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Super Mario Maker 2 - New update adds worlds! (Forum Course List in First Post)


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I uploaded my multiplayer level about 4 or 5 days ago, but apparently it hasn't even been played on multiplayer yet, despite having the versus tag. Any ideas why?

 

Edit: is there something else I need to do to get it in the multiplayer queue?

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Just now, joffocakes said:

It's a series of Boos with munchers on their heads next to bob-ombs and On/Off switches. When you turn away the boo will move toward you and the muncher it carries will touch and explode the bomb, hitting the switch.

 

I see. Thought it would be something to do with Boos.

 

I've left this for about a week now but booted it up this morning to check my notifications and found that my courses had hardly been played, which was a bit disappointing. Moreover, it doesn't provide me with much incentive to come back to the game, to create levels, at least, although I'm not particularly bothered about playing them, either, for the reasons I've mentioned before.

 

I'm hoping that Nintendo do some sort of level creation competition, or come up with some other way of making people want to create good levels.

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On 20/07/2019 at 19:59, Jolly said:

I've done one! It's called 'Mark Wahljump'.

 

And like everything I do, the pun came first. 

 

7CF-592-38G

A bit of feedback. The blind jump to the third spring could do with a bit of telegraphing (like a coin trail or arrow). I died a fair few times, but that was the only bit that really felt frustrating.

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3 hours ago, donpeartree said:

I uploaded my multiplayer level about 4 or 5 days ago, but apparently it hasn't even been played on multiplayer yet, despite having the versus tag. Any ideas why?

 

Edit: is there something else I need to do to get it in the multiplayer queue?

 

Has your course been played by anyone at all? The theory is that you need to get a few people - not associated with your account or IP - to play your course, then it gets added to the other systems so that it can be played by randoms. Then it needs enough plays to have a difficulty assigned to it for Endless mode. I'm not sure if courses need a difficulty assigned before they show up in multiplayer -- but they seem to be mostly quite "easy" or "normal" in my experience.

 

If it still hasn't been played in Multiplayer... it could just be because there are literally a million courses with the Versus or Co-op tags, and having your course played is a lottery. 

 

 

3 hours ago, Jamie John said:

 

I've left this for about a week now but booted it up this morning to check my notifications and found that my courses had hardly been played, which was a bit disappointing. Moreover, it doesn't provide me with much incentive to come back to the game, to create levels, at least, although I'm not particularly bothered about playing them, either, for the reasons I've mentioned before.

 

I'm hoping that Nintendo do some sort of level creation competition, or come up with some other way of making people want to create good levels.

 

Yep, that was always the problem with SMM1 as well. You need to belong to a forum or a subreddit or a discord server where people share their levels, or you need to watch Twitch streamers and get them to play your level. Or you need to be an internet celebrity who has thousands of fans who'll play it.

 

Your courses are awesome, and us rollmuckers will always appreciate them. But it still sucks not to see your courses get played by hundreds or thousands of people. It discourages you from making great levels -- why spend an entire weekend making a masterpiece that only a dozen people play? I suppose you could try dashing out some fast free-hand levels, and see if natural talent creates something fun in under an hour.

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16 minutes ago, SqueakyG said:

 

Yep, that was always the problem with SMM1 as well. You need to belong to a forum or a subreddit or a discord server where people share their levels, or you need to watch Twitch streamers and get them to play your level. Or you need to be an internet celebrity who has thousands of fans who'll play it.

 

Your courses are awesome, and us rollmuckers will always appreciate them. But it still sucks not to see your courses get played by hundreds or thousands of people. It discourages you from making great levels -- why spend an entire weekend making a masterpiece that only a dozen people play? I suppose you could try dashing out some fast free-hand levels, and see if natural talent creates something fun in under an hour

 

Cheers pal. I was posting my levels on the r/MarioMaker exchange threads to generate some interest, but it's a pretty cumbersome and time-consuming process for limited returns. Although I did enjoy giving people feedback on their levels and reading how much they appreciated it. I think the trick is to make a level and then promote the hell out of it and hope it makes the top 100, as once it's on there you're all but guaranteed a load of plays. That's what I did with my Goomba airship level and it got about 500 plays overnight. I'm not sure what the formula is for getting your level in the top 100, however. It seems to be that you have to get a lot of likes and plays in a fairly short amount of time, which is difficult to achieve unless you actively promote the course or you're already an established creator/streamer, as you say.

 

What's frustrating is that it would be fairly simple for Nintendo to implement some sort of level exchange or level share system instead of the fairly bare bones online set up that the game currently has. But as everyone knows, Nintendo don't have the best track record when it comes to online implementation in their games.

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My levels are nowhere near the same quality as yours, but i am actually quite chuffed that about 350 people have played my levels..... not as chuffed with the percentage of people who liked them :D

 

Also, some cheeky bugger from America actively posted "I hate this course" in the comments section on one of my levels ('Underground Perils', if you were wondering). It wasn't even a hard level !

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5 hours ago, donpeartree said:

I uploaded my multiplayer level about 4 or 5 days ago, but apparently it hasn't even been played on multiplayer yet, despite having the versus tag. Any ideas why?

 

Edit: is there something else I need to do to get it in the multiplayer queue?

The tag is just for information purposes, it doesn't act on it to use the levels for multiplayer. It's probably just a matter of there being a ton of levels in the pool. If it gets played in multiplayer once and gets a boo rating, it's toast though. I have a level that would be awful in multiplayer, and it's only ever had one multiplayer play, where I assume it was booed. I have another level that, while not designed for multiplayer, would be pretty fun, and it's had 300 ish multiplayer plays.

