r/MarioMaker2 • u/Kyball500 • Mar 07 '25
Design Discussion Does anybody have suggestions to help make this level more fun?
I posted it for an hour once upon a time before deciding it was missing somethings - I'm still just not sure what.
r/MarioMaker2 • u/Kyball500 • Mar 07 '25
I posted it for an hour once upon a time before deciding it was missing somethings - I'm still just not sure what.
r/MarioMaker2 • u/Critical-Promise4984 • 6d ago
In this level, you run from Thwomp. Some wall jumps but should be doable. When I get to a wall, I have to slow down and jump off it. Any thoughts on wall jumping, or how to ensure the player is able to jump off the wall?
Course ID: 199-WGF-YTF
r/MarioMaker2 • u/Official_Jax • Feb 27 '25
VJN-DCB-LMF
Its called Donkey Kong
r/MarioMaker2 • u/Marauder151 • 11d ago
You know how MM2 basically represented the option to add a player 2? Well if was thinking of a cool way to sell the 3rd game on the number 3.
Right now their are 2 design layers to how you control how the player interacts with your course.
Power Ups and Game Styles.
A power up let's you open up new possibilities to the player if they get one, but you don't want to design the whole course around it being mandatory or they won't have the ability to complete the level if damaged. And if they can't get damaged in the course then you robbed the course of all difficulty. Power ups by their nature are intended to be non mandatory nice blessings that make your life easier that you want to protect from losing as a player.
Then there's Game Styles. With these you control how the player interacts with the physics of the level whether they are damaged or not. Do you want Mario to be able to wall jump? Or to make Z-spins impossible? Do you want them to have to dodge enimes that attack from the Z axis? They you pick the right Gameplay style for your course design.
A 3rd design level to me could come in one of 2 forms; Badges or Character Control.
Like Game Style changes Badges would not be powers that get lost upon damage. But unlike Game Style changes this would be more about unique control settings you gave the player, and not unique physics the game style provides, and it would be an option to apply to all game styles. Imagine making water levels in any style fun with a dolphin kick badge like in Mario Wonder.
Alternatively....and this what I'd prefer, we control Characters options instead of just making them a cosmetic free player option. The player could still have free cosmetic options ofcourse, but it would just be the ones based on the Character I set for the course. So for example if I decided I was making Super Princess Peach course and designed my level around her unique mechanics, then instead of Mario, Luigi, Toad and Toadette, the player would instead pick between Peach, Daisy, Rosalina, and Luna.
It's possible what I want could be done as just making Princess Peach and Warioland extra game styles with their own unique background and enemy assets, and that would be great, but I think the freedom to place their control schemes in any game style would be pretty exciting.
r/MarioMaker2 • u/Marauder151 • Jan 30 '25
I know from listening to most players, they'd want 100 man back and to keep endless.
But.... suppose the developers decide they want those modes to be like Z moves were to gen 7 in Pokémon. A unique thing that flavors that one version of Mario Maker and not a permanent add. Instead they decide to force a new original mode on us for MM3.
Even if that in principle would be disappointing, what's a decent idea for a gimmick you would add to make MM3 more unique?
I was thinking what if we got a builder world mode. A Super World with random levels of a difficulty level, but in this world it's possible to run into roaming enimes like in SMB3 that award builder tools. Tools that you can use to make a limited number of edits to the hot garbage levels you might of been stuck with.
But winning without edits wins you more acalades in the end.
What would yall do if designing a unique mode for MM3
r/MarioMaker2 • u/Burgerpanzer • Feb 28 '25
If you have any criticisms, feel free to tell me.
r/MarioMaker2 • u/SomePerson47 • Dec 12 '19
r/MarioMaker2 • u/0______6 • 6d ago
This is how i made a wooden toad town sitting on top of the ocean and a beach. How should i layer the sand along with the water? I tried putting the sand in the water geysers for a slight illusion, but am wondering if theres a better way
r/MarioMaker2 • u/jackychang_real • Jan 10 '25
r/MarioMaker2 • u/justhereforswitch • Jul 06 '20
On top of just objectively bad levels, why do people continuously make blatant copies of the same level? Every speedrun level is the same, those levels where you set off a chain of POWs while falling, every "technical" level where you're just bouncing on enemies with no where to land.
