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Minuy's Level Collection
Forum Index - Non-SMW Hacking - Super Mario Maker 2 - Minuy's Level Collection
Pages: « 1 »
Hello all, since I happen to have lots and lots of level ideas, I thought i'd just open this thread to assure all of them are in one, big, comfy place.

If you wanna go in blind, please add my Maker ID and do not read a single post beyond this point:
J0Q-2PV-S2G

Thanks in advance.

--------------------
Hack progress: 6/8 exits
Play the demo right here!
Please be aware i'm mostly gone from this place. Do not try contacting me on here.
#1 Breezy Pathway
Not the most creative of starts but a start regardless. Utilises lots of Goomba, Koopa and clear pipe physics for a good amount of fun. Beginner friendly, as tested by several friends.

Course ID: G2J-SD5-LXF
Please enjoy!

--------------------
Hack progress: 6/8 exits
Play the demo right here!
Please be aware i'm mostly gone from this place. Do not try contacting me on here.
#2 Fiery Hot Cavern
An underground adventure with lots of 'hot' enemies. Pun intended. Expect to be burned alive a bunch.

Course ID: P10-310-9HG
Please enjoy.

--------------------
Hack progress: 6/8 exits
Play the demo right here!
Please be aware i'm mostly gone from this place. Do not try contacting me on here.
#3 Porcupuffer's Hideout
You come across a pipe in the forest, wondering where it would take you. Turns out it has woken up one of the threats of the deep... Can you beat his sidekicks before taking on the big guy himself?

Course ID: RNK-K2m-4KG
Please enjoy.

--------------------
Hack progress: 6/8 exits
Play the demo right here!
Please be aware i'm mostly gone from this place. Do not try contacting me on here.
#4 Booming Desert Zone
Huzzah, my first level with a miniboss. Boom Boom's waiting for your arrival. Pray that you don't burn yourself beforehand.

Course ID: 592-07C-1VF
Please enjoy.

--------------------
Hack progress: 6/8 exits
Play the demo right here!
Please be aware i'm mostly gone from this place. Do not try contacting me on here.
#5 Skipsqueaks in the Snow
A stage that has very little in terms of enemy variety, but a lot of 'cool' tricks and a ride on a fast Snake Block. Be sure to dress up appropiately!

Course ID: KPF-4P0-BPG
Please enjoy.

--------------------
Hack progress: 6/8 exits
Play the demo right here!
Please be aware i'm mostly gone from this place. Do not try contacting me on here.
#6 Bullet Bonanza: SMM2 Edition
Remember this one from OLDC 2017? Well, it's back. Of course it's a different level in itself but you can still classify this as a spiritual succesor, yes sir.

Course ID: VKC-P7T-XFG

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Hack progress: 6/8 exits
Play the demo right here!
Please be aware i'm mostly gone from this place. Do not try contacting me on here.
I keep forgetting to update this.

#7 Trooper Woods
A forest consisting of Ant Troopers, Piranha Plants and Piranha Creepers. At least, above water. Because you can pick your path in this one! There's an underwater segment as well.

Course ID: NV1-C2D-QFF
Please enjoy.

--------------------
Hack progress: 6/8 exits
Play the demo right here!
Please be aware i'm mostly gone from this place. Do not try contacting me on here.
I'm playing through your levels and giving my thoughts on them.

Breezy Pathway was a pleasant level that flows nicely. I was impressed with just how many little secret areas with goodies you hid in such a small level. It's a tiny bit cramped, though.

Fiery Hot Cavern is good for the same reasons. I like the Fire Bro gimmick with the pipes but I feel like they aren't really telegraphed. The first one completely blindsided me because I immediately went downwards and into the pipe, before the Fire Bro was even on-screen and active. The pipe placed me right in his face and there was no way to leave and get out of the way of his fireball in time.

