For making traditional levels, I'd recommend watching Ceave's video "Deconstructing Mario: How New Super Mario Bros U. Handles Difficulty" It demonstrates multiple paths and difficulty progression. Anyways, great video!
Mark Brown has some good videos on how Mario games tick as well, both from the perspective of Mario Maker and generally. One thing with most attempts to analyse Mario I've seen is it's from the perspective of modern Mario games - New Super Mario Bros. and younger for 2d, Mario 1, 3 and even World often feel different to me.
I actually think remaking 1-1 is good to remake, as when I remade 1-1, I got more familiar with Mario Maker 2’s level creator. After I remade 1-1, the quality of my levels greatly improved.
Great tips! There's not enough Mario Makers making traditional levels. Most of what I see are random gimmicks and ridiculous challenges, so it's nice to see someone going back to basics.
I have something to add to the pallet tip: Powerups - For example, if it's a castle level, probably use things like fire flowers. For snowy levels, there's not really any special powerups. For air levels, use propeller mushroom and so on. If your gimmick needs a certain powerup, change the theme for it. With ground levels, any powerups work well
Tip 1: whenever you place a checkpoint, make sure to add some sort of power up for the player in case they die and respawn with no power up making it harder than intended Tip 2: when making a bonus room thats easy to get to, don’t put too many coins because that isn’t a reasonable reward. Bonus rooms that are easy to get to should have at least one ten coin and a few coins surrounding it. A bonus room that is mediocre to get to should have a thirty coin and some coins surrounding it. An area that’s hard to get to should have one to two fifty coins with a bunch of coins surrounding it.
There shouldn’t be rules to follow. Do what seems right to you. That’s what is cool with Mario games’ bonus rooms, througout the series, there is tons and tons of uniques ways to recieve rewards. That’s what I do in my game. I try to vary the content the most I can instead of just placing coins and big coins.
4:10 in addition to Odyssey said, you should actually make almost half the level breathing room. If you’ve played the new games, in the late game levels, about half the level is just breathing room.
I'm not sure we have the room, I can only put rest area a few blocks big or else an entire challenge has to be removed. It makes me realize how little room you have
This is such good advice! I just got this game yesterday and I'm having fun doing some community levels and learning the controls. I want to get decent at the game before making my own levels, to make sure they're not too easy using skills that I haven't learned yet. I'm adding this video to a playlist to watch later when I start making levels to share, so I can remember all the good tips!
Very well put, and glad to hear you love Traditional stages! I was starting to think everyone just wanted Kaizo levels, haha. Very well said on studying the original levels. For mine, it wasn't enough to go on by memory, I looked up Super Mario Bros and Super Mario World levels on UA-cam so I could pause the video and study the design, and refresh my memory on why those levels worked, and how it handled the challenges. Thanks for the video, you get a sub from me!
9:18 Dry Bones for Smash! Edit: I also would like to say thank you so much for this amazing and informational video. One thing that I try to do to my levels before uploading (to check if they're good) is to beat it first without the run button, and second while speed-running so it can be a level for all levels of gamers (It was actually a surprisingly simple tip from Ceave Gaming) 🙂
You know whats not surprisingly simple, though? Getting ten thousand maker points on MM2. My friends think MM2 is boring because they cant get Maker Points, so they give up too easily and never want to play it again. I, on the other hand, love this game and I think they are crazy. Cham, if you have MM2, please play my levels. If you are interested in checking it out, here is the code: Y21-LLX-D7G.
I've been thinking of doing a traditional airship level, similar to one of the actual Super Mario Bros. 3 levels. There's bullet bills, cannonballs, burners, and rocky wrenches that you have to avoid, and then at the end is a boss battle. I have an entire notepad where I've taken notes on the actual designs of the Super Mario Bros. 3 Airship Levels. I've also been thinking of doing a level where there's a bunch of "Tanks" more or less. There will be tank-shaped objects with conveyors on the bottom, along with being an autoscrolling level, just like the actual tank levels in Super Mario Bros. 3. I hope it turns out okay!