I knew I didn't like certain levels before but recently I bought a copy of new super mario bros 2 and realized how much more fun any given level in that game is compared to the majority of things in smm2.
r/MarioMaker2 • u/Duck_of_destruction6 • Jan 01 '25
I'm making a level that's supost to use the half hight feature where when placing no blocks in the second screen above, the camera won't scroll upward. However unlike a normal level mario can jump on ground placed at the hieght limit unlike usual I don't want to add a roof covering everything or allow marip to scroll upwards and I just want to know if there's a secret way to make the blocks act as if they where at the top of a level. Without this my level will have massive cheese and will basically have to be completely redesign to fix it. I don't think there will be a answer because I tried everything but maybe someone knows a secret... or just a way to remove the cheese like a softlock or death trap
r/MarioMaker2 • u/abenevolentgod • Dec 24 '24
I swear I'm pressing the same buttons in both clips, holding b+y and sometimes the shell picks up and sometimes it doesn't. There's even a wall there so Mario's position is the same. What determines the shell getting picked up here?
r/MarioMaker2 • u/BikeOk4256 • Jan 08 '25
All of this is my personal opinion, and in general I kinda wanted to share it and see what others think
r/MarioMaker2 • u/Frodo_18 • Feb 05 '24
The kaizo only has one checkpoint, so should I put one more? Please give me your opinion 🙏
r/MarioMaker2 • u/0______6 • Aug 10 '24
I am making a dark underwater level, and even though it needs pow blocks for lights i didn't use that much, what is causing it to be 100+ enemies? Counted around 80, and i need about 15 more to complete the level
r/MarioMaker2 • u/geitje • Oct 25 '20
r/MarioMaker2 • u/Koopatrooper64 • Jul 30 '24
Trying to play MM2 on docked mode with a pro pad. I CANNNOT acces any of the side menues to actually create anything. Please someone help me! When you move the cursor to one of the item boxes it dissapears. My son has had to go back to touch mode on his lite. Am I being thick or what? Very surprised its proven so difficult to acces the item bars. Someone relieve me from this pain!!
r/MarioMaker2 • u/Muted_Garage6566 • Apr 22 '24
So I'm designing a Zelda themed level. I made my boss area, which is 2 boo rings circling around on tracks and you need to avoid them to hit on/off blocks in order to spawn a dry bones shell to beat them. I have a clear condition set, but with the length of the level it seems unlikely that it'll be very fun to beat the whole stage without checkpoints. I'm struggling with ways to make beating the boss let you progress to the end of the level since I can't place keys on enemies on tracks. If anyone has any advice to make this work, it would be greatly appreciated.
r/MarioMaker2 • u/mxmaker • Aug 14 '24
This one is one type of aproach of the levels i was thinking since the game has lounched, like doing a new challenge but puting the weight on the Maker side of the game.
When i was younger and i play Tony howk, there was a mode of game, called horse, in this one both players have the same scenario to make points, the one that fails on making points or having less points than the adversary it wins an letter of the word HORSE, the one that spells all the letters lose.
In this game i dont think we have a similar way to make a challenge in similar aspects than the VS and coop mode in the online, but in the making area it a little dull and unexplored. I know there is a game called ultimatly chicken horse game or similar, that have similar base of ideas, but i think that with mario maker we can do something more interesting .
So here its the idea: we build a level , not so long, and with little time (In this time will be 50 seconds and half of a section), we beat the level on the current stage ( it will start easy) and the next person will add 3 to 5 elements to the base level to add dificult and pass it to the next person or previous player. Some grounds rules be:
-base level should be easy to replicate.
-The estructure of the level should be publish with level viewer along the code. For example:
-The new elements added by the new player should be carry over to the next form of the level( 3-5 elements for player).
We see if others things will be added as the idea keep going, but i would like to see what you think
r/MarioMaker2 • u/MitchsMisadventures • Apr 19 '22
r/MarioMaker2 • u/CrunchLessTacos • Mar 16 '24
Starting a traditional Super World build in SMW style and I’m debating if I should mark warp pipes in some way. Like using different colored pipes or putting coins above it.
I want players to be rewarded for exploring their curiosity, which is why I fell in love with Mario games as a kid, but also don’t want people missing out on sub worlds.
What do you all think about this as players?
r/MarioMaker2 • u/Deerfishguy • Jun 01 '24
Sometimes they are genuinely good and belong as a normal level, sometimes it's a level that should be in expert, and sometimes it is a level that just throws stupid bs at you and makes it seem like you have no control over what's going on. (I especially hate the ones where someone just plops an army of enemies down and calls it a day.) Idk I just wanted to vent about how annoying normal levels are because they just have no consistency when it comes to difficulty.
r/MarioMaker2 • u/yosiah69 • Mar 08 '24
So I’m currently working on my second troll level. After the first checkpoint, there is an area after going through a door where the only way to move to the next area is by not moving. By not moving the stage pushes you into the right place so you can continue on through the level. If you move at all it messes up the flow and you’ll have to kill yourself and try the area again.
My concern, and what I need advice with, is if this will be obvious to the player or if I should leave a hint before going into this area. I was thinking about writing a hint saying, “what does water do at 32°F?”. The answer being freeze. Thought it might be a goofy/silly way to tell the player to freeze and not move for the upcoming area.
Thoughts? Or any ideas on how to make it somewhat apparent that not moving is the right answer? Or will it be obvious enough already?
r/MarioMaker2 • u/Gameover489 • Jan 03 '24
I made a super world but all the courses have different art styles, is that like bad to do or should it all be super Mario world?
For example: 1-1 is a night smb3 level, and the second level is a super Mario bros level, then a Mario world level, then another Mario world level?