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What's your TOP TWO favorite features of the new update?

  • Super World Maker

    Votes: 63 71.6%
  • The Koopalings

    Votes: 12 13.6%
  • New Power-Ups and Headwear

    Votes: 34 38.6%
  • The SMB2 Mushroom

    Votes: 34 38.6%
  • The Cursed Key & Phantos

    Votes: 2 2.3%
  • ON/OFF Blocks & ON/OFF Trampoline in 3D World

    Votes: 2 2.3%
  • Mechakoopas

    Votes: 6 6.8%

  • Total voters
    88
  • Poll closed .

Deleted member 36578

Dec 21, 2017
26,561
I liked this level once I remembered you could pick up bob-ombs! Imagine my struggle as I tried to headbutt them upwards.

As is this case with confined areas it was a big disadvantage being Super Mario. Was that your intention? One section in particular involving a piranha creeper requires perfect timing and positioning without taking a hit. It's an early spike and has an effect on the progressive power-up immediately after - which itself is easy to accidentally destroy in the cluster of Bob-ombs.

Had some enjoyable moments igniting the Bob-ombs and then juggling them to explode at the right time. That was clever. Was I meant to swim past the last boss? Seemed to be set up for a battle but the gap was too easy to exploit.

Thank you for playing it! And yeah a no pick up bob-omb run would be brutal lol :p
I made certain areas disadvantages for being Big Mario, but even easier as Fire Flower Mario. Every power up block ,( and hidden power up in the trees), holds the stacked Mushroom/Fire Flower so I made it rewarding if you can keep the upgrade and make it the next one. Which isn't easy, and as you saw misuse of the bob-ombs can even destroy the power up blocks. I originally had Bowser holding a key for a door to the end but decided with the theme of the level just to do the bomb door thing. He was also gigantic in the first iteration too thus blocking the whole thing but I wanted to give the option.
 

Nocturnowl

Member
Oct 25, 2017
26,052
Well in my case working with 3D World it's not easy to accomplish what you're suggesting because of the missing key features like enemy stacking and rails that allow you to combine and thus come up with novel ideas. Also the items that are there are usually not compatible, as in they don't interact in ways you'd suspect might work, like melting ice blocks with fire, or using boxes to push down p-switches. This is why it's hard to do anything with the super hammer. You can't even break blocks directly above you to make an ice climbers stage, this even though Mario does the same animation as in the game when using the item in the air.

Nintendo stages in the actual Mario games have a ton of gimmicks not present in Mario Maker that fulfills the function of offering something novel. We don't have the option to program objects with new properties you can play around with like they do. The majority of levels in MM1 that do what you are asking and felt fresh at the same time were usually built around the consequences of combining the already existing elements in ways that weren't didn't explore in the mainline games.

The other issue is that if you are designing a stage around a particular aspect of the cat suit say, then you need to keep in mind all the 100 other moves Mario has that can break the level design the way you intended it to be played. This makes it hard to go with the second option: working with Mario's moveset, so instead of creating novel external gimmicks, you design the stage around Mario's own abilities. There are levels like this that work to varying degrees of success, I'm not denying that, but there are so many finnicky aspects with the 3D World powerups that makes it hard to design the stages around. Like, you can do some crazy stuff with the cat wall climb sure, but using it in any other way than to climb up walls is ugly due to how the controls actually function. I want to make a stage that's about clinging on to walls to surivive and resetting your cooldown by quickly stepping on to a temporary platform, before you go back to hang onto a wall. But this is awkward as hell to pull off in practice due to how janky it feels to control cat Mario in tight situations. I'm trying really hard to make a stage in 3D World that has that wow impact but there are so many issues and limitations.
A lot of good points in this post.

I'm actually nodding most to the point that the first game allowed some pretty novel seeming platforming stages without falling into gimmick central because of the ability to mix and match things not done previously, even if it was as simple as "what if Lakitu was throwing out bombs instead of spinies?"(not that I tended to use Lakitu, that cloud of his just about ruins everything if you can nab it).

The lack of new enemies in 2 to interact with each other as well as obstacles/platforms of sorts kinda puts a limiter on those that played the heck outta the first game unless you want to dip back into the previous well.
No surprise that on/off, cranes and seesaws have had a lot of use since launch, as some of the few new building blocks they've been in high demand.
I can only hope Nintendo are holding numerous things back to drip feed in, partly to not overwhelm the new players (who have so much to work with it's probably led to them having paralysis by analysis) and also to extend the longevity of things.

