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Added example(s), General clarification on work content
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* ''VideoGame/SuperSmashBrosBrawl'' comes with a rather simplified, grid-based editor called the Stage Editor that doesn't allow the player to do even 1/10 of what the game designers themselves did. Even so, it's the first game in the series to include an editor, which provided a lot of fun for players who had specific ideas in mind of types of arenas they wanted to make.
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* The ''VideoGame/ChaosFaction'' duology allows players to make up to 4 stages of their own through placing down horizontal platforms and vertical walls.
* ''VideoGame/SuperSmashBrosBrawl'' comes with a rather simplified, grid-based editor called the StageEditor Builder that doesn't allow the player to do even 1/10 of what the game designers themselves did. Even so, it's the first game in the series to include an editor, which provided a lot of fun for players who had specific ideas in mind of types of arenas they wanted to make.
* ''VideoGame/SuperSmashBrosBrawl'' comes with a rather simplified, grid-based editor called the Stage
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* ''[[VideoGame/{{Tribes}} Tribes 2]]'' and all the games running on its Torque UsefulNotes/GameEngine feature a robust in-game real-time level editor accessed with a keystroke in singleplayer or via super-admin privileges on online servers. The editor allows players to modify the terrain, {{skybox}}, water, and so on, and place/rotate/resize pre-made and custom objects (buildings, turrets, sounds, etc). If the level designer stuck to vanilla pre-made objects, the map could also be played by anyone joining the server without requiring a separate download.
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* ''[[VideoGame/{{Tribes}} Tribes 2]]'' and all the games running on its Torque UsefulNotes/GameEngine MediaNotes/GameEngine feature a robust in-game real-time level editor accessed with a keystroke in singleplayer or via super-admin privileges on online servers. The editor allows players to modify the terrain, {{skybox}}, water, and so on, and place/rotate/resize pre-made and custom objects (buildings, turrets, sounds, etc). If the level designer stuck to vanilla pre-made objects, the map could also be played by anyone joining the server without requiring a separate download.
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* ''[[VideoGame/{{Tribes}} Tribes 2]]'' and all the games running on its Torque UsefulNotes/GameEngine feature a robust in-game real-time level editor accessed with a keystroke in singleplayer or via super-admin privileges on online servers. The editor allows players to modify the terrain, skybox, water, and so on, and place/rotate/resize pre-made and custom objects (buildings, turrets, sounds, etc). If the level designer stuck to vanilla pre-made objects, the map could also be played by anyone joining the server without requiring a separate download.
to:
* ''[[VideoGame/{{Tribes}} Tribes 2]]'' and all the games running on its Torque UsefulNotes/GameEngine feature a robust in-game real-time level editor accessed with a keystroke in singleplayer or via super-admin privileges on online servers. The editor allows players to modify the terrain, skybox, {{skybox}}, water, and so on, and place/rotate/resize pre-made and custom objects (buildings, turrets, sounds, etc). If the level designer stuck to vanilla pre-made objects, the map could also be played by anyone joining the server without requiring a separate download.
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General clarification on works content
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* ''VideoGame/{{Doom}}'' was so popular in its time that tons of editors were created for it, numerous competing level editors among them. Levels could even come with built-in music, sounds, and graphics to change the experience even further. Currently, one of the most popular editors is Doom Builder.
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* ''VideoGame/{{Doom}}'' was so popular in its time that tons of editors were created for it, numerous competing level editors among them. Levels could even come with built-in music, sounds, and graphics to change the experience even further. Currently, one of the most popular editors is Doom Builder. Starting from early 2020, Creator/{{Bethesda}} began incorporating the most popular mods and wads into a list of curated add-ons available as free DownloadableContent for the Unity-based ports of the first and [[VideoGame/DoomII second]] games, as well as semi-official episodes and expansions like ''VideoGame/{{Sigil}}'' and its sequel, both halves of ''VideoGame/FinalDoom'', and ''No Rest for the Living''.
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Changing some examples to historical past tense, as encouraged by How To Write An Example.Adding links to Player Creation Sharing. Updating links to Platform pages, and updating EE example.
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Of course, this is all good as long as the editor is easy to use. When it's complicated and frustrating, the result is that a tiny minority of players actually bother to make their own levels, while others download and play them (if such a feature is available, and if enough players know how to use that feature).
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Of course, this is all good as long as the editor is easy to use. When it's complicated and frustrating, the result is that a tiny minority of players actually bother to make their own levels, while others download and play them (if [[PlayerCreationSharing such a feature feature]] is available, and if enough players know how to use that feature).
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* ''S. O. S.'' on the UsefulNotes/ZXSpectrum has cheat mode that includes a level editor. The victory screen tells you how to access it.
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* ''S. O. S.'' on the UsefulNotes/ZXSpectrum Platform/ZXSpectrum has cheat mode that includes a level editor. The victory screen tells you how to access it.
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* ''VideoGame/WreckingCrew'' also featured one, but like ''Excitebike'', this required special hardware to save that was released only for the Famicom and not the NES.
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* ''VideoGame/WreckingCrew'' also featured features one, but like ''Excitebike'', this required requires special hardware to save that was released only for the Famicom and not the NES.
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* ''Dewy's Adventure'' allows you to make your own levels. They actually have a different format from the normal levels — they focus on collecting stars, and are ideally supposed to be more obstacle-based.
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* ''Dewy's Adventure'' ''VideoGame/DewysAdventure'' allows you to make your own levels. They actually have a different format from the normal levels — they focus on collecting stars, and are ideally supposed to be more obstacle-based.
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* The premise of ''VideoGame/EverybodyEdits'' is to [[ExactlyWhatItSaysOnTheTin edit worlds]] and have others play them. Though most levels require a password to edit, there are still a few, albeit much less open, worlds that can be edited by anybody, although typically open world edits are limited in what blocks you can place.
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* The premise of ''VideoGame/EverybodyEdits'' is being able to [[ExactlyWhatItSaysOnTheTin edit worlds]] and have others play them. Though most levels require a password to edit, there are still a few, albeit much less open, [[PlayerCreationSharing share]] worlds. Most worlds that can be edited by anybody, although typically open at any time, even while others are playing. Worlds can also be owned and protected, requiring permission from the world edits are limited in what blocks you owner before it can place.be edited.
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* ''VideoGame/MegaManX1'' has one... kind of. What's that? Can't find it? It's a secret, DummiedOut LevelEditor, as documented [[http://tcrf.net/Mega_Man_X#Map_Editor_Mode here]].
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* ''VideoGame/MegaManX1'' has one... kind of. What's that? Can't find it? It's a secret, DummiedOut LevelEditor, Level Editor, as documented [[http://tcrf.net/Mega_Man_X#Map_Editor_Mode here]].
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* When ''VideoGame/TowerOfHeaven'' was ported to [[UsefulNotes/AdobeFlash Flash]], a level creator (entitled "Pillars of Creation") was added; it is unlocked by beating the game once, and you have to beat the level you create in order to share it with others.
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* When ''VideoGame/TowerOfHeaven'' was ported to [[UsefulNotes/AdobeFlash Flash]], a level creator (entitled "Pillars of Creation") was added; it is unlocked by beating the game once, and you have to beat the level you create in order to [[PlayerCreationSharing share it with others.others]].
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* ''VideoGame/CubicNinja'' has a level editor, which allows levels to be created and shared as QR codes. By far the most common use of this feature, however, is not to share levels, but rather to [[GoodBadBugs exploit a bug]] in the QR code reader to enable the 3DS to run homebrew software. In fact, since the game was never really popular or successful until this exploit came out, this is the only thing the game is known for at all.
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* ''VideoGame/CubicNinja'' has a level editor, which allows levels to be created and [[PlayerCreationSharing shared as QR codes.codes]]. By far the most common use of this feature, however, is not to share levels, but rather to [[GoodBadBugs exploit a bug]] in the QR code reader to enable the 3DS to run homebrew software. In fact, since the game was never really popular or successful until this exploit came out, this is the only thing the game is known for at all.
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* ''VideoGame/LodeRunner'' was one of the earliest games with a level editor, having been released on the UsefulNotes/AppleII in 1983. This was a key feature of every port since (though, sd with the other NES games, one could only save his creations on the NES port in the Japanese version of the game).
* The ''VideoGame/MarbleMadness Construction Set'', released for the UsefulNotes/AmstradCPC and UsefulNotes/ZXSpectrum versions.
* The ''VideoGame/MarbleMadness Construction Set'', released for the UsefulNotes/AmstradCPC and UsefulNotes/ZXSpectrum versions.
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* ''VideoGame/LodeRunner'' was one of the earliest games with a level editor, having been released on the UsefulNotes/AppleII Platform/AppleII in 1983. This was a key feature of every port since (though, sd with the other NES games, one could only save his creations on the NES port in the Japanese version of the game).
* The ''VideoGame/MarbleMadness Construction Set'', released for theUsefulNotes/AmstradCPC Platform/AmstradCPC and UsefulNotes/ZXSpectrum Platform/ZXSpectrum versions.
* The ''VideoGame/MarbleMadness Construction Set'', released for the
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* ''VideoGame/PetalCrash'' has one for the game's Puzzle Mode, allowing players to make their own puzzles and share them via text code. Sharing is not available on consoles, and the editor is completely absent on iOS.
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* ''VideoGame/PetalCrash'' has one for the game's Puzzle Mode, allowing players to make their own puzzles and [[PlayerCreationSharing share them via text code.code]]. Sharing is not available on consoles, and the editor is completely absent on iOS.
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* ''VideoGame/{{Pushmo}}'' and the later games in its franchise all feature level editors, with various ways to share the created stages.
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* ''VideoGame/{{Pushmo}}'' and the later games in its franchise all feature level editors, with [[PlayerCreationSharing various ways to share the created stages.stages]].
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* Creator/ElectronicArts' early effort, ''Racing Destruction Set'' included a track editor.
* The original ''VideoGame/{{Excitebike}}'' on the NES was marketed partially on the fact that it had a built-in level editor. Unfortunately, that turned out to be useless for most of the world, because saving a level required a hardware expansion that was [[NoExportForYou never released outside Japan]].
* The original ''VideoGame/{{Excitebike}}'' on the NES was marketed partially on the fact that it had a built-in level editor. Unfortunately, that turned out to be useless for most of the world, because saving a level required a hardware expansion that was [[NoExportForYou never released outside Japan]].
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* Creator/ElectronicArts' early effort, ''Racing Destruction Set'' included includes a track editor.
* The original ''VideoGame/{{Excitebike}}'' on the NES was marketed partially on the fact that it had a built-in level editor. Unfortunately, that turned out to be useless for most of the world, because saving a levelrequired requires a hardware expansion that was [[NoExportForYou never released outside Japan]].
* The original ''VideoGame/{{Excitebike}}'' on the NES was marketed partially on the fact that it had a built-in level editor. Unfortunately, that turned out to be useless for most of the world, because saving a level
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* ''VideoGame/DanceDanceRevolution'' console games allow you to map your own steps to a song, play them in the main game, or share them with others.
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* ''VideoGame/DanceDanceRevolution'' console games allow you to map your own steps to a song, play them in the main game, or [[PlayerCreationSharing share them with others.others]].
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* ''VideoGame/SpinRhythmXD'' has one built directly into the game itself. Because of licensing issues, however, sharing custon levels isn't done via Steam Workshop, but instead via an external site/client called [[https://spinsha.re/ SpinShare]]. Most custom levels are way [[NintendoHard harder]] than the base game levels.
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* ''VideoGame/SpinRhythmXD'' has one built directly into the game itself. Because of licensing issues, however, [[PlayerCreationSharing sharing custon levels custom levels]] isn't done via Steam Platform/{{Steam}} Workshop, but instead via an external site/client called [[https://spinsha.re/ SpinShare]]. Most custom levels are way [[NintendoHard harder]] than the base game levels.
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* In every ''[[VideoGame/NintendoWars Advance Wars]]'' game, players could create maps and, starting with ''Days of Ruin'', share some of them over Wi-fi.
* ''VideoGame/{{Sacrifice}}'' had Scapex. Notably, it even allowed you to edit the game's campaign map.
* ''VideoGame/{{Sacrifice}}'' had Scapex. Notably, it even allowed you to edit the game's campaign map.
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* In every ''[[VideoGame/NintendoWars Advance Wars]]'' game, players could can create maps and, starting with ''Days of Ruin'', [[PlayerCreationSharing share some of them over Wi-fi.
Wi-fi]].
* ''VideoGame/{{Sacrifice}}''had has Scapex. Notably, it even allowed allows you to edit the game's campaign map.
* ''VideoGame/{{Sacrifice}}''
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* ''VideoGame/{{Voxatron}}'' has this as one of its most advertised features. Players may create their own levels with custom objects, monsters (including API and such), and items. The levels may then be shared with other players.
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* ''VideoGame/{{Voxatron}}'' has this as one of its most advertised features. Players may create their own levels with custom objects, monsters (including API and such), and items. The levels may then be [[PlayerCreationSharing shared with other players.players]].
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* ''Chaos Engine'' for the UsefulNotes/{{Amiga}} now has one too, [[http://eab.abime.net/showthread.php?t=53449 Chaos Construct.]]
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* ''Chaos Engine'' for the UsefulNotes/{{Amiga}} Platform/{{Amiga}} now has one too, [[http://eab.abime.net/showthread.php?t=53449 Chaos Construct.]]
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* ''VideoGame/MileHighPinball'' for the Nokia UsefulNotes/NGage has a variation -- you couldn't edit the game's tables, but you could rearrange them to an easier (or harder) sequence, then post them online for other players to try.
* In the GameMaker category, Creator/ElectronicArts' ''VideoGame/PinballConstructionSet'' (by Bill Budge) was all about letting players make and play their own pinball tables. It was later updated and released as ''Virtual Pinball'' for the UsefulNotes/SegaGenesis.
* In the GameMaker category, Creator/ElectronicArts' ''VideoGame/PinballConstructionSet'' (by Bill Budge) was all about letting players make and play their own pinball tables. It was later updated and released as ''Virtual Pinball'' for the UsefulNotes/SegaGenesis.
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* ''VideoGame/MileHighPinball'' for the Nokia UsefulNotes/NGage Platform/NGage has a variation -- you couldn't edit the game's tables, but you could rearrange them to an easier (or harder) sequence, then post them online for other players to try.
* In the GameMaker category, Creator/ElectronicArts' ''VideoGame/PinballConstructionSet'' (by Bill Budge) was all about letting players make and play their own pinball tables. It was later updated and released as ''Virtual Pinball'' for theUsefulNotes/SegaGenesis.Platform/SegaGenesis.