Porcupuffer's hideout was fine. I really liked the usage of the big fish and Blooper near the end to block your path. The eponymous Porcupuffer had almost no presence. I'm not sure if that can be changed without altering the seemingly-intentional low difficulty level. I'm not a big water level fan but this was not a level I regret playing. Some parts are kinda empty and could use some more hazards or at least some filled-up space with ground and pipes.

Booming Desert is another pleasantly-paced level. I like how you offer both the Cat Suit and the slide as moments of pure satisfaction and power. Power trips are fin. The secret in the clouds near the start did something I'm disappointed more levels don't do: because Mario has an animation for grabbing onto the top of the tree, he slows down a bit and allows the camera to pan up and show the reward and hazards ahead, safely telegraphing something and making a vertical climb much safer than it otherwise would be. I'm not sure if this is intention or not, but this is the same kind of pacing that would have really helped make the Fire Bros. in the cave level feel more fair.

Skipsqueaks in the Snow is my favorite yet. The basic platforming is fun and the usage of the spiked variants for the secret area was a genius move I've never seen before. The ending felt a bit uncharacteristically mean, though: the spiked guys are really hard to go underneath in this spot since you have to both get them to jump and jump over their platforms, and you don't have much space to pick up speed. The ones near the end are pretty tough too. I ended up using the twirly jump move to get over these guys. The big difficulty spike at the end is the only thing I found questionable in this level. It was easily the hardest and it might just be my favorite.

Bullet Bonanza is my least favorite level so far, to be honest. I'm usually indifferent to autoscrollers but in this case it felt like the feature added very little to the experience. The 30-coins were hidden nicely and worked in tandem with it but it otherwise felt like it just made the level drag on for way longer than it needed to. When the Banzai Bill came in from the right side during the vertical scroll, the scroll served as an active detriment since the presence of a tunnel implied to me a big secret like the 30-coin found earlier in this segment. Instead, I found an empty dead end and nearly died. I wouldn't say this level is bad by any means, but it was very disappointingly slow and easy.

Trooper Woods did not disappoint. The top path managed to play pretty smoothly despite how cramped it was. Bottom path was alright, too. I liked the formation of the green fish and skeleton fish near the end. The use of the blue Piranha Creeper as a time gate for a secret was neat, too. I like that semisolids always existed as a way to opt out of the harder underwater path and back onto the main path at any time. It's another design element I'm not sure I've seen before. The Creepers squirming around in the secret area and closing in on you adds a cool sort of claustrophobia that I enjoyed.

Your levels are pretty good. You design your levels in a sort of tunnel-like fashion that kinda reminds me of Sonic 3, especially in the forest level with its layered design. I wouldn't say they're too hard and while they are short, they're pleasant to play with a bit of secrets to find off the beaten paths and there are some feel-good moments that I really like. The water areas and the autoscroller are naturally a bit slow-paced and are the worst parts for sure. I'll always be glad to play your levels in the future.
Originally posted by kyasarintsu
I'm playing through your levels and giving my thoughts on them.

Breezy Pathway was a pleasant level that flows nicely. I was impressed with just how many little secret areas with goodies you hid in such a small level. It's a tiny bit cramped, though.

Fiery Hot Cavern is good for the same reasons. I like the Fire Bro gimmick with the pipes but I feel like they aren't really telegraphed. The first one completely blindsided me because I immediately went downwards and into the pipe, before the Fire Bro was even on-screen and active. The pipe placed me right in his face and there was no way to leave and get out of the way of his fireball in time.

Porcupuffer's hideout was fine. I really liked the usage of the big fish and Blooper near the end to block your path. The eponymous Porcupuffer had almost no presence. I'm not sure if that can be changed without altering the seemingly-intentional low difficulty level. I'm not a big water level fan but this was not a level I regret playing. Some parts are kinda empty and could use some more hazards or at least some filled-up space with ground and pipes.

