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Forums - Nintendo Discussion - What unconfirmed element do you most want to see in Super Mario Maker 2?

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What unconfirmed thing do you want to see most? (Describe more below)

A specific enemy! 1 4.55%
 
A particular powerup! 2 9.09%
 
A campaign building mode! 8 36.36%
 
New multiplayer options! 4 18.18%
 
A new game style! 4 18.18%
 
Other 3 13.64%
 
Total:22
SvennoJ said:
What I want is every moving element working on a global timer instead of activated based on the proximity of the player. It was impossible to build intricately timed platforms in levels without auto scrolling. That and no limits on doors / warp points, and checkpoints,

Found the actual game designer. Do you follow Ceave Gaming on Youtube by any chance? If not, you should check out his Mario Maker videos.

I definitely agree with you on this one. In terms of less visible things that would make all the difference in the world for creative potential, this is it. I'd appreciate a few more sub layers as well.



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I want to see a better voting system for uploaded levels. The super expert is littered with levels that are absolutely trash that shouldn't be considered skill levels. It also goes against the games morals when some of those levels are either based on pure luck or give a small chance to beat.



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HylianSwordsman said:
SvennoJ said:
What I want is every moving element working on a global timer instead of activated based on the proximity of the player. It was impossible to build intricately timed platforms in levels without auto scrolling. That and no limits on doors / warp points, and checkpoints,

Found the actual game designer. Do you follow Ceave Gaming on Youtube by any chance? If not, you should check out his Mario Maker videos.

I definitely agree with you on this one. In terms of less visible things that would make all the difference in the world for creative potential, this is it. I'd appreciate a few more sub layers as well.

Yep more sub layers would be very nice with the ability to carbon copy basic layout and affect elements in other layers for more intricate puzzle design. I loved making puzzle based levels and one of my favorite included between a past and present version of a level like in skyward sword.

Another problem I had is that moveable elements disappeared when getting out of range. I had to design my puzzle chambers in such a way that the player couldn't move too far to the right or left before finishing the puzzle, otherwise critical elements would de-spawn. One of my levels had you guide a cannon through the entire level which caused major headaches as it would disappear if I allowed the player to get too far ahead or behind of it.



SuperRetroTurbo said:
I want to see a better voting system for uploaded levels. The super expert is littered with levels that are absolutely trash that shouldn't be considered skill levels. It also goes against the games morals when some of those levels are either based on pure luck or give a small chance to beat.

Searching and curation of levels needs a massive overhaul in general. Not just the voting, but everything to do with the database of uploaded levels. There should be an ability to tag by level elements, an ability to rate by difficulty, fun, creativity, and other measures separately, and ability to search by any combination of filters, not just level id numbers, but also search terms in the title, difficulty level, must include or must not include specific elements or game styles, etc. Custom tags should be a thing too so that the community can come up with tags the dev team couldn't imagine it would need, like specific level creation trends that might emerge.



I couldn't agree more. I wanted to say what you said about a more intricate way of voting. 



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@Hylian...I'm trying to reply to your post but this site keeps redirecting me on my phone



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@Hylian...I'm trying to reply to your post but this site keeps redirecting me on my phone



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SvennoJ said:
HylianSwordsman said:

Found the actual game designer. Do you follow Ceave Gaming on Youtube by any chance? If not, you should check out his Mario Maker videos.

I definitely agree with you on this one. In terms of less visible things that would make all the difference in the world for creative potential, this is it. I'd appreciate a few more sub layers as well.

Yep more sub layers would be very nice with the ability to carbon copy basic layout and affect elements in other layers for more intricate puzzle design. I loved making puzzle based levels and one of my favorite included between a past and present version of a level like in skyward sword.

Another problem I had is that moveable elements disappeared when getting out of range. I had to design my puzzle chambers in such a way that the player couldn't move too far to the right or left before finishing the puzzle, otherwise critical elements would de-spawn. One of my levels had you guide a cannon through the entire level which caused major headaches as it would disappear if I allowed the player to get too far ahead or behind of it.

Yeah puzzle design was frustratingly limited for me too. There are a lot of creative ways people got around certain limitations in the first game, but they were all insanely complicated and usually involved manipulating certain subtle mechanics or building complex contraptions offscreen. There's so much Nintendo could do to make this more complicated stuff easier, and since a lot of the part of the fanbase that made such levels were the most active and dedicated level designers, I hope they give us what we need.



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SuperRetroTurbo said:
@Hylian...I'm trying to reply to your post but this site keeps redirecting me on my phone

The mobile site is pretty notoriously difficult to use, sadly. I avoid it. I know they're working on improving it though.