* In the GameMaker category, Creator/ElectronicArts' ''VideoGame/PinballConstructionSet'' (by Bill Budge) was all about letting players make and play their own pinball tables. It was later updated and released as ''Virtual Pinball'' for the
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* The Toy-Con Motorbike included in the [[VideoGame/NintendoLabo Nintendo Labo variety kit]] for the UsefulNotes/NintendoSwitch has a feature where you're able to modify the terrain in the stadium and create your own tracks with the Toy-Con Scanner and Toy-Con Mini-bike respectively. You can even change things like the road width, time of day and where dash items are placed!
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* The Toy-Con Motorbike included in the [[VideoGame/NintendoLabo Nintendo Labo variety kit]] for the UsefulNotes/NintendoSwitch Platform/NintendoSwitch has a feature where you're able to modify the terrain in the stadium and create your own tracks with the Toy-Con Scanner and Toy-Con Mini-bike respectively. You can even change things like the road width, time of day and where dash items are placed!
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* The randomized X-Cup in ''VideoGame/FZero X'' was actually what was left after the level editor had to be cut when Nintendo refused to release [[VaporWare the 64DD]], and the game had to be sold as a normal cartridge title. Later, when the [=64DD=] was shipped in Japan, the editor was sold as ''[=F-Zero X-Pansion Kit=]'', which could work in unison with the original game to make new tracks and vehicles. ''F-Zero Climax'' also has a track editor with a password feature to send your custom tracks to your friends. Unfortunately it [[NoExportForYou never made it outside of Japan either]].
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* The randomized X-Cup in ''VideoGame/FZero X'' ''VideoGame/FZeroX'' was actually what was left after the level editor had to be cut when Nintendo refused to release [[VaporWare the 64DD]], and the game had to be sold as a normal cartridge title. Later, when the [=64DD=] was shipped in Japan, the editor was sold as ''[=F-Zero X-Pansion Kit=]'', which could work in unison with the original game to make new tracks and vehicles. ''F-Zero Climax'' also has a track editor with a password feature to send your custom tracks to your friends. Unfortunately it [[NoExportForYou never made it outside of Japan either]].
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* Because the aforementioned track editor for ''VideoGame/FZero X'' was so rare, a member of the community who goes by BGNG created one for ROMS called ''Execution Project'', which contains all of the features from the original track editor.
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* Because the aforementioned track editor for ''VideoGame/FZero X'' ''VideoGame/FZeroX'' was so rare, a member of the community who goes by BGNG created one for ROMS called ''Execution Project'', which contains all of the features from the original track editor.
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* ''VideoGame/FiveNightsAtFreddys'' (and its sequels except for ''Five Nights At Freddys 3'') has a rather unique take on this. Instead of creating your own SuckECheeses map, it allows you to adjust how aggressive each animatronic is, from 0 to 20 (1 to 20 in the original). Setting all the animatronics' AI to 20 is the game's version of HarderThanHard.
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* ''VideoGame/FiveNightsAtFreddys'' ''VideoGame/FiveNightsAtFreddys1'' (and its sequels except for ''Five Nights At Freddys 3'') ''VideoGame/FiveNightsAtFreddys3'') has a rather unique take on this. Instead of creating your own SuckECheeses map, it allows you to adjust how aggressive each animatronic is, from 0 to 20 (1 to 20 in the original). Setting all the animatronics' AI to 20 is the game's version of HarderThanHard.
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dewicking VideoGame.Super Mario Bros
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* Various Nintendo games of consoles past, in the form of [[GameMod ROM hacking]]. Popular level editors include SMB Utility (''VideoGame/SuperMarioBros''), Lunar Magic (''VideoGame/SuperMarioWorld''), and Hyrule Magic (''VideoGame/TheLegendOfZeldaALinkToThePast''). People have already made two, including [[http://gbatemp.net/index.php?showtopic=191279 this]], in literally a ''week'' for ''VideoGame/NewSuperMarioBrosWii''. Other fan-made ''Mario'' level editors include Super Mario Construct and Yoshi's Fabrication Station.
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* Various Nintendo games of consoles past, in the form of [[GameMod ROM hacking]]. Popular level editors include SMB Utility (''VideoGame/SuperMarioBros''), (''VideoGame/SuperMarioBros1''), Lunar Magic (''VideoGame/SuperMarioWorld''), and Hyrule Magic (''VideoGame/TheLegendOfZeldaALinkToThePast''). People have already made two, including [[http://gbatemp.net/index.php?showtopic=191279 this]], in literally a ''week'' for ''VideoGame/NewSuperMarioBrosWii''. Other fan-made ''Mario'' level editors include Super Mario Construct and Yoshi's Fabrication Station.
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* ''VideoGame/WarioWare DIY'' lets you make whole Microgames from scratch and share them. And thanks to a certain hack, you can make boss games as well.
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* ''VideoGame/WarioWare DIY'' ''VideoGame/WarioWareDIY'' lets you make whole Microgames from scratch and share them. And thanks to a certain hack, you can make boss games as well.
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* The third entry of ''VideoGame/DeathToSpies'', ''Alekhine's Gun'' has a downloadable level editor for the PC version from the developer's forums.
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Oops, it was placed among the official examples!
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* ''VideoGame/ChipsChallenge'' has had several over the years: [=ChipEdit=], [=CCEdit=], Chip's Workshop, etc. They were used by the fan community to draw their own levelsets, eventually amassing the most popular levels to create {{Fan Sequel}}s.
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[[folder:Puzzle Games]]
* ''VideoGame/ChipsChallenge'' has had several fan-made level editors over the years: [=ChipEdit=], [=CCEdit=], Chip's Workshop, etc. They were used by the fan community to draw their own levelsets, eventually amassing the most popular levels to create {{Fan Sequel}}s.
[[/folder]]
* ''VideoGame/ChipsChallenge'' has had several fan-made level editors over the years: [=ChipEdit=], [=CCEdit=], Chip's Workshop, etc. They were used by the fan community to draw their own levelsets, eventually amassing the most popular levels to create {{Fan Sequel}}s.
[[/folder]]
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* ''VideoGame/MillieAndMolly'': Once you've completed all 100 stages in the game, you unlock the level editor function, allowing you to be able to make your own levels.
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Crosswicking
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* ''VideoGame/SongsOfConquest'': The game comes with a versatile map editor.
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* ''VideoGame/Disgaea4APromiseUnforgotten'' has a level editor that also works as a base editor, considering you can use your own level for your base if you are so inclined. Sadly, the International version is going to wind up neutered a bit, and JP maps will not be usable in US and EU versions. A similar level editor appears in ''VideoGame/Disgaea5AllianceOfVengeance''.
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* ''VideoGame/Disgaea4APromiseUnforgotten'' has a level editor that also works as a base editor, considering you can use your own level for your base if you are so inclined. Sadly, the International version is international versions are going to wind up neutered a bit, and JP Japanese maps will not be usable in US and EU said versions. A similar level editor appears in ''VideoGame/Disgaea5AllianceOfVengeance''.
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sorting
* ''S. O. S.'' on the UsefulNotes/ZXSpectrum has cheat mode that includes a level editor. The victory screen tells you how to access it.
* ''VideoGame/HotlineMiami2WrongNumber'' had a level editor added in a later update. Not only does it allow the players to create and populate their own levels, but it also allows for the creation of entire campaigns, complete with cutscenes.
* ''VideoGame/LegoIndianaJones 2: The Adventure Continues'' and ''VideoGame/LegoHarryPotter: Years 1-4'' both featured a level editor, which allowed players to create levels using preset bricks, plates, structures, and entities. Travellers' Tales promised one in both ''VideoGame/LegoStarWars 3'' and ''LEGO Harry Potter: Years 5-7'', but the level editor didn't make an appearance.
* ''Franchise/TombRaider'' has had a thriving community based around its level editor for the fourth game in the series for [[LongRunners over ten years]]. The InvisibleGrid engine makes it fast and easy to build levels, but the expectations of what makes a good level have become [[SeriousBusiness higher and higher]]. There is also [[WordSaladTitle Dxtre3D]] which allows modding of ''Tomb Raider''s 1 to 5; ''Tomb Raider Engine Patcher'' (TREP), which expands the limits of the engine and allows for more level features, and ''Next Generation Tomb Raider'', which isn't really next generation at all, but it includes a few features from TREP and some new ones. TREP and NGLE are not compatible with each other, which causes some debate over which is the better editor.
* ''VideoGame/LegoIndianaJones 2: The Adventure Continues'' and ''VideoGame/LegoHarryPotter: Years 1-4'' both featured a level editor, which allowed players to create levels using preset bricks, plates, structures, and entities. Travellers' Tales promised one in both ''VideoGame/LegoStarWars 3'' and ''LEGO Harry Potter: Years 5-7'', but the level editor didn't make an appearance.
* ''Franchise/TombRaider'' has had a thriving community based around its level editor for the fourth game in the series for [[LongRunners over ten years]]. The InvisibleGrid engine makes it fast and easy to build levels, but the expectations of what makes a good level have become [[SeriousBusiness higher and higher]]. There is also [[WordSaladTitle Dxtre3D]] which allows modding of ''Tomb Raider''s 1 to 5; ''Tomb Raider Engine Patcher'' (TREP), which expands the limits of the engine and allows for more level features, and ''Next Generation Tomb Raider'', which isn't really next generation at all, but it includes a few features from TREP and some new ones. TREP and NGLE are not compatible with each other, which causes some debate over which is the better editor.
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* ''Franchise/TombRaider'' has had a thriving community based around its level editor for the fourth game in the series for [[LongRunners over ten years]]. The InvisibleGrid engine makes it fast and easy to build levels, but the expectations of what makes a good level have become [[SeriousBusiness higher and higher]]. There is also [[WordSaladTitle Dxtre3D]] which allows modding of ''Tomb Raider''s 1 to 5; ''Tomb Raider Engine Patcher'' (TREP), which expands the limits of the engine and allows for more level features, and ''Next Generation Tomb Raider'', which isn't really next generation at all, but it includes a few features from TREP and some new ones. TREP and NGLE are not compatible with each other, which causes some debate over which is the better editor.
* ''VideoGame/LegoIndianaJones 2: The Adventure Continues'' and ''VideoGame/LegoHarryPotter: Years 1-4'' both featured a level editor, which allowed players to create levels using preset bricks, plates, structures, and entities. Travellers' Tales promised one in both ''VideoGame/LegoStarWars 3'' and ''LEGO Harry Potter: Years 5-7'', but the level editor didn't make an appearance.
* ''S. O. S.'' on the UsefulNotes/ZXSpectrum has cheat mode that includes a level editor. The victory screen tells you how to access it.
* ''VideoGame/HotlineMiami2WrongNumber'' had a level editor added in a later update. Not only does it allow the players to create and populate their own levels, but it also allows for the creation of entire campaigns, complete with cutscenes.
* ''VideoGame/LegoIndianaJones 2: The Adventure Continues'' and ''VideoGame/LegoHarryPotter: Years 1-4'' both featured a level editor, which allowed players to create levels using preset bricks, plates, structures, and entities. Travellers' Tales promised one in both ''VideoGame/LegoStarWars 3'' and ''LEGO Harry Potter: Years 5-7'', but the level editor didn't make an appearance.
* ''S. O. S.'' on the UsefulNotes/ZXSpectrum has cheat mode that includes a level editor. The victory screen tells you how to access it.
* ''VideoGame/HotlineMiami2WrongNumber'' had a level editor added in a later update. Not only does it allow the players to create and populate their own levels, but it also allows for the creation of entire campaigns, complete with cutscenes.
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* ''VideoGame/FarCry2'' has a very detailed multiplayer map editor that allows item/vehicle/building placement, terrain shaping, vegetation, etc.
to:
* ''VideoGame/FarCry2'' ''VideoGame/{{Crysis}}'' comes with the Sandbox Editor, a simple to use but difficult to master real-time level editor. The vanilla game has no way to share levels bar downloading it from a very detailed website, whereas the ExpansionPack enables in-game downloading. The ''[[VideoGame/MechWarrior MechWarrior Living Legends]]'' total conversion GameMod made great use of the level editor to make up for the relatively small number of official maps; many popular custom maps [[AscendedFanon were later made official and polished up]]. There was a number of unofficial gimmick levels such as the [[WackyRacing racing levels]] TSA_RACE_Kaido and TSA_Mariokart
* ''VideoGame/{{Cube}}'' is perhaps most famous for its level editor: due to the way maps work, they can be edited in-game, in realtime. Many other first-person shooter engines require external utilities to be run on a map before it can be used in-game. Cube also allows ''multiplayer'' level editing.
* ''VideoGame/Doom2016'' includes the [=SnapMap=] editor. It's not as advanced as dedicated modding tools for classic ''Doom'' games are, though (the fact that it was designed with multiplayermap editor that allows item/vehicle/building placement, terrain shaping, vegetation, etc.in mind shows this). It has since become much more elaborate in updates, with texture options for player blocking volumes to make custom geometry more viable in addition to single player and story options. It's even gained the ability to direct players to other maps in succession to create pseudo episodes.
* ''VideoGame/{{Cube}}'' is perhaps most famous for its level editor: due to the way maps work, they can be edited in-game, in realtime. Many other first-person shooter engines require external utilities to be run on a map before it can be used in-game. Cube also allows ''multiplayer'' level editing.
* ''VideoGame/Doom2016'' includes the [=SnapMap=] editor. It's not as advanced as dedicated modding tools for classic ''Doom'' games are, though (the fact that it was designed with multiplayer
Deleted line(s) 43,47 (click to see context) :
* Every game in the ''VideoGame/{{Unreal}}'' franchise, sans the console-exclusive games such as ''VideoGame/UnrealChampionship2TheLiandriConflict'' for obvious reasons, comes with whatever version of the editor was used to make it. Some even include tutorials. There's also the ''Unreal Developer's Kit'' (engine, editor, script tools, [=SpeedTree=], and a few other nice goodies), which is free to download and use, although you don't get many premade resources to go with it, and you'll want the [[CrackIsCheaper Mastering Unreal Technology]] book series if you're inexperienced.
* ''VideoGame/{{Cube}}'' is perhaps most famous for its level editor: due to the way maps work, they can be edited in-game, in realtime. Many other first-person shooter engines require external utilities to be run on a map before it can be used in-game. Cube also allows ''multiplayer'' level editing.
* ''VideoGame/{{Marathon}} Infinity'' was named for its inclusion of editing tools.
* All three ''VideoGame/TimeSplitters'' games have level editors, the [[VideoGame/TimeSplitters first]] for multiplayer levels and the [[VideoGame/TimeSplitters2 second]] and [[VideoGame/TimeSplittersFuturePerfect third]] for multiplayer and single player levels. It goes beyond typical object placement and weapon placement; the player is allowed to place enemies, edit their health (in 3), determine how many will spawn, place objects, keys, doors, edit what doors need keys and which don't, place objectives, make objectives for multiplayer (in 3), place weapons, edit the look of the stage, choose if it's outdoor or indoor (in 3), place spawn points, change the lighting, place autoguns, place cameras and vehicles (3), and even a remote control cat. The best part: you make the map layout from scratch entirely, no preset map, and work your stage up from there with a large variety of map tiles and multiple floors.
