Super Mario Maker level sharing thread

I have already come up with a new level last night: Big Spiny's Spikey Stacks! It's my first castle level featuring my first attempt ever at a "boss fight." It is also my first Lakitu level. It can be jumped on but its cloud shouldn't cheese that much of the level. I think I have put enough checkpoints and Super Mushrooms in it to be forgiving. It features several stacks of Spinies throughout the level, similar to Pokeys.

EDIT:

I just played some of the levels recently posted in this thread.

Iggy Waffles said:
I've created 2 levels today.

My first level! P-Switch Run (501A-0000-01A9-0975). It's my hardest level yet. The main gimmick, is the P-Switch and Yoshi.

501A-0000-01A9-0975_full.jpg


My second level! Spike-Top's Coaster Castle (790B-0000-01A9-C354). This level revolves around Skull Raft and Spike Tops.

790B-0000-01A9-C354_full.jpg

Spike-Top's Coaster Castle was mildly amusing, but I have yet to complete the P-Switch Run level. That part past the first pipe to be entered is exceptionally tricky in a level that's already tricky.

Iggy Waffles said:
NSMB 4-4 Remix (B9C0-0000-019F-0BCD) Remake of one of my favourite levels from NSMB.

This was a good recreation.

MnSG said:
Here's my newest course...

5CDE-0000-0198-8FF1.jpg

C-2: P-Switch Door Ghost House
https://supermariomakerbookmark.nintendo.net/courses/5CDE-0000-0198-8FF1

As the course title points out, this course contains a bunch of P-Switch Warp Doors, and what you basically have to do is bring the P-Switches over to the doors. On a side note, since this is a ghost house course, there are no checkpoint flags.

This was a fun Ghost House level. I always like a good Ghost House puzzle level, even if it's really simple like this one's.
 
Soda Reef (6EE5-0000-01AC-61FE) I had to re-upload it, after I noticed some hiccups.

https://supermariomakerbookmark.nintendo.net/courses/6EE5-0000-01AC-61FE
 
I've created a new level! Switch-Shift Ghost House (2F3D-0000-01AF-DDE0)

2F3D-0000-01AF-DDE0.jpg


The level has many P-Switches that you have to use to manipulate doors and coins. You also have to deal with ice physics, especially when you reach the puzzle.
 
WVW69ixKXeYp4XglZV

https://miiverse.nintendo.net/posts/AYMHAAACAAADVHky-PsvuA
https://supermariomakerbookmark.nintendo.net/courses/E8AC-0000-0182-13C7
Title: Kiddie Pool
Code: E8AC-0000-0182-13C7
Description: An underwater shoot-em-up starring Donkey Kong Jr.

WVW69ixVc_wWp4y88p

https://miiverse.nintendo.net/posts/AYMHAAACAAADVHkzLNg9XA
https://supermariomakerbookmark.nintendo.net/courses/0044-0000-0184-A265
Title: Ka-POW Airship
Codes: 0044-0000-0184-A265
Description: Utilizes the POW Block in different ways.

WVW69iyzrHY6wI1YCl

https://supermariomakerbookmark.nintendo.net/courses/679B-0000-0195-A767
https://miiverse.nintendo.net/posts/AYMHAAACAAADVHk0nXlilg
Title: Going Up?
Code: 679B-0000-0195-A767
Description: A vertical-like level with 100 coins and a hidden 1-Up to find.

WVW69i1o8UQ6jSK3jZ

https://supermariomakerbookmark.nintendo.net/courses/9137-0000-01B0-02D9
https://miiverse.nintendo.net/posts/AYMHAAACAAADVHk3UlUA0g
Title: Haunted Donuts
Code: 9137-0000-01B0-02D9
Description: A ghost house with a donut block gimmick.
 
Reuploaded my Bowser's Dungeon Trial stage yet again. This time I think I've finally got it the way I want it.

