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Super Mario Maker 2 - Out Now (Forum Course List in First Post)

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1 minute ago, cohen205 said:

 

 

The problem i seem to have with playing levels is that there is no aim. In a regular Mario game you have the set worlds, the 'mission' of rescuing the princess, the different themes, but in this, you play one level, and that's it. There's not even any point collecting coins or anything really. 

 

I know the joy is in playing something unique, and interesting, and i do love finding a great level, but it does all seem a bit aimless. I'm really surprised they didn't add in an option to create a 'world' where you can add individual levels to a map (like Mario 3/Mario world). Maybe in future updates......

 

Yeah, this too. The ‘best time’ is a nice touch, but how about best score, most amount of coins etc?

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2 minutes ago, cohen205 said:

 

 

The problem i seem to have with playing levels is that there is no aim. In a regular Mario game you have the set worlds, the 'mission' of rescuing the princess, the different themes, but in this, you play one level, and that's it. There's not even any point collecting coins or anything really. 

 

I know the joy is in playing something unique, and interesting, and i do love finding a great level, but it does all seem a bit aimless. I'm really surprised they didn't add in an option to create a 'world' where you can add individual levels to a map (like Mario 3/Mario world). Maybe in future updates......

 

Definitely. The aimlessness of it all is making me question it's longevity. It seems more like a game to dip in and out of, but I can never manage to do that with games and have to play one at a time.

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14 minutes ago, Jamie John said:

 

Definitely. The aimlessness of it all is making me question it's longevity. It seems more like a game to dip in and out of, but I can never manage to do that with games and have to play one at a time.

I think I preferred the 100 Mario challenge in the first game to the endless mode in this, having all the amiibo costumes to unlock gave it a bit more purpose. There is a News tab somewhere in the UI that hasn't been updated yet, so that gives me hope that there'll be something to shake things up at some point. I spend most of my time making, so it doesn't bother me too much, but I do hope that the playing side of it stays interesting enough that other people keep playing, otherwise there's not much point making stuff!

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10 hours ago, GokouD said:

So, I was going to make a nice 3D World level, but it just wasn't happening, so I made this creepy thing instead. Mario goes for a nice hike in the mountains, but ends up falling into a dark and eldritch pit... I underestimated how much work it would take to do a vertically scrolling level without having the player bump their head on unseen obstacles, so it took hours to get right. I'd say it's moderately hard, shouldn't trouble anyone here too much but will probably end up with about a 10-20% clear rate.

Oubliette

H77-GJT-4PF

 

 

This was good! Well-designed, and the use of sound to tell the story was well done. A couple of the more precise jumps were a bit frustrating, where you have to jump off the skeleton koopas, but mainly because I'm not very good. You use coins effectively to guide the player.

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I definitely think there is more to come. The first one had quite a few updates didn't it?

 

I do miss the extra 8 bit characters, and some of the silliness from the first game. Even the title screen isn't as fun as it used to be.

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Not sure if this is helpful to anyone, but how I play this game sounds different to how everyone else does, so I thought it was worth sharing. Also bear in mind I have spent almost zero hours making course so far, so these ratios will change at some point in the future.

 

I spend about 20% of the time on Endless mode. I have an actual endless run going on Easy and Normal (I'm about 80 courses deep on those with more lives than I'll ever lose), and then I flick between Expert and Super Expert for more interesting challenges. I've found that Super Expert can often be brilliant for finding great courses, and I'll skip those if they'll ruin my Endless run and return to them later to finish.

 

I spend about 10% of the time on Story mode, because I want to progress the story, and it's a great way to learn new mechanics and course ideas and the creativity there is spectacular.

 

I also spend about 10% of the time playing courses from here, and from other friends, and those are the World Records I chase most often.

 

But the rest of the time I load up a bunch of people I watch on YouTube who I love watching. People like CarlSagan42 and Grand PooBear (and I am more than well aware that if you're not conditioned to these people in advance you'll hate their very cores as soon as you load a video). These guys are some of the best players in the world and they have people around them curating their level selections for them. Don't bother live streaming them. The YouTube content is where you'll get the best of what they've been doing on their Twitch profiles. What I'll do is load up one of their videos, which are often categorised so you can decide if you want troll courses, courses which are basic but have great ideas, glitch courses, or super hard courses, for example, and then, when the creator ID appears on screen I pause the video, play the course myself, and once I've finished I'll watch them play it. It works for me because the courses are always of a much higher quality than whatever random shit you'll find on the Internet, you'll learn a shit load because they'll force you to learn weird tech or new tricks, you'll improve your skills over time, and then after you're done you get to watch someone much better than you spend time learning the course the same way you did, fucking up in the same places, doing things slightly differently (better!?), and having a similar experience.

