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


Isaac
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Certainly seems like they've abandoned the idea of an extra style or two on top of 3D World. There's fuck loads to play around with in this update though, so I'll forgive them. And they do also need to get cracking on reinventing 2D Mario for the next proper 2D Mario. 

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44 minutes ago, grindmouse said:

 

This is true, so I guess the game needs to offer some sort of end goal or preservation for creators outside of the community and I'm not sure what that solution is.

The highlights of my Mario Marker stint were joffocakes and fatsam telling me they enjoyed a couple of levels.

 

Does the game have a quick export to save a video run-through of your levels? I only have a few screengrabs of my Wii U ones but investing in creating a whole Mario game only to have it inaccessible once the next-gen of hardware is released sours the motivation. You'd need to hang on to your Switch and hope the digital licenses still function in a decade when Nintendo shuts down the online.

 

It would be great to save the entire level as a video for preservation i do agree. However, at this moment in time unless Nintendo allow more than 30 seconds video recording or if you buy a cheap video capture device they are the only ways of doing this. Or ask someone that does have equipment.

 

Regarding playing levels in the future, this is the issue with tools locked to a system.

 

However it's happened before and people generally don't care. SMM won't allow you to transfer levels - so people have just recreated them inside SMM2.

 

Either you keep your console OR you emulate the console in the future with your save files.

 

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My main hope for a theoretical Switch hardware upgrade is that it allows for capture of footage at native resolution/fps for as long as storage space allows. 30 second, ~30fps clips further compressed by Twitter ain't great.

 

I've played Mario Maker 2 for 60 hours or so but I only ended up making two stages because I spent most of my time going through friends' levels repeatedly, setting faster times on them. It's been a great wee game to pick up and play for that reason. This new upgrade might inspire me to create a new wee set of stages for friends to try though.

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I've watched the video and I'm still not sure whether the update enables you to either:

 

- make one self-contained world of several linked courses, and store up to eight of these separate worlds and up to 40 courses on Nintendo's server (i.e. eight different games of one world each, to be shared separately)

 

or

 

- make one large game containing 40 courses across eight worlds, all linked together and shareable with others as one project. In other words, a player completes course 1, moves on the map to course 2 etc etc until reaching the castle (course 8), then on completing the castle, moves automatically to world 2 and begins course 9, 10, 11 through to the next castle, then moves to world 3 etc.

 

I'd first assumed the latter, but some posts on Resetera have me doubting myself.

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1 hour ago, ann coulter said:

I've watched the video and I'm still not sure whether the update enables you to either:

 

- make one self-contained world of several linked courses, and store up to eight of these separate worlds and up to 40 courses on Nintendo's server (i.e. eight different games of one world each, to be shared separately)

 

or

 

- make one large game containing 40 courses across eight worlds, all linked together and shareable with others as one project. In other words, a player completes course 1, moves on the map to course 2 etc etc until reaching the castle (course 8), then on completing the castle, moves automatically to world 2 and begins course 9, 10, 11 through to the next castle, then moves to world 3 etc.

 

I'd first assumed the latter, but some posts on Resetera have me doubting myself.

 

Hmm sounds more like the second option to me from the trailer.

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9 hours ago, Darhkwing said:

 

It's a problem the game has always had, correct. However, it's not just SMM2 that it's a problem with. Any game with user created content doesn't get massive promotion. Heck, even if you released a game you made in unity - unless it was anything special it just wouldn't get played. So you do need to somewhat promote it, be it youtube, twitter or sending level codes to streamers.


The issue I had was that I had very few friends playing it, aside from people on here. I’d watch streams of people playing amazing levels, or spend hours making something I thought was at least interesting. But the ways you could access levels were all crammed with garbage. Everything I played in super expert was garbage, and my levels barely seemed to get filtered through these modes filled with unplayable garbage. The most popular lists were all shite auto and music levels etc. I really think even a basic level of proficiency in the way that it handled providing you with stuff to play would’ve transformed it, but it’s a primarily online game made by Nintendo, so it’s just a weird, incoherent mess that doesn’t feel like it’s worth putting any effort into.

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5 hours ago, Sumire said:

I think I might buy this now the game has loads of new content and everyone has created me lots of "free" content.

I'm the exact opposite. I was about to hurry and buy it especially after the update announcement. But all the negativity in this thread has made me think I should hold off.

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There are some very valid criticisms around how to get people playing your levels and how to find the best user-created content but there's so much brilliance here to enjoy, nevertheless. Once you find a creator you like, you can follow them and build up a customised feed of quality levels. It's really not difficult at all. 

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I must have moaned in this thread before, but -- yes, SMM has always required you to do all the leg-work yourself on forums and social media to get anyone to play your courses. If you're lucky your course could take off in the algorithm afterwards -- but even then you're only likely to get a couple of hundred plays.

 

I would spend AGES making a course because I wanted to get it just perfect, without any softlocks, with a level-design that would guide and manipulate and sometimes trick the player (but hopefully in a way that amuses them). I would also make sure the course was speed-runnable, since some of my friends liked speed-running every course they were given. But what's the point of all that effort if the course never takes off?

 

I briefly played with the idea of "quickie courses": set myself a challenge of throwing something together in 2 hours max. That's okay I guess. I made a few decent little courses, but it doesn't scratch the itch if you have bigger "concept" ideas.

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Giving it a quick go now, and you can indeed string together eight worlds as part of one project which is great. There seems to be a limit of four courses per world though, making the course total 32, surely, not 40. Where do those extra eight courses go? Even 32 courses seems almost excessive, so I'm not complaining - just curious.

