Hatsune Blake's Level Showcase

Share your own SMBX levels and play others' too.

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Blake Izayoi
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Hatsune Blake's Level Showcase

Postby Blake Izayoi » Wed Sep 05, 2018 9:37 pm

Image
Logo made by FyreNova
I still need to redo the logo...

Hello! This is a collection of the levels I've made, and I do hope you enjoy! This collection will expand hopefully as time goes on.
Credits for levels are always included with the downloads.

Update! November 5th, 2022
Almost a year since the last level... finally I bring you a new one: Sewer Problem. Please enjoy!

Sewer Problem [SMBX 2.0]
Spoiler: show
Information: A dingy blue sewer, filled with Koopas, Munchers & Piranha Plants. Watch out for the supernatural forces causing water to bend in weird ways...
Length: Medium
Download Link https://drive.google.com/file/d/1QjT3JH ... sp=sharing [Download is 1 MB]
Screenshot(s)
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The Production Line [SMBX 2.0]
Spoiler: show
Information: A factory themed SMW level, that produces Mecha Rexes. Watch out for the Lil' Sparkies and the piping hot oil...
Length: Medium
Download Link https://drive.google.com/file/d/1rwyqCF ... sp=sharing [Download is 1.73 MB]
Screenshot(s)
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Swamp Problem [SMBX 2.0]
Spoiler: show
Information: A swamp themed SMW level! It has dastardly poisonous bogs, Koopa Troopas, cattails, and... Swamp Fish. This level went through two short betas on my SMBX Project Discord server.
Length: Short / Medium
Download Link: https://drive.google.com/file/d/1q9FrgC ... sp=sharing [Download is 1.23 MB]
Screenshot(s):
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YouTube Video:
Frosting Field [SMBX 2.0]
Spoiler: show
Information: A classic vanilla styled SMW level, it's a snow themed level that transitions from an open snowy field into a snow forest. The main "gimmick" here is Koopa Troopas, Bob-Ombs, and Volcano Lotus. This is also most likely my most difficult level to date!
Length: Medium
Download Link: https://drive.google.com/file/d/1dq9gq3 ... sp=sharing [Download is 703 KB]
Screenshot(s):
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Full Level Map: show
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Desert at Dusk [SMBX 2.0]
Spoiler: show
Information: This is a SMB3 styled level in the form of a desert, with a pyramid section at the mid-point. It's a mix between a classic SMB3 level, and a "choose your own adventure" level. At the mid point, each choosable section has its own difficulty, so expect a variety level of difficulty! The first half of the level is pretty easy.
Length: Medium [Long if playing all sections]
Download Link: https://drive.google.com/file/d/1Mtkc0U ... sp=sharing [Download is 171 KB]
Screenshot(s):
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YouTube Video:
The levels contained in the spoiler below are hosted on Mediafire. I will move them to Google Drive if there's enough interest, but for now please take precautions and use ad-blocker when downloading these levels.
Mediafire Levels: show
Skydaku [SMBX 2.0]
Spoiler: show
Information: This level was made because I got an itch for making levels after watching a few videos of SMW ROM hacks. Nothing super special about this level, but I made every single graphic in this course! Also, just a note, this level was made after around a 4 month absence from SMBX, so it might be a bit bad because I'm quite rusty.
Length: Short
Download Link: https://www.mediafire.com/file/30g565wt ... u.zip/file [Download is 9 MB]
If you want to play the old version for whatever reason, I've kept up the download for it:
Old Download Link: http://www.mediafire.com/file/8pcx1o1h0 ... u.rar/file [Download is 3.28 MB]
Screenshot(s):
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YouTube Video [Outdated]:

Credits: All graphics are made by me.
Skydaku 2 [SMBX 2.0]
Spoiler: show
Information: A sequel to Skydaku, this level was made for my canceled episode Minisode 2. This level would've been placed near the end of the episode, so expect a medium / hard difficulty.
Length: Short / Medium
Download Link: https://www.mediafire.com/file/dw0sh9ha ... 2.zip/file [Download is 663.14 KB]
Screenshot(s):
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YouTube Video: No YouTube video yet. Feel free to make one for me!
Credits:
Too much to list. Please consult the Credits.txt file included with the download.
Dusk Grasslands [SMBX 2.0]
Spoiler: show
Information: Dusk Grasslands was made just to get me back into level-making, since at the creation of this level I haven't used SMBX for about 6 months. It's a simple SMW themed course set at dusk. It has a lua script [not made by me] enabling wall-jumps, as well as 5 Dragon Coins spread across the level.
Length: Short / Medium
Download Link: https://www.mediafire.com/file/otvipe6e ... s.zip/file [Download is 1.96 MB]
Screenshot(s):
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YouTube Video: No YouTube video yet. Feel free to make one for me!
Credits:
SMW Expanded Tileset - Sednaiur
SMW Blue Shoed Galoomba - Hatsune Blake [me]
anotherwalljump.lua - Enjl
A more detailed Credits.txt file is included with the download.
Classic Pipe Maze [SMBX 2.0]
Spoiler: show
Information: A SMB3 styled level. By SMB3 styled, I mean game philosophy, design, and graphics. This level was made to feel like an extra level for SMB3. Think e-Reader level.
Length: Short
Download Link: http://www.mediafire.com/file/p0a68vp9l ... e.zip/file [Download is 9 KB]
Screenshot(s):
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Image
YouTube Video: No YouTube video yet. Feel free to make one for me!
Credits:
Flipped Pipes + Pipe Background Objects - Hatsune Blake [Me]
A more detailed Credits.txt file is included with the download.
Water Logged [SMBX 2.0]
Spoiler: show
Information: Same story as Classic Pipe Maze. A full-on "new" SMB3 level. Both this and Classic Pipe Maze were made basically at the same time, so you should get the same feel from the both of them.
Length: Short
Download Link: http://www.mediafire.com/file/jodfmds9v ... d.zip/file [Download is 10 KB]
Screenshot(s):
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YouTube Video: No YouTube video yet. Feel free to make one for me!
Credits:
SMB3 Water & P-Switch - Valtteri
A more detailed Credits.txt file is included with the download.
Forest Fortress [SMBX 2.0]
Spoiler: show
Information: A SMB3 classic dungeon with some twists put on it, reach the end of this jungle dungeon and defeat Ludwig!
Length: Short / Medium
Download Link: https://www.mediafire.com/file/gccm738v ... s.zip/file [Download is 4.4 MB]
Screenshot(s):
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YouTube Video: No YouTube video yet. Feel free to make one for me!
Credits:
Expanded SMB3 Tileset - Sednaiur
SMB3 Dungeon Background - AlucardX60
SMB3 Poison Water - cool mario bros
SMB3 Styled Recoloured Swamp Tileset - Toni + zephyr
SMB3 Styled SMW Ludwig - Valtteri
Dry Bones - Redigit
A more detailed Credits.txt file is included with the download.
Sunless Greendwoods [SMBX 2.0]
Spoiler: show
Information: Another SMW themed level, seemingly pulled straight out of Forest of Illusion! This level is built to feel like a classical SMW level, something you might see in a SMW ROM hack. This level has 5 Dragon Coins for you to collect!
Length: Short / Medium
Download Link: https://www.mediafire.com/file/yb4enhmn ... s.zip/file [Download is 579.98 KB]
Screenshot(s):
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Image
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YouTube Video: No YouTube video yet. Feel free to make one for me!
Credits:
Dark Woods Ground - Valtteri
Original SMW Goal Gate - MrDoubleA
Animated SMW Goal Gate - AirShip
Music - Wyatt
A more detailed Credits.txt file is included with the download.
Sky Castle [SMBX 2.0]
Spoiler: show
Information: A vanilla-ish SMW themed castle level, featuring Snake Blocks, Thwomps and Ball n' Chains. The difficulty of this level is slightly higher than most of my other levels, so enter with caution! This level has 5 Dragon Coins for you to collect.
Length: Medium
Download Link: http://www.mediafire.com/file/i7zvqcewd ... e.zip/file [Download is 309.86 KB]
Screenshot(s):
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YouTube Video: No YouTube video yet. Feel free to make one for me!
Credits: A Credits.txt file is included with the download.
Any feedback is greatly appreciated. Cheers!
Last edited by Blake Izayoi on Sun Nov 14, 2021 10:07 am, edited 25 times in total.

