@@Typfoon Hidden blocks and pick-a-pipe. So, so cheap! People like you create such a bad culture in Mario Maker. Not good enough to make a legit Good SE level so have to troll the life out of players huh? 🙄
@@DATAEXPUNGED- Really tired of boring, cheap trolls passing off as 'levels' in the game lol. Had to be said because everyone else is too scared to say it.
That's what about 98 percent of the community is doing for super expert and expert I mean I make infuriating levels such as a level themed about p switches or munchers will drop down in mario it's hard enough to be in super expert but at least it's fair
I loved the seriousness in your voice when you added these trollish elements, and the description as well, this whole thing got so many chuckles/snickers out of me! Also loving the new intro and outro, though I'm not so sure about the arrows in the intro. Not sure why they are bugging me, but they are.
Haha thanks! Glad you enjoyed! Yeah the new intro and outro are a work in progress. I think they will mostly stay the same but I am open to making subtle changes. Thanks for the feedback!
I can’t for the life of me understand what makes this type of level “Expert” what’s so expert about dying over and over again as a requirement to learn how to beat the level? Doesn’t expert mean that you’re highly skilled? Last time I checked there was no skill involved when guessing on how to beat the level. Your requiring that people die to even beat the level. I’m I crazy am I the only one who thinks this? This comment refers to design elements like off-screen thomps, pick-a-door, ext..
Me: Guess im gonna try expert mode for once.... wait.... TYPFOONS LEVEL IS 1ST LEVEL ON EXPERT NANI????? R.i.p me and r.i.p tyfpoon. No this didnt actually happen.
Ikr? At least someone here isn't brainwashed by his whole spiel. He's too upstuck to admit that I presume, sadly. It's clearly a troll-level. Clearly doesn't have the skill to not make a legit SE level and rewards skill, not cheap pick-a-door lottery.
I thought I was the only one who made troll levels. I got my inspiration from the original troll level: the Cat Mario flash game. I laughed for like 3 minutes at the fake checkpoint. I literally couldn't breathe. "The final touch is to add is the Sound Effects. So you want to overuse these, for sure" 😂😂😂
Let’s hope they bring back the voice editor sounds and to be able to change the hand again since in Super Mario Maker for Nintendo 3DS, they removed it.
Guys, typfoon is literally the best maker in the world! Let's all follow his tips! You know what? I'm gonna make a level for you using all these tips! Since you taught me all of these things, you're gonna have to beat it! Okay enough about that; you should stream Super Warp World!
Haha thanks! Oh boy.. I hope you don't make a level, but maybe I would know how to beat it at least? lol Yeah, I might stream Super Warp World! There is also another level series I want to stream soon too!
I find it so funny how you act as if you are providing a genuine tutorial for a good course, while explaining how to make horrendous trash. I watched this in 2018 and followed it, oblivious to the fact that I was making garbage. I am re-watching it 5 years later, and I am having a good laugh.
I don't know why but this gives off such an energy of someone who got pissed off and I like to think he got a kaizo in super expert and he just SNAPPED.
That course was so super expert, that my Nan my Mum and EVEN ME, cannot complete it. And I am a expert at playing Mario Maker or ANY Mario game. Your level was so super expert I really hope it makes it to the 100 mario challenge expert difficulty for it. I also hope you get lots of subscribers. Love ya.
You, sir, are a horrible human being who should be banned from Mario Maker. Thank you very much for teaching me how to be evil as well. You are awesome. Edit: I subscribed this was so funny.
Thanks! I am expanding my channel to more games lately, so hopefully I can get some new fans that way too! I have been growing very fast the past few months :D
Not all super experts are bad, it's just that all bad levels are sexpert. This video finally taught me how to make the good super expert levels that everyone enjoys. Also good outro
I laughed so hard at every second of this video! It was hilarious! I almost died when you said "beautiful masterpieces." Of all the levels I've made, only 2 of them are as troll as the level in the video! I was also able to get the world record on the level, which was "TONS of fun" to get. I lost patience and cheated when I took the level to my coursebot. I LOVE your new intro and outro! Also, in case you didn't know, Flo TM made the 20k subscriber celebration level that he was gonna make. I can't give the course ID right now, so sorry about that.
Haha glad you liked it! It was fun making this video :P And GG on the world record! I saw that Flo made me my level finally, so I will be playing it soon! I got it bookmarked!