3D World lands in this really clumsy spot of having a fair amount of unique objects not available elsewhere, but often a lack of synergy between them and a lack of everything else. The main story mode pretty much gets the heads up on showing all their potential before the playerbase could making the creation of an impactful 3D World stage that much harder.

checkpoints people...pls use them. They aint all gotta be Grandmaster Galaxy.
Where's my JC stages honed through years of platforming prowess?

On that actual point though, I've really forced myself to put down the maximum amount of checkpoints even if it leads to ones that feel mostly unnecessary/or dilute the challenge of a final obstacle.
Because really when it comes down to it, no matter how I feel abut my own designs, i'm just one of many random guys plonking more stages into the mix without the refinement of an internal mario team and people ain't gonna stick around when they get sent back halfway near the end.
 

RepairmanJack

Member
Oct 27, 2017
7,095
What a manipulative tweet. "Why does Nintendo pick on me?" Come on, man, it's obvious that enough trolls (or even genuine people who stumbled across a kaizo stage) reported it that it ended up automatically dealt with.

He's not so much saying Nintendo is picking on him, but more talking about how Nintendo was aware of this issue, it had happened to him before and had Nintendo said it shouldn't be a problem going forward. Then it happens again and he seems to have no recourse with an email response saying the decision is final.

It can suck when you spend hours on something and something happens like that despite precautions and checks that were put forth.
 

Deleted member 8791

User requested account closure
Banned
Oct 26, 2017
6,383
Just finished my 2nd outright Easy difficulty level. It's called "Spam ZL or ZR Going Down!" and is aimed to teach beginners how to spin jump in NSMBU. Of course as with all my level there's a twist: you have to spin jump falling down the same level you walked through! No touching ground allowed.

Code: P6M-HYS-23G

 

GokouD

Member
Oct 30, 2017
1,124
Thanks for the reply. Wish that didn't happen.

So won't the buzzsaws always be broken?
The only way to make sure moving objects line the way you want is to either use autoscroll and a lot of experimentation to get the positioning right, or to drop the player into the screen with a door or pipe, and have everything on one screen.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
What a manipulative tweet. "Why does Nintendo pick on me?" Come on, man, it's obvious that enough trolls (or even genuine people who stumbled across a kaizo stage) reported it that it ended up automatically dealt with.

In that very tweet chain he says he received this email about it:


So either the deletion was not automated at all, or their automated system makes "final decisions" and threatens users with further action if they trip it again. I don't know which is a worse look.
 

carlosrox

Banned
Oct 25, 2017
10,270
Vancouver BC
or to drop the player into the screen with a door or pipe, and have everything on one screen.

Yup, was just thinking that last night. Easiest solution I can think of.

I was visiting fam that day and my niece was actually the one that suggested all that busy stuff I had there.

She wanted to make kaizo shit and I was like, but it has to be fun for the player! She has no understanding of what too hard is lol.
 

Foot

Member
Mar 10, 2019
10,829
In that very tweet chain he says he received this email about it:


So either the deletion was not automated at all, or their automated system makes "final decisions" and threatens users with further action if they trip it again. I don't know which is a worse look.


All I am saying is he didn't need to try to garner sympathy with the "why are they picking on me" since that's not what is happening, and people would be very willing to criticize a dumb way of handling reports without that angle!
 

Bladelaw

Member
Oct 25, 2017
7,680
All I am saying is he didn't need to try to garner sympathy with the "why are they picking on me" since that's not what is happening, and people would be very willing to criticize a dumb way of handling reports without that angle!
I think it's more voicing frustration than garnering sympathy. Mario Maker is pretty much this dude's life. He literally makes a living off it. All this message from Nintendo is telling him is basically don't make levels so you don't risk losing access to a primary money maker (yes he can grab another Switch and NNID to keep playing but holy shit that shouldn't be necessary). You can argue he shouldn't be reliant on a service like Nintendo's or YouTube/Twitch for income but that ship sailed a long time ago.