* The Source engine development tools are technically not tied to any one game, but Source games such as ''Half-Life 2'' do include their raw materials to work with. In fact, several ''VideoGame/TeamFortress2'' maps created by the fan community have been released publicly in content patches. Both ''VideoGame/Left4Dead'' games, ''VideoGame/TeamFortress2'', ''VideoGame/HalfLife2'', ''VideoGame/{{Portal}}'', and other Source engine games have the Hammer Editor program, which allows players to create maps, custom events, and other things. Valve has started to take community maps and host servers for them. ''VideoGame/Portal2'' features a simplified in-game editor, added in May 2012 for the Perpetual Testing Initiative.
* ''VideoGame/{{Cube}}'' is perhaps most famous for its level editor: due to the way maps work, they can be edited in-game, in realtime. Many other first-person shooter engines require external utilities to be run on a map before it can be used in-game. Cube also allows ''multiplayer'' level editing.
* ''VideoGame/{{Marathon}} Infinity'' was named for its inclusion of editing tools.
* All three ''VideoGame/TimeSplitters'' games have level editors, the [[VideoGame/TimeSplitters first]] for multiplayer levels and the [[VideoGame/TimeSplitters2 second]] and [[VideoGame/TimeSplittersFuturePerfect third]] for multiplayer and single player levels. It goes beyond typical object placement and weapon placement; the player is allowed to place enemies, edit their health (in 3), determine how many will spawn, place objects, keys, doors, edit what doors need keys and which don't, place objectives, make objectives for multiplayer (in 3), place weapons, edit the look of the stage, choose if it's outdoor or indoor (in 3), place spawn points, change the lighting, place autoguns, place cameras and vehicles (3), and even a remote control cat. The best part: you make the map layout from scratch entirely, no preset map, and work your stage up from there with a large variety of map tiles and multiple floors.
* The Source engine development tools are technically not tied to any one game, but Source games such as ''Half-Life 2'' do include their raw materials to work with. In fact, several ''VideoGame/TeamFortress2'' maps created by the fan community have been released publicly in content patches. Both ''VideoGame/Left4Dead'' games, ''VideoGame/TeamFortress2'', ''VideoGame/HalfLife2'', ''VideoGame/{{Portal}}'', and other Source engine games have the Hammer Editor program, which allows players to create maps, custom events, and other things. Valve has started to take community maps and host servers for them. ''VideoGame/Portal2'' features a simplified in-game editor, added in May 2012 for the Perpetual Testing Initiative.
* ''VideoGame/FarCry2'' has a very detailed multiplayer map editor that allows item/vehicle/building placement, terrain shaping, vegetation, etc.
Deleted line(s) 50,52 (click to see context) :
* ''VideoGame/{{Crysis}}'' comes with the Sandbox Editor, a simple to use but difficult to master real-time level editor. The vanilla game has no way to share levels bar downloading it from a website, whereas the ExpansionPack enables in-game downloading. The ''[[VideoGame/MechWarrior MechWarrior Living Legends]]'' total conversion GameMod made great use of the level editor to make up for the relatively small number of official maps; many popular custom maps [[AscendedFanon were later made official and polished up]]. There was a number of unofficial gimmick levels such as the [[WackyRacing racing levels]] TSA_RACE_Kaido and TSA_Mariokart
* ''[[VideoGame/{{Tribes}} Tribes 2]]'' and all the games running on its Torque UsefulNotes/GameEngine feature a robust in-game real-time level editor accessed with a keystroke in singleplayer or via super-admin privileges on online servers. The editor allows players to modify the terrain, skybox, water, and so on, and place/rotate/resize pre-made and custom objects (buildings, turrets, sounds, etc). If the level designer stuck to vanilla pre-made objects, the map could also be played by anyone joining the server without requiring a separate download.
* ''VideoGame/Doom2016'' includes the [=SnapMap=] editor. It's not as advanced as dedicated modding tools for classic ''Doom'' games are, though (the fact that it was designed with multiplayer in mind shows this). It has since become much more elaborate in updates, with texture options for player blocking volumes to make custom geometry more viable in addition to single player and story options. It's even gained the ability to direct players to other maps in succession to create pseudo episodes.
* ''[[VideoGame/{{Tribes}} Tribes 2]]'' and all the games running on its Torque UsefulNotes/GameEngine feature a robust in-game real-time level editor accessed with a keystroke in singleplayer or via super-admin privileges on online servers. The editor allows players to modify the terrain, skybox, water, and so on, and place/rotate/resize pre-made and custom objects (buildings, turrets, sounds, etc). If the level designer stuck to vanilla pre-made objects, the map could also be played by anyone joining the server without requiring a separate download.
* ''VideoGame/Doom2016'' includes the [=SnapMap=] editor. It's not as advanced as dedicated modding tools for classic ''Doom'' games are, though (the fact that it was designed with multiplayer in mind shows this). It has since become much more elaborate in updates, with texture options for player blocking volumes to make custom geometry more viable in addition to single player and story options. It's even gained the ability to direct players to other maps in succession to create pseudo episodes.
Changed line(s) 54 (click to see context) from:
* The first two ''VideoGame/SeriousSam'' games come with level editors.
to:
* ''VideoGame/{{Marathon}} Infinity'' was named for its inclusion of editing tools.
* The first two ''VideoGame/SeriousSam'' games come with leveleditors. editors.
* The Source engine development tools are technically not tied to any one game, but Source games such as ''Half-Life 2'' do include their raw materials to work with. In fact, several ''VideoGame/TeamFortress2'' maps created by the fan community have been released publicly in content patches. Both ''VideoGame/Left4Dead'' games, ''VideoGame/TeamFortress2'', ''VideoGame/HalfLife2'', ''VideoGame/{{Portal}}'', and other Source engine games have the Hammer Editor program, which allows players to create maps, custom events, and other things. Valve has started to take community maps and host servers for them. ''VideoGame/Portal2'' features a simplified in-game editor, added in May 2012 for the Perpetual Testing Initiative.
* All three ''VideoGame/TimeSplitters'' games have level editors, the [[VideoGame/TimeSplitters first]] for multiplayer levels and the [[VideoGame/TimeSplitters2 second]] and [[VideoGame/TimeSplittersFuturePerfect third]] for multiplayer and single player levels. It goes beyond typical object placement and weapon placement; the player is allowed to place enemies, edit their health (in 3), determine how many will spawn, place objects, keys, doors, edit what doors need keys and which don't, place objectives, make objectives for multiplayer (in 3), place weapons, edit the look of the stage, choose if it's outdoor or indoor (in 3), place spawn points, change the lighting, place autoguns, place cameras and vehicles (3), and even a remote control cat. The best part: you make the map layout from scratch entirely, no preset map, and work your stage up from there with a large variety of map tiles and multiple floors.
* ''[[VideoGame/{{Tribes}} Tribes 2]]'' and all the games running on its Torque UsefulNotes/GameEngine feature a robust in-game real-time level editor accessed with a keystroke in singleplayer or via super-admin privileges on online servers. The editor allows players to modify the terrain, skybox, water, and so on, and place/rotate/resize pre-made and custom objects (buildings, turrets, sounds, etc). If the level designer stuck to vanilla pre-made objects, the map could also be played by anyone joining the server without requiring a separate download.
* Every game in the ''VideoGame/{{Unreal}}'' franchise, sans the console-exclusive games such as ''VideoGame/UnrealChampionship2TheLiandriConflict'' for obvious reasons, comes with whatever version of the editor was used to make it. Some even include tutorials. There's also the ''Unreal Developer's Kit'' (engine, editor, script tools, [=SpeedTree=], and a few other nice goodies), which is free to download and use, although you don't get many premade resources to go with it, and you'll want the [[CrackIsCheaper Mastering Unreal Technology]] book series if you're inexperienced.
* The first two ''VideoGame/SeriousSam'' games come with level
* The Source engine development tools are technically not tied to any one game, but Source games such as ''Half-Life 2'' do include their raw materials to work with. In fact, several ''VideoGame/TeamFortress2'' maps created by the fan community have been released publicly in content patches. Both ''VideoGame/Left4Dead'' games, ''VideoGame/TeamFortress2'', ''VideoGame/HalfLife2'', ''VideoGame/{{Portal}}'', and other Source engine games have the Hammer Editor program, which allows players to create maps, custom events, and other things. Valve has started to take community maps and host servers for them. ''VideoGame/Portal2'' features a simplified in-game editor, added in May 2012 for the Perpetual Testing Initiative.
* All three ''VideoGame/TimeSplitters'' games have level editors, the [[VideoGame/TimeSplitters first]] for multiplayer levels and the [[VideoGame/TimeSplitters2 second]] and [[VideoGame/TimeSplittersFuturePerfect third]] for multiplayer and single player levels. It goes beyond typical object placement and weapon placement; the player is allowed to place enemies, edit their health (in 3), determine how many will spawn, place objects, keys, doors, edit what doors need keys and which don't, place objectives, make objectives for multiplayer (in 3), place weapons, edit the look of the stage, choose if it's outdoor or indoor (in 3), place spawn points, change the lighting, place autoguns, place cameras and vehicles (3), and even a remote control cat. The best part: you make the map layout from scratch entirely, no preset map, and work your stage up from there with a large variety of map tiles and multiple floors.
* ''[[VideoGame/{{Tribes}} Tribes 2]]'' and all the games running on its Torque UsefulNotes/GameEngine feature a robust in-game real-time level editor accessed with a keystroke in singleplayer or via super-admin privileges on online servers. The editor allows players to modify the terrain, skybox, water, and so on, and place/rotate/resize pre-made and custom objects (buildings, turrets, sounds, etc). If the level designer stuck to vanilla pre-made objects, the map could also be played by anyone joining the server without requiring a separate download.
* Every game in the ''VideoGame/{{Unreal}}'' franchise, sans the console-exclusive games such as ''VideoGame/UnrealChampionship2TheLiandriConflict'' for obvious reasons, comes with whatever version of the editor was used to make it. Some even include tutorials. There's also the ''Unreal Developer's Kit'' (engine, editor, script tools, [=SpeedTree=], and a few other nice goodies), which is free to download and use, although you don't get many premade resources to go with it, and you'll want the [[CrackIsCheaper Mastering Unreal Technology]] book series if you're inexperienced.
Deleted line(s) 58 (click to see context) :
* ''VideoGame/WarioWare DIY'' lets you make whole Microgames from scratch and share them. And thanks to a certain hack, you can make boss games as well.
* ''VideoGame/WarioWare DIY'' lets you make whole Microgames from scratch and share them. And thanks to a certain hack, you can make boss games as well.
Deleted line(s) 74,77 (click to see context) :
* ''VideoGame/LittleBigPlanet'' uses this as a major selling point. Players can make levels and share them online. And share them they do: there are tons and tons of levels online, including ones that are themed after other games, or various movies. As of February 2017, the game has ''ten million'' user-created levels. The possibilities were expanded when ''[=LittleBigPlanet=] 2'' added the Controllinator, which lets you change rules and play control, allowing you to essentially create your own ''game''.
* ''VideoGame/MegaManPoweredUp'' also featured one, though to unlock the more complex material and diverse enemy groupings, you had to find them in the main game.
* ''VideoGame/MegaManX1'' has one... kind of. What's that? Can't find it? It's a secret, DummiedOut LevelEditor, as documented [[http://tcrf.net/Mega_Man_X#Map_Editor_Mode here]].
* ''VideoGame/JazzJackrabbit II'' has one. It's the only reason there are still people playing this game online.
* ''VideoGame/MegaManPoweredUp'' also featured one, though to unlock the more complex material and diverse enemy groupings, you had to find them in the main game.
* ''VideoGame/MegaManX1'' has one... kind of. What's that? Can't find it? It's a secret, DummiedOut LevelEditor, as documented [[http://tcrf.net/Mega_Man_X#Map_Editor_Mode here]].
* ''VideoGame/JazzJackrabbit II'' has one. It's the only reason there are still people playing this game online.
* ''VideoGame/{{Abuse}}'' has one that the player can access by using the [-ABUSE.EXE -edit-] command in DOS, and you can create your own levels with the game's level editor.
* ''VideoGame/ClusterTruck'': Integrated with the Steam Workshop to easily share and browse custom maps.
* ''VideoGame/{{CopyKitty}}'', even in the free version, has one available from the start, with most stuff used to make the built-in levels, including a smorgasbord of visual options and Hard Mode options, plus the ability to export. WordOfGod says there will even be more features at some point.
* ''VideoGame/{{Dustforce}}'' has an editor that offers all of the tools used to make the default levels, including lighting/fog, music, ambiance, and camera triggers. User-made levels are published to [[http://atlas.dustforce.com/ the Atlas]].
* The premise of ''VideoGame/EverybodyEdits'' is to [[ExactlyWhatItSaysOnTheTin edit worlds]] and have others play them. Though most levels require a password to edit, there are still a few, albeit much less open, worlds that can be edited by anybody, although typically open world edits are limited in what blocks you can place.
* ''VideoGame/JazzJackrabbit II'' has one. It's the only reason there are still people playing this game online.
* ''VideoGame/ClusterTruck'': Integrated with the Steam Workshop to easily share and browse custom maps.
* ''VideoGame/{{CopyKitty}}'', even in the free version, has one available from the start, with most stuff used to make the built-in levels, including a smorgasbord of visual options and Hard Mode options, plus the ability to export. WordOfGod says there will even be more features at some point.
* ''VideoGame/{{Dustforce}}'' has an editor that offers all of the tools used to make the default levels, including lighting/fog, music, ambiance, and camera triggers. User-made levels are published to [[http://atlas.dustforce.com/ the Atlas]].
* The premise of ''VideoGame/EverybodyEdits'' is to [[ExactlyWhatItSaysOnTheTin edit worlds]] and have others play them. Though most levels require a password to edit, there are still a few, albeit much less open, worlds that can be edited by anybody, although typically open world edits are limited in what blocks you can place.
* ''VideoGame/JazzJackrabbit II'' has one. It's the only reason there are still people playing this game online.
Changed line(s) 80,81 (click to see context) from:
* When ''VideoGame/TowerOfHeaven'' was ported to [[UsefulNotes/AdobeFlash Flash]], a level creator (entitled "Pillars of Creation") was added; it is unlocked by beating the game once, and you have to beat the level you create in order to share it with others.
* ''VideoGame/SpeedyEggbert'' (also known as Speedy Blupi), a Mario-style game created for Windows 98, came with a very easy-to-use level builder, allowing players to create levels entirely from scratch. Players could also modify the pre-existing levels.
