Haha, wow, thank you very much!
Actually, I was about to reupload a lot of those to correct a few imperfections, improve the flow, and make speedrunning more fun.
In fact, I just uploaded the final version of my Old School Super Mario series:
Old School Super Mario (Plains)
The first level in the series mixes different early level archetypes, 1-1 of course, 1-2 and 4-1. It allows different styles of play and different routes. I corrected it to be more welcoming and enjoyable by newcomers.
Old School Super Mario (Cliffs)
The second level pays homage to cliff levels (1-3), "bridges and fishes" levels (2-3), and a bit of 2-2 (underwater). It's still very classic, but I exploited the different SMM behaviour of Cheep Cheeps for a fun mechanic: will you fight or will you flee, will you risk going to lower areas to grab powerups? I corrected enemy placement at the end.
Old School Super Mario (Outpost)
The third level pays homage to the later levels of Super Mario Bros. so it's challenging, with precision required, but it's still very manageable. It has secrets if you want to mess around a bit. I improved it by removing unnecessary enemies and improving flow.
Old School Super Mario (Castle)
And finally, the final level, a Castle level of course, here again paying homage to the later castle levels in the original Super Mario Bros. ("puzzle"/"Ghost House" part included). It hasn't been changed since its first edition.
It may not look like it, but it's actually hard to make classic original Super Mario Bros. levels in Super Mario Maker, because you have to understand how they work, and translate that into Super Mario Maker physics, which are totally different from classic Super Mario Bros. physics.
Three Stages of Hell
Collect the 10 pink coins in the first 2 stages (5 in each) to open up the 3rd stage.
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Super Mario Bros. Endgame
Bowser travels through time to confront Mario where it all began: 1-1.
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Stairway to Heaven
Hit the switch in the heavens to open the path forward.
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I absolutely
loved Three Stages of Hell: it looks great (I love NSMBU castles), it's interesting, the difficulty and flow is perfect. Well done!
The idea of Super Mario Endgame is fun, but once you get into the Clown Car, the level seems awfully empty since you're in the air and there's nothing there.
Stairway to Heaven is fun at the begining, but after you open the switch, it feels less open and natural. Players that miss the raccoon leaf and boot enemies can be stuck, too. Also, the winged platform is sort of annoying (a lot of people died there, apparently).
Yet more of my BS: No Time For Cold Feet
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A lot of Super Mario Maker levels are too long, and this isn't one of them ;-) I loved the level, but it felt a bit short (it's a good sign)! Difficulty is great: I lost my shoe at the big Hammer Bros. at the end, but I could go back to get one from the pipe.
Starting with a spin jump is risky. Also, it's a bit too long to go from the beginning to the part where you died.
Reflected Dreams
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Brilliant, it reminded me of Binary Land on NES. It's really hard to make that sort of concept feel natural, and not sacrifice gameplay to the gimmick. Bravo!
Yoshi's Sandy Bellyslide Coaster
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I'm usually not into automatic levels, but that one looked and felt great!
Wow, this is great, it must have taken you ages! A concept I've never seen before. Fantastic sense of exploration and perfect difficulty for this style of level.
Thank you! Yes,
Super Recto/Verso Land (24P-217-J0H) was really hard to design, especially to fine tune. The earlier versions were way too confusing.
The sequel was even harder to design since it's bigger and inspired by Luigi's Mansion (the concept works great for a haunted mansion), the non linear aspect of it works thanks to pink coins. I'll publish it soon, I hope.