B37B-0000-01B3-670B
 
I made a new level recently: (We) Gotta Move These Refrigerators. It's an easy and fairly short icy cave level, featuring some ice blocks on tracks and numerous Goombas throughout the level. Even the bonus area shouldn't take much effort to reach.

EDIT: I just played a few of the levels posted recently in this thread.

Iggy Waffles said:
I've created a new level! Switch-Shift Ghost House (2F3D-0000-01AF-DDE0)

2F3D-0000-01AF-DDE0.jpg


The level has many P-Switches that you have to use to manipulate doors and coins. You also have to deal with ice physics, especially when you reach the puzzle.

This level was okay. I think it need more doors/pipes for backtracking as I'm sure there were one or two areas where the player can get stuck in, like the bit right before the ending. I didn't have any of that trouble, though, and I made it through the final switch door on the switch timer that was activated before the switch right before that bit (i.e. I had a mere seconds left to make it through a part in which I could end up being trapped in).

The Pyro Guy said:
EF2F-0000-01B1-7351

Spin on the Spiny for extra fireball spamming.

This level is so-so. I think it has a couple issues:
1. The door at the beginning shouldn't have enemies right over it. It'd be an instant hit upon entering it from the other door.
2. The jump that has to be done after defeating Bowser needs to be more clear. The use of arrows and especially platforms beyond where you fight Bowser would make it clearer where to go rather than trying to jump as far as you can to see if you'd reach anywhere.

Iggy Waffles said:
Check out my new course Red-Hot Tower (FC4E-0000-01B2-FEFF). It's all about using the Fire Flower, to destroy all the enemies.

FC4E-0000-01B2-FEFF.jpg

I enjoyed this level some. I beat it in the intended way and without a Fire Flower nor touching the Check Point Flag. Doing the latter made me get the current world record (00:44.460).

Paper Iggy Koopa said:
Why Olimar (Text limit wouldn't let me add Louie) Wasn't in Pikmin 3
ID: 9558-0000-01B8-60EC

I don't get it.
 
Lario said:
I made a new level recently: (We) Gotta Move These Refrigerators. It's an easy and fairly short icy cave level, featuring some ice blocks on tracks and numerous Goombas throughout the level. Even the bonus area shouldn't take much effort to reach.

EDIT: I just played a few of the levels posted recently in this thread.

Iggy Waffles said:
I've created a new level! Switch-Shift Ghost House (2F3D-0000-01AF-DDE0)

2F3D-0000-01AF-DDE0.jpg


The level has many P-Switches that you have to use to manipulate doors and coins. You also have to deal with ice physics, especially when you reach the puzzle.

This level was okay. I think it need more doors/pipes for backtracking as I'm sure there were one or two areas where the player can get stuck in, like the bit right before the ending. I didn't have any of that trouble, though, and I made it through the final switch door on the switch timer that was activated before the switch right before that bit (i.e. I had a mere seconds left to make it through a part in which I could end up being trapped in).

The Pyro Guy said:
EF2F-0000-01B1-7351

Spin on the Spiny for extra fireball spamming.

This level is so-so. I think it has a couple issues:
1. The door at the beginning shouldn't have enemies right over it. It'd be an instant hit upon entering it from the other door.
2. The jump that has to be done after defeating Bowser needs to be more clear. The use of arrows and especially platforms beyond where you fight Bowser would make it clearer where to go rather than trying to jump as far as you can to see if you'd reach anywhere.

Iggy Waffles said:
Check out my new course Red-Hot Tower (FC4E-0000-01B2-FEFF). It's all about using the Fire Flower, to destroy all the enemies.

FC4E-0000-01B2-FEFF.jpg

I enjoyed this level some. I beat it in the intended way and without a Fire Flower nor touching the Check Point Flag. Doing the latter made me get the current world record (00:44.460).

