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Super Mario Maker 2 is finally here! I remember back when it was a mere hopeful game. Then it evolved into a rumor. Finally into fruition! It hasn't even really been that long since we've known of it. The day has come where the Negative World community gets the ball rolling on excellent levels. Many of our users have been known to make some incredible levels. Many even found notoriety in the course database online. I hope we'll see the same this time around. Perhaps with a bigger install base, the Switch will see even MORE levels from the humans of Earth, and hopefully more levels from Negative World.
With the original game, I generated a simple but easy to use form which allowed us to specifically track all of our levels in one place. The game's system of level finding is actually even better than it was before, but I know many people who found this list of Negative World specific levels useful. So I really hope you all will consider using it again.
I tried to make a puzzle level using the new Super Hammer powerup, but 3D World sure is a tough theme to use for puzzles! The powerup itself can also be awkward to use. As a result, this level is probably more difficult than I intended, but just think of all the ways you can use the hammer and the crates (when on the ground, hold Up and press Y to pull out a crate) and I'm sure it can be figured out:
Smash 'n Stack LLL-P2B-73G
I've also got a music level that I made for a friend, but people here may like it too:
Haven't been around much but I will totally be checking out some of the NW levels in SMM2.
While I'm here I might as well comment on a few things. The local multiplayer in this game is such a hassle. Excitedly downloaded on launch and wanted to play with a friend. Can't do story mode, can't jump into a user-created level smoothly, you need to download it first, and then play it later from the Course Bot? Meaning you can't comment or like the level immediately after? Seriously bad design.
The story mode is pretty good though. I'm nearing the end, but it's been good fun.
Online multiplayer is a bit laggy but I'm glad they included it.
I still suck at making levels. I'm even more creatively bankrupt than in the SMM1 days, it seems.
Yeah, I don't get why the local multiplayer requires jumping through to many hoops. There are a lot of weird little interface things they got wrong with this game, which seems very un-Nintendo? I wonder if it was rushed? We still need those other supposed Extra Themes too!
@J.K. Riki Seems like a good rental. Although there are a number of story mode levels which are more like tutorials demonstrating how to use the various pieces, there's plenty of good stuff as well. The setup reminds me most of SMB3, in that it's mostly short levels which focus on one or two ideas. If you have time after that, us NegWorlders have created a lot of stuff you could try as well, it's all good!
Yeah, this stings! I thought I'd playtested my levels enough but I still missed a couple spots where someone can get "stuck" if they get hit or die in the wrong way. I wish there was some sort of middle-ground (and simple) solution between a single power-up and a pipe spawning infinite power-ups.
I played a level where a few times throughout the stage there would be a door that would take you to a room that had a limited number of power-ups, which gives the player a few chances to screw up, but not an unlimited supply of power-ups. Seemed like a good idea.
It would be cool if the game editor itself could recognize potential softlocks automatically. Like, if there is a brick wall that you need a power-up to proceed, the game will warn you. Or if there's a semi-solid object at the very top of the screen and you can't get back down (this was my problem that I failed to recognize).
@TriforceBun I'm not sure if they're simple enough for what you want, but there are some solutions for it. Using a door for a powerup room like Canonj suggested is a good one, as doors reset everything in the room so this means you have to start the segment over if you lose the powerup. Another option is to put in more than one question block with a powerup nearby, so you can give out multiples without it being infinite. There are also ways to slow down the rate at which powerups drop out of a pipe beyond just using a blue pipe, just as building a contraption of conveyors and such the powerup must travel through before it can be collected. If this takes up too much space, an off-screen option can be to set up a shell bouncing against an on / off switch with its blocks in front of the powerup pipe, and put lots of space between the switch and the wall so that there's a lengthy period of time where the pipe is "closed." A P-switch may also be used in a similar manner so long as the player isn't able to collect the coins in front of the pipe.
Well I'm sold. I still don't expect to make any/many levels myself, but just trying out random ones and going for world records and playing the single player story mode is a ton of fun. Nice job, Nintendo! You changed my mind about Mario Maker.