* ''VideoGame/SpeedyEggbert'' (also known as Speedy Blupi), a Mario-style game created for Windows 98, came with a very easy-to-use level builder, allowing players to create levels entirely from scratch. Players could also modify the pre-existing levels.
to:
* When ''VideoGame/TowerOfHeaven'' was ported The premise of ''VideoGame/{{Levelhead}}'' is that the player is an employee at the Bureau of Shipping tasked with creating L.E.V.E.L.s ([[FunWithAcronyms Limited Exercises for eValuating employEe Limitations]]) to [[UsefulNotes/AdobeFlash Flash]], a train their delivery robot GR-18. As such, the game's level creator (entitled "Pillars editor and level marketing system are some of Creation") was added; it is unlocked by beating its main features.
* ''VideoGame/LittleBigPlanet'' uses this as a major selling point. Players can make levels and share them online. And share them they do: there are tons and tons of levels online, including ones that are themed after other games, or various movies. As of February 2017, the gameonce, has ''ten million'' user-created levels. The possibilities were expanded when ''[=LittleBigPlanet=] 2'' added the Controllinator, which lets you change rules and you have to beat the level you create in order to share it with others.
* ''VideoGame/SpeedyEggbert'' (also known as Speedy Blupi), a Mario-style game created for Windows 98, came with a very easy-to-use level builder,play control, allowing you to essentially create your own ''game''.
* ''VideoGame/MegaManPoweredUp'' also featured one, though to unlock the more complex material and diverse enemy groupings, you had to find them in the main game.
* ''VideoGame/MegaManX1'' has one... kind of. What's that? Can't find it? It's a secret, DummiedOut LevelEditor, as documented [[http://tcrf.net/Mega_Man_X#Map_Editor_Mode here]].
* In ''VideoGame/NewSuperMarioBrosU'', there is a "Coin Editor" feature that lets a player edit a level by choosing to place coins in it for players tocreate levels entirely from scratch. Players could also modify fight over in Coin Battle mode. The Coin Editor, however, acts as a precursor for a long-overdue ''actual, hacking-free level editor'' that WordOfGod seemingly promised to [[http://www.nintendolife.com/news/2012/12/user_created_mario_stages_are_a_possibility_in_the_future eventually become a reality in the pre-existing levels.future.]] The fruit of their efforts came to be known as ''VideoGame/SuperMarioMaker'', which proved popular enough to [[VideoGame/SuperMarioMaker2 merit a sequel]].
* ''VideoGame/LittleBigPlanet'' uses this as a major selling point. Players can make levels and share them online. And share them they do: there are tons and tons of levels online, including ones that are themed after other games, or various movies. As of February 2017, the game
* ''VideoGame/SpeedyEggbert'' (also known as Speedy Blupi), a Mario-style game created for Windows 98, came with a very easy-to-use level builder,
* ''VideoGame/MegaManPoweredUp'' also featured one, though to unlock the more complex material and diverse enemy groupings, you had to find them in the main game.
* ''VideoGame/MegaManX1'' has one... kind of. What's that? Can't find it? It's a secret, DummiedOut LevelEditor, as documented [[http://tcrf.net/Mega_Man_X#Map_Editor_Mode here]].
* In ''VideoGame/NewSuperMarioBrosU'', there is a "Coin Editor" feature that lets a player edit a level by choosing to place coins in it for players to
Deleted line(s) 83 (click to see context) :
* In ''VideoGame/NewSuperMarioBrosU'', there is a "Coin Editor" feature that lets a player edit a level by choosing to place coins in it for players to fight over in Coin Battle mode. The Coin Editor, however, acts as a precursor for a long-overdue ''actual, hacking-free level editor'' that WordOfGod seemingly promised to [[http://www.nintendolife.com/news/2012/12/user_created_mario_stages_are_a_possibility_in_the_future eventually become a reality in the future.]] The fruit of their efforts came to be known as ''VideoGame/SuperMarioMaker'', which proved popular enough to [[VideoGame/SuperMarioMaker2 merit a sequel]].
* ''VideoGame/SpeedyEggbert'' (also known as Speedy Blupi), a Mario-style game created for Windows 98, came with a very easy-to-use level builder, allowing players to create levels entirely from scratch. Players could also modify the pre-existing levels.
Changed line(s) 87,90 (click to see context) from:
* ''VideoGame/{{Abuse}}'' has one that the player can access by using the [-ABUSE.EXE -edit-] command in DOS, and you can create your own levels with the game's level editor.
* The premise of ''VideoGame/EverybodyEdits'' is to [[ExactlyWhatItSaysOnTheTin edit worlds]] and have others play them. Though most levels require a password to edit, there are still a few, albeit much less open, worlds that can be edited by anybody, although typically open world edits are limited in what blocks you can place.
* ''VideoGame/{{Dustforce}}'' has an editor that offers all of the tools used to make the default levels, including lighting/fog, music, ambiance, and camera triggers. User-made levels are published to [[http://atlas.dustforce.com/ the Atlas]].
* ''VideoGame/{{CopyKitty}}'', even in the free version, has one available from the start, with most stuff used to make the built-in levels, including a smorgasbord of visual options and Hard Mode options, plus the ability to export. WordOfGod says there will even be more features at some point.
* The premise of ''VideoGame/EverybodyEdits'' is to [[ExactlyWhatItSaysOnTheTin edit worlds]] and have others play them. Though most levels require a password to edit, there are still a few, albeit much less open, worlds that can be edited by anybody, although typically open world edits are limited in what blocks you can place.
* ''VideoGame/{{Dustforce}}'' has an editor that offers all of the tools used to make the default levels, including lighting/fog, music, ambiance, and camera triggers. User-made levels are published to [[http://atlas.dustforce.com/ the Atlas]].
* ''VideoGame/{{CopyKitty}}'', even in the free version, has one available from the start, with most stuff used to make the built-in levels, including a smorgasbord of visual options and Hard Mode options, plus the ability to export. WordOfGod says there will even be more features at some point.
to:
* ''VideoGame/{{Abuse}}'' has one that When ''VideoGame/TowerOfHeaven'' was ported to [[UsefulNotes/AdobeFlash Flash]], a level creator (entitled "Pillars of Creation") was added; it is unlocked by beating the player can access by using the [-ABUSE.EXE -edit-] command in DOS, game once, and you can have to beat the level you create your own in order to share it with others.
* ''VideoGame/TrainYourMinibot'': You can alter the existing levelswith to allow [[PlayerCharacter Minibot]] to reach the game's level editor.
* The premise of ''VideoGame/EverybodyEdits'' is to [[ExactlyWhatItSaysOnTheTin edit worlds]] and have others play them. Though most levels require a password to edit, there are still a few, albeit much less open, worlds thatend. You can be edited by anybody, although typically open world edits are limited in what blocks you can place.
* ''VideoGame/{{Dustforce}}'' has an editor that offers all of the tools used toalso make the default levels, including lighting/fog, music, ambiance, and camera triggers. User-made levels are published to [[http://atlas.dustforce.com/ the Atlas]].
* ''VideoGame/{{CopyKitty}}'', even in the free version, has one available from the start, with most stuff used to make the built-in levels, including a smorgasbord of visual options and Hard Mode options, plus the ability to export. WordOfGod says there will even be more features at some point.whole new levels.
* ''VideoGame/TrainYourMinibot'': You can alter the existing levels
* The premise of ''VideoGame/EverybodyEdits'' is to [[ExactlyWhatItSaysOnTheTin edit worlds]] and have others play them. Though most levels require a password to edit, there are still a few, albeit much less open, worlds that
* ''VideoGame/{{Dustforce}}'' has an editor that offers all of the tools used to
* ''VideoGame/{{CopyKitty}}'', even in the free version, has one available from the start, with most stuff used to make the built-in levels, including a smorgasbord of visual options and Hard Mode options, plus the ability to export. WordOfGod says there will even be more features at some point.
Deleted line(s) 94,96 (click to see context) :
* ''VideoGame/ClusterTruck'': Integrated with the Steam Workshop to easily share and browse custom maps.
* The premise of ''VideoGame/{{Levelhead}}'' is that the player is an employee at the Bureau of Shipping tasked with creating L.E.V.E.L.s ([[FunWithAcronyms Limited Exercises for eValuating employEe Limitations]]) to train their delivery robot GR-18. As such, the game's level editor and level marketing system are some of its main features.
* ''VideoGame/TrainYourMinibot'': You can alter the existing levels to allow [[PlayerCharacter Minibot]] to reach the end. You can also make whole new levels.
* The premise of ''VideoGame/{{Levelhead}}'' is that the player is an employee at the Bureau of Shipping tasked with creating L.E.V.E.L.s ([[FunWithAcronyms Limited Exercises for eValuating employEe Limitations]]) to train their delivery robot GR-18. As such, the game's level editor and level marketing system are some of its main features.
* ''VideoGame/TrainYourMinibot'': You can alter the existing levels to allow [[PlayerCharacter Minibot]] to reach the end. You can also make whole new levels.
* ''VideoGame/BabaIsYou'' had a rudimentary one for its prototype version, and a more refined one was released via an update in late 2021, which includes many new pieces and logics that weren't in the main game.
* ''VideoGame/BoulderDash'' had a separate level editor titled ''Boulder Dash Construction Kit'' released for most 1980s computers.
* ''VideoGame/HelterSkelter'' has one. Level numbers from 81 to 128 are reserved for user-designed levels.
* ''VideoGame/HoshizoraBlock'' has an editor limited to 60 stages, which is the exact length of the main game itself. Interestingly, stage 4 of the main game is included in the editor as stage 4 in the editor, serving an example of how to use the bomb scripts.
* ''VideoGame/HoshizoraBlock'' has an editor limited to 60 stages, which is the exact length of the main game itself. Interestingly, stage 4 of the main game is included in the editor as stage 4 in the editor, serving an example of how to use the bomb scripts.
* Both ''VideoGame/{{Jardinains}}'' and its sequel ''Jardinains 2!'' have fully functional level editors that one can access by pressing [E] at the main menu. Note that ''2!'''s is available only in the full version of the game.
* The PSP remake of ''VideoGame/{{Lemmings}}'' includes a level editor, for the first time ever. The closest thing available before it was a built-from-scratch clone of the Lemmings engine that was eventually [[ScrewedByTheLawyers cease-and-desist-ed]].
* The PSP remake of ''VideoGame/{{Lemmings}}'' includes a level editor, for the first time ever. The closest thing available before it was a built-from-scratch clone of the Lemmings engine that was eventually [[ScrewedByTheLawyers cease-and-desist-ed]].
Deleted line(s) 106,108 (click to see context) :
* The PSP remake of ''VideoGame/{{Lemmings}}'' includes a level editor, for the first time ever. The closest thing available before it was a built-from-scratch clone of the Lemmings engine that was eventually [[ScrewedByTheLawyers cease-and-desist-ed]].
* ''VideoGame/BoulderDash'' had a separate level editor titled ''Boulder Dash Construction Kit'' released for most 1980s computers.
* ''VideoGame/{{ZZT}}'' had a level editor as the focus of the game. It also had 4 worlds built-in to the game (though only one of them, Town of ZZT, was in the shareware version). Its spiritual sequel, ''Megazeux'', was closer to a GameMaker.
* ''VideoGame/BoulderDash'' had a separate level editor titled ''Boulder Dash Construction Kit'' released for most 1980s computers.
* ''VideoGame/{{ZZT}}'' had a level editor as the focus of the game. It also had 4 worlds built-in to the game (though only one of them, Town of ZZT, was in the shareware version). Its spiritual sequel, ''Megazeux'', was closer to a GameMaker.
* Many games in the ''VideoGame/MarioVsDonkeyKong'' series include level editors. ''Tipping Stars'' even makes it one of the focuses of the marketing, with the title itself referring to the means of giving feedback for custom levels.
* ''VideoGame/{{Portal 2}}'', in addition to the more advanced Hammer editor common to all games that use the Source engine (see entry in First-Person Shooters above) has another level editor built into the game which, while not nearly as powerful or flexible as Hammer, is a ''lot'' easier to learn, and can be used to make reasonably good-looking maps much faster. There's also an unofficial [[https://github.com/BEEmod/BEE2.4 program]] that lets you customize the editor's object palette and add additional items.
Deleted line(s) 118,123 (click to see context) :
* ''VideoGame/HoshizoraBlock'' has an editor limited to 60 stages, which is the exact length of the main game itself. Interestingly, stage 4 of the main game is included in the editor as stage 4 in the editor, serving an example of how to use the bomb scripts.
* ''VideoGame/HelterSkelter'' has one. Level numbers from 81 to 128 are reserved for user-designed levels.
* ''VideoGame/{{Portal 2}}'', in addition to the more advanced Hammer editor common to all games that use the Source engine (see entry in First-Person Shooters above) has another level editor built into the game which, while not nearly as powerful or flexible as Hammer, is a ''lot'' easier to learn, and can be used to make reasonably good-looking maps much faster. There's also an unofficial [[https://github.com/BEEmod/BEE2.4 program]] that lets you customize the editor's object palette and add additional items.
* Both ''VideoGame/{{Jardinains}}'' and its sequel ''Jardinains 2!'' have fully functional level editors that one can access by pressing [E] at the main menu. Note that ''2!'''s is available only in the full version of the game.
* Many games in the ''VideoGame/MarioVsDonkeyKong'' series include level editors. ''Tipping Stars'' even makes it one of the focuses of the marketing, with the title itself referring to the means of giving feedback for custom levels.
* ''VideoGame/BabaIsYou'' had a rudimentary one for its prototype version, and a more refined one was released via an update in late 2021, which includes many new pieces and logics that weren't in the main game.
* ''VideoGame/HelterSkelter'' has one. Level numbers from 81 to 128 are reserved for user-designed levels.
* ''VideoGame/{{Portal 2}}'', in addition to the more advanced Hammer editor common to all games that use the Source engine (see entry in First-Person Shooters above) has another level editor built into the game which, while not nearly as powerful or flexible as Hammer, is a ''lot'' easier to learn, and can be used to make reasonably good-looking maps much faster. There's also an unofficial [[https://github.com/BEEmod/BEE2.4 program]] that lets you customize the editor's object palette and add additional items.
* Both ''VideoGame/{{Jardinains}}'' and its sequel ''Jardinains 2!'' have fully functional level editors that one can access by pressing [E] at the main menu. Note that ''2!'''s is available only in the full version of the game.
* Many games in the ''VideoGame/MarioVsDonkeyKong'' series include level editors. ''Tipping Stars'' even makes it one of the focuses of the marketing, with the title itself referring to the means of giving feedback for custom levels.
* ''VideoGame/BabaIsYou'' had a rudimentary one for its prototype version, and a more refined one was released via an update in late 2021, which includes many new pieces and logics that weren't in the main game.
* ''VideoGame/{{ZZT}}'' had a level editor as the focus of the game. It also had 4 worlds built-in to the game (though only one of them, Town of ZZT, was in the shareware version). Its spiritual sequel, ''Megazeux'', was closer to a GameMaker.