If you've done something wrong it should be explicitly stated what so you don't repeat the mistake and get yourself banned. Nintendo dropped the ball here massively and it sucks for Poo because he's such a major promoter of Mario Maker and Mario games in general.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
All I am saying is he didn't need to try to garner sympathy with the "why are they picking on me" since that's not what is happening, and people would be very willing to criticize a dumb way of handling reports without that angle!

And all I'm saying is that your claim of his level being hit with an automated deletion is either not true at all, or indicative of far bigger problems. Frankly, you taking more issue with his wording than with the deletion itself is surreal and rather corporate-apologey.
 

RepairmanJack

Member
Oct 27, 2017
7,095
All I am saying is he didn't need to try to garner sympathy with the "why are they picking on me" since that's not what is happening, and people would be very willing to criticize a dumb way of handling reports without that angle!

It's not manipulative or trying to garner sympathy when the exact same thing already happened to him in SMM1 and they said they would be more aware going forward.

The same thing happened despite him being told it shouldn't happen again lol It isn't a one time thing, and it isn't happening without further knowledge of it. You're looking at just the first tweet in a vacuum as if there is no more context to it.
 

Foot

Member
Mar 10, 2019
10,829
I think it's more voicing frustration than garnering sympathy. Mario Maker is pretty much this dude's life. He literally makes a living off it. All this message from Nintendo is telling him is basically don't make levels so you don't risk losing access to a primary money maker (yes he can grab another Switch and NNID to keep playing but holy shit that shouldn't be necessary). You can argue he shouldn't be reliant on a service like Nintendo's or YouTube/Twitch for income but that ship sailed a long time ago.

If you've done something wrong it should be explicitly stated what so you don't repeat the mistake and get yourself banned. Nintendo dropped the ball here massively and it sucks for Poo because he's such a major promoter of Mario Maker and Mario games in general.
Yeah, that makes sense!
 

Naar

Member
Oct 29, 2017
3,061
I just did another short level that is meant to test your nerves under pressure.

I'd give it a medium level difficulty at most

FGR V53 CNG
 

Slai-Man

Member
Oct 25, 2017
387
is there a way to stop the screen from showing/scrolling to the win in SMB3? i'm blocking it to get to it by a pipe.
 

dogbox

Member
Jan 30, 2019
1,179
Spaceball Arena
Just remembered to come back to this thread! I'm loading up with stages as we speak.

I've also uploaded four of my own:

D_nsPu7UcAAJ_gO

Dry Air — JL2-1NX-6WF
"Straightforward but slightly tricky course. Find the alternate exit!"

D_nsPuZU8AAaeHn

Icy Front — 807-YRJ-WNG
"A very brief stage that rewards speed!"

D_nsPu4UwAEqDtQ

Big Whoop — 14C-T7H-4NG
"Nothing you can't handle!"

D_nsPuzUIAAqySQ

Toddler Playroom! — RH7-MF0-3KG
"Challenge-free course for young players to get into Mario!"
 

picmar

Member
Oct 28, 2017
70
My brother just spent the best part of the last week making this work of insanity:

Super Tomb Smasher (Escape Room)
Y8L-FXG-4BG

You have to break into a tomb and escape with the treasure. It's centred around puzzling with a few platform challenges on the way. The puzzles are in the mould of something like The Witness, where you have to take environmental clues to progress. Not for the impatient!
 

Foot

Member
Mar 10, 2019
10,829
ON Me Head Son

F00-2P3-SHF
This is so tough!! edit: I was approaching things wrong, editing it out so as not to taint other peoples' Impressions.
I just did another short level that is meant to test your nerves under pressure.

I'd give it a medium level difficulty at most

FGR V53 CNG
I was actually about to ask if anyone made any upside down courses they're proud of, and then this arrives! The hooks while upside down are extra trippy.
 
Last edited:

YolkFolk

Banned
Oct 27, 2017
5,212
The North, England
This is so tough!! Because it's so difficult I feel like it wasn't the best idea to start the stage with a section where you wait for spiked enemies to walk by. I've had to do that too many times now, so I've got to quit without seeing the end. The level of difficulty is good and has me wanting to try Just One More Time, but the tedium of waiting for those spikes runs counter to that.

I was actually about to ask if anyone made any upside down courses they're proud of, and then this arrives! The hooks while upside down are extra trippy.

Tip.

You can spin jump them or,

Use a shell on the ? at the start and quickly jump on it to bring it to a halt. A star will appear allowing you to become invincible.