Other than going into the level details and seeing how many multiplayer plays a level has had, it doesn't really have any bearing on anything anyway, you don't get notifications and it doesn't affect your maker score if people like it or not in multiplayer.

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Thought I'd have a go at making a Koopa Car level. I perhaps should have kept it more focussed, but it's ended up a mixture of little (a couple mildly puzzly) challenges followed by a getaway section at the end.

 

Jump up Supercar!

 

EDIT

 

Okay you'll have to wait for the greatest koopa car level the world has ever seen that's made by me. I've just spoted a fundamental issue and deleted it.

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7 hours ago, cohen205 said:

My levels are nowhere near the same quality as yours, but i am actually quite chuffed that about 350 people have played my levels..... not as chuffed with the percentage of people who liked them :D

 

Also, some cheeky bugger from America actively posted "I hate this course" in the comments section on one of my levels ('Underground Perils', if you were wondering). It wasn't even a hard level !

 

The more nice feedback the better obviously, but I must admit that I dont see the numbers of people playing my levels as a problem either.  A few likes and the odd message is more than enough feedback for me and to get something played by over a hundred people from all around the world is pretty ace I reckon. Having one of your courses eventually played by hundreds is amazing.

 

Do any comparable games make a better job of it?

 

From my experience, Little Big Planet certainly didn't. Bugger all people played my levels, and they took me 5 times as long to make.

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Downside-Up!

S71-JXX-5JG

 

 

 

I almost broke my brain making this. The layout may look fairly simple, but making two identical but vertically inverted sub-worlds turned out to be anything but, nevermind trying to get some puzzle logic going on as well. I think this probably took longer to make than anything else I've done. There's some light platforming going on, but this is mainly a puzzle level.

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Just a heads up - Nintendo seems to increased the 32 level cap to 64 now =)

 

Quote

The maximum number of courses that you can upload has been increased from 32 to 64 courses.

We plan to raise the course-upload limit one more time. Please continue to enjoy Super Mario Maker 2

 

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Think I did about 20 in Mario Maker 1, not sure I'll get to that total, but it will be of use to some. My nephew makes his levels in about half an hour and is quite prolific. He's well on course to top 32, so I'm sure he'll be pleased. 

 

Jump up Supercar! 

 

4FR-H0B -YXF

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On 24/07/2019 at 10:58, Fatsam said:

Think I did about 20 in Mario Maker 1, not sure I'll get to that total, but it will be of use to some. My nephew makes his levels in about half an hour and is quite prolific. He's well on course to top 32, so I'm sure he'll be pleased. 

 

Jump up Supercar! 

 

4FR-H0B -YXF

This was really fun, the first level I've seen that actually does something interesting with the car instead of just jumping over a long row of spikes!

I finally made it to the 10 K club! Still not enough to get a gold medal though apparently...

 

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1 hour ago, GokouD said:

This was really fun, the first level I've seen that actually does something interesting with the car instead of just jumping over a long row of spikes!

 

Cheers man.

 

The level started out with me trying to recreate Mario kart 8's Dolphin Shoals, but that's obviously dead hard so I deviated from that idea.

 

I do like the car. 

 

When's your 3D World level coming GokouD?

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On 23/07/2019 at 22:59, GokouD said:

Downside-Up!

S71-JXX-5JG

 

 

I almost broke my brain making this. The layout may look fairly simple, but making two identical but vertically inverted sub-worlds turned out to be anything but, nevermind trying to get some puzzle logic going on as well. I think this probably took longer to make than anything else I've done. There's some light platforming going on, but this is mainly a puzzle level.

 

giphy.gif

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One or two suggestions were made along the lines of why would anyone buy NSMB U Deluxe with Mario Maker 2 coming out? Which I thought was a bit daft given how different they are as experiences, and why wouldn't you buy arguable the best 2D platform game ever made? Everyone who likes 2D platformers should have both games. I'm also not sure that you could properly replicate any level from that game in a way that fully does it justice, even the ones you think you can.

 

To prove myself right, I've had a go at remaking a Luigi U level because they are short. One of the early ones, Rolling Yoshi Hills, but with conveyor belts instead of actual rolling hills, Monty Moles that don't  jump out of the walls, a more cramped level area, and, most significantly, Koopa Troopas that don't dance. I tried to make up for this by adding a couple more secret big coins and a hidden Luigi, because every year is the year of Luigi.

 

GQT-HN1-7LF

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Rainbow Rush Galaxy

S7P-DR9-1HG

 

My aim here was to make something that's fun to blast through, but hopefully accessible to players of any skill level. There are 7 different areas, each themed around objects of a single colour. The challenge was making each area fun to play within the limitations of those objects, hopefully I've pulled it off!

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23 minutes ago, GokouD said:

Holy crap on a cracker, Rainbow Rush Galaxy has blown up big time! 12,000 plays last time I looked, and I currently have the shiny gold medal for no.1 in the world weekly maker points. My mii is never taking off his big gold crown :P

Fantastic and well deserved.

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6 hours ago, Calashnikov said:

Well deserved @GokouD. Your levels never cease to impress. Good to get a bit of comparative recognition for it.

Thanks :) It's up to a ridiculous 30K plays now, I think my best course in MM1 had less than 1000 plays :blink:

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8 hours ago, Calashnikov said:

Maddy the Celeste dev’s most recent level is hard as hell, and I fucking did it.

 

Part of the 0.32% currently who have cleared it.

 

VVB-482-4VF

Nice! I've tried a few of those levels and I can't get anywhere, that's why I make easy levels :P

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