* The Toy-Con Motorbike included in the [[VideoGame/NintendoLabo Nintendo Labo variety kit]] for the UsefulNotes/NintendoSwitch has a feature where you're able to modify the terrain in the stadium and create your own tracks with the Toy-Con Scanner and Toy-Con Mini-bike respectively. You can even change things like the road width, time of day and where dash items are placed!
* ''VideoGame/DiddyKongRacing DS'' has a fairly simple track maker -- you draw a course, decide how bumpy or flat it is, and race. That's about all, sadly.
* Creator/ElectronicArts' early effort, ''Racing Destruction Set'' included a track editor.
* ''VideoGame/DiddyKongRacing DS'' has a fairly simple track maker -- you draw a course, decide how bumpy or flat it is, and race. That's about all, sadly.
* Creator/ElectronicArts' early effort, ''Racing Destruction Set'' included a track editor.
* The randomized X-Cup in ''VideoGame/FZero X'' was actually what was left after the level editor had to be cut when Nintendo refused to release [[VaporWare the 64DD]], and the game had to be sold as a normal cartridge title. Later, when the [=64DD=] was shipped in Japan, the editor was sold as ''[=F-Zero X-Pansion Kit=]'', which could work in unison with the original game to make new tracks and vehicles. ''F-Zero Climax'' also has a track editor with a password feature to send your custom tracks to your friends. Unfortunately it [[NoExportForYou never made it outside of Japan either]].
* ''VideoGame/GranTurismo 5'' has one which lets you make your own racetracks. Well, it's ''called'' an editor, but it's more of a random course generator: you change the length of the course and the complexity of the corners along with other features. ''Gran Turismo 6'' later received an updated version of the editor as part of an update.
* ''Race Driver: Create & Race'', a Nintendo DS SpinOff of the ''TOCA Race Driver'' series, had this as its main draw: using sections of track and decorative pieces, players could build their own circuits. The later DS ports of ''[[VideoGame/{{GRID}} Race Driver: GRID]]'' and ''[[VideoGame/DiRT Colin McRae: DiRT 2]]'' included updated versions of the editor, with the former also incorporating it into Career Mode, requiring you to design circuits according to specific criteria.
* ''VideoGame/LEGOStuntRally'' has a feature that allows the player to build their own race tracks, and winning races in the game's campaign earns more track pieces to use.
* ''VideoGame/GranTurismo 5'' has one which lets you make your own racetracks. Well, it's ''called'' an editor, but it's more of a random course generator: you change the length of the course and the complexity of the corners along with other features. ''Gran Turismo 6'' later received an updated version of the editor as part of an update.
* ''Race Driver: Create & Race'', a Nintendo DS SpinOff of the ''TOCA Race Driver'' series, had this as its main draw: using sections of track and decorative pieces, players could build their own circuits. The later DS ports of ''[[VideoGame/{{GRID}} Race Driver: GRID]]'' and ''[[VideoGame/DiRT Colin McRae: DiRT 2]]'' included updated versions of the editor, with the former also incorporating it into Career Mode, requiring you to design circuits according to specific criteria.
* ''VideoGame/LEGOStuntRally'' has a feature that allows the player to build their own race tracks, and winning races in the game's campaign earns more track pieces to use.
Changed line(s) 130,132 (click to see context) from:
* Creator/ElectronicArts' early effort, ''Racing Destruction Set'' included a track editor.
* A major selling point of ''VideoGame/{{Trials}} HD'' and subsequent games is that all the in-game levels were made with the editors. Some people have managed to really stretch what it can do, to the point of making games that have nothing to do at all with biking, such as first-person shooters and 2D platformers.
* ''VideoGame/RidgeRacer Unbounded'' is similar to Trials in that all the tracks were also made with the level editor.
* A major selling point of ''VideoGame/{{Trials}} HD'' and subsequent games is that all the in-game levels were made with the editors. Some people have managed to really stretch what it can do, to the point of making games that have nothing to do at all with biking, such as first-person shooters and 2D platformers.
* ''VideoGame/RidgeRacer Unbounded'' is similar to Trials in that all the tracks were also made with the level editor.
to:
* Creator/ElectronicArts' early effort, ''Racing Destruction Set'' included ''VideoGame/ModNationRacers'' has a track editor.
* A major selling point of ''VideoGame/{{Trials}} HD'' and subsequent games iseditor that all the in-game levels were made even auto-generates scenery and power-up locations to go along with your finished track (Though to be honest, it's not recommended). To put the editors. Some people have managed to really stretch what it can do, to cherry on the point of making games that have nothing to do at all top, it comes with biking, such as first-person shooters very robust kart and 2D platformers.
* ''VideoGame/RidgeRacer Unbounded'' is similar to Trials in that all the tracks were also made with the level editor.character editors, which deserve a great deal of mention.
* A major selling point of ''VideoGame/{{Trials}} HD'' and subsequent games is
* ''VideoGame/RidgeRacer Unbounded'' is similar to Trials in that all the tracks were also made with the level editor.
* ''VideoGame/ReVolt'' has a built-in track editor, though tracks created with it are pretty similar to each other.
* ''VideoGame/RidgeRacer Unbounded'' is similar to Trials in that all the tracks were also made with the level editor.
* ''VideoGame/RidgeRacer Unbounded'' is similar to Trials in that all the tracks were also made with the level editor.
Changed line(s) 135,142 (click to see context) from:
* The randomized X-Cup in ''VideoGame/FZero X'' was actually what was left after the level editor had to be cut when Nintendo refused to release [[VaporWare the 64DD]], and the game had to be sold as a normal cartridge title. Later, when the [=64DD=] was shipped in Japan, the editor was sold as ''[=F-Zero X-Pansion Kit=]'', which could work in unison with the original game to make new tracks and vehicles. ''F-Zero Climax'' also has a track editor with a password feature to send your custom tracks to your friends. Unfortunately it [[NoExportForYou never made it outside of Japan either]].
* ''VideoGame/ModNationRacers'' has a track editor that even auto-generates scenery and power-up locations to go along with your finished track (Though to be honest, it's not recommended). To put the cherry on the top, it comes with very robust kart and character editors, which deserve a great deal of mention.
* ''VideoGame/DiddyKongRacing DS'' has a fairly simple track maker -- you draw a course, decide how bumpy or flat it is, and race. That's about all, sadly.
* ''Race Driver: Create & Race'', a Nintendo DS SpinOff of the ''TOCA Race Driver'' series, had this as its main draw: using sections of track and decorative pieces, players could build their own circuits. The later DS ports of ''[[VideoGame/{{GRID}} Race Driver: GRID]]'' and ''[[VideoGame/DiRT Colin McRae: DiRT 2]]'' included updated versions of the editor, with the former also incorporating it into Career Mode, requiring you to design circuits according to specific criteria.
* ''VideoGame/GranTurismo 5'' has one which lets you make your own racetracks. Well, it's ''called'' an editor, but it's more of a random course generator: you change the length of the course and the complexity of the corners along with other features. ''Gran Turismo 6'' later received an updated version of the editor as part of an update.
* ''VideoGame/ReVolt'' has a built-in track editor, though tracks created with it are pretty similar to each other.
* The Toy-Con Motorbike included in the [[VideoGame/NintendoLabo Nintendo Labo variety kit]] for the UsefulNotes/NintendoSwitch has a feature where you're able to modify the terrain in the stadium and create your own tracks with the Toy-Con Scanner and Toy-Con Mini-bike respectively. You can even change things like the road width, time of day and where dash items are placed!
* ''VideoGame/LEGOStuntRally'' has a feature that allows the player to build their own race tracks, and winning races in the game's campaign earns more track pieces to use.
* ''VideoGame/ModNationRacers'' has a track editor that even auto-generates scenery and power-up locations to go along with your finished track (Though to be honest, it's not recommended). To put the cherry on the top, it comes with very robust kart and character editors, which deserve a great deal of mention.
* ''VideoGame/DiddyKongRacing DS'' has a fairly simple track maker -- you draw a course, decide how bumpy or flat it is, and race. That's about all, sadly.
* ''Race Driver: Create & Race'', a Nintendo DS SpinOff of the ''TOCA Race Driver'' series, had this as its main draw: using sections of track and decorative pieces, players could build their own circuits. The later DS ports of ''[[VideoGame/{{GRID}} Race Driver: GRID]]'' and ''[[VideoGame/DiRT Colin McRae: DiRT 2]]'' included updated versions of the editor, with the former also incorporating it into Career Mode, requiring you to design circuits according to specific criteria.
* ''VideoGame/GranTurismo 5'' has one which lets you make your own racetracks. Well, it's ''called'' an editor, but it's more of a random course generator: you change the length of the course and the complexity of the corners along with other features. ''Gran Turismo 6'' later received an updated version of the editor as part of an update.
* ''VideoGame/ReVolt'' has a built-in track editor, though tracks created with it are pretty similar to each other.
* The Toy-Con Motorbike included in the [[VideoGame/NintendoLabo Nintendo Labo variety kit]] for the UsefulNotes/NintendoSwitch has a feature where you're able to modify the terrain in the stadium and create your own tracks with the Toy-Con Scanner and Toy-Con Mini-bike respectively. You can even change things like the road width, time of day and where dash items are placed!
* ''VideoGame/LEGOStuntRally'' has a feature that allows the player to build their own race tracks, and winning races in the game's campaign earns more track pieces to use.
to:
* The randomized X-Cup in ''VideoGame/FZero X'' was actually what was left after A major selling point of ''VideoGame/{{Trials}} HD'' and subsequent games is that all the level editor had to be cut when Nintendo refused to release [[VaporWare the 64DD]], and the game had to be sold as a normal cartridge title. Later, when the [=64DD=] was shipped in Japan, the editor was sold as ''[=F-Zero X-Pansion Kit=]'', which could work in unison in-game levels were made with the original game editors. Some people have managed to make new tracks and vehicles. ''F-Zero Climax'' also has a track editor really stretch what it can do, to the point of making games that have nothing to do at all with a password feature to send your custom tracks to your friends. Unfortunately it [[NoExportForYou never made it outside of Japan either]].
* ''VideoGame/ModNationRacers'' has a track editor that even auto-generates scenerybiking, such as first-person shooters and power-up locations to go along with your finished track (Though to be honest, it's not recommended). To put the cherry on the top, it comes with very robust kart and character editors, which deserve a great deal of mention.
* ''VideoGame/DiddyKongRacing DS'' has a fairly simple track maker -- you draw a course, decide how bumpy or flat it is, and race. That's about all, sadly.
* ''Race Driver: Create & Race'', a Nintendo DS SpinOff of the ''TOCA Race Driver'' series, had this as its main draw: using sections of track and decorative pieces, players could build their own circuits. The later DS ports of ''[[VideoGame/{{GRID}} Race Driver: GRID]]'' and ''[[VideoGame/DiRT Colin McRae: DiRT 2]]'' included updated versions of the editor, with the former also incorporating it into Career Mode, requiring you to design circuits according to specific criteria.
* ''VideoGame/GranTurismo 5'' has one which lets you make your own racetracks. Well, it's ''called'' an editor, but it's more of a random course generator: you change the length of the course and the complexity of the corners along with other features. ''Gran Turismo 6'' later received an updated version of the editor as part of an update.
* ''VideoGame/ReVolt'' has a built-in track editor, though tracks created with it are pretty similar to each other.
* The Toy-Con Motorbike included in the [[VideoGame/NintendoLabo Nintendo Labo variety kit]] for the UsefulNotes/NintendoSwitch has a feature where you're able to modify the terrain in the stadium and create your own tracks with the Toy-Con Scanner and Toy-Con Mini-bike respectively. You can even change things like the road width, time of day and where dash items are placed!
* ''VideoGame/LEGOStuntRally'' has a feature that allows the player to build their own race tracks, and winning races in the game's campaign earns more track pieces to use.2D platformers.
* ''VideoGame/ModNationRacers'' has a track editor that even auto-generates scenery
* ''VideoGame/DiddyKongRacing DS'' has a fairly simple track maker -- you draw a course, decide how bumpy or flat it is, and race. That's about all, sadly.
* ''Race Driver: Create & Race'', a Nintendo DS SpinOff of the ''TOCA Race Driver'' series, had this as its main draw: using sections of track and decorative pieces, players could build their own circuits. The later DS ports of ''[[VideoGame/{{GRID}} Race Driver: GRID]]'' and ''[[VideoGame/DiRT Colin McRae: DiRT 2]]'' included updated versions of the editor, with the former also incorporating it into Career Mode, requiring you to design circuits according to specific criteria.
* ''VideoGame/GranTurismo 5'' has one which lets you make your own racetracks. Well, it's ''called'' an editor, but it's more of a random course generator: you change the length of the course and the complexity of the corners along with other features. ''Gran Turismo 6'' later received an updated version of the editor as part of an update.
* ''VideoGame/ReVolt'' has a built-in track editor, though tracks created with it are pretty similar to each other.
* The Toy-Con Motorbike included in the [[VideoGame/NintendoLabo Nintendo Labo variety kit]] for the UsefulNotes/NintendoSwitch has a feature where you're able to modify the terrain in the stadium and create your own tracks with the Toy-Con Scanner and Toy-Con Mini-bike respectively. You can even change things like the road width, time of day and where dash items are placed!
* ''VideoGame/LEGOStuntRally'' has a feature that allows the player to build their own race tracks, and winning races in the game's campaign earns more track pieces to use.
Changed line(s) 150 (click to see context) from:
* ''VideoGame/TadpoleTreble'' comes with a [[https://www.youtube.com/watch?v=aeNJKVnRMxk composition mode,]] since, by the game's conceit, all of the levels take place on music staves and the majority of the obstacles are notes of the levels' music.
to:
* ''VideoGame/TadpoleTreble'' comes with a [[https://www.youtube.com/watch?v=aeNJKVnRMxk [[https://youtu.be/aeNJKVnRMxk composition mode,]] since, by the game's conceit, all of the levels take place on music staves and the majority of the obstacles are notes of the levels' music.
Deleted line(s) 159,160 (click to see context) :
* ''Franchise/TheElderScrolls'' games since ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' have included the "Construction Set", the very same editing program the games themselves are created with. This makes modding the game with the editor incredibly easy, leading to the series having one of the largest modding communities in the gaming world. (In fact, the official "{{Expansion Pack}}s" for both ''Morrowind'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' are essentially "mods" of the respective original games made with the same level editor by the development team.)
* The level editor for ''VideoGame/DungeonSiege'' is extremely powerful, and surprisingly easy to use.
* The level editor for ''VideoGame/DungeonSiege'' is extremely powerful, and surprisingly easy to use.
* The level editor for ''VideoGame/DungeonSiege'' is extremely powerful, and surprisingly easy to use.
* ''Franchise/TheElderScrolls'' games since ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' have included the "Construction Set", the very same editing program the games themselves are created with. This makes modding the game with the editor incredibly easy, leading to the series having one of the largest modding communities in the gaming world. (In fact, the official "{{Expansion Pack}}s" for both ''Morrowind'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' are essentially "mods" of the respective original games made with the same level editor by the development team.)