Great tips, thanks! Only got Mario Maker 2 last weekend, and though enjoying it I did feel a bit overwhelmed with all the possibilities. Also, 6 year old me would’ve gone completely bonkers if we had this on SNES back in the day haha
1:18 and Try to make the Level theme fit with the gimmick For example: spiky stuff can go in castles or hunted mansions (but NOT GROUND) Mounty moles can be in underground courses But stuff Like seesaws are versatile, they fit in most themes
I built several traditional levels, but they hardly get played :( All streamers tend to play are kaizo and troll levels. I agree entirely with putting secrets in to encourage exploration. Another key thing is to make sure any challenge required to complete the level cannot become uncompleteable. If bypassing a corridor with a Pirahna Plant blocking it requires a Fire Flower, make sure the player can find a Fire Flower earlier, and if they lose it, put in some nearby Koopas to throw shells at the Pirahna. It's time to make the player have to take a more challenging route or they miss out on a bonus if they fail, but if the level becomes impossible to complete at that point and they must die or restart, that's very annoying to the player and usually not something traditional Mario levels do. PS - Really cool design gimmick with the rainbows coming out of the pipes, looks really sweet.
An level about Thwomps would be underground. It would start with a room with a single Thwomp, easy to avoid. Then, in an second room, there would be 3 or 4 Thwomps moving up and down, each with the same timing. The other part would have sideways Thwomps, in which Mario would be going down. Then, there could be either a door or a key. If there was a key, the player would have to go back and open a Key Door that was already there before. If there was a door, Mario would instantly go to the third room. In the third room, there could be a checkpoint and then something quite different but still related to Thwomps. For example, riding a Dry Bones shell in lava or water, with little platforms with Thwomps. Or a part with multiple Thwomps where some item or ability would make Mario able to pass. Then, there could be the goal, or maybe a 3rd phase with more fun!
Overall, pretty good video, but I do have a few qualms with it: 1. He doesn't mention complimentary gimmicks, a.k.a say you are using moving platforms, then after the checkpoint, you introduce on off switches which you can use to switch the path. 2. He doesn't mention balancing challenge with catharsis, by which I mean, at some point in your level, during a rest area, have a koopa you can use to kill some munchers just ahead of it, or having a secret coin room which is filled to the brim with coins,. 3. In most cases you should make it so that any player can get a powerup, so you can effectively design your level with it in mind.
These videos have really helped me make my levels! Even if they won't be seen by many other eyes aside from mine, I've started to renovate my old levels I've been making for a whole world, and I'm trying to make it feel like a new mario experience with the same feel but new designs, and again, these have really helped!
I would like to play it! I am trying to make levels as well, I entirely re did my 1-1 and even then I still think there are issues with it, same with my 1-2. My 1-3 is still a work in progress hahaha
In terms of power ups, you should try to have 4 of them in a level with checkpoints. 2 power ups can be before the checkpoint, while 2 can be after the checkpoint. As for Yoshis, you should probably make them rarer than power ups, only putting them in your levels every so often. Try only putting 1 egg before and after the checkpoint. Also, pinks coins are better substitutes for star coins than 10 coins. While they aren’t 2x2, there’s a meter at the top showing how many you have. Also, they give you keys once you collect them all, so you can build a reward room for collecting all of them.
About to purchase Super Mario Maker 2 since I just got a Switch Lite recently. I used to be one of those guys who would play Maker with my buddy and we would basically be trying to out-"Kaizo" each other. But now that I have a 4 year old who is getting into gaming and will be playing this with me, I'm definitely looking into doing more traditional/accessible and fun levels as opposed to just let me throw all the bells and whistles out there. Thank you for this video! Got some level ideas in mind already!
This really inspires me! thank you a lot! I made a level called Pokeys in the Sand. it is not online so I don't have a code. I'm gonna make levels in my entire course bot that are traditional. Edit: came back 8 months later to say I can post my traditional levels online now :)
it would be cool if they had a shop in the game where you could buy stuff like mii costumes, sounds, reskins of items with the coins you get in the levels. there would have to be a way to prevent people just making tons of levels where it spews coins at you
Optional challenges can be used in the rest areas, as well. I think traditional is my most common level type as well, but the palette and building around a specific gimmick is something I try and do on all my levels aside for red coin levels (where it applies to the individual rooms within them instead). Alternate paths, weirdly, is something I haven't tended to use outside of optional challenges, despite knowing it's a frequent part of actual Mario games.