 

For example, here is the section from Carl's video that I watched last night before I posted that Tweet. The ID comes up, I pause the video, I spend fucking ages beating the course, then I watch Carl beat it himself. After I was done I realised from Carl's stream that I did the bit with the side Thwomp and the conveyor belt wrong because I was supposed to go in front of the Thwomp, which would have made my life a lot easier, but that's all part of the fun, and I love the "reward" that comes with beating a hard course of watching someone else suffer the same fates.

 

Dunno, maybe I'm just weird as hell and no one else does this. Perhaps it also helps that I'm the kind of person that will sit down for three hours with a single course making microscopic improvements until I can beat something, but my favourite thing is loading up a new stream knowing that I'll have five or six great new courses to get into that'll take up the next few hours, and I'll probably improve as a player by the end.

 

No idea if that's helpful to anyone.

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On 13/07/2019 at 22:33, Jamie John said:

New one from me:

 

"Liberate the Goomba Slaveship!" (RPG-KT7-6WG)

 

Can Mario save the goombas from the koopas and their twisted experiments?

 

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D_Yp7NMU8AAQ8nb?format=jpg&name=large

 

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I sort of made this one up as I went along. It started off as a fairly regular airship level, but then I noticed that the music was a bit James Bond-y, so then I thought about doing an MGS-style secret airship infiltration level, and then from there I somehow got to...goomba slaveship and evil koopa scientists?

 

Hmm. Anyway, it's taken me sodding hours and is my first stab at environmental storytelling (to the extent that this can be done in a Mario level, anyway), so have a play and see what you think! It shouldn't be too difficult and I've included two checkpoints.

 

I'm looking forward to trying out everyone else's levels that I've neglected over the last few days while I've been stuck in the course-creation rabbit hole.

This was really cool, some clever stuff like the goombas on conveyor belts with the scream sound effects. I liked how there was a steady stream of side challenges for the big coins. My only complaint would be about the bit near the start where you go under goombas locked into boxes, and hit the switch to free them. The ceiling was just a couple of blocks too low as big Mario, and it was very easy to bonk your head and fall into the holes. You probably had limited space to lay it all out though, with needing to keep the trapped goombas visible.

 

3 hours ago, Jamie John said:

 

This was good! Well-designed, and the use of sound to tell the story was well done. A couple of the more precise jumps were a bit frustrating, where you have to jump off the skeleton koopas, but mainly because I'm not very good. You use coins effectively to guide the player.

Thanks for the feedback. I did think that the last couple of koopa jumps were bordering on too hard, but my last level was super easy and randoms rarely give it a like even when they finish it, so I thought I'd try a different approach! I actually came very close to not putting any coins in at all as I wasn't sure they fit the atmosphere, but I'm glad I did. 

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9 minutes ago, GokouD said:

This was really cool, some clever stuff like the goombas on conveyor belts with the scream sound effects. I liked how there was a steady stream of side challenges for the big coins. My only complaint would be about the bit near the start where you go under goombas locked into boxes, and hit the switch to free them. The ceiling was just a couple of blocks too low as big Mario, and it was very easy to bonk your head and fall into the holes. You probably had limited space to lay it all out though, with needing to keep the trapped goombas visible.

 

Thanks. Yeah, a few people have commented on those jumps. I think the issue is that in edit mode Mario defaults to being small so you're always testing with him and you forget about how much difference the extra height can make.

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33 minutes ago, Jamie John said:

 

Thanks. Yeah, a few people have commented on those jumps. I think the issue is that in edit mode Mario defaults to being small so you're always testing with him and you forget about how much difference the extra height can make.

Yeah, what you can do is hold down on Mario in the editor, this lets you pick a power up state for him to start as when you test. I usually forget about it though and end up having to go back and make changes.

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There is one jump that people seem to be having on my "ghost house in the woods". You gotta hold down the button the last second before releasing. Im almost tempted to delete the level and move the koopa a bit but i haven't fully made my mind up yet.

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Another great level Jamie John. Ace sense of being on that slave ship. I did automatically jump down the first pit following the arrow though. Then did it again to make sure.  :lol:

 

I think that is one of your best GokouD. A strong theme and nice atmosphere, like you tend to do, combined with some solid enjoyable straightforward platform jumping. I think you nailed the difficulty level too.

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I just picked up the game on the weekend. Despite the crazy lag and the percentage of awful levels, I'm loving the multiplayer versus mode. So much so, that I decided to make a versus course as my first build.