Thanks for your feedback :)
 

CaptainMatilder

Certified FANatic
Member
May 27, 2018
1,864
The bookmarkersite replacement will come eventually and probably via Switch App. There is no doubt about that.
Yes, it's a feature that should have been there for launch, but it's Nintendo.
 
Oct 25, 2017
2,644
Freezeflame Follies
KXW-FC3-5TF

kwwRXbl.jpg


For my third creation, I thought I would challenge myself to make something way out of my comfort zone: a relaxed, atmospheric, and reasonably short level targeted at the play styles or values favoured in Endless Challenge. The concept I started with was simple enough: fire in an ice world, ice in a fire world—so of course there was no escaping the obvious Galaxy influence, which the finished stage wears on its sleeve. Since the elements in themes in play here aren't often mashed together, I explored a number of interactions that aren't commonly seen; you would be amazed at how many things you can do with icicles in lava.

Predictably, my instincts got the better of me and I couldn't resist putting in one set piece driven by all sorts of backstage mechanics concealed from the player, so this, supposedly my most straightforward and uncomplicated design, cost me far more time to put through QA and debug/optimize than it did to actually make, as I kept coming up with ever more obscure edge cases for breaking it. (Ask me about it sometime—I'm eager to talk everybody's ear off about this because they can't just take my work into the editor and look at it—but let's just say for now that seesaws are the most incredible exception handlers, quietly the magic bullets of SMM2 bug-fixing.)

I'd say this is definitely the easiest level I've ever uploaded in either game: I targeted the 10-20% range, and once the numbers settle we'll see how close I was to the mark.

Featuring:
- Icicles... in lava... in space!
- Three bonus coins (one 10-coin, one 30-coin, and one 50-coin, in that order)
- An original three-switch gating system that took me forever to debug, which I'm sure somebody will break immediately
- A red and blue colour scheme, but without a single on/off switch or dotted-line block in sight
- A rare appearance by the Superball in a context with zero long-winded deflection puzzles
- A very special Easter egg for those who have played my other levels (comment if you find it!)
- Checkpoints

PTzw8ZQ.jpg


To be honest, I've found myself far out of step with the culture of the early rush of SMM2 players, who seem to overwhelmingly prefer short traditional stages with a strong sense of place, clear rates north of 20%, heavy checkpoint placement, and simple concepts that don't require too much time/space/practice to develop—players who essentially never want to repeat any content, but want to take in something memorable and pleasant in under five to ten minutes with no net loss of lives, using their existing skill set, then move on to the next thing. That isn't how I play, so it isn't how I design. I prefer to play levels around the 5% mark that show off original concepts or technical interactions that could only be done in Mario Maker, so that's what I typically aim to make (hitting the intended difficulty quite accurately, more often than not). And I'm a mechanics specialist, not a natural environment artist like some of the amazing designers here who turn out visually stunning fare that seems to transform the Maker palettes into totally new and different themes—so I find it hard to get outside the box of building Mario spaces in schematic terms, where the only thing they look and feel like is a Mario game, and to let the aesthetics drive the bus.

But last week I started playing a ton of Endless to get a lay of the land, and now I understand where all those players are coming from. And what a perspective. It's a completely different experience, to the point that what one wants to come across in Endless bears no resemblance to what feels like an appropriate length or difficulty when you are hand-picking level codes from group exchanges and trusted creators. It's not the same commitment, and difficulty itself has a totally different meaning when you are risk-averse and lives are precious. Now I see why so many of the levels I merely consider pretty good are so beloved by the player base, as they are perfectly tuned for the Endless crowd. So I developed this level under the guidance of the question: what would be nice to see in Endless, when I'm short on time or lives or patience?

We'll see how adequately I've answered this. But I thought I should take a stab at it just once, and by the time I was done with it, it had drifted back towards being more my kind of level anyway.

Thanks for playing, and as always, please report bugs or clunkiness.

*

Previously:
- It Belongs in a Museum — WL5-40G-JRF
- Flame War on a Series of Tubes — XSJ-LF2-CCG
 
Last edited:

Deleted member 36578

Dec 21, 2017
26,561
Freezeflame Follies
KXW-FC3-5TF


kwwRXbl.jpg


For my third creation, I thought I would challenge myself to make something way out of my comfort zone: a relaxed, atmospheric, and reasonably short level targeted at the play styles or values favoured in Endless Challenge. The concept I started with was simple enough: fire in an ice world, ice in a fire world—so of course there was no escaping the obvious Galaxy influence, which the finished stage wears on its sleeve. Since the elements in themes in play here aren't often mashed together, I explored a number of interactions that aren't commonly seen; you would be amazed at how many things you can do with icicles in lava.

Predictably, my instincts got the better of me and I couldn't resist putting in one set piece driven by all sorts of backstage mechanics concealed from the player, so this, supposedly my most straightforward and uncomplicated design, cost me far more time to put through QA and debug/optimize than it did to actually make, as I kept coming up with ever more obscure edge cases for breaking it. (Ask me about it sometime—I'm eager to talk everybody's ear off about this because they can't just take my work into the editor and look at it—but let's just say for now that seesaws are the most incredible exception handlers, quietly the magic bullets of SMM2 bug-fixing.)

This is definitely the easiest level I've ever uploaded in either game: I targeted the 10-20% range, and once the numbers settle we'll see how close I was to the mark.

Featuring:
- Icicles... in lava... in space!
- Three special coins (one 10-coin, one 30-coin, and one-50 coin in that order)
- An original three-switch gating system that took me forever to debug, which I'm sure somebody will break immediately
- A red and blue colour scheme, but without a single on/off switch or dotted-line block in sight
- A rare appearance by the Superball in a context with zero long-winded deflection puzzles
- A very special Easter egg for those who have played my other levels (comment if you find it!)
- Checkpoints

PTzw8ZQ.jpg


To be honest, I've found myself far out of step with the culture of the early rush of SMM2 players, who seem to overwhelmingly prefer short traditional stages with a strong sense of place, clear rates north of 20%, heavy checkpoint placement, and simple concepts that don't require too much time/space/practice to develop—players who essentially never want to repeat any content, but want to take in something memorable and pleasant in under five to ten minutes with no net loss of lives, using their existing skill set, then move on to the next thing. That isn't how I play, so it isn't how I design. I prefer to play levels around the 5% mark that show off original concepts or technical interactions that could only be done in Mario Maker, so that's what I typically aim to make (hitting the intended difficulty quite accurately, more often than not). And I'm a mechanics specialist, not a natural environment artist like some of the amazing designers here who turn out visually stunning fare that seem to transform the Maker palettes into totally new and different themes—so I find it hard to get outside the box of building Mario spaces in schematic terms, where the only thing they look and feel like is a Mario game, and to let the aesthetics drive the bus.

But last week I started playing a ton of Endless to get a lay of the land, and now I understand where all those players are coming from. And what a perspective. It's a completely different experience, to the point that what one wants to come across in Endless bears no resemblance to what feels like an appropriate length or difficulty when you are hand-picking level codes from group exchanges and trusted creators. It's not the same commitment, and difficulty itself has a totally different meaning when you are risk-averse and lives are precious. Now I see why so many of the levels I merely consider pretty good are so beloved by the player base, as they are perfectly tuned for the Endless crowd. So I developed this level under the guidance of the question: what would be nice to see in Endless, when I'm short on time or lives or patience?

We'll see how adequately I've answered this. But I thought I should take a stab at it just once, and by the time I was done with it, it had drifted back towards being more my kind of level anyway.

Thanks for playing, and as always, please report bugs or clunkiness.

*

Previously:
- It Belongs in a Museum — WL5-40G-JRF
- Flame War on a Series of Tubes — XSJ-LF2-CCG

This looks awesome and I'll have to play this when I get home. Bookmarked ;)

I totally agree with you about the most popular levels being more easy going , shorter , that have a clever idea or look and don't wear out their welcome. But the thing is for some of us , like myself, I enjoy a more intricate challenge. I really like to see how "epic" a level made in Mario Maker can feel and I enjoy the really long ones too. I make levels all over the spectrum, quick little ideas , ones that I wish didn't have a max 500 second time limit and gimmicky stuff too. I think the beauty of Mario Maker stages are the possibilities seem endless. If everyone's competing for "likes" and chasing trends I think we'd all get bored more quickly. I guess what I'm trying to say is you do you! Don't worry about mass appeal because there's people like me who enjoy a lot of other stages some other folks might not bat an eye at. I remember playing your other levels and enjoying those so keep em coming! Looking forward to playing the new one later.
 