This was SO helpful! Since the new update started, I was really excited to make basically my own mario game with the Super World feature. The only problem was, I suck at making levels. I'm much better at playing than making levels. So I looked up a bunch of videos. But yours are the ones that I think give much better advice. Thank you so much! P.S. When I'm done with all my super worlds I'll do an edit and I'll put the codes to them!
I’m currently building a world that’s based on traditional levels, so this helps a ton! Thank you so much! I’ve been meaning to subscribe for a while so now I have to!
this was very helpful, as at the moment im making my own super world, that could fit in with a mario game, if only some of the aspects of the newer mario games were there, such as moving mushroom platforms, giant mushroom platforms, and the tilting mushroom platforms, can't forget the shrinking and growing mushroom platforms, they cut alot of mushroom platforms from mario maker...
Videos like these are really helpful. Working on a World course with 8 world's is a tough but fun challenge, and these help during creators block. Keep up the good work.
Thanks for these tips! I’ve been making traditional levels for a bit, but I just always felt like they were too condensed. So, instead of fixing it, I turned it into a gimmick and I’m currently making a “Mario Mini” level series
"Thwomps don't work in the ground theme" I beg to differ. They work wonders if the level's gimmick is they want you dead, so they appear in a place they normally don't.
Trying to make a whole 8 worlds on a REALLY well crafted scratch fangame. This helped me out a lot, for example, i made the first underground level around buzzy beetles falling onto you from the top.
great video! and good advice too. the only thing I would suggest differently / what I'm worried about is the fact that now a lot of people will make levels just like yours, as people who watch this video will probably do everything in this video exactly. and also, for shortcuts in levels, I often just put a 1 up by the pipe/door or 10-50 coin.
I know I’m late for this one, but I really enjoyed this video, and it taught me a lot! I just finished a level the other day based off of the info that I learned from this. Granted, it is pretty easy, but I just focused more on making sure the level was good quality rather than making it difficult, and I plan on using the level in an 8 World game that I want to make and upload.
I am making a super world that is supposed to be like a actual Mario game, and this video had pretty great tips on things that will help me! Thanks m8 ;)
Planning to get Mario Maker 2 this Christmas, whether as a present or purchasing it myself with Christmas money from relatives. I REALLY want to make a good super world. As frustrating as some of the limitations on the World Maker are, mainly the level count and general small world size lacking extreme customization, I’m super hyper to give it a go and hopefully make some exciting levels.
Another thing that you can add in the level is 10-Coins that act like Star Coins. Now of course people aren't required to get them, so you should put a clear condition to collect all 3 of them, with the timer extended to give them more time. That's exactly what I did in my level, -9T7-SP2-SMF defenitely not bragging- to make it feel more nintendo styled.
Thx so much for even thinking of doing this I’m making a super world and I want it to be super professional with all traditional lvls. I haven’t watched it yet but I know it’s amazing!
one thing you can try when making traditional levels is giving it 2-3 gimmicks, for example I made a level in Mario Maker 2 based around Spikes and Conveyers.
I make good troll levels. I have a series called Get Trolled and 5, 3, 2 two are the best in the series. But one day I just thought. Hey, what if I made a level that's actually you know... good. And so here I am.
In my opinion, there is 1 exception to the puzzle level not being a traditional level rule, and that is a traditional ghost house level
Very true
Take Super Mario World and the NSMB series
Or maybe a pyramid!
TRUE
Mario 3 didn’t have ghost houses but it did have puzzle fortresses so those count too
For making traditional levels, I'd recommend watching Ceave's video "Deconstructing Mario: How New Super Mario Bros U. Handles Difficulty"
It demonstrates multiple paths and difficulty progression.
Anyways, great video!
Mark Brown has some good videos on how Mario games tick as well, both from the perspective of Mario Maker and generally. One thing with most attempts to analyse Mario I've seen is it's from the perspective of modern Mario games - New Super Mario Bros. and younger for 2d, Mario 1, 3 and even World often feel different to me.