* ''VideoGame/FightTheDragon'''s main selling point is the ACK, or Adventure Construction Kit, which allows users to make their own levels. Options include the ability to place floors, walls, props, weather effects, enemies, traps, puzzle elements, treasure chests, and [=NPCs=] with dialogue.
* ''VideoGame/NeverwinterNights'', for which the campaign creation tools were arguably the very reason a lot of people bought the game in the first place. ''VideoGame/NeverwinterNights2'' has a toolset as much more in depth as the game.
* ''Franchise/TheElderScrolls'' games since ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' have included the "Construction Set", the very same editing program the games themselves are created with. This makes modding the game with the editor incredibly easy, leading to the series having one of the largest modding communities in the gaming world. (In fact, the official "{{Expansion Pack}}s" for both ''Morrowind'' and ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' are essentially "mods" of the respective original games made with the same level editor by the development team.)
* ''VideoGame/FightTheDragon'''s main selling point is the ACK, or Adventure Construction Kit, which allows users to make their own levels. Options include the ability to place floors, walls, props, weather effects, enemies, traps, puzzle elements, treasure chests, and [=NPCs=] with dialogue.
* ''VideoGame/NeverwinterNights'', for which the campaign creation tools were arguably the very reason a lot of people bought the game in the first place. ''VideoGame/NeverwinterNights2'' has a toolset as much more in depth as the game.
Deleted line(s) 164,165 (click to see context) :
* ''VideoGame/NeverwinterNights'', for which the campaign creation tools were arguably the very reason a lot of people bought the game in the first place. ''VideoGame/NeverwinterNights2'' has a toolset as much more in depth as the game.
* ''VideoGame/FightTheDragon'''s main selling point is the ACK, or Adventure Construction Kit, which allows users to make their own levels. Options include the ability to place floors, walls, props, weather effects, enemies, traps, puzzle elements, treasure chests, and [=NPCs=] with dialogue.
* ''VideoGame/FightTheDragon'''s main selling point is the ACK, or Adventure Construction Kit, which allows users to make their own levels. Options include the ability to place floors, walls, props, weather effects, enemies, traps, puzzle elements, treasure chests, and [=NPCs=] with dialogue.
* Since ''VideoGame/CrystalQuest'' levels are largely down to which creatures are spawned in which ratio, its content creation tool was called the Critter Editor.
Deleted line(s) 172 (click to see context) :
* Since ''VideoGame/CrystalQuest'' levels are largely down to which creatures are spawned in which ratio, its content creation tool was called the Critter Editor.
* In ''VideoGame/AirfixDogfighter'', you are given the ability to edit the existing rooms by putting various objects and items in there.
* ''VideoGame/{{Petz}} 4'' and ''5'' have the option to create custom playscenes using pictures on your computer, along with the game's own library of background sounds and various other options, just in case you want to play with your virtual dog or cat in a noisy rainforest, or on the moon. The files for these playscenes can be then copied from the game's folder and made available to other people who have the game.
* The second and third games in the ''VideoGame/RollerCoasterTycoon'' series have built-in scenario editors. Unofficial programs were available for the first game to create custom scenarios, which were often built from and distributed as saved games to get around the limited number of scenario slots available; those require the Drexler patch to run, or the game will refuse to open the saves or scenarios on which they were used due to the "anti-cheat" code added by Chris Sawyer in his crusade against sandbox players.
* The ''VideoGame/SimCity'' games were created as a result of a level editor; Creator/WillWright was designing levels for the game ''Raid On Bungeling Bay'' (an overhead helicopter-based ShootEmUp), and found that he was having more fun designing the levels than playing the game itself.
* The second and third games in the ''VideoGame/RollerCoasterTycoon'' series have built-in scenario editors. Unofficial programs were available for the first game to create custom scenarios, which were often built from and distributed as saved games to get around the limited number of scenario slots available; those require the Drexler patch to run, or the game will refuse to open the saves or scenarios on which they were used due to the "anti-cheat" code added by Chris Sawyer in his crusade against sandbox players.
* The ''VideoGame/SimCity'' games were created as a result of a level editor; Creator/WillWright was designing levels for the game ''Raid On Bungeling Bay'' (an overhead helicopter-based ShootEmUp), and found that he was having more fun designing the levels than playing the game itself.
Deleted line(s) 178 (click to see context) :
* The ''VideoGame/SimCity'' games were created as a result of a level editor; Creator/WillWright was designing levels for the game ''Raid On Bungeling Bay'' (an overhead helicopter-based ShootEmUp), and found that he was having more fun designing the levels than playing the game itself.
Deleted line(s) 181,183 (click to see context) :
* In ''VideoGame/AirfixDogfighter'', you are given the ability to edit the existing rooms by putting various objects and items in there.
* ''VideoGame/{{Petz}} 4'' and ''5'' have the option to create custom playscenes using pictures on your computer, along with the game's own library of background sounds and various other options, just in case you want to play with your virtual dog or cat in a noisy rainforest, or on the moon. The files for these playscenes can be then copied from the game's folder and made available to other people who have the game.
* The second and third games in the ''VideoGame/RollerCoasterTycoon'' series have built-in scenario editors. Unofficial programs were available for the first game to create custom scenarios, which were often built from and distributed as saved games to get around the limited number of scenario slots available; those require the Drexler patch to run, or the game will refuse to open the saves or scenarios on which they were used due to the "anti-cheat" code added by Chris Sawyer in his crusade against sandbox players.
* ''VideoGame/{{Petz}} 4'' and ''5'' have the option to create custom playscenes using pictures on your computer, along with the game's own library of background sounds and various other options, just in case you want to play with your virtual dog or cat in a noisy rainforest, or on the moon. The files for these playscenes can be then copied from the game's folder and made available to other people who have the game.
* The second and third games in the ''VideoGame/RollerCoasterTycoon'' series have built-in scenario editors. Unofficial programs were available for the first game to create custom scenarios, which were often built from and distributed as saved games to get around the limited number of scenario slots available; those require the Drexler patch to run, or the game will refuse to open the saves or scenarios on which they were used due to the "anti-cheat" code added by Chris Sawyer in his crusade against sandbox players.
Deleted line(s) 192,193 (click to see context) :
* In every ''[[VideoGame/NintendoWars Advance Wars]]'' game, players could create maps and, starting with ''Days of Ruin'', share some of them over Wi-fi.
* ''VideoGame/GadgetTrial'' has its own level editor similar to ''Advance Wars'' above.
* ''VideoGame/GadgetTrial'' has its own level editor similar to ''Advance Wars'' above.
Changed line(s) 195 (click to see context) from:
* The second and third ''VideoGame/{{Warcraft}}'' games have editors. The games have editors that allow for creating scripts and changing rules, essentially allowing players to create totally different ways to play. Custom maps are incredibly diverse and often bear little resemblance to the original game. ''Warcraft III'' gave everything from custom campaigns (set in Warcraft III or not, with some people even recreating tie-in novels or Warcraft 1 and 2 as campaigns), hero arenas, Sheep Tag (where you play as sheep, or as wolves trying to eat the sheep), to Pest control, where you play as an infestation of insects trying to wipe out the human tenants.
to:
* ''VideoGame/BattleForWesnoth'': As an open-source game, the vast majority of its content is user-generated. The second level editor isn't exactly user-friendly, but it still has a large and third ''VideoGame/{{Warcraft}}'' games have editors. The games have editors that allow for active community of people creating scripts and changing rules, essentially allowing players to create totally different ways to play. Custom maps are incredibly diverse and often bear little resemblance to the original game. ''Warcraft III'' gave everything from custom campaigns (set in Warcraft III or not, with some people even recreating tie-in novels or Warcraft 1 and 2 as campaigns), hero arenas, Sheep Tag (where you play as sheep, or as wolves trying maps to eat the sheep), factions to Pest control, where you play as an infestation of insects trying to wipe out the human tenants.entire campaigns.
* ''VideoGame/GadgetTrial'' has its own level editor similar to ''Advance Wars'' above.
* The ''VideoGame/HeroesOfMightAndMagic'' series came with map editors. Since player-created maps contribute a lot to the games' longevity, the fifth game raised a significant outcry for not being released with a map editor immediately. It was added later with a patch.
* The ''VideoGame/HeroesOfMightAndMagic'' series came with map editors. Since player-created maps contribute a lot to the games' longevity, the fifth game raised a significant outcry for not being released with a map editor immediately. It was added later with a patch.
* ''VideoGame/JaggedAlliance 2'' received several editors along with its Unfinished Business expansion. Together with hacking some data files, this culminated in a load of completely new fan-made campaigns, one of which (Wildfire) was eventually bought by the publisher and sold on the shelf.
* In every ''[[VideoGame/NintendoWars Advance Wars]]'' game, players could create maps and, starting with ''Days of Ruin'', share some of them over Wi-fi.
* ''VideoGame/{{Sacrifice}}'' had Scapex. Notably, it even allowed you to edit the game's campaign map.
* In every ''[[VideoGame/NintendoWars Advance Wars]]'' game, players could create maps and, starting with ''Days of Ruin'', share some of them over Wi-fi.
* ''VideoGame/{{Sacrifice}}'' had Scapex. Notably, it even allowed you to edit the game's campaign map.
* The second and third ''VideoGame/{{Warcraft}}'' games have editors. The games have editors that allow for creating scripts and changing rules, essentially allowing players to create totally different ways to play. Custom maps are incredibly diverse and often bear little resemblance to the original game. ''Warcraft III'' gave everything from custom campaigns (set in Warcraft III or not, with some people even recreating tie-in novels or Warcraft 1 and 2 as campaigns), hero arenas, Sheep Tag (where you play as sheep, or as wolves trying to eat the sheep), to Pest control, where you play as an infestation of insects trying to wipe out the human tenants.
* ''VideoGame/{{Warlight}}'', a mostly free Indie Risk-like, allows you to create and upload your own maps, and also (if you are high level enough or cash in) to create customized scenarios on existing maps.
* ''VideoGame/{{Warlight}}'', a mostly free Indie Risk-like, allows you to create and upload your own maps, and also (if you are high level enough or cash in) to create customized scenarios on existing maps.
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* ''VideoGame/BattleForWesnoth'': As an open-source game, the vast majority of its content is user-generated. The level editor isn't exactly user-friendly, but it still has a large and active community of people creating everything from maps to factions to entire campaigns.
* The ''VideoGame/HeroesOfMightAndMagic'' series came with map editors. Since player-created maps contribute a lot to the games' longevity, the fifth game raised a significant outcry for not being released with a map editor immediately. It was added later with a patch.
* ''VideoGame/{{Sacrifice}}'' had Scapex. Notably, it even allowed you to edit the game's campaign map.
* ''VideoGame/JaggedAlliance 2'' received several editors along with its Unfinished Business expansion. Together with hacking some data files, this culminated in a load of completely new fan-made campaigns, one of which (Wildfire) was eventually bought by the publisher and sold on the shelf.
* ''VideoGame/{{Warlight}}'', a mostly free Indie Risk-like, allows you to create and upload your own maps, and also (if you are high level enough or cash in) to create customized scenarios on existing maps.
* The ''VideoGame/HeroesOfMightAndMagic'' series came with map editors. Since player-created maps contribute a lot to the games' longevity, the fifth game raised a significant outcry for not being released with a map editor immediately. It was added later with a patch.
* ''VideoGame/{{Sacrifice}}'' had Scapex. Notably, it even allowed you to edit the game's campaign map.
* ''VideoGame/JaggedAlliance 2'' received several editors along with its Unfinished Business expansion. Together with hacking some data files, this culminated in a load of completely new fan-made campaigns, one of which (Wildfire) was eventually bought by the publisher and sold on the shelf.
* ''VideoGame/{{Warlight}}'', a mostly free Indie Risk-like, allows you to create and upload your own maps, and also (if you are high level enough or cash in) to create customized scenarios on existing maps.
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* ''VideoGame/SuperMarioWorld2YoshisIsland'' has a fairly primitive (it renders objects and sprites as simple blocks) one called Eggvine, and another called Golden Egg, a much more user-friendly editor in the vein of Lunar Magic.
* ''VideoGame/JazzJackrabbit 1'' had its own editor produced to match the official for the sequel.
* ''VideoGame/JazzJackrabbit 1'' had its own editor produced to match the official for the sequel.
* ''VideoGame/JazzJackrabbit 1'' had its own editor produced to match the official for the sequel.
* ''Franchise/MegaMan'' has a [[GameMod ROM hacking]] community as well. In addition, a recent fangame that's essentially a level builder for the classic series came out in the form of ''VideoGame/MegaManMaker'' (formerly Mega Maker) in [[https://youtu.be/BpCarkGGoxIits first trailer posted on July 8, 2017]] and the game releasing on July 15. Its website can be visited [[https://megamanmaker.com/ here]] and its Discord channel can be found [[https://discord.gg/5nYtEEP here]].
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* ''Franchise/MegaMan'' has a [[GameMod ROM hacking]] community as well. In addition, a recent fangame that's essentially a level builder for the classic series came out in the form of ''VideoGame/MegaManMaker'' (formerly Mega Maker) in [[https://www.youtube.com/watch?v=BpCarkGGoxIits first trailer posted on July 8, 2017]] and the game releasing on July 15. Its website can be visited [[https://megamanmaker.com/ here]] and its Discord channel can be found [[https://discord.gg/5nYtEEP here]].
to:
* ''Franchise/MegaMan'' ''VideoGame/SuperMarioWorld2YoshisIsland'' has a [[GameMod ROM hacking]] community fairly primitive (it renders objects and sprites as well. In addition, simple blocks) one called Eggvine, and another called Golden Egg, a recent fangame that's essentially a level builder for the classic series came out much more user-friendly editor in the form vein of ''VideoGame/MegaManMaker'' (formerly Mega Maker) in [[https://www.youtube.com/watch?v=BpCarkGGoxIits first trailer posted on July 8, 2017]] and the game releasing on July 15. Its website can be visited [[https://megamanmaker.com/ here]] and its Discord channel can be found [[https://discord.gg/5nYtEEP here]].Lunar Magic.
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* ''VideoGame/{{Melatonin}}'' has an unlockable level editor for each level.
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Minor tweaks
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* ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU Super Smash Bros. for Wii U]] expands the functionality by allowing players to draw the shape of the stages via the [=GamePad=] touchscreen, instead of placing blocks, although also is limited in what kind of features they have with 2 variations of each of the 4 given features (Springs, cannons, moving platforms and lava).
* ''VideoGame/SuperSmashBrosUltimate'' initially didn't launch with an editor, but it was added in the [[DownloadableContent Version 3.0 Update]] (which was helmed by the launch of ''Persona 5'' character Joker to the roster). The major addition to the editor is the the stages now have three layers that can be edited, the background, the battlegrounds, and the foreground.