Unknownlight

One Winged Slayer
Member
Nov 2, 2017
10,539
I finally made a level that I think isn't terrible.

Yin and Yang
Y0D-BK9-07G


I haven't seen the concept done before, but it's such a simple and super obvious one that I'm pretty sure it's been done hundreds of times and I just happen to have missed them all. Once I thought of the level theme, I was afraid to check popular courses in Course World because with my luck I knew I'd see the same level idea executed far better. :P
 

Nocturnowl

Member
Oct 25, 2017
26,052
Here I was about to go to sleep and then I'm thinking "hey I didn't play Mario Maker today, better at least turn it on" and then I've got a new QuixoticNeutral stage to play.
Sleep delayed, stage played.
But the feedback will have to come tomorrow, for now though I can say I beat the stage on the first attempt but landed two secs beyond Phil's record, I like to think that's a good sign of the stages immediate playability at least.
 

eponymous

Member
Oct 27, 2017
267
UK
Hey guys. I have just uploaded my latest level. It took quite a long time to construct. Mario is a time traveller and has to travel through a tunnel between the present and future to solve puzzles and progress through the level. I'm quite pleased with it. If anyone plays it thanks in advance.
Time Tunneling
TJM-TH0-XLF
 

alexi52

Member
Oct 28, 2017
18,856
Made my first 2 levels
drivers test, don't crash
3P3-1C0-HRG

and
first try, go ahead
69X-C82-G2H


took me hours to make and complete, would like some feedback
 

Plum

Member
May 31, 2018
17,262
I'm trying to make a scenario where you have to avoid a train of them on the top of a platform and then that same train on the bottom. I have come across the following issues just trying to get this one thing to work:

1) If they're not one square apart from each other they get confused whilst turning a corner and the entire train fucks up
2) Because they don't turn around when placed on the bottom of the platform (when they do if you place them on the sides ffs) you can't make a train that goes around the entire thing
3) They move *way* too slow for the same train to be present once the character gets to the bottom of the platform
4) There being no way to 'pen them in' means you can't even go that route if you want to

Just urrrgghhhh. Why are these enemies so needlessly annoying to build with?
 

Plum

Member
May 31, 2018
17,262
Ahhh and of course the Twisters' tornado goes through literally every block in the SM3DW style.

Whhhhhhyyyyyyyy
 

Foot

Member
Mar 10, 2019
10,829
Hey guys. I have just uploaded my latest level. It took quite a long time to construct. Mario is a time traveller and has to travel through a tunnel between the present and future to solve puzzles and progress through the level. I'm quite pleased with it. If anyone plays it thanks in advance.
Time Tunneling
TJM-TH0-XLF
Fantastic work! Everyone make sure comments are on when playing.
 

Deleted member 25140

User requested account closure
Banned
Oct 29, 2017
1,076
Just finished my first level... I'm a Sonic boy at heart so I naturally ended up creating a tiered level without even meaning to lol. A little rough around the edges but I don't think it's too bad for my first try, let me know what you think

Mushroom Park
RTG-26H-RVF

Also: how are you guys getting a screenshot of your level to post here?
 

NeuroCloud

Banned
Jun 10, 2019
103
Does anyone have any tips for uploading multiplayer-specific levels?

Problems I've encountered:

- must be cleared as a single player
- might get boos in single player rotation despite the tag
- how to force everyone into 2 or 4 different doors (e.g. if 2 vs 2 compete and only one team gets to the flag room).

Any suggestions?
 

Imur

Member
Jan 4, 2018
485
The Online versus Mode could be sooo good... but it's in slow-motion waaaay too often. It's really killing the fun for me.
 

Foot

Member
Mar 10, 2019
10,829
Just finished my first level... I'm a Sonic boy at heart so I naturally ended up creating a tiered level without even meaning to lol. A little rough around the edges but I don't think it's too bad for my first try, let me know what you think

Mushroom Park
RTG-26H-RVF

Also: how are you guys getting a screenshot of your level to post here?
Nice level!

To get a screenshot press the button on the left joycon. It will be in the gallery on your Switch, and from there you can upload to Twitter or Facebook to eventually share here. You can also add text in the Switch's gallery!