Useful. 👍🏼
Why you guys advertising for other channels?
Not gonna lie tho those are good vids too
I love ceave gaming channel but I also love odyssey centrals
Hoo-ray!
My man out here preventing Little Timmy levels 😂
Little timmy be like: those noobs won’t pass my impossible level with a triple bowser stack WAIT HOW DID YOU FIND THAT DEV EXIT
GD Flash And now look at the Big Tom Level!
(Complicated level)
@@Epsi_Cron and the medium Bob level
Traditional levels
Keep them away!
True
Step 1: Remake 1-1
Step 2: ???
Step 3: 100% profit 🌝
You know what annoys me about 1-1 remakes, not that they’re everywhere but that not a single one of them ever gets the sub area right
I actually think remaking 1-1 is good to remake, as when I remade 1-1, I got more familiar with Mario Maker 2’s level creator. After I remade 1-1, the quality of my levels greatly improved.
@@Odyssey_Central How so?
@@Odyssey_Central What's worse is that I've actually played 1-1 remakes that don't even have the sub area at all
Worked for me. I made Level 1-1 IN SPAAAAACE, and it's got dozens of plays in just a week. (K28-KQR-GLF ;) )
Great tips! There's not enough Mario Makers making traditional levels. Most of what I see are random gimmicks and ridiculous challenges, so it's nice to see someone going back to basics.
I have something to add to the pallet tip:
Powerups - For example, if it's a castle level, probably use things like fire flowers. For snowy levels, there's not really any special powerups. For air levels, use propeller mushroom and so on. If your gimmick needs a certain powerup, change the theme for it. With ground levels, any powerups work well
Ice flower isn’t in the game. Wish it was though…
Or make the level around the powerup
Great tips! I love how you had multiple practical examples to show. Thanks for making this video, I know how much time and effort it takes!
Hey, dude.
Hello arrow
cool
Hi arrow
wowzers its the guy that did things
Tip 1: whenever you place a checkpoint, make sure to add some sort of power up for the player in case they die and respawn with no power up making it harder than intended
Tip 2: when making a bonus room thats easy to get to, don’t put too many coins because that isn’t a reasonable reward. Bonus rooms that are easy to get to should have at least one ten coin and a few coins surrounding it. A bonus room that is mediocre to get to should have a thirty coin and some coins surrounding it. An area that’s hard to get to should have one to two fifty coins with a bunch of coins surrounding it.
a 1-up or a useful power up can be in bonus rooms too. (But not a power up which can abuse the challenge of the level)
There shouldn’t be rules to follow. Do what seems right to you. That’s what is cool with Mario games’ bonus rooms, througout the series, there is tons and tons of uniques ways to recieve rewards.
That’s what I do in my game. I try to vary the content the most I can instead of just placing coins and big coins.
Also, putting a power up right next to a checkpoint is a choice to make, not a tip.
+Bup 64
That’s also very true!
+LordRotule
Using what you think is best is great!
The tips were just for suggesting though.
When I get this game, I want to make a level called “Oops, all Mortons!”. It's just the level and 7 Morton’s, in different areas.
1-1 but every block is morton
1-1 but it’s literally 1-1 (Shocker ik 😢)
1-1 but it's 0-0 😮😵
1-1 but isn't 1-1 😭
Oops, all Larrys
2:21 i recommend having floating objects 1 block higher.
4:10 in addition to Odyssey said, you should actually make almost half the level breathing room. If you’ve played the new games, in the late game levels, about half the level is just breathing room.
@LemmySMM2 I’ll put it this way: the way Nintendo does it is one way to make an effective traditional level, not the only way.
I'm not sure we have the room, I can only put rest area a few blocks big or else an entire challenge has to be removed. It makes me realize how little room you have
This is such good advice! I just got this game yesterday and I'm having fun doing some community levels and learning the controls. I want to get decent at the game before making my own levels, to make sure they're not too easy using skills that I haven't learned yet. I'm adding this video to a playlist to watch later when I start making levels to share, so I can remember all the good tips!