'My philosophy is these levels is the more soft locks he better....there stuck.... that's what we want.... let's have all these doors lead to death.....the theme here is enemy spam' I love it ;]
Some other fun additions: -make the player eat a mushroom before a pipe with a conveyor belt at the top (extra points if you place the mushroom right before the exit of an pipe/door) -make a double death pipe (go to the sub area and place a pipe that leads to death. Make it so it looks like you can’t go anywhere. Then go to the place where you want the entrance of the pipe. Place it and make the exit go to the same place as the previous pipe. (Both pipes need to face the same way.)) -Make a soft lock pipe. (There’s two setups. If the pipe is facing downwards you can place clouds under it, otherwise you can have a one-way door directly facing the pipe. At the exit, simply make a tiny room with no exit.) -Make a Big-only pipe and then a small-only pipe after that. (On the first pipe, place an conveyor belt at the bottom of the pipe. (Pipes must be sideways and at least 3 Blocks long.) On the second pipe, place an conveyor belt at the top. Now place a hidden coin block containing an enemy mario can get hurt on. Now the player goes trough the pipe. Now Place a big Muncher blocking the path. The POW is of course located BEFORE the big pipe.) Make a Fake key door. (Place Some key doors that lead to death except one (like the door guess) have the player get the key by collecting hidden pink coins earlier in the level. (Bonus points if you place an checkpoint AFTER the pink coins.)) Make a fake brick tunnel. Force the player to activate a P-switch with a P-Door. Now have a tunnel going upwards with some formations of A coin and a brick block (preferably with some giant winged boo circles.) Have the patter repeat like this: coin-brick, brick-coin, coin-brick, brick-coin. But at the last one place it in the SAME WAY as the one under it. For extra points, have the mushroom be earlier In the level. Also make sure the ground is coins and that the player is stuck by placing the door one space over the ground. -make a troll level ending. Place the ground of the flag/box/pole thing 4 blocks over the ground. Place the exit at the bottom. Place some ground going up behind the exit with the REAL exit. Place invisible blocks in the gap over the fake exit. Make sure the player can’t go back trough the fake exit too. Bonus points if you have an invisible block trap right where the player has to jump before reaching the end. And lastly, Place a bunch of spinies everywhere. With laughing sound effects.
Haven't been to this vid in months. Dang. I remember making a level following this, but I did some more stuff, aside from what you said, such as a troll checkpoint you can get, but there are bridges layered around it, hiding a vine. When you die and respawn, you fall in lava below the checkpoint, since there's no ground below it. The trick is to hold up and climb the vine. Also, after the checkpoint is a 30-40 second wait of a block on tracks navigating you through a spike maze. I also had a near-impossible jump to the axe. All you have to do is jump over a weird wall of spikes and hope you get the axe before a spike. It was awesome and hard even for me. Thanks for the video Tyler!
Yay new intro! The old one was fine, but this one's cool too! Keep up the good work Tyler! Just a random thing, but a new kid named Tyler joined my class for 8th grade. Pretty ironic.
Old, but in wake of the upcoming SMM2, I wanted to see some ideas as it’s been a very long time. Along with watching DGR, this video helps lay out some of the basics for these things!!!! Looking forward to giving people shortness of breath, butt clenchers and jaw droppers! Thanks!
This is a good guide for a stupid troll level haha, but not an actual good level. I hope to make another tutorial soon to show how to make a well-designed level!
I have a tip, if you do make offscreen Thwomps, put brick between them and Mario so that they break the bricks then go back up. It gives the player a minute to process what is happening.
Tyler! I Got this level randomly on the 3DS Version!! Now I Have 4 Of Your Levels: 1. Paul's Troll Cave [10 Items] 2. [SNW] The Treacherous Towers 3. Easy Kaizo: Bomb Hopping And 4. Super Expert 101!! OMG Oh, And Also 5. POW-Spring Ka-Ching!
I'm not kidding, when i saw you doing the dev exit, i was like, "Man, you cant be kidding me.." But then i see the fake turn, Now i know not to judge you too early, lol
One improvement I can think of - make the Clown Car Spike Maze actually a maze (with false paths and dead ends and stuff), not just a meandering path like that. :p
I got better ideas for the invisible blocks 1. Fake pipe instead of power ups instead of predictable fake power ups Expectations: the player thinks that the pipe is real Reality: the player is stuck in the box 2. Fake lower path Expectations: the player thinks that the path is real Reality: the path is a dead end and the entrance is blocked by hidden blocks
You forgot some things: -Add an "RNG frustrator" so that it becomes completely luck based whether the level can even be completed on any given try. -Make the clown car section much tighter so that you will die if you're off by a couple pixels in any direction, add some super delicate twists and turns, then make people do it under the drunk effect. -Add a key door that leads to death. -Add another key door that leads to success, but make it so that you can (i.e. probably will) die with the key. -Or make a large open area with randomly scattered invisible blocks, all of which must be guessed at, most of which are high enough up that you have to activate and then jump off other invisible blocks to reach them. Each of these blocks contains an enemy which is either extremely annoying to have around (hammer bro, fish, magikoopa) or really hard to kill (boo, chain chomp, wiggler, etc). One of these enemies contains the key you need to finish the level. If the key is held by a hard-to-kill enemy, then the thing you need to kill them must be brought, with much difficulty, from earlier in the level - with no way to backtrack and get it once you reach this room. 20-30 such blocks sounds like a good start. -Add a magikoopa at the end who can steal the goal, and make sure he'll have plenty of time/opportunity to do so. Oops, did I say a magikoopa? I mean multiple magikoopas, and also make sure there are lots of unreachable places they can teleport to where you can't kill them. -A section where you run at top speed, with a suprise skewer to mash them in the face at the end. Or a red cannon that spews fish, boo circles, etc. to fulfill the same function. -A bouncy house full of troll springs, with one exit leading to success and one (easier to accidentally reach) leading to death. -Springs behind the goal so that if someone mistimes their jump, they get thrown into a pipe that takes them back to the beginning of the level. -A section where koopas/goombas are forced to bounce eternally on note blocks. Give these blocks the most annoying tone you can find. Make the section itself as tedious as possible. Follow up with some death traps so people will have to do it multiple times. -Powerups that aren't technically inside a softlock, but still kill the player by getting them stuck in a bletcherous one-space zigzag tunnel or killing the enemies they need to bounce off.