* ''VideoGame/SuperSmashBrosUltimate'' initially didn't launch with an editor, but it was added in the [[DownloadableContent Version 3.0 Update]] (which was helmed by the launch of ''Persona 5'' character Joker to the roster). The major addition to the editor is the the stages now have three layers that can be edited, the background, the battlegrounds, and the foreground.
to:
* ''[[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU Super Smash Bros. for Wii U]] U]]'' expands the functionality by allowing players to draw the shape of the stages via the [=GamePad=] touchscreen, instead of placing blocks, although also is limited in what kind of features they have with 2 variations of each of the 4 given features (Springs, cannons, moving platforms and lava).
lava).
* ''VideoGame/SuperSmashBrosUltimate'' initially didn't launch with an editor, but it was added in the [[DownloadableContent Version 3.0 Update]] (which was helmed by the launch of ''Persona 5'' character Joker to the roster). The major addition to the editor isthe that the stages now have three layers that can be edited, the background, the battlegrounds, and the foreground.
* ''VideoGame/SuperSmashBrosUltimate'' initially didn't launch with an editor, but it was added in the [[DownloadableContent Version 3.0 Update]] (which was helmed by the launch of ''Persona 5'' character Joker to the roster). The major addition to the editor is
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* ''VideoGame/ChipsChallenge'' had several: [=ChipEdit=], [=CCEdit=], Chip's Workshop...
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* ''VideoGame/ChipsChallenge'' has had several: several over the years: [=ChipEdit=], [=CCEdit=], Chip's Workshop...Workshop, etc. They were used by the fan community to draw their own levelsets, eventually amassing the most popular levels to create {{Fan Sequel}}s.
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cross-wick
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* ''VideoGame/PatricksParabox'': Included with the game is a Unity file that serves as a level creation tool.
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Cross-wicking, added an example, rearranged some stuff, removed a redundant folder.
* ''VideoGame/ChipsChallenge'' had several: [=ChipEdit=], [=CCEdit=], Chip's Workshop...
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* ''VideoGame/{{Repton}} 3'' included both level and graphics editors. The next instalment, ''Repton Infinity'', allowed you to create your own puzzle objects with a built-in miniature programming language.
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* ''VideoGame/{{Shift}}'' introduced this in the second game.
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* ''VideoGame/{{Scribblenauts}}'' has a fairly simple level editor, though you can really only use it to create "obstacle courses." They sadly can't be as big or as complex as the real levels. ''Super Scribblenauts,'' however, has a much more complex one, complete with simple coding abilities and a selection of level types.
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* ''VideoGame/{{Sokoban}}'' has had a level editor since some of its earliest versions.
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* ''VideoGame/{{Sokoban}}'' ''VideoGame/PetalCrash'' has had a level one for the game's Puzzle Mode, allowing players to make their own puzzles and share them via text code. Sharing is not available on consoles, and the editor since some of its earliest versions.is completely absent on iOS.
* ''VideoGame/{{Repton}} 3'' included both level and graphics editors. The next instalment, ''Repton Infinity'', allowed you to create your own puzzle objects with a built-in miniature programming language.
* ''VideoGame/{{Scribblenauts}}'' has a fairly simple level editor, though you can really only use it to create "obstacle courses." They sadly can't be as big or as complex as the real levels. ''Super Scribblenauts,'' however, has a much more complex one, complete with simple coding abilities and a selection of level types.
* ''VideoGame/{{Shift}}'' introduced this in the second game.
* ''VideoGame/{{Sokoban}}'' has had a level editor since some of its earliest versions.
* ''[[VideoGame/SolomonsKey Solomon's Key 2]]'' has one with many of the objects present in the developer-made levels, excluding the gimmicks seen in boss stages.
* ''VideoGame/{{Scribblenauts}}'' has a fairly simple level editor, though you can really only use it to create "obstacle courses." They sadly can't be as big or as complex as the real levels. ''Super Scribblenauts,'' however, has a much more complex one, complete with simple coding abilities and a selection of level types.
* ''VideoGame/{{Shift}}'' introduced this in the second game.
* ''VideoGame/{{Sokoban}}'' has had a level editor since some of its earliest versions.
* ''[[VideoGame/SolomonsKey Solomon's Key 2]]'' has one with many of the objects present in the developer-made levels, excluding the gimmicks seen in boss stages.
* ''VideoGame/WorldOfGoo'' ended up with an editor, simply titled [[http://goofans.com/developers/world-of-goo-level-editor World of Goo Level Editor]] (or "Woo GLE" for short), that way.
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[[folder:Puzzle Games]]
* ''VideoGame/ChipsChallenge'' had several: [=ChipEdit=], [=CCEdit=], Chip's Workshop...
* ''VideoGame/WorldOfGoo'' ended up with an editor, simply titled [[http://goofans.com/developers/world-of-goo-level-editor World of Goo Level Editor]] (or "Woo GLE" for short), that way.
[[/folder]]
* ''VideoGame/ChipsChallenge'' had several: [=ChipEdit=], [=CCEdit=], Chip's Workshop...
* ''VideoGame/WorldOfGoo'' ended up with an editor, simply titled [[http://goofans.com/developers/world-of-goo-level-editor World of Goo Level Editor]] (or "Woo GLE" for short), that way.
[[/folder]]
to:
* ''VideoGame/ChipsChallenge'' had several: [=ChipEdit=], [=CCEdit=], Chip's Workshop...
* ''VideoGame/WorldOfGoo'' ended up with an editor, simply titled [[http://goofans.com/developers/world-of-goo-level-editor World of Goo Level Editor]] (or "Woo GLE" for short), that way.
[[/folder]]
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* The game, GRID, for the Nintendo DS, has a track maker of its own that allows you to place down sections of tracks to complete a circuit as well as some limited decorative pieces.
* ''VideoGame/GranTurismo 5'' has one which lets you make your own racetracks. Well, it's CALLED an editor, but it's more of a random course generator: you change the length of the course and the complexity of the corners along with other features.
* ''VideoGame/GranTurismo 5'' has one which lets you make your own racetracks. Well, it's CALLED an editor, but it's more of a random course generator: you change the length of the course and the complexity of the corners along with other features.
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* The game, GRID, for the ''Race Driver: Create & Race'', a Nintendo DS, has a track maker DS SpinOff of the ''TOCA Race Driver'' series, had this as its own that allows you to place down main draw: using sections of tracks to complete a circuit as well as some limited track and decorative pieces.
pieces, players could build their own circuits. The later DS ports of ''[[VideoGame/{{GRID}} Race Driver: GRID]]'' and ''[[VideoGame/DiRT Colin McRae: DiRT 2]]'' included updated versions of the editor, with the former also incorporating it into Career Mode, requiring you to design circuits according to specific criteria.
* ''VideoGame/GranTurismo 5'' has one which lets you make your own racetracks. Well, it'sCALLED ''called'' an editor, but it's more of a random course generator: you change the length of the course and the complexity of the corners along with other features.features. ''Gran Turismo 6'' later received an updated version of the editor as part of an update.
* ''VideoGame/GranTurismo 5'' has one which lets you make your own racetracks. Well, it's
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* ''VideoGame/AnimalCrossingNewHorizons'' gives players an unprecidented level of customization options to their village, from where villagers' homes and shops are located (with the ability to relocate almost any building for a nominal fee) to late-game terrain manipulation.
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* ''VideoGame/AnimalCrossingNewHorizons'' gives players an unprecidented unprecedented level of customization options to their village, from where villagers' homes and shops are located (with the ability to relocate almost any building for a nominal fee) to late-game terrain manipulation.
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%%* ''VideoGame/{{Quake}}''
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* ''Chaos Engine'' for the UsefulNotes/{{Amiga}} now has one too, [[http://eab.abime.net/showthread.php?t=53449 Chaos Construct]].
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* ''Chaos Engine'' for the UsefulNotes/{{Amiga}} now has one too, [[http://eab.abime.net/showthread.php?t=53449 Chaos Construct]].Construct.]]
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* In ''VideoGame/NewSuperMarioBrosU'', there is a "Coin Editor" feature that lets a player edit a level by choosing to place coins in it for players to fight over in Coin Battle mode. The Coin Editor, however, acts as a precursor for a long-overdue ''actual, hacking-free level editor'' that WordOfGod seemingly promised to [[http://www.nintendolife.com/news/2012/12/user_created_mario_stages_are_a_possibility_in_the_future eventually become a reality in the future]]. The fruit of their efforts came to be known as ''VideoGame/SuperMarioMaker'', which proved popular enough to [[VideoGame/SuperMarioMaker2 merit a sequel]].
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* In ''VideoGame/NewSuperMarioBrosU'', there is a "Coin Editor" feature that lets a player edit a level by choosing to place coins in it for players to fight over in Coin Battle mode. The Coin Editor, however, acts as a precursor for a long-overdue ''actual, hacking-free level editor'' that WordOfGod seemingly promised to [[http://www.nintendolife.com/news/2012/12/user_created_mario_stages_are_a_possibility_in_the_future eventually become a reality in the future]]. future.]] The fruit of their efforts came to be known as ''VideoGame/SuperMarioMaker'', which proved popular enough to [[VideoGame/SuperMarioMaker2 merit a sequel]].
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Up To Eleven is a defunct trope
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* ''VideoGame/SpinRhythmXD'' has one built directly into the game itself. Because of licensing issues, however, sharing custon levels isn't done via Steam Workshop, but instead via an external site/client called [[https://spinsha.re/ SpinShare]]. Most custom levels are [[UpToEleven way]] [[NintendoHard harder]] than the base game levels.
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* ''VideoGame/SpinRhythmXD'' has one built directly into the game itself. Because of licensing issues, however, sharing custon levels isn't done via Steam Workshop, but instead via an external site/client called [[https://spinsha.re/ SpinShare]]. Most custom levels are [[UpToEleven way]] way [[NintendoHard harder]] than the base game levels.
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* ''VideoGame/HeroesOfTheStorm'' took it to [[UpToEleven another level]] by creating an entire ''game'' out of what was once technically a demonstration of ''VideoGame/StarCraftII'''s map editor. Eventually, it outgrew the Galaxy Editor and now runs on its own custom version of the [=StarCraft=] II engine.
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* ''VideoGame/HeroesOfTheStorm'' took it to [[UpToEleven another level]] level by creating an entire ''game'' out of what was once technically a demonstration of ''VideoGame/StarCraftII'''s map editor. Eventually, it outgrew the Galaxy Editor and now runs on its own custom version of the [=StarCraft=] II engine.
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* Of course, the Build editor. ''VideoGame/DukeNukem3D'', ''ShadowWarrior'', ''VideoGame/{{Blood}}'', ''VideoGame/RedneckRampage''... Every game that used the Build engine had a version of the Build editor.
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* Of course, the Build editor. ''VideoGame/DukeNukem3D'', ''ShadowWarrior'', ''VideoGame/ShadowWarrior1997'', ''VideoGame/{{Blood}}'', ''VideoGame/RedneckRampage''... Every game that used the Build engine had a version of the Build editor.
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* ''Videogame/{{Crysis}}'' comes with the Sandbox Editor, a simple to use but difficult to master real-time level editor. The vanilla game has no way to share levels bar downloading it from a website, whereas the ExpansionPack enables in-game downloading. The ''[[VideoGame/MechWarrior MechWarrior Living Legends]]'' total conversion GameMod made great use of the level editor to make up for the relatively small number of official maps; many popular custom maps [[AscendedFanon were later made official and polished up]]. There was a number of unofficial gimmick levels such as the [[WackyRacing racing levels]] TSA_RACE_Kaido and TSA_Mariokart
* ''[[Videogame/{{Tribes}} Tribes 2]]'' and all the games running on its Torque UsefulNotes/GameEngine feature a robust in-game real-time level editor accessed with a keystroke in singleplayer or via super-admin privileges on online servers. The editor allows players to modify the terrain, skybox, water, and so on, and place/rotate/resize pre-made and custom objects (buildings, turrets, sounds, etc). If the level designer stuck to vanilla pre-made objects, the map could also be played by anyone joining the server without requiring a separate download.
* ''[[Videogame/{{Tribes}} Tribes 2]]'' and all the games running on its Torque UsefulNotes/GameEngine feature a robust in-game real-time level editor accessed with a keystroke in singleplayer or via super-admin privileges on online servers. The editor allows players to modify the terrain, skybox, water, and so on, and place/rotate/resize pre-made and custom objects (buildings, turrets, sounds, etc). If the level designer stuck to vanilla pre-made objects, the map could also be played by anyone joining the server without requiring a separate download.
to:
* ''Videogame/{{Crysis}}'' ''VideoGame/{{Crysis}}'' comes with the Sandbox Editor, a simple to use but difficult to master real-time level editor. The vanilla game has no way to share levels bar downloading it from a website, whereas the ExpansionPack enables in-game downloading. The ''[[VideoGame/MechWarrior MechWarrior Living Legends]]'' total conversion GameMod made great use of the level editor to make up for the relatively small number of official maps; many popular custom maps [[AscendedFanon were later made official and polished up]]. There was a number of unofficial gimmick levels such as the [[WackyRacing racing levels]] TSA_RACE_Kaido and TSA_Mariokart
*''[[Videogame/{{Tribes}} ''[[VideoGame/{{Tribes}} Tribes 2]]'' and all the games running on its Torque UsefulNotes/GameEngine feature a robust in-game real-time level editor accessed with a keystroke in singleplayer or via super-admin privileges on online servers. The editor allows players to modify the terrain, skybox, water, and so on, and place/rotate/resize pre-made and custom objects (buildings, turrets, sounds, etc). If the level designer stuck to vanilla pre-made objects, the map could also be played by anyone joining the server without requiring a separate download.
*
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* The ''[[Videogame/{{X}} X-Universe]]'' series has the Galaxy Editor, an in-engine editor to modify sectors (planets, skybox, asteroids, etc). It's a [[SomeDexterityRequired bit awkward to use]], so many users instead edit raw XML files after memorizing the appearance of every planet/skybox/whatever. There's also the far more powerful Script Editor, a coding engine which can modify the behavior of commands, ships and entire races; the Galaxy Editor edits the appearance, while the Script Editor modifies the gameplay.
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* The ''[[Videogame/{{X}} ''[[VideoGame/{{X}} X-Universe]]'' series has the Galaxy Editor, an in-engine editor to modify sectors (planets, skybox, asteroids, etc). It's a [[SomeDexterityRequired bit awkward to use]], so many users instead edit raw XML files after memorizing the appearance of every planet/skybox/whatever. There's also the far more powerful Script Editor, a coding engine which can modify the behavior of commands, ships and entire races; the Galaxy Editor edits the appearance, while the Script Editor modifies the gameplay.