 

What's the deal with uploading multiplayer courses? Is it enough to tag them as multiplayer to add them to the versus queue?

 

I'd appreciate some feedback on my level if anyone has the ability to test out the multiplayer element of the course:

 

Climb the Key Tower

Edit: TXH-814-2TG (re-uploaded)

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Woke up this morning to find my Goomba level (almost) in the EU top 100:

 

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tenor.gif

 

It might actually have been in the top 100 at some point. Pity that there's nothing to tell you how high your level has been.

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I was noodling about last night and ended up making a 20 second speedrun course. It's pretty simple and just focuses on jumping with good timing without any gimmicks, but I put a "Don't touch the ground" clear condition on to make it a bit more tasty. It took me quite a few attempts to clear, but I imagine for the likes of @David Heath, @Darhkwing and @joffocakes it'll be pretty easy. Try it out!

 

Simple Stomp Speedrun [20 secs]

(3FT-6HQ-4XG)

 

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D_lqDVKUcAIVXFo?format=jpg&name=large

 

D_lqDU_UIAEZzds?format=jpg&name=large

 

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5 minutes ago, joffocakes said:

You posted that just in time to coincide with my lunch break; perfect!

 

Really fun course. Cursing those Bullet Bills a few times though haha.

 

You beat my clear check time already, ha.

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1 hour ago, Jamie John said:

I was noodling about last night and ended up making a 20 second speedrun course. It's pretty simple and just focuses on jumping with good timing without any gimmicks, but I put a "Don't touch the ground" clear condition on to make it a bit more tasty. It took me quite a few attempts to clear, but I imagine for the likes of @David Heath, @Darhkwing and @joffocakes it'll be pretty easy. Try it out!

 

Simple Stomp Speedrun [20 secs]

(3FT-6HQ-4XG)

Heh, I spent most of my lunchbreak on this too, really fun. I was about to give up and decided to have on last try, the rest of the office probably wondered why I was silently punching the air when I did it!

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1 hour ago, GokouD said:

Heh, I spent most of my lunchbreak on this too, really fun. I was about to give up and decided to have on last try, the rest of the office probably wondered why I was silently punching the air when I did it!

 

Well done. Glad you liked it!

 

I just checked the rankings and my Goomba course has made the top 100! This has made me extremely happy. GOTY.

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Made one where you have to go through the level more than once and take different routes to collect red coins and finish. It's an autoscroller set to fast.

 

Shell Ride the Jungle Tide

 

3FY-SHG-0YG

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6 hours ago, joffocakes said:

You posted that just in time to coincide with my lunch break; perfect!

 

Really fun course. Cursing those Bullet Bills a few times though haha.

 

I’ve now spent far too long getting to within 0.13 seconds of your world record on this :lol:

 

Interesting to know if you’re using the same strategy as me.

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23 minutes ago, David Heath said:

 

I’ve now spent far too long getting to within 0.13 seconds of your world record on this :lol:

 

Interesting to know if you’re using the same strategy as me.

 

I juuuuust manage to scrape under 25 seconds. Which is funny because when I initially cleared it I wondered if I could potentially get under 16. Wild.

 

Probably the same strategy; after the Piranha Creeper I skip the first wall jumps with a spin onto the Piranha Plant. Other than that hitting the top Bullet Bill with A unheld to build momentum off the lower on is all I do to gain time.

 

I also die/fall through the Bullet Bills a lot because the hiybox isn't quite to the tip of their nose in the 3D World style.

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29 minutes ago, joffocakes said:

I juuuuust manage to scrape under 25 seconds. Which is funny because when I initially cleared it I wondered if I could potentially get under 16. Wild.

 

Probably the same strategy; after the Piranha Creeper I skip the first wall jumps with a spin onto the Piranha Plant. Other than that hitting the top Bullet Bill with A unheld to build momentum off the lower on is all I do to gain time.

 

I also die/fall through the Bullet Bills a lot because the hiybox isn't quite to the tip of their nose in the 3D World style.

 

Sounds the same.

 

The BB hitbox in 3D World is a nightmare.

 

I also spent about 30 minutes attempting to slide down the top BB launcher to land on the lower one faster, or skipping the top BB entirely and trying to build enough momentum to make it over the spikes from the lower one, but without the twirl from NSMB it's not possible. Great level for working out fun optimisations, @Jamie John!

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Started playing this evening and spent the vast majority of my time on @Jamie John 's Simple Stomp Speedrun - it's excellent! 

 

Didn't finish, but I'll be back tomorrow! 

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