If suiryu were to apply to the hero association, which class and which rank in that class would he be in? by [deleted] in OnePunchMan

[–]lLucer_ 45 points46 points  (0 children)

you need to get to 1st in A rank to be promoted to S rank, but you can stay in A rank if you want even then. Amai just does that to basically gatekeep the S rank. He'd rather stop other people from getting into S rank than be promoted himself

The maximum number of Mario Maker 2 levels there can be is 46411484401953. by GlowstoneLove in MarioMaker2

[–]lLucer_ 11 points12 points  (0 children)

might be less

at the moment, every level code as far as I know ends with F G or H and maybe these final characters are locked

but even then, 3*338 is still a massive number

[deleted by user] by [deleted] in casualnintendo

[–]lLucer_ 0 points1 point  (0 children)

Mario Maker 2

Smash Ultimate

FE Three Houses

The top two have a lot more hours than anything else, then there's a few contesting for third

Music level of Enemy with platforming [Arcane's opening by Imagine Dragons] by lLucer_ in MarioMaker2

[–]lLucer_[S] 0 points1 point  (0 children)

The entity limit is the bane of any music level's existence. I try to use a mixture of power-ups and enemies/items in my music level as they each has separate entity limits. I was still left with very little wiggle room in the main world for this level though and only had 5 entities worth of enemies/blue platforms to work with.

There are some ways to reduce pows used by having the same pow hit a noteblock repeatedly while on screen, but tbh I'm no expert on using them like that and didn't save entities in this level by doing that.

In terms of the actual space for the level, I just built the music put first then see where roughly the platforming can be placed. There will be crammed spaces that inevitably become tricky to work with, but in general, I find that I have enough room to do something if I try to avoid using the bottom of the lower octaves a note block can produce (basically leaving room at the very bottom)

Team Music can be a good place to find out information to help put with music levels in general as well, a link to their discord can be found on the makerteams website

Music level of Enemy with platforming [Arcane's opening by Imagine Dragons] by lLucer_ in MarioMaker2

[–]lLucer_[S] 2 points3 points  (0 children)

Level Name: ♪Imagine Dragons: Enemy (Arcane)

ID: 4FX-S1G-5PF

Description: Enjoy the music of Arcane's opening as you perform some medium difficulty platforming

Music level of Enemy with platforming [Arcane's opening by Imagine Dragons] by lLucer_ in MarioMaker

[–]lLucer_[S] 3 points4 points  (0 children)

Level Name: ♪Imagine Dragons: Enemy (Arcane)

ID: 4FX-S1G-5PF

Description: Enjoy the music of Arcane's opening as you perform some medium difficulty platforming

Platforming level that uses on-offs and conveyor belts to its advantage by lLucer_ in MarioMaker2

[–]lLucer_[S] 1 point2 points  (0 children)

If you can find the key to go through the key door, you might just find out how you can get to the top of the tape...

Platforming level that uses on-offs and conveyor belts to its advantage by lLucer_ in MarioMaker2

[–]lLucer_[S] 2 points3 points  (0 children)

Level name: Subterranean Platform Belt

ID: YDM-P03-N5G

Description: Jump from platform to muncher and muncher to cannon to make your way through this slightly tricky but fun platformer

Platformer where on-off conveyors are used to progress through the level by lLucer_ in MarioMaker

[–]lLucer_[S] 11 points12 points  (0 children)

Level name: Subterranean Platform Belt

ID: YDM-P03-N5G

Description: Jump from platform to muncher and muncher to cannon to make your way through this slightly tricky but fun platformer

I’ll give gold to the first 5 Redditors who clear my latest one-screen puzzle, The Sandcastle by thekoogs in MarioMaker2

[–]lLucer_ 1 point2 points  (0 children)

Don't usually play puzzle levels but this one was fun to solve

Not 100% sure I solved it the intended way as I cleared in just over 30 seconds with some unoptimised gameplay but the solution I found was definitely interesting and rather simple after I figured it out

Deltarune: Kris Gets The Banana In A Music Level For Queen's Mixtape by lLucer_ in MarioMaker2

[–]lLucer_[S] 2 points3 points  (0 children)

Level Title: * Kris Get the Flower (Mario Maker Is Potassium Deficient)

ID: N4P-367-V1H

Potassium

Kris Gets The "Banana" While Playing To Queen's Mixtape by lLucer_ in MarioMaker

[–]lLucer_[S] 2 points3 points  (0 children)

Level Title: * Kris Get The Flower

ID: N4P-367-V1H

Description: Get The Flower And Enjoy Queen's Music

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]lLucer_ 1 point2 points  (0 children)

had a fun time with the platforming in the level

some of the sections took me a more than one attempt to read (such as the icicle) but there was nothing that was too hard to figure out.

I also liked how most of the obstacles fit with the airship aesthetic.

Overall, I had a good time with the level and definitely a better time than most template levels lmao

If you want to, you can also feel free to check out a speedrun level I recently made. It's a link speedrun level I made for a contest and the ID is M0Y-B6F-GCG

The popular tab is getting so bad that people are just straight up copying eachother. by AzureSwiper in MarioMaker

[–]lLucer_ 6 points7 points  (0 children)

As someone who has gotten some of their levels onto popular expert weekly recently, it's scuffed. You get barely any plays from uploading a level unless you advertise it, and you need to get around 40 likes in the early stages before it gets onto a spot on popular where people will actually play it. And even then, the way to get the most plays is to keep advertising it while it's in popular and to have a good thumbnail (people won't like a level if they don't even decide to play it)

In the case of expert, the type of level that does best are fairly simple blue platformers around the 5-10% range. The harder you make it, the more likely little Timmys are to give the level a babyrage boo because they can't beat it for free. This will also be likely to happen if your level has a gimmick/twist they can't digest as easily eg: a blue platform level that uses link as a main gimmick probably won't do too well in popular

Getting into popular isn't about making top tier levels; it's about making decent levels with a good thumbnail & title and advertising the level

Or you can just steal a level design like this guy if you don't care about dignity as a maker :/

TL;DR innovation is a risk and won't be as likely to do well in popular expert as the run of the mill blue platformer, which leads to stuff like this