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trope in-universe only
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* When ''VideoGame/TowerOfHeaven'' was ported to [[UsefulNotes/AdobeFlash Flash]], a level creator (entitled "[[AwesomeMcCoolname Pillars of Creation]]") was added; it is unlocked by beating the game once, and you have to beat the level you create in order to share it with others.
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* When ''VideoGame/TowerOfHeaven'' was ported to [[UsefulNotes/AdobeFlash Flash]], a level creator (entitled "[[AwesomeMcCoolname Pillars "Pillars of Creation]]") Creation") was added; it is unlocked by beating the game once, and you have to beat the level you create in order to share it with others.
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* ''[[VideoGame/LEGOAdaptationGame LEGO Indiana Jones 2: The Adventure Continues & LEGO Harry Potter: Years 1-4]]'' featured a level editor, which allowed players to create levels using preset bricks, plates, structures, and entities. Travellers' Tales promised one in both ''LEGO Star Wars 3'' and ''LEGO Harry Potter: Years 5-7'', but the level editor didn't make an appearance.
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* ''[[VideoGame/LEGOAdaptationGame LEGO Indiana Jones ''VideoGame/LegoIndianaJones 2: The Adventure Continues & LEGO Harry Potter: Continues'' and ''VideoGame/LegoHarryPotter: Years 1-4]]'' 1-4'' both featured a level editor, which allowed players to create levels using preset bricks, plates, structures, and entities. Travellers' Tales promised one in both ''LEGO Star Wars ''VideoGame/LegoStarWars 3'' and ''LEGO Harry Potter: Years 5-7'', but the level editor didn't make an appearance.
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* ''VideoGame/BabaIsYou'' has a rudimentary one for its prototype version, with a more refined one for the full version in development (to be released in 2020). At the moment, the latter is DummiedOut due to being incomplete, but Steam users can still access it rather easily by tweaking certain files in the game's directory.
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* ''VideoGame/BabaIsYou'' has had a rudimentary one for its prototype version, with and a more refined one for the full version in development (to be was released via an update in 2020). At the moment, the latter is DummiedOut due to being incomplete, but Steam users can still access it rather easily by tweaking certain files late 2021, which includes many new pieces and logics that weren't in the game's directory.main game.
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This page is definitely a product of its time. Fixing as much as I can
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** The Wii U version of [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU the fourth game]] expands the functionality by allowing players to draw the shape of the stages via the [=GamePad=] touchscreen, instead of placing blocks, although also is limited in what kind of features they have with 2 variations of each of the 4 given features (Springs, cannons, moving platforms and lava).
** ''[[VideoGame/SuperSmashBrosUltimate Ultimate]]'' initially didn't launch with an editor, but it was added in the [[DownloadableContent Version 3.0 Update]]. The major addition to the editor is the the stages now have three layers that can be edited, the background, the battlegrounds, and the foreground.
** ''[[VideoGame/SuperSmashBrosUltimate Ultimate]]'' initially didn't launch with an editor, but it was added in the [[DownloadableContent Version 3.0 Update]]. The major addition to the editor is the the stages now have three layers that can be edited, the background, the battlegrounds, and the foreground.
to:
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* Every game in the ''VideoGame/{{Unreal}}'' franchise, sans the console-exclusive games such as ''VideoGame/UnrealChampionship2TheLiandriConflict'' for obvious reasons, comes with whatever version of the editor was used to make it. Some even include tutorials.
** The ''Unreal Developer's Kit'' (engine, editor, script tools, [=SpeedTree=], and a few other nice goodies) is now free to download and use, although you don't get many premade resources to go with it, and you'll want the [[CrackIsCheaper Mastering Unreal Technology]] book series if you're inexperienced.
** The ''Unreal Developer's Kit'' (engine, editor, script tools, [=SpeedTree=], and a few other nice goodies) is now free to download and use, although you don't get many premade resources to go with it, and you'll want the [[CrackIsCheaper Mastering Unreal Technology]] book series if you're inexperienced.
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* Every game in the ''VideoGame/{{Unreal}}'' franchise, sans the console-exclusive games such as ''VideoGame/UnrealChampionship2TheLiandriConflict'' for obvious reasons, comes with whatever version of the editor was used to make it. Some even include tutorials.
** Thetutorials. There's also the ''Unreal Developer's Kit'' (engine, editor, script tools, [=SpeedTree=], and a few other nice goodies) goodies), which is now free to download and use, although you don't get many premade resources to go with it, and you'll want the [[CrackIsCheaper Mastering Unreal Technology]] book series if you're inexperienced.
** The
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* ''Videogame/{{Crysis}}'' comes with the Sandbox Editor, a simple to use but difficult to master real-time level editor. The vanilla game has no way to share levels bar downloading it from a website, whereas the ExpansionPack enables in-game downloading.
** The ''[[VideoGame/MechWarrior MechWarrior Living Legends]]'' total conversion GameMod made great use of the level editor to make up for the relatively small number of official maps; many popular custom maps [[AscendedFanon were later made official and polished up]]. There was a number of unofficial gimmick levels such as the [[WackyRacing racing levels]] TSA_RACE_Kaido and TSA_Mariokart
** The ''[[VideoGame/MechWarrior MechWarrior Living Legends]]'' total conversion GameMod made great use of the level editor to make up for the relatively small number of official maps; many popular custom maps [[AscendedFanon were later made official and polished up]]. There was a number of unofficial gimmick levels such as the [[WackyRacing racing levels]] TSA_RACE_Kaido and TSA_Mariokart
to:
* ''Videogame/{{Crysis}}'' comes with the Sandbox Editor, a simple to use but difficult to master real-time level editor. The vanilla game has no way to share levels bar downloading it from a website, whereas the ExpansionPack enables in-game downloading.
**downloading. The ''[[VideoGame/MechWarrior MechWarrior Living Legends]]'' total conversion GameMod made great use of the level editor to make up for the relatively small number of official maps; many popular custom maps [[AscendedFanon were later made official and polished up]]. There was a number of unofficial gimmick levels such as the [[WackyRacing racing levels]] TSA_RACE_Kaido and TSA_Mariokart
**
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* Maps can be created for games based in each of the first three [[Creator/IdSoftware idTech]] engines such as ''VideoGame/{{Quake|I}}'', ''VideoGame/QuakeII'' and ''VideoGame/QuakeIIIArena'' (not to mention the tons of [[FreewareGames freeware]] and FOSS games such as ''VideoGame/OpenArena'', ''VideoGame/{{Nexuiz}}'', ''VideoGame/{{Xonotic}}'', and ''VideoGame/UrbanTerror'') with the swiss-army editor line [[http://www.qeradiant.com Radiant]] ([[http://www.icculus.org/gtkradiant/ GTKRadiant]] and Creator/AlientrapGames [[http://ingar.satgnu.net/gtkradiant/ NetRadiant]]) and [[http://quark.sourceforge.net QuArK]] (Quake Army Knife).
to:
* Maps can be created for games based in each of the first three [[Creator/IdSoftware idTech]] engines such as ''VideoGame/{{Quake|I}}'', ''VideoGame/QuakeII'' and ''VideoGame/QuakeIIIArena'' (not to mention (plus the tons of [[FreewareGames freeware]] and FOSS games such as ''VideoGame/OpenArena'', ''VideoGame/{{Nexuiz}}'', ''VideoGame/{{Xonotic}}'', and ''VideoGame/UrbanTerror'') with the swiss-army editor line [[http://www.qeradiant.com Radiant]] ([[http://www.icculus.org/gtkradiant/ GTKRadiant]] and Creator/AlientrapGames [[http://ingar.satgnu.net/gtkradiant/ NetRadiant]]) and [[http://quark.sourceforge.net QuArK]] (Quake Army Knife).
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* ''VideoGame/WarioWare DIY'' lets you make whole Microgames from scratch and share them.
** And thanks to a certain hack, you can make boss games as well.
** And thanks to a certain hack, you can make boss games as well.
to:
* ''VideoGame/WarioWare DIY'' lets you make whole Microgames from scratch and share them.
**them. And thanks to a certain hack, you can make boss games as well.
**
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* In ''VideoGame/NewSuperMarioBrosU'', there is a "Coin Editor" feature that lets a player edit a level by choosing to place coins in it for players to fight over in Coin Battle mode.
** The Coin Editor, however, acts as a precursor for a long-overdue ''actual, hacking-free level editor'' that WordOfGod seemingly promised to [[http://www.nintendolife.com/news/2012/12/user_created_mario_stages_are_a_possibility_in_the_future eventually become a reality in the future]]. The fruit of their efforts came to be known as ''VideoGame/SuperMarioMaker'', which proved popular enough to [[VideoGame/SuperMarioMaker2 merit a sequel]].
** The Coin Editor, however, acts as a precursor for a long-overdue ''actual, hacking-free level editor'' that WordOfGod seemingly promised to [[http://www.nintendolife.com/news/2012/12/user_created_mario_stages_are_a_possibility_in_the_future eventually become a reality in the future]]. The fruit of their efforts came to be known as ''VideoGame/SuperMarioMaker'', which proved popular enough to [[VideoGame/SuperMarioMaker2 merit a sequel]].
to:
* In ''VideoGame/NewSuperMarioBrosU'', there is a "Coin Editor" feature that lets a player edit a level by choosing to place coins in it for players to fight over in Coin Battle mode.
**mode. The Coin Editor, however, acts as a precursor for a long-overdue ''actual, hacking-free level editor'' that WordOfGod seemingly promised to [[http://www.nintendolife.com/news/2012/12/user_created_mario_stages_are_a_possibility_in_the_future eventually become a reality in the future]]. The fruit of their efforts came to be known as ''VideoGame/SuperMarioMaker'', which proved popular enough to [[VideoGame/SuperMarioMaker2 merit a sequel]].
**
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* This is one of the main features of the fan game ''VideoGame/SuperMario63''.
** Its SpiritualSuccessor, ''VideoGame/LastLegacy'', greatly expands on the level designer, to the point that every level in the main story mode can be created in it.
** Its SpiritualSuccessor, ''VideoGame/LastLegacy'', greatly expands on the level designer, to the point that every level in the main story mode can be created in it.
to:
* This is one of the main features of the fan game ''VideoGame/SuperMario63''.
**''VideoGame/SuperMario63''. Its SpiritualSuccessor, ''VideoGame/LastLegacy'', greatly expands on the level designer, to the point that every level in the main story mode can be created in it.
**
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* ''VideoGame/BoomBlox'' came with a basic level editor that let you place blox (In-game blocks) and set basic rules, while the sequel, Boom Blox Bash Party's level editor pretty much gave you access to all the tools the game developers used.
* ''VideoGame/CubicNinja'' has a level editor, which allows levels to be created and shared as QR codes. By far the most common use of this feature, however, is not to share levels, but rather to [[GoodBadBugs exploit a bug]] in the QR code reader to enable the 3DS to run homebrew software. In fact, since the game was never really popular or successful until this exploit came out, this is pretty much the only thing the game is known for at all.
* Every one of ''VideoGame/TheIncredibleMachine'' games come with an editor that lets you create your own RubeGoldbergDevice!
** In addition, its {{spiritual successor}}s, like ''Contraption Maker'' and ''Crazy Machines'', also have this feature.
* ''VideoGame/CubicNinja'' has a level editor, which allows levels to be created and shared as QR codes. By far the most common use of this feature, however, is not to share levels, but rather to [[GoodBadBugs exploit a bug]] in the QR code reader to enable the 3DS to run homebrew software. In fact, since the game was never really popular or successful until this exploit came out, this is pretty much the only thing the game is known for at all.
* Every one of ''VideoGame/TheIncredibleMachine'' games come with an editor that lets you create your own RubeGoldbergDevice!
** In addition, its {{spiritual successor}}s, like ''Contraption Maker'' and ''Crazy Machines'', also have this feature.
to:
* ''VideoGame/BoomBlox'' came with a basic level editor that let you place blox (In-game blocks) and set basic rules, while the sequel, Boom Blox Bash Party's level editor pretty much gave you access to all the tools the game developers used.
* ''VideoGame/CubicNinja'' has a level editor, which allows levels to be created and shared as QR codes. By far the most common use of this feature, however, is not to share levels, but rather to [[GoodBadBugs exploit a bug]] in the QR code reader to enable the 3DS to run homebrew software. In fact, since the game was never really popular or successful until this exploit came out, this ispretty much the only thing the game is known for at all.
* Every one of ''VideoGame/TheIncredibleMachine'' games come with an editor that lets you create your ownRubeGoldbergDevice!
**RubeGoldbergDevice! In addition, its {{spiritual successor}}s, like ''Contraption Maker'' and ''Crazy Machines'', also have this feature.
* ''VideoGame/CubicNinja'' has a level editor, which allows levels to be created and shared as QR codes. By far the most common use of this feature, however, is not to share levels, but rather to [[GoodBadBugs exploit a bug]] in the QR code reader to enable the 3DS to run homebrew software. In fact, since the game was never really popular or successful until this exploit came out, this is
* Every one of ''VideoGame/TheIncredibleMachine'' games come with an editor that lets you create your own
**
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* ''VideoGame/{{ZZT}}'' had a level editor as the focus of the game. It also had 4 worlds built-in to the game (though only one of them, Town of ZZT, was in the shareware version).
** Its spiritual sequel, ''Megazeux'', was closer to a GameMaker.
** Its spiritual sequel, ''Megazeux'', was closer to a GameMaker.
to:
* ''VideoGame/{{ZZT}}'' had a level editor as the focus of the game. It also had 4 worlds built-in to the game (though only one of them, Town of ZZT, was in the shareware version).
**version). Its spiritual sequel, ''Megazeux'', was closer to a GameMaker.
**
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* One of ''VideoGame/TrackMania''[='s=] biggest draws is its incredibly robust track editor. The only real requirements for fan-made tracks is that they have a start, a finish, and a means to get from one to the other. The editor is also fairly intuitive and easy to use, resulting in ''lots'' of fan-made tracks, all available for download. You can find numerous tracks on [[https://united.tm-exchange.com/ TMX]] if you're playing TM United or Nations Forever and [[https://tm.mania-exchange.com/ Mania Exchange]] if you're playing TM2.
** That was the main draw of its [[SpiritualSuccessor Spiritual Predecessor]] too (''[=4D=] Sports: Driving'', aka ''Stunts'').
* The randomized X-Cup in ''VideoGame/FZero X'' was actually what was left after the level editor had to be cut when Nintendo refused to release [[VaporWare the 64DD]], and the game had to be sold as a normal cartridge title. Later, when the [=64DD=] was shipped in Japan, the editor was sold as ''[=F-Zero X-Pansion Kit=]'', which could work in unison with the original game to make new tracks and vehicles.
** ''F-Zero Climax'' also has a track editor with a password feature to send your custom tracks to your friends. Unfortunately it [[NoExportForYou never made it outside of Japan either]].
** That was the main draw of its [[SpiritualSuccessor Spiritual Predecessor]] too (''[=4D=] Sports: Driving'', aka ''Stunