limits a lot of verticality and variety that I was aiming for with the design of these levels. While some will definitely work better than others, I highly recommend taking turns if you were to play with a friend/family member since they weren't designed with co-op in mind at all. If you end up attempting it in co-op though, I'd love to hear how certain levels work with it!Nice, I will play this one too! Does it work well in co-op? It's my preferable way of playing Mario games!
Also, hoping for a bit of Link and SMB2 powerups in there. I still haven't encountered any level with the SMB2 one, since I had kinda stopped playing by the time it was added.
Thanks! I hope you like the rest. :) Do you personally feel that the water level would improve if I removed autoscroll from it?Played the first two worlds last night - I thought the first world was a bit stronger but you capped off world 2 with probably the best level so far (Crystal Cavern). Some cool design stuff in that castle too. Your levels are excellent and I'm planning to play more!
and I DID find the spike helmet in the water level on my run lol.
Don't feel like you need to rush! I'm going to let it marinate for a couple more weeks/a monthish or so more than likely to let other issues/difficulty tweaks come up so that when I do take it down to update it, I hopefully don't end up missing anything by rushing to do it ASAP. It also gives everyone a chance to get through it who have already started it.sorry OP for playing through this so slowly, i know you want to update some levels. just chiming in to say i love world 3 so far.
Thanks! I hope you like the rest. :) Do you personally feel that the water level would improve if I removed autoscroll from it?
You guys are too kind. Thanks again for even taking the time to play it let alone give me such praise. As for Skyway Shipyard 2, I'm planning on making it easier when I do the "update" to the levels, but I don't want to overdo it. Which sections in particular did you have a really tough time with that you personally would like to be adjusted? I have some ideas in my head already but just want to get some feedback before I start cutting things apart.i'm in world 6 now, and i think this is one of my favorite games of the year so far. it's just really well made mario levels in 8 worlds, so it's like a new mario game. there's a lot to play through and it's always satisfying.
i know you're burned out, OP, and i can see why. it *feels* like this HAD to have taken literally forever. i've only uploaded six, maybe seven levels, and those took me EONS to develop. but there's a tiny part of me that hopes you have it in you to make a sequel, even a small one (like a few worlds), even if it's in a year or two.
EDIT: one small thing — skyway shipyard 2 is a taaaaaaad bit ridiculous, difficulty wise. it took me a loooooong time to clear it haha.
i forget the exact section, but it's the first big one with the cape feather power up on the right side and the arrows pointing left on the bottom. it's really difficult, but with enough tries i made it through.You guys are too kind. Thanks again for even taking the time to play it let alone give me such praise. As for Skyway Shipyard 2, I'm planning on making it easier when I do the "update" to the levels, but I don't want to overdo it. Which sections in particular did you have a really tough time with that you personally would like to be adjusted? I have some ideas in my head already but just want to get some feedback before I start cutting things apart.
Keep in mind though, that it's intended to be difficult since it's the second to last "castle" level in the game. But I agree I probably went overboard and made it too difficult for most players.
Couldn't wait finishing it (I'm only at world 3) to say that this is exactly what I expected since the first Mario Maker came out. It's clever, well crafted, and oozes love for the series.
Well, I'd gladly take the suggestions if you don't mindThere are lots of really good super worlds out there. I've played through about 5 or 6 exceptionally well made ones
There are lots of really good super worlds out there. I've played through about 5 or 6 exceptionally well made ones
yea cough them up buddy!!
yea cough them up buddy!!
I finally finished it, OP. Last level is legit insane but it was worth it in the end. Very inventive last boss. THANK YOU SO MUCH FOR THESE AWESOME LEVELS!!
AHHHH! Thank you so much! :)Full on traditional Mario games
Phil32: 4XW-VB1-VXG
Hero - CD4-1T7-PWG
KingBooBro - 6DM-DC9-QTF
Iggy2602 - 2TQ-2TC-FWG
Tasters with an Assortment of really good levels/Shorter Worlds
GokouD - 29V-SMD-4JF
Megastryker - 61W-T6D-WDG
Pinktops - JN4-6J7-N3G (My favourite creator)
Jocchan: R9T-L1M-94G
Buflen: MMF-HSW-TBG (higher difficulty, last level is incredible)
Not as good as the above but shameless plug either way for a best of world I made.
Gotdatmony: 0QH-9NY-PDG
Very small selection of levels and worlds I have btw. The game has many many great levels and projects and they are not difficult to find.
i forget the exact section, but it's the first big one with the cape feather power up on the right side and the arrows pointing left on the bottom. it's really difficult, but with enough tries i made it through.
thank god for theon the last level. IT IS INSANELY HARD.hidden one up before the checkpoint before the two bosses
I finally finished it, OP. Last level is legit insane but it was worth it in the end. Very inventive last boss. THANK YOU SO MUCH FOR THESE AWESOME LEVELS!!
Definitely let me know when your Super World is done!How did I miss this thread!? I love traditional levels in SMM2 and always want to try more of them. I'm also working on a traditional super world of my own, but it's been slow going, having started a few weeks ago and just finished building world 3 level 4 today.
Will definitely check this out tomorrow!
the secondI just worked out an overhaul for that section that I think is an improvement while also being easier. I'm also considering changing up the part after that where the player has to ascend with the many cannonballs, or do you think that part was mostly fine as is?
Also, one of the changes I have made to the last level to hopefully help players out between checkpoints isI'm glad you found the 1-Up secret, haha. I wanted the last level to be a challenge, but I seriously wish I could add a third checkpoint. :( Was it too insane in your opinion?adding two additional Super Mushrooms (for a total of four) in the second miniboss fight.
And you're welcome! Thank you so much for playing. I wish I had more space in that final level to have a "Thanks for playing" celebration screen, but it's literally jam packed in both the main and sub areas. So the cheering and fireworks was the best I could do.
Definitely let me know when your Super World is done!
i'll do that! thanks!Pop into the OT sometime and snoop around. Lots of good stuff posted there.
the secondwas really difficult, but eventually i realized i needed tobowser boss when he's in the hovercrafti think your edit to the last level is a GOOD one hahago to the opposite side wherever he was over and over in order to stay alive. it's honestly the hardest part of the level for me — even the final bowser form is easier. once you realize what you need to do with the final bowser, it's easier to handle with the necessary surplus of the mushrooms and being able to focus only on one gigantic target vs one floating around everywhere.
i'll say this — i don't think any mainstream mario level is quite as hard as your last level, but i think it's really hard simply because you can't utilize more checkpoints. i think if youthat'd be cool. of course, just suggestions. you're the master! do whatever you want!shifted up the checkpoint that's before the two mini bowser fights so that it's in between them instead of before both,
Thank you so much <3. Getting the difficulty to ramp up how I was hoping for was the most challenging thing for me, and I think while I did a pretty good job there are a few weak areas I hope to improve after catching some feedback. I'm really happy that you enjoyed the final level so much! I was most anxious about handling that level compared to the rest. Could you do me a huge favor and tell me what you think about making the changes proposed in the post above yours? It's mostly in spoiler text. Your thoughts on the location of the first checkpoint in that final level being the main thing I'm curious about.Finished this today. Loved it. The difficulty ramp up is perfect and the final level is one of my favorite MM2 courses I've played.
Super Worlds themselves can't be downloaded, but you can access it by searching my Maker ID (it's in the OP and at the end of the trailer), then from my main profile selecting the big play button. Whenever you quit the Super World, it saves your place and you can then access your Super Worlds in progress from the Course World menu by pressing 'Y' to open your profile, then scrolling to the right to the red balloon symbol.This looks pretty neat, OP. Well done on the effort. I own the game but haven't played it yet. Is it possible to download the whole level pack in one go?
Fuck world 5 :pI'm taking time with your work MisterAnderson but I gotta say world's 2 and 4 were really enjoyable. Let' see how world 5 plays out.
Haha, can you tell me why? xD
Even though I skipped a lot of the bonus mushrooms I still accumulated 19 at the start and was left with 5 before completing it. It was challenging but only one of the sections felt tedious. It was the part after sliding down a hill and bumping into a column of springs to jump onto three platforms guarded by a pair of goombrats on each platform.
OP how connected are you to the MM / Kaizo community? Is this something that you can get to cross the radar of people like Barb, Grand Poo Bear, Panga, LaserBelch, etc?
In that section, as long as you time the initial jump correctly (a running jump right at the very edge of the ledge after the springs), if you hold down right direction while holding jump, it will get you across every time.Even though I skipped a lot of the bonus mushrooms I still accumulated 19 at the start and was left with 5 before completing it. It was challenging but only one of the sections felt tedious. It was the part after sliding down a hill and bumping into a column of springs to jump onto three platforms guarded by a pair of goombrats on each platform.
It just never felt right in attempting to overcome it with momentum jumping so I ended up taking on each platform individually and even then I lost all my lives and I had to start over on that sub-level.
The other challenging sections felt fun without being tedious. I was fairly happy with the boss fight.
Haha well everyone of those is a Kaizo Mario player with little bits of other games (Dark Souls, trending games like TLOU2, etc). BarbarbousKing (Barb) in particular is a huge proponent of just solid level design and player challenges in general. He's definitely a Kaizo creator, but he respects good design above all else.I am not very connected, so I'm really not sure. I used to be more involved with the MM community on reddit when I was making some individual levels last year, and I don't know who the people are who you just mentioned/I kind of hate kaizo levels xD. Do you suggest I try to contact any of them or something?
Thanks. I'm not going to be playing any time soon, so I can wait for the update. I'll watch this thread in the meantime.Thank you so much <3. Getting the difficulty to ramp up how I was hoping for was the most challenging thing for me, and I think while I did a pretty good job there are a few weak areas I hope to improve after catching some feedback. I'm really happy that you enjoyed the final level so much! I was most anxious about handling that level compared to the rest. Could you do me a huge favor and tell me what you think about making the changes proposed in the post above yours? It's mostly in spoiler text. Your thoughts on the location of the first checkpoint in that final level being the main thing I'm curious about.
Super Worlds themselves can't be downloaded, but you can access it by searching my Maker ID (it's in the OP and at the end of the trailer), then from my main profile selecting the big play button. Whenever you quit the Super World, it saves your place and you can then access your Super Worlds in progress from the Course World menu by pressing 'Y' to open your profile, then scrolling to the right to the red balloon symbol.
Technically, you can download every level to your Switch individually, but they won't be presented in the Super World (no world map, persistent extra lives, or any locked progression, etc.).
If you aren't itching to play it right at this moment, I'm planning on taking everyone's feedback and improving/slightly re-adjusting the difficulty in certain areas of the game with one big update pass in a couple of weeks. I plan to update this thread with a list of changes. Definitely give it a go if you want, though! But if you don't finish the game before I do the update, it will erase your progress and you'll have to start over.
The game itself isn't very long though, depending on how good you are at Mario it can take anywhere between 1.5/2 hours to 5-6 hours potentially, if you are really struggling at areas in the last couple of worlds.