Did you ever get good at the game 😆
Now take everything in this video and then add sniper thwomps, kaizo blocks, and laughter SFX. Perfect traditional level then.
Wow! Thanks!
Amazing Advice!!
@homzz Super Expert endless
SMM2: (Bzzzt)
No god please no.
Very well put, and glad to hear you love Traditional stages! I was starting to think everyone just wanted Kaizo levels, haha. Very well said on studying the original levels. For mine, it wasn't enough to go on by memory, I looked up Super Mario Bros and Super Mario World levels on UA-cam so I could pause the video and study the design, and refresh my memory on why those levels worked, and how it handled the challenges. Thanks for the video, you get a sub from me!
I'm trying to make a kaizo level using traditional level design, but I understand the abundance of kaizo levels.
"Maybe you could make your own Mario game with these tips."
Nintendo: write that down *WRITE THAT DOWN*
this aged well
The Person Nintendo is talking to: *NOTED*
Ain't he like taking these tips based off Mario leves so Nintendo already knows all of them?
Traditional levels are my favorite, too!
Same
Same to
K A I Z O
Yay!
Wish it have only traditionnal level
These tips are very useful. Some of them I haven’t thought about before. This will definitely help. Thank you again! Keep it up! :)
9:18
Dry Bones for Smash!
Edit: I also would like to say thank you so much for this amazing and informational video. One thing that I try to do to my levels before uploading (to check if they're good) is to beat it first without the run button, and second while speed-running so it can be a level for all levels of gamers
(It was actually a surprisingly simple tip from Ceave Gaming) 🙂
You know whats not surprisingly simple, though? Getting ten thousand maker points on MM2. My friends think MM2 is boring because they cant get Maker Points, so they give up too easily and never want to play it again. I, on the other hand, love this game and I think they are crazy. Cham, if you have MM2, please play my levels. If you are interested in checking it out, here is the code: Y21-LLX-D7G.
@@ammondmilk5567 sounds epic! Try out mine as well. It's not a lot but there are soon more to come: KK7-D68-YFF
You saw it to? Nice. dry-bones for smash!
AMMondMilk bruh 10k is ez
I see you are also a man of culture.Good.
I've been thinking of doing a traditional airship level, similar to one of the actual Super Mario Bros. 3 levels.
There's bullet bills, cannonballs, burners, and rocky wrenches that you have to avoid, and then at the end is a boss battle.
I have an entire notepad where I've taken notes on the actual designs of the Super Mario Bros. 3 Airship Levels.
I've also been thinking of doing a level where there's a bunch of "Tanks" more or less. There will be tank-shaped objects with conveyors on the bottom, along with being an autoscrolling level, just like the actual tank levels in Super Mario Bros. 3.
I hope it turns out okay!
Great tips, thanks! Only got Mario Maker 2 last weekend, and though enjoying it I did feel a bit overwhelmed with all the possibilities. Also, 6 year old me would’ve gone completely bonkers if we had this on SNES back in the day haha
1:18 and Try to make the Level theme fit with the gimmick
For example:
spiky stuff can go in castles or hunted mansions (but NOT GROUND)
Mounty moles can be in underground courses
But stuff Like seesaws are versatile, they fit in most themes
I built several traditional levels, but they hardly get played :( All streamers tend to play are kaizo and troll levels.
I agree entirely with putting secrets in to encourage exploration. Another key thing is to make sure any challenge required to complete the level cannot become uncompleteable. If bypassing a corridor with a Pirahna Plant blocking it requires a Fire Flower, make sure the player can find a Fire Flower earlier, and if they lose it, put in some nearby Koopas to throw shells at the Pirahna. It's time to make the player have to take a more challenging route or they miss out on a bonus if they fail, but if the level becomes impossible to complete at that point and they must die or restart, that's very annoying to the player and usually not something traditional Mario levels do.
PS - Really cool design gimmick with the rainbows coming out of the pipes, looks really sweet.
Not all streamers ofcourse. The Mario Maker subreddit has a great level exchange that has gotten me a good number of plays.
@@JackTheGamingGuy4REALZ Yeah, but that also requires playing other levels to be fair, and I prefer making to playing.
As someone who loves making traditional levels, this video is an excellent guide.
Definitely subbing!
Alternative Title: Odyssey Central Giving Away Secret Places In His Levels
An level about Thwomps would be underground. It would start with a room with a single Thwomp, easy to avoid. Then, in an second room, there would be 3 or 4 Thwomps moving up and down, each with the same timing. The other part would have sideways Thwomps, in which Mario would be going down. Then, there could be either a door or a key. If there was a key, the player would have to go back and open a Key Door that was already there before. If there was a door, Mario would instantly go to the third room. In the third room, there could be a checkpoint and then something quite different but still related to Thwomps.
For example, riding a Dry Bones shell in lava or water, with little platforms with Thwomps. Or a part with multiple Thwomps where some item or ability would make Mario able to pass. Then, there could be the goal, or maybe a 3rd phase with more fun!
Overall, pretty good video, but I do have a few qualms with it: 1. He doesn't mention complimentary gimmicks, a.k.a say you are using moving platforms, then after the checkpoint, you introduce on off switches which you can use to switch the path. 2. He doesn't mention balancing challenge with catharsis, by which I mean, at some point in your level, during a rest area, have a koopa you can use to kill some munchers just ahead of it, or having a secret coin room which is filled to the brim with coins,. 3. In most cases you should make it so that any player can get a powerup, so you can effectively design your level with it in mind.
These videos have really helped me make my levels! Even if they won't be seen by many other eyes aside from mine, I've started to renovate my old levels I've been making for a whole world, and I'm trying to make it feel like a new mario experience with the same feel but new designs, and again, these have really helped!
I would like to play it! I am trying to make levels as well, I entirely re did my 1-1 and even then I still think there are issues with it, same with my 1-2. My 1-3 is still a work in progress hahaha
this channel is soooo underrated
Not any more
dry bones for smash. I like how this guy thinks.
Odyssey: Dry Bones for Smash."
*Smashes Dry Bones"
Me: Hey, you asked for it.
Imagine if he's assisted by Bony Beetle and can use Dry Piranha Plant or Fish Bone in some attacks in a similar fashion to how Rosalina uses Luma
@@CoolModderJaydonXdeath row
In terms of power ups, you should try to have 4 of them in a level with checkpoints. 2 power ups can be before the checkpoint, while 2 can be after the checkpoint.
As for Yoshis, you should probably make them rarer than power ups, only putting them in your levels every so often. Try only putting 1 egg before and after the checkpoint.
Also, pinks coins are better substitutes for star coins than 10 coins. While they aren’t 2x2, there’s a meter at the top showing how many you have. Also, they give you keys once you collect them all, so you can build a reward room for collecting all of them.
About to purchase Super Mario Maker 2 since I just got a Switch Lite recently. I used to be one of those guys who would play Maker with my buddy and we would basically be trying to out-"Kaizo" each other. But now that I have a 4 year old who is getting into gaming and will be playing this with me, I'm definitely looking into doing more traditional/accessible and fun levels as opposed to just let me throw all the bells and whistles out there. Thank you for this video! Got some level ideas in mind already!
This really inspires me! thank you a lot! I made a level called Pokeys in the Sand. it is not online so I don't have a code. I'm gonna make levels in my entire course bot that are traditional.
Edit: came back 8 months later to say I can post my traditional levels online now :)
Code for pokeys in the sand?
Average Super Mario Maker 2 players: Man I wish I could read *makes another refreshing level*
Great video by the way have a like
My favorite levels are smw kaizo, abstract/experimental and traditional levels. Very wild variety.
When you upload. I stop what I’m doing and watch.
Meme Master *Stops dying
Kevin The Cube ok I’ll stop dying
Ediberto Flores ok I’ll stop breathing
Same
3:29 *Stick with a few items
Me: laughs in Gizmo Grotto ( a level with all gizmos
2:57 voice cut “or adding *voice cut* in enemies”
I'm making a series of 36 levels in SMM2 based on traditional mario levels so this is really helpful for me.
it would be cool if they had a shop in the game where you could buy stuff like mii costumes, sounds, reskins of items with the coins you get in the levels. there would have to be a way to prevent people just making tons of levels where it spews coins at you
This video was great! I’m working on a full 40 level traditional super world and these tips helped a bunch!