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Re: doomoocv / Hatsune Blake's Level Showcase

Postby Archived » Mon Sep 17, 2018 11:09 pm

Archived
Last edited by Archived on Sat Jan 28, 2023 12:54 pm, edited 1 time in total.

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Re: doomoocv / Hatsune Blake's Level Showcase

Postby Blake Izayoi » Thu Sep 20, 2018 9:49 pm

Eclipsed wrote:
Mon Sep 17, 2018 11:09 pm
Thank you for the video! I've added the video to the main post, and given credit.

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Re: Hatsune Blake's Level Showcase

Postby Blake Izayoi » Fri Jul 12, 2019 4:22 pm

A new level has been released! Come check it out!

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Re: Hatsune Blake's Level Showcase

Postby Cedur » Sat Jul 13, 2019 10:10 am

welcome back ... what did you do with the previous levels in the OP? Are you aware of the new SMBX2 builds?

Blake Izayoi
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Re: Hatsune Blake's Level Showcase

Postby Blake Izayoi » Sat Jul 13, 2019 11:46 am

Cedur wrote:
Sat Jul 13, 2019 10:10 am
welcome back ... what did you do with the previous levels in the OP?

The only other level in the original post was deleted because I wasn't happy with it, and I want a clean start.
Are you aware of the new SMBX2 builds?
I'm using the SMBX2 MAGLX build [I think that is what it's called.]
If there are any newer versions, please inform me, thank you.

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Re: Hatsune Blake's Level Showcase

Postby sammerbro » Sat Jul 13, 2019 11:47 am

Hatsune Blake wrote:
Sat Jul 13, 2019 11:46 am
Cedur wrote:
Sat Jul 13, 2019 10:10 am
welcome back ... what did you do with the previous levels in the OP?

The only other level in the original post was deleted because I wasn't happy with it, and I want a clean start.
Are you aware of the new SMBX2 builds?
I'm using the SMBX2 MAGLX build [I think that is what it's called.]
If there are any newer versions, please inform me, thank you.
There is now the PAL build, go check it out!

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Re: Hatsune Blake's Level Showcase

Postby MegaDood » Tue Jul 23, 2019 5:12 am

I quite enjoyed Skydaku, it felt very reminiscent of a SMW ROM hack. My only issues were it was a little boring on the platforms, there wasn't too much to do other than wait. The second thing, not really a gripe, but pointing it out for you, was a graphical error with two of the piranha plants in the level. They just sat there and didn't too anything, and could be spin jumped on but with no sound effect. Weird. My screenshots weren't showing it up for some reason, but it basically kept swapping the head and vine sprites. It happened with the first piranha plant so you can probably find it there.

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Re: Hatsune Blake's Level Showcase

Postby Archived » Wed Jul 24, 2019 12:05 pm

Archived
Last edited by Archived on Sat Jan 28, 2023 4:22 pm, edited 1 time in total.

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Re: Hatsune Blake's Level Showcase

Postby Blake Izayoi » Wed Jan 22, 2020 11:06 pm

Another new level has been posted after a long absence from me! Come check it out if you'd like.

