Ideas for SMM3

mdl2401

"the original yoshi. he grew everyday"
Hi guys, Monstrasm here!
I have made this post to share but you and I want to see in SMM3 (Super Mario Maker 3).
I go first (most related to Super Worlds). I want the following:

Super World Ideas
  1. 2 new themes, Beach and Mountain
  2. Max 10 Worlds, Max 10 Levels per World
  3. Powerups carry over between levels (only works if 2 levels in a row have the same Game Style)
  4. 5 Toad Houses per world
  5. You can have at least 2 Tile Sets in a world (Separated by pipes, in case you wanna do an NSMB2 world)
  6. You can have at least 8 pipes in a world (You can color these pipes Red, Yellow, Green and Blue)
  7. You can set the Game Style in the world (SMW, NSMBU, NSMB2, SM3DW)
  8. Grids can be as small as 4x4 and as big as 10x10 (In case you wanna make something larger than 4x7, requires scrolling however)
  9. You can have 4 different styles for the unpathed grass (In each Game Style)
  10. You can make a level look like other enemies in each Game Style
  11. You can set the castle in any Volcano World to be the final castle, and in any Space World, you can set an airship (This airship is larger, however)
  12. You can change between powerups between worlds
Course World Ideas
  1. You can set from a list of 8 Game Styles (Normal: SMB, SMB3, SMW, NSMBU) (Special) SM3DW, NSMBDS, NSMBW, NSMB2)
  2. 4 new themes, Beach, Mountain, Fortress and Volcano
  3. More powerups (See "Power-up Ideas")
  4. You can place the flagpole in any sub-world you want
  5. You can set as many as 6 Sub-worlds (For those ready to recreate the sky area in 2-1 in SMB1)
  6. You can have as many as 6 colored Yoshi (There are 6 Yoshi Colors, Red, Yellow, Green, Blue, Magenta, White)
Power-up Ideas
SM3DW:
  1. Double Cherry
  2. Super Leaf
  3. Mega Mushroom
NSMBU:
  1. Ice Flower
  2. Mini Mushroom
  3. Penguin Suit
NSMBW:
  1. Ice Flower
  2. Mini Mushroom
  3. Penguin Suit
NSMB2:
  1. Mini Mushroom
  2. Mega Mushroom
  3. Gold Flower
  4. Raccoon Mario
NSMB:
  1. Mini Mushroom
  2. Mega Mushroom
  3. Blue Shell
SMB3:
  1. Tanooki
  2. Hammer
Misc.
  1. Story Mode has more levels and a similar, but different plot (You can decide the plot)
  2. You no longer need a NSO subscription to access the Course World
  3. You can have as large as 250 levels that you made (They don't have to upload the levels)
  4. The game comes to Nintendo Switch and Nintendo Switch 2 (with no changes differentiating the 2 consoles)
Do you have your own ideas? List them in the comments below!
 
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it would be wild if they did several new themes and Mario Wonder was not one of them. As much as i'd like say, a NSMBDS theme, imo it would offer less in terms of fresh content than Wonder.

That said, i still feel compelled to share my crazy concept that i cooked up back in SMM2's prerelease, because while it has virtually no chance of happening i still think it would go hard and there are feasible ways of making it work: Super Paper Mario.

super_mario_maker_2__paper_mario_theme_concept_by_fawfulthegreat64_dd72jqp.png


It would need to be distinct from the other styles like 3D World, because it would have a fundamentally unique mechanical structure, but it could still work within the Mario Maker design setup. You could set player HP, include Pixls as power-ups, and even have a basic version of the 3D flip by basically having each tile include a dropdown to define what it is on each tile of the z-axis. Whatever is frontmost is shown, but there would be indication when other things are layered behind it in the editor.
 
it would be wild if they did several new themes and Mario Wonder was not one of them. As much as i'd like say, a NSMBDS theme, imo it would offer less in terms of fresh content than Wonder.

That said, i still feel compelled to share my crazy concept that i cooked up back in SMM2's prerelease, because while it has virtually no chance of happening i still think it would go hard and there are feasible ways of making it work: Super Paper Mario.

View attachment 64919

It would need to be distinct from the other styles like 3D World, because it would have a fundamentally unique mechanical structure, but it could still work within the Mario Maker design setup. You could set player HP, include Pixls as power-ups, and even have a basic version of the 3D flip by basically having each tile include a dropdown to define what it is on each tile of the z-axis. Whatever is frontmost is shown, but there would be indication when other things are layered behind it in the editor.
A+ idea. I want to see Dashiegames frantically flipping between 2D and 3D to try and clear some Little Timmy level.
 
I agree with Fawful. It would be awesome if they added wonder effects. Also, I think instead of making a different style for each NSMB game, I think what they're going to do is take all the main elements from those 4 games and cram it into one style.
 
it would be wild if they did several new themes and Mario Wonder was not one of them. As much as i'd like say, a NSMBDS theme, imo it would offer less in terms of fresh content than Wonder.

That said, i still feel compelled to share my crazy concept that i cooked up back in SMM2's prerelease, because while it has virtually no chance of happening i still think it would go hard and there are feasible ways of making it work: Super Paper Mario.

View attachment 64919

It would need to be distinct from the other styles like 3D World, because it would have a fundamentally unique mechanical structure, but it could still work within the Mario Maker design setup. You could set player HP, include Pixls as power-ups, and even have a basic version of the 3D flip by basically having each tile include a dropdown to define what it is on each tile of the z-axis. Whatever is frontmost is shown, but there would be indication when other things are layered behind it in the editor.
I think that would work as well. However, there are some flaws.

SPM looks bizarre. I think it's because of the goombas, but still
 
I have a little more ideas for this one.
Super World: Being able to make bridges turn instead of being straight.
Course World: More enemies
 
I have a little more ideas for this one.
Super World: Being able to make bridges turn instead of being straight.
Course World: More enemies
I was also thinking that bridges could turn 3D wise, meaning you could walk not only left and right, but also forward and backward. That way you could enter secret warp pipes maybe
 
I was also thinking that bridges could turn 3D wise, meaning you could walk not only left and right, but also forward and backward. That way you could enter secret warp pipes maybe
And also Grass theme can have water because that was possible in the NSMB series
 
i feel like they should make water/lava a toggle you can use on any theme. always felt like something that you should be as free to use as any other course element, and instead of tying certain mechanics to certain themes let us choose the theme for aesthetic reasons and use whatever mechanics we want in it. you know, the way basically every fanmade level editor works.

want to use the underwater background on dry land? that's a unique vibe, go for it. want a flooded castle? why not? they should also let us toggle between flagpole and axe endings on any theme, and give us more freedom in where the goal can be placed, allowing multiple for secret exits and also letting you put it in the subworld.

speaking of the subworld, i see no reason to not allow more than one. doors should be able to be used between them too, as well as pipes within the same area if you want. if it's done in the official games at any point, it feels wrong to arbitrarily restrict it here. having to always fake building interiors within the same theme because doors can't go to another area is dumb. let me enter a door in the grass theme and emerge in the ghost house theme. and there's plenty of use cases for pipes that transport you within the same area too.

also, bring back overlay pipes. the amount of cool trippy shit you could do with those in SMM1 was so good and them actively removing that ability in 2 hurt. I get that a lot of people use it for bad level design, but bad level design is an inevitability in an accessible level creator like this. i don't see it as a reason to withhold any feature that's useful. plus the garbage levels can honestly make for really funny content anyway. at no point is anyone forced to play any given level unless they're imposing that on themselves. Let us go wild i say.
 
Here are some of my desires and ideas from over the years:

  • Better Course Maker UI (per Ceave)
  • Even more mixing and matching than in the first game. New and old game styles should be compatible, powerups should be available across styles, mechanics shouldn't be locked to course themes, and there shouldn't be course parts or clear conditions exclusive to story mode.
  • Enough new course themes to make the returning game styles feel fresh, like Coast and Mountain. Also, a better implementation of alternate themes, or even mixing and matching tilesets, backgrounds, and music within each game style.
  • Water and lava tiles
  • Weather that can be applied independently of course themes. For example, customizable wind, or rain that makes lava deal bouncy damage.
  • Multiple ON/OFF Switches and even more course parts for them to activate
  • Gravity fields, both rectangular and radial
  • Editing the layout of Boo Buddies and replacing members with other course parts to make them rotation-controlled
  • Health meter modifier that gives more hits before the affected powerup is lost or the affected enemy is defeated
  • Progressive 1-Up Mushrooms that can be added to other powerups (you can attach both a Super Mushroom and a 1-Up Mushroom to the same powerup). Likewise, stacking a Super Star with a coin.
  • Mini Mushroom, which can shrink other course parts
  • Motion-controlled course parts like Remote-Controlled Lifts, Pull Stars, or Red Girder Rivets
  • Wow Buds, to hook up basic events, like spawning coins and other course parts
  • Background wall that causes wraparound between one pair of its sides
  • Collectibles like Star Coins or Star Bits, accumulated across courses and used as an in-game currency
  • Cappy and the Capture ability
  • Clear conditions as instant-win conditions
  • Attaching clear conditions to Warp Doors or scroll stop regions, for optional or sequential challenges
  • Quick reload after losing a life
  • More sharing options and a new external bookmarking service
  • Longer lifecycle for content updates

Super Worlds​

  • Multiple Super Worlds per profile
  • Better Super World discovery, including names, descriptions, tags, and robust search
  • Secret exits that open alternative paths
  • More interplay between Super World courses, to make it feel more like a full game than a sequence of separate Course World uploads. Elements like powerup form, coins, points, and switch state should persist between courses. An item storage would be nice.
  • Collectibles and locks; play enough courses to continue (like in 64, Galaxy, Wonder)
  • Save points chosen by the maker. For example, if you game over, you continue from the last cleared course with a white flag attached, like Towers in the New Super Mario Bros. series. Ideally the player can toggle whether to save after every course but hardcore Super World completions are tracked separately.

And of course, there's the idea of going 3D. If not in courses themselves, maybe at least for world maps, and maybe we could even get open areas to explore like in 3D World and Wonder.
 
Elements like powerup form, coins, points, and switch state should persist between courses.
i agree with almost everything you listed but this one i'm not so sure how it would work seamlessly, since levels are inherently designed as standalone experiences first and foremost, and since you can switch between all the themes between super world levels. unless all the styles are made cosmetic and every mechanic/powerup/part becomes available in all of them, there would be issues if powerups could be carried over. like, what if you finish a level on yoshi and the next level is smb1 or smb3 style? or finish with a cape, tail or propeller and then the next level is in a different theme? i think the best way to make levels more connected is to just allow secret exits that open up different paths. trying to carry over powerups and states would convolute things too much imo, since the clear check assumes blank slate settings. the way multiplayer opens up cheese is already pushing it, but those don't count as real clears so that's the only way they get away with that imo.

points and coins sure, coins already work that way in endless mode and points are basically functionally useless as far as i know.
 
Exactly, they would need to loosen up on those restrictions. Courses would still have the isolated clear check to upload them individually, but could now be designed with secrets for bringing items from elsewhere, or alternate routes or challenges for activating Switch Palaces. Powerups would be usable in new game styles. If a specific course really needs the player to start as Small Mario, there can be an option to ignore the persistent powerup state within that course, like how Yoshi can't be brought into certain courses in Super Mario World. If bringing in a powerup form causes unforeseen issues, the player can already restart as Small Mario. If switch state could be an issue, have the maker re-clear the affected courses that way before they can upload the Super World. I think this would be worth it to have more interconnected Super Worlds with choices and rewards beyond the scope of individual courses, like real games often do.
 
save levels as png thumbnails in your sd cards, share them online, people can click and drag pngs into the sd card to load the level ingame. no need for online services.
 
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