Optional challenges can be used in the rest areas, as well. I think traditional is my most common level type as well, but the palette and building around a specific gimmick is something I try and do on all my levels aside for red coin levels (where it applies to the individual rooms within them instead). Alternate paths, weirdly, is something I haven't tended to use outside of optional challenges, despite knowing it's a frequent part of actual Mario games.
Thank you! I've been trying to make a Kaizo level that is structured like a traditional level.
Today: Smash bros 21st anniversary
Odyssey central: makes a Mario maker video
Logic
Ps:give this more likes
bill bobs no
21th lol
21th? Seriously? It's 21st. Like, did you not put effort into that?
@@Billbobs678 no
Your tips and tricks really help me with my levels
Traditional levels are my favorite too
I build a full game with traditional levels!
Building them is in my opinion realy fun
@@elbaby2365 What's your ID? I wanna play.
Hold on
LKP-XB6-D1G
Odyssey central: make a gimmick for your level
Little Timmy level creators: BOOM BOOM
i love how smart you are about level and game design! i wish more people would build levels like you.
8:50 **laughs in ghost house**
0:49 lol image if everyone who ever watched a video subbed you would probably have 150k by now
DillyzThe1 2 million actually (check his About page)
Toy TV 42, You do know that all of those views are not from different people right?
SapphiresHD wait what? They aren't?
SapphiresHD Because if that's the case then my channel is wayyyy less popular than I thought
@@toritori64_ you dont know how views work, do you? otherwise people would have like 2 views per video if it was new people counted
Odyssey: Posts a video on how to make a good smm2 level
Me who hasn't touched Mario Maker in 5 months: Hmmm yes
The first time I watched one of your videos, I thought, "And how many maker points do YOU have"
*Checks oddysey's profile*
Oh.
Oh...
Oh
can't even spell him
This was SO helpful! Since the new update started, I was really excited to make basically my own mario game with the Super World feature. The only problem was, I suck at making levels. I'm much better at playing than making levels. So I looked up a bunch of videos. But yours are the ones that I think give much better advice. Thank you so much!
P.S. When I'm done with all my super worlds I'll do an edit and I'll put the codes to them!
I’m currently building a world that’s based on traditional levels, so this helps a ton! Thank you so much! I’ve been meaning to subscribe for a while so now I have to!
this was very helpful, as at the moment im making my own super world, that could fit in with a mario game, if only some of the aspects of the newer mario games were there, such as moving mushroom platforms, giant mushroom platforms, and the tilting mushroom platforms, can't forget the shrinking and growing mushroom platforms, they cut alot of mushroom platforms from mario maker...
Videos like these are really helpful. Working on a World course with 8 world's is a tough but fun challenge, and these help during creators block. Keep up the good work.
0:52 aight I subbed
Hi odyssey! I recently found your channel and I'm definitely considering subscribing, your level tips are pretty helpful
Traditional levels are my favorite type too! Especially the creative ones
10:06
You just predicted the future.
Great video i wanted to make traditional levels and now i know how and well! Thx
Thanks for these tips! I’ve been making traditional levels for a bit, but I just always felt like they were too condensed. So, instead of fixing it, I turned it into a gimmick and I’m currently making a “Mario Mini” level series
"Thwomps don't work in the ground theme"
I beg to differ. They work wonders if the level's gimmick is they want you dead, so they appear in a place they normally don't.
Trying to make a whole 8 worlds on a REALLY well crafted scratch fangame. This helped me out a lot, for example, i made the first underground level around buzzy beetles falling onto you from the top.
Thanks for making the video, I needed help with this topic for my levels
Damn bro’s voice got REALLY DEEP later on
Most useful one I've seen. Most videos about making traditional levels just echo the same thing really and I'm glad I found this.
This video was very helpful! 👍
thank you for uploading this! it will be extremely helpful for my super world!