Paper Iggy Koopa said:
Why Olimar (Text limit wouldn't let me add Louie) Wasn't in Pikmin 3
ID: 9558-0000-01B8-60EC

I don't get it.
I knew i should've put a comment where the boos were...
 
Just uploaded a 10th brand new course. It's called "Defeat Bowser with Munchers?!". You need to defeat the 6 Bowsers with the Munchers with a P-Switch in this course.

Defeat Bowser with Munchers?! ID: 14CB-0000-01C2-C35C
 
I made a really long star dash level.

5FB5-0000-01C3-211F
 
Just uploaded a 11th new brand course from yesterday. It's called "Ragna the Bloodedge for Smash". I recreated the city stage from BlazBlue: Continuum Shift Extended make it more like a Super Smash Bros. stage and used the Ike Mystery Mushroom costume for Ragna the Bloodedge since Ike is a Swordfighter. And possibly use it to make it as for Super Smash Bros. for NX if that happens in the future.

Ragna the Bloodedge for Smash ID: F5E0-0000-01C6-3E41
 
Shells & Switches:
ID: CE94-0000-01CD-A3CD

This is my hardest level to date, it took me 1 hour to make this but it took me 5 hours to beat and upload. I have uploaded many hard levels in the past couple of months but i finally uploaded my hardest level...yes.

My fingers hurt
 
Here comes my newest course...

5897-0000-01CD-F9DC.jpg

C-4: Fire Clown Car Castle
https://supermariomakerbookmark.nintendo.net/courses/5897-0000-01CD-F9DC

The first half involves you riding the Fire Koopa Clown Car to get past obstacles.

For the second half, Giant Bowser will be riding on a Fire Koopa Clown Car of his own. You have to lure him over to the bridge, as the Fire Koopa Clown Car is the key to reaching the axe. A Bill Blaster that fires Super Stars is also present, so that way, you can take out Giant Bowser with a single hit; you do have to hijack his Fire Koopa Clown Car.
 
Just uploaded a new 12th course from today and it's a recreation course based off from the manga and anime series called "Akame ga Kill!".

I used the elements from the course make it more like from the actual Akame ga Kill such as:

  • Tatsumi - Link costume
  • Leone - Feyline (Monster Hunter Cat) costume
  • Akame - Ashley costume
  • Mine - Peach costume
  • Bulat - Ike costume
  • Lubbock - Fox McCloud costume
  • Incursio - Super Star
  • Teigus/Imperial Arms of Spectator from Zanku in the first part and Extase from Kaku in the second part - Goomba Shoe
  • Pumpkin - Red Bullet Blaster with the Brick Block covered
  • Rest of the enemies such as Dry Bones are the dead things, Green Koopa Troopa are the soldiers, Bowser Jr. in Koopa Clown Car is Aira, Hammer Bro with Cannon and Chain Chomp is Seryu Ubiquitous and Coro/Koro, Giant Bowser in the end of the course is the Emperor in his Teigu/Imperial Arms, etc.

Akame ga Kill! ID: 94AB-0000-01D1-0576

And also, my course "Defeat Bowser with Munchers?!" was shown in the previous GameXplain video from last Saturday. But, Andre didn't managed to finish the course and he is near the end of the course.
 
Three of my past courses have returned after I made some adjustments to them.

BE15-0000-01D3-250B.jpg

4-4: Burner Castle
https://supermariomakerbookmark.nintendo.net/courses/BE15-0000-01D3-250B

3131-0000-01D3-287D.jpg

6-4: Spiky Hazards Castle
https://supermariomakerbookmark.nintendo.net/courses/3131-0000-01D3-287D

D800-0000-01D3-2EB8.jpg

7-3: Bob-omb Armada Airship
https://supermariomakerbookmark.nintendo.net/courses/D800-0000-01D3-2EB8

These three courses got removed for not receiving any stars, so I'm hoping that the modifications that these updated revisions have can at least get them a star (and save them from a deletion risk).
 
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