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Re: Hatsune Blake's Level Showcase

Postby Blake Izayoi » Sun Jun 21, 2020 4:06 pm

Dropped two new levels! Purists of Super Mario Brothers 3 might find interest in them.

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Re: Hatsune Blake's Level Showcase

Postby Bullet51 » Tue Jun 23, 2020 12:14 pm

A glitch in the level Water Logged:

When Mario hits the ? block when the platforms are rising, the mushroom would teleport to the left, as shown in this picture:

Image

And there's a block mismatch in Skydaku:


Image

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Re: Hatsune Blake's Level Showcase

Postby Blake Izayoi » Tue Jun 23, 2020 5:58 pm

Bullet51 wrote:
Tue Jun 23, 2020 12:14 pm
A glitch in the level Water Logged:

When Mario hits the ? block when the platforms are rising, the mushroom would teleport to the left, as shown in this picture:

Image

And there's a block mismatch in Skydaku:


Image
Thanks for pointing these out!
Unfortunately for Water Logged, that mushroom glitch is an issue with the SMBX system, and there isn't much I could do about it. I suggest starting the level in a Mushroom state or waiting for the whole level to start moving down. Apologies!

On the topic of Skydaku, that level came out somewhere around 2019, so I feel like it would be redundant to go back and fix that one issue. However, I still will go back and fix it, and I'll add new content to the level as well, to make it worthwhile for a second playthrough. I will edit this post once I've uploaded the improved version of Skydaku.

Cheers, and thanks again!

Update:
Skydaku has been successfully updated! I feel like the update warrants a second playthrough, so give it a try if you'd like! Cheers.

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Re: Hatsune Blake's Level Showcase

Postby Emral » Wed Jun 24, 2020 12:02 am

I think there iiiis a way to circumvent the mushroom thing.. but it requires lua and ignores the "Spawned NPCs" feature.
In short, it would involve detecting when an NPC spawns from a block, and then attempting to set the NPC's layer to that of the block.
The safer way to handle things is to just not put item boxes on moving layers (and maybe moving them to an area where doing so would make sense), but with how many levels embraced the moving itembox jank so far I think leaving it in is fine, too :p

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Re: Hatsune Blake's Level Showcase

Postby Lusho » Wed Jun 24, 2020 12:43 pm

Is this kind of jank getting fixed for next X2 versions?

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Re: Hatsune Blake's Level Showcase

Postby Emral » Wed Jun 24, 2020 1:15 pm

CJ_RLushi wrote:
Wed Jun 24, 2020 12:43 pm
Is this kind of jank getting fixed for next X2 versions?
I asked Rednaxela cause I was curious. Basically, don't count on it. It's pretty complicated to de-jank since entities don't keep track of the object that spawned them.

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Re: Hatsune Blake's Level Showcase

Postby Blake Izayoi » Wed Jun 24, 2020 5:09 pm

Yet another level has been added to the post! Please enjoy, and apologies for uploading so many levels in a short time span... I'm in a SMBX kind of mood this week!

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Re: Hatsune Blake's Level Showcase

Postby Bullet51 » Thu Jun 25, 2020 3:45 am

Image

The boss fight is unfair: whenever I enter this scene, I would always get hurt by the boss.

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Re: Hatsune Blake's Level Showcase

Postby Blake Izayoi » Thu Jun 25, 2020 10:30 am

Bullet51 wrote:
Thu Jun 25, 2020 3:45 am
Image

The boss fight is unfair: whenever I enter this scene, I would always get hurt by the boss.
Hmm... apologies about that. I don't really know what I could do to fix that, other than just for me to say "be prepared". If anyone has some ideas / suggestions on what I could do to make that part fair, let me know, thanks!

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Re: Hatsune Blake's Level Showcase

Postby Emral » Thu Jun 25, 2020 10:56 am

You could... move the warp further left so that there's basically double time for the player to react. Or is there some important reason why the exit is in the middle of the room and not on the opposite sit of the arena from the boss?


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