This video helped me a lot, I love traditional levels, thank you for your help and wisdom
Thank You for helping me. I love making traditional levels!
Thanks for the great Super Mario Maker tips! They'll help me to create my next greatest Mario level.
Is so good video, I just started to do a traditional super world. If I finish I will give the maker code
great video! and good advice too. the only thing I would suggest differently / what I'm worried
about is the fact that now a lot of people will make levels just like yours, as people who watch this
video will probably do everything in this video exactly. and also, for shortcuts in levels, I often just put a 1 up by the pipe/door
or 10-50 coin.
My level making cycle:
-Start making
-Feel uninspired
-Only make 1%
-Try making another level
-Repeat
i learned three things today:
how to make good
how to make traditional
and last, but not least... how to make levels
I am actually saving this because it's got great advice for platformer level design in general.
This is the video I was looking for
The music keeps making me shout
“WELCOME BACK TO SUP!!! SUPER MARIO MAKER!! WELCOME BACK TO SUP!!”
Hope you having a good ass weekend same
Also with the shortcuts, we click on levels to play them and have fun, not to skip them.
Odessey Central: 2-1 enemies New super mario bros deluxe:Get out
I'm trying to make my super world a traditional game and ALL. MY. LEVELS. WERE. TERRIBLE. You helped so much and I am definently restarting
I know I’m late for this one, but I really enjoyed this video, and it taught me a lot! I just finished a level the other day based off of the info that I learned from this. Granted, it is pretty easy, but I just focused more on making sure the level was good quality rather than making it difficult, and I plan on using the level in an 8 World game that I want to make and upload.
I changed my comment so you won't know how I got so many likes
Yes, while some levels don’t actually have progressive power ups most of the time it’s best to have them
Odyssey Central i didnt know about that until this video lol
I was just messing around in mm1 and found out about it and OH MY GOD it makes traditional levels so much better
A Nobody It was added in 1.1, so it was a kind of tacked on feature only available by dragging a mushroom onto a stage two power-up
Like a powerup in the beginning and an power up at the middle check point?
I am making a super world that is supposed to be like a actual Mario game, and this video had pretty great tips on things that will help me! Thanks m8 ;)
Making a Traditional New Super Mario Super World.
This tips are actually helpful.
Planning to get Mario Maker 2 this Christmas, whether as a present or purchasing it myself with Christmas money from relatives. I REALLY want to make a good super world. As frustrating as some of the limitations on the World Maker are, mainly the level count and general small world size lacking extreme customization, I’m super hyper to give it a go and hopefully make some exciting levels.
Another thing that you can add in the level is 10-Coins that act like Star Coins. Now of course people aren't required to get them, so you should put a clear condition to collect all 3 of them, with the timer extended to give them more time. That's exactly what I did in my level, -9T7-SP2-SMF defenitely not bragging- to make it feel more nintendo styled.
Bros I think We Found A traditional Mario Maker content creator!
I just realized you sound almost exactly like Georgie from Young Sheldon
Odyssey Central:Bosses only go well with castle and ghost house stages.
Airship:What about me!!!!!?
This video was mad a year ago yet his voice is so much different now!
So Helpful! Especially With The New World Maker
Thx so much for even thinking of doing this I’m making a super world and I want it to be super professional with all traditional lvls. I haven’t watched it yet but I know it’s amazing!
one thing you can try when making traditional levels is giving it 2-3 gimmicks, for example I made a level in Mario Maker 2 based around Spikes and Conveyers.
I made a traditional level called, “Dynamite Starwalk,” made in the night sky theme, and it has bob-ombs as the most common type enemy.
I have previously made a traditional sky course based around fire bars so the challenge is decide the best times to cross the fire bars
9:17
Don’t think I didn’t see that next to the pipe on the left
I greatly prefer making and playing traditional Mario levels, so this is fantastic!
I make good troll levels. I have a series called Get Trolled and 5, 3, 2 two are the best in the series. But one day I just thought. Hey, what if I made a level that's actually you know...
good. And so here I am.
At 5:57, he says 10-coin, but it's a 30-coin.
Btw, i like this video, it really useful!