Booming Desert is another pleasantly-paced level. I like how you offer both the Cat Suit and the slide as moments of pure satisfaction and power. Power trips are fin. The secret in the clouds near the start did something I'm disappointed more levels don't do: because Mario has an animation for grabbing onto the top of the tree, he slows down a bit and allows the camera to pan up and show the reward and hazards ahead, safely telegraphing something and making a vertical climb much safer than it otherwise would be. I'm not sure if this is intention or not, but this is the same kind of pacing that would have really helped make the Fire Bros. in the cave level feel more fair.

Skipsqueaks in the Snow is my favorite yet. The basic platforming is fun and the usage of the spiked variants for the secret area was a genius move I've never seen before. The ending felt a bit uncharacteristically mean, though: the spiked guys are really hard to go underneath in this spot since you have to both get them to jump and jump over their platforms, and you don't have much space to pick up speed. The ones near the end are pretty tough too. I ended up using the twirly jump move to get over these guys. The big difficulty spike at the end is the only thing I found questionable in this level. It was easily the hardest and it might just be my favorite.

Bullet Bonanza is my least favorite level so far, to be honest. I'm usually indifferent to autoscrollers but in this case it felt like the feature added very little to the experience. The 30-coins were hidden nicely and worked in tandem with it but it otherwise felt like it just made the level drag on for way longer than it needed to. When the Banzai Bill came in from the right side during the vertical scroll, the scroll served as an active detriment since the presence of a tunnel implied to me a big secret like the 30-coin found earlier in this segment. Instead, I found an empty dead end and nearly died. I wouldn't say this level is bad by any means, but it was very disappointingly slow and easy.

Trooper Woods did not disappoint. The top path managed to play pretty smoothly despite how cramped it was. Bottom path was alright, too. I liked the formation of the green fish and skeleton fish near the end. The use of the blue Piranha Creeper as a time gate for a secret was neat, too. I like that semisolids always existed as a way to opt out of the harder underwater path and back onto the main path at any time. It's another design element I'm not sure I've seen before. The Creepers squirming around in the secret area and closing in on you adds a cool sort of claustrophobia that I enjoyed.

Your levels are pretty good. You design your levels in a sort of tunnel-like fashion that kinda reminds me of Sonic 3, especially in the forest level with its layered design. I wouldn't say they're too hard and while they are short, they're pleasant to play with a bit of secrets to find off the beaten paths and there are some feel-good moments that I really like. The water areas and the autoscroller are naturally a bit slow-paced and are the worst parts for sure. I'll always be glad to play your levels in the future.


I was gonna respond on every part of feedback seperately, but that was too much of a hassle.

I just really really appreciate taking your time out to form an opinion on my works. And I am very glad you like most of them. I promise my next level won't take too long to release.

(Personally I thought Bullet Bonanza was really hard and better than Trooper Woods was, strangely)

--------------------
Hack progress: 6/8 exits
Play the demo right here!
Please be aware i'm mostly gone from this place. Do not try contacting me on here.
#8 Spooky Coin Hunt

We're close to the end of the original series now, so why don't we change things around somewhat? Though the pink coins will not be a requirement to beat the level, i'd highly reccomend getting them. Your ending might be a bit more favorable if you do.

Course ID: 20M-GMW-15G
Please enjoy.

--------------------
Hack progress: 6/8 exits
Play the demo right here!
Please be aware i'm mostly gone from this place. Do not try contacting me on here.
#9 Bullship

Disclaimer: I originally intended this to have a secret area where you would drive a Koopa Troopa Car around, but eventually I canned it because I just didn't have enough of my heart put into this level. It might be a little underwhelming and short because of that.

However- I will make a bonus level dedicated to the lost secret area eventually. Might take a long while as I haven't been playing SMM2 often as of late.

Course ID: R4J-VKY-L7G
Please enjoy.

--------------------
Hack progress: 6/8 exits
Play the demo right here!
Please be aware i'm mostly gone from this place. Do not try contacting me on here.
Pages: « 1 »
Forum Index - Non-SMW Hacking - Super Mario Maker 2 - Minuy's Level Collection

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