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12 minutes ago, ann coulter said:

Giving it a quick go now, and you can indeed string together eight worlds as part of one project which is great. There seems to be a limit of four courses per world though, making the course total 32, surely, not 40. Where do those extra eight courses go? Even 32 courses seems almost excessive, so I'm not complaining - just curious.

 

Hmm i heard Gamexplain say you could only have 4 courses per world and assumed they made a mistake - but the trailer clearly says 8 worlds 40 courses.

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13 minutes ago, Darhkwing said:

 

Hmm i heard Gamexplain say you could only have 4 courses per world and assumed they made a mistake - but the trailer clearly says 8 worlds 40 courses.

 

Yeah, I don't get it. Perhaps they're counting the bonus toad match-three stages as courses? You can add a few of those in addition to the maximum four courses per world.

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Just spent 10 minutes fiddling. Putting a Goomba mask on and then strolling up to a Koopa dozing in his car and robbing it:lol:

 

Plenty of potential there for a mask/box plus car level.  Bullet Bill looks especially ace driving one.

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1 hour ago, ann coulter said:

Giving it a quick go now, and you can indeed string together eight worlds as part of one project which is great. There seems to be a limit of four courses per world though, making the course total 32, surely, not 40. Where do those extra eight courses go? Even 32 courses seems almost excessive, so I'm not complaining - just curious.

I think it's 4, plus the boss level, so 5 in each world.

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29 minutes ago, GokouD said:

I think it's 4, plus the boss level, so 5 in each world.

 

Ah, I didn't realise there was a separate boss level. Can you make a full course there in a castle setting? That'd be great.

 

So this really is making your own full 2D Mario game. Insane.

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26 minutes ago, ann coulter said:

 

Ah, I didn't realise there was a separate boss level. Can you make a full course there in a castle setting? That'd be great.

 

So this really is making your own full 2D Mario game. Insane.

Yeah I think you can put any level you want on the boss space.

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I've put some of my favorites into a 3 world World if anyone fancies a play through. They're mostly all pretty traditional and accessible, I've tried to make the harder ones optional. My maker code is  29V-SMD-4JF for anyone who isn't following me. Now to try and find time to make some new ones! 

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8 hours ago, GokouD said:

I've put some of my favorites into a 3 world World if anyone fancies a play through. They're mostly all pretty traditional and accessible, I've tried to make the harder ones optional. My maker code is  29V-SMD-4JF for anyone who isn't following me. Now to try and find time to make some new ones! 


Played a few of the courses tonight and really enjoyed the ones I played. Nice balance between not being too hard but still making me feel like I’ve achieved something. 
 

Good stuff! :)

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If I get halfway through someone's world then go and play Mario Kart for half an hour can I get back to the game in progress? I couldn't see an obvious way to do that.

 

Great update though, it's got me right back into this.

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10 hours ago, OneDvBmbr said:


Played a few of the courses tonight and really enjoyed the ones I played. Nice balance between not being too hard but still making me feel like I’ve achieved something. 
 

Good stuff! :)

Thanks!

 

1 hour ago, Yasawas said:

If I get halfway through someone's world then go and play Mario Kart for half an hour can I get back to the game in progress? I couldn't see an obvious way to do that.

 

Great update though, it's got me right back into this.

Yes, it's not super obvious how though. You have to go to your profile, and there's a new tab with a red balloon. There should be a list of in-progress worlds there.

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12 minutes ago, GokouD said:

Thanks!

 

Yes, it's not super obvious how though. You have to go to your profile, and there's a new tab with a red balloon. There should be a list of in-progress worlds there.

 

Smashing - thanks! I was halfway through a great one yesterday morning and was really disappointed when I couldn't get back to it.

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The update is fantastic.

 

I can sympathise a little with the comments about all the trash courses, and true, endless mode is a dustbin, but I have never had a problem finding and playing great levels. If you're sorting by the most popular courses in a week and are playing anything above easy then there's masses of great stuff to try out. I do think the game is generally better for people who are interested in expert and super expert, as the best courses will tend to be at those tiers, but even just vaguely following some of the level creators in the game and on Twitter will throw up way more courses than you can play in a week, every week!

 

And even if you've somehow never found anything good ever in the courses menu, the game has like 100+ original Nintendo created courses to play through in the Story mode. I can't understand anyone being even slightly hesitant about adding the game to their collection. It's infinite Mario! I have over 400 hours clocked on this now and it's probably going to end up being my most played game of all time.

 

And I haven't even designed a course yet.

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When playing Super Worlds I think it would be useful to see an indicator of each course's difficulty, maybe next to the course title before it starts. Perhaps the entire Super World could also be given a difficulty based on an average of all its courses. Most previous play modes have been about choosing a difficulty, so it seems odd that you have no way of knowing what a Super World is like.

 

Played GokouD's world... it was good to see some courses that I remember from last year! Don't think I'll get past the first course of the second world - that bony shell jumping is too complicated for me. Perhaps I'm especially rusty right now.

 

To begin with I think everyone is just going to put together a "greatest hits" selection of the courses they made last year, which is fair enough. But eventually people might start making worlds with a purposeful sense of progression and design -- such as teaching the player a technique in 1-1, then elaborating on that technique in 1-2.

 

I think most people are still too busy playing Animal Crossing to care about SMM2 though.

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I stayed up way too late finishing a new level last night, I'm paying for it today...:wacko:

Headgear Hijinx
6WD-798-3KG

 

 

This is a fairly short level to try out the propeller and bullet bill helmets in 3D World. There's a ton more that could be done with these, but I wanted to keep it simple. It's also the first level I've ever made in the 3D World style, the new powerups and proper on/off blocks make it much more enticing now. It's probably quite difficult in places, but it's fairly short and I've split into 3 sections so it should be manageable.

 

*Edit* There are 6 big coins to find, and 3 1UPs. Try and get them all!

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