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Official Super Mario Maker 2 Level Sharing Thread and Discussion

UtopianPoyzin

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Super Mario Maker 2. It's been a long time coming, and it's finally here. In less than 24 hours, we will be receiving a Super Mario Maker 2 exclusive Nintendo Direct, where the community will hypothetically receive all of the Super Mario Maker 2 knowledge to last us until the release in June. Until the release date, feel free to just socialize about any and all things SMM2. Once the release comes, this thread will more than likely be a place to share ideas and level codes with each other.

Just because the game isn't out yet doesn't mean we can't have good level ideas. With only the confirmed features, do you have any design ideas for levels you will build once the game releases? I can already tell you that I have a really good idea for an Ant Trooper side-scroller, but I won't spoil it (don't want any thievery if you know what I mean).

Now that the Direct is out, I regret using the term "sidescroller" when autoscroller gets the job done just as well. It'll be vertical and horizontal scrolling.

Now that the actual GAME is out (woot!), I am in the process of developing said level.
 
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Cyn

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This game will be one of the Switch's most replayable games. Because of Switch's popularity, this will be a big game compared to Wii U.
 

UtopianPoyzin

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This game will be one of the Switch's most replayable games. Because of Switch's popularity, this will be a big game compared to Wii U.
Honestly, if it gets a fanbase as large as Super Mario Maker did, I wouldn't be surprised to see it grow larger than Ultimate. Especially if Nintendo is hosting an Invitational, assuming they do more of these in the future.
 

Cyn

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Honestly, if it gets a fanbase as large as Super Mario Maker did, I wouldn't be surprised to see it grow larger than Ultimate. Especially if Nintendo is hosting an Invitational, assuming they do more of these in the future.
Seeing as MM made it onto the GDQ circuit, and now this invitational, it will not surprise me to see more events like this.
 

Dan

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Something easily missed is that we have one more style on the horizon: only possibility seems to be SMB2 unless they throw a curveball skin like 64 or something at us.



Edit: Actually, I jumped the gun on this (this was posted on Artsy Omni's twitter); I thought those question marks were visible in the Direct... definitely nothing guaranteed here, though it certainly leaves the door open for DLC.
 
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UtopianPoyzin

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Something easily missed is that we have one more style on the horizon: only possibility seems to be SMB2 unless they throw a curveball skin like 64 or something at us.



Edit: Actually, I jumped the gun on this (this was posted on Artsy Omni's twitter); I thought those question marks were visible in the Direct... definitely nothing guaranteed here, though it certainly leaves the door open for DLC.
I saw GameXplain's video covering the topic about an additional gamemode, and I've gotta say, with this screen being visible in the Direct, I say it's a 90% chance we have 6 gamemodes total. If I didn't see the Direct, I would have said something like 10%, but this brought me ALL the way back into thinking we will. Now, for some reason people have been obsessing over Super Mario Land 2, but I think that is 100% not the case. If we are putting a new mode there, I've gotta say that it would be something along the lines of Super Mario Bros 2 (I'm assuming this), or Super Mario World 2: Yoshi's Island (I'm hoping this).

I mean, it appears that Nintendo's goal this time around is to listen to what the fans want to see. Tons of people have been memeing about the Angry Sun not being in SMM1 back when SMM came out, and look at where it is. (If only there were widespread Pokey jokes floating through the internet, because they certainly need to be in the game in my opinion). Slopes were probably the #1 most requested feature, which got added. Back in SMM, nobody really wanted any new modes besides Super Mario Bros 2. The previous statement is a clear exaggeration, but SMB2 dominated all discussion for new modes, because it could work "perfectly in the game". Now, I hope they keep the shy guys and snifits separate to everything else, but I do believe that we are getting an additional "special" mode that requires stage reset for theme switching.

Even if it would have been nice to get one of the earlier New Supe games, I'll take what I can get. I still think NSMBW should be added and take the propeller mushroom so that the Super Acorn should stick with NSMBU, but unique modes are always welcome. I just wish that Nintendo would cover the basics more than what they usually do. This is no exception. Expanding to some crazy, radical new concept that nobody dreamed of is always Nintendo's motto, and it is always the selling point to drive the sales. But sometimes, you need to take a step back and reassess how wholly you have covered the ideas of the past. This is why I have been so adamant for bringing back older enemies, as well as the ball n chain, fences, and the scale lift (that's the name). The latter has had more history than the seesaw (but I do greatly appreciate the addition, tilting is a concept that isn't really covered well in Mario Maker at all).
 
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UtopianPoyzin

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Red Yoshi blew everyone's minds :yoshi:
I was just shocked they only brought ONE Yoshi color back and not ALL Yoshi colors back. But then again, the wings would kinda be OP.


Also what happened to the Yellow, Cyan, and Magenta Yoshis from the New Supe Multiplayer


 

Dan

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The stage reset was the only letdown of an otherwise amazing Direct... what's the reason for it? They didn't want to implement all the SM3DW stuff into the other styles? Kinda shocks me, seeing how they went above and beyond on everything else.
 

UtopianPoyzin

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I don't remember thwomps being able to move horizontally before. Is that new to this game?
It is new, yes.

Creating a puzzle level with horizontal/vertical moving thwomps colliding with eachother is on my bucket list for levels to make. (You stand to the side, the horizontal can't move out because it is hitting a vertical moving thwomp, which must be triggered for the horizontal to get out of the trap and do something off to the side. Kinda like that traffic jam game, except you have to manuever around the thwomp board to free the thwomp you need. Send a thwomp to the ground so that a horizontal thwomp has a place to collide with instead of travelling forever in one direction. I'm spitballing at this point, but I'm taking this time to plug some level ideas I wrote up.

https://www.reddit.com/r/MarioMaker/comments/auutjc
I know that was unrelated to your question, but you could give it a read if you want for some level inspiration. (Edit: the OP was from 2 months ago, I've had time to dwell.)
 
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Cyn

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I do hope that Amiibo costumes return.
I don't see why they wouldn't. There are more amiibo now than there was then. They were super popular in the first game and people made themed levels to match. Anything Ninty can do to keep Amiibo relevant I could see them doing.
 

Dan

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Everyone cares so much about the damn amiibo lol; it's not game breaking to me, but they're guaranteed to be in the game... do you know how foolish it would be from a business perspective if they weren't?

I don't see why they wouldn't. There are more amiibo now than there was then. They were super popular in the first game and people made themed levels to match. Anything Ninty can do to keep Amiibo relevant I could see them doing.
What if the reason they're holding amiibo back is because you can start as any character instead of them being a mystery mushroom... imagine how unbelievable that would be. I mean, how long does creating little and big sprites for each character take? That feature (in addition to SMB2) would blow up E3. It just makes me so happy that people are getting excited over a game where creativity is the game.

Mario 2 (American) would have to be one of those ones like 3D World theme where everything resets. There are just too many gameplay differences. But I'd be all for it.
Was the 4-player co-op confirmed for 3D World as well? Imagine 4-player SMB2...

Am I the only one who wants them to add an amiibo costume of the Cereal Box?





That thing WAS an amiibo...
I imagine it's coming... bouncing around the level like Meat Boy.
 

Dan

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I don't know if anyone realized this, but there will also be escort missions, probably escorting multiple Toads. I saw it in GX's analysis.
 

PsychoIncarnate

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I've preordered Super Mario Maker 2. I've decided my first stage I'm going to make is going to be a Mario 3 desert stage
 

UtopianPoyzin

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Screenshot_2019-06-08-12-42-53.png

Screenshot_2019-06-08-12-44-17.png

It appears there are still some night mode secrets we have yet to uncover. I didn't want to double post, and I get that this has been public for a while, but the moving ghost ring is still interesting to say the least.

The long necked chain chomp is official news for night.
 

PsychoIncarnate

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I just realized that Mario 3's jungle is pipe world. Dang, I may actually do that first
 

Cyn

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After a lot of thought, I think the thing I will enjoy the most is being able to create levels with my little nephew who is obsessed with stage building games. We are going to have a lot of fun together with this.
 

PsychoIncarnate

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After a lot of thought, I think the thing I will enjoy the most is being able to create levels with my little nephew who is obsessed with stage building games. We are going to have a lot of fun together with this.
My nephew loved the first game but he sucks at making levels
 

PsychoIncarnate

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Kinda funny though. By his age I was able to beat Bowser at mario 3. He can barely make it past the first level. If things get too difficult he just wants to play a different game. He's got TONS of different games between phone, computer, video games, etc.
 

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I have been keeping tabs on Super Mario Maker 2 during the past set of weeks, which includes the good and the bad. In terms of the good, Ground tiles now count as their own category, and you can put up to 4,000 of them onto a course area; a huge improvement when compared to the first Super Mario Maker.
 

Dan

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I have been keeping tabs on Super Mario Maker 2 during the past set of weeks, which includes the good and the bad. In terms of the good, Ground tiles now count as their own category, and you can put up to 4,000 of them onto a course area; a huge improvement when compared to the first Super Mario Maker.
I haven't really been following the game as much as I'm just gonna play the **** out of it come Friday... what's the bad? The only thing I'm aware of is the lack of amiibo support (which personally doesn't affect me) and not being able to play with friends (which has already been reversed).
 

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I haven't really been following the game as much as I'm just gonna play the **** out of it come Friday... what's the bad? The only thing I'm aware of is the lack of amiibo support (which personally doesn't affect me) and not being able to play with friends (which has already been reversed).
A few drawbacks are that the Weird Mushroom no longer exists. Also, the enemy category limit is still 100, and still includes items like the POW Block, P-Switch, and Trampoline.

On a side note, the Big Mushroom does lose all the aesthetic features that were in the first Super Mario Maker, but as a trade-off, if Big Mario takes damage, he reverts back to Super Mario, instead of Small Mario.
 
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Dan

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Will probably be my most-played Switch title when it's all said and done... that being said, where is my stylus Nintendo?! Should've been a pack-in.

When I move pieces it sounds like it's gonna start playing Cherub Rock by Smashing Pumpkins lmao.

Multiplayer unplayably laggy for anyone else? It does leave me with a lot of questions if we're supposed to be designing our courses with four players in mind, or if it only chooses courses with a lot of breathing room for that mode.
 
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Dan

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Best level I've played so far: 01T-17J-SWF

That's a really beautiful piece of music they put in the game as well... now I really want to make an ambient course.
 

Dan

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Best level I've played so far: 01T-17J-SWF

That's a really beautiful piece of music they put in the game as well... now I really want to make an ambient course.
So I went ahead and did just that... my second level: "Tranquil Serenity" [M4L-PND-BCG] (hooray for shorter level codes!)

Please check it out; I'm really proud of it (it's a helluva better than my first level -- had to "grease the wheels" so to speak). It's a pseudo forest-underwater level in the 3D World setting.
 

Hat N' Clogs

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Made my first level today.

It's called "Vine Venture". You must navigate the vines while also avoiding the enemies (there are a LOT of piranha plants in this level), and whatever you do...don't fall in the water. Pools of water are inescapable, so use finesse when platforming.

Course ID is HVB-M2W-QXF. My username on there is Hatty1492.
 

Dan

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I'm kind of beginning to wonder how courses get chosen for rotation; the very first course I uploaded still has 0 plays, but the one I posted above has over 200. Things worked out for the best because I was way prouder of my second course than first though.

And it appears as if they'll add a secondary tag to your course if you haven't: somehow they've decided my "Tranquil Serenity" course is "Themed"... well, I guess it is in terms of supposed to being ambient/relaxing.
 
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PsychoIncarnate

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My super Mario maker 2 just arrived in the mail! It's late, but better than not getting it
 

Dan

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Am I the only one who when I click this thread it directs me to a random post in the middle of the page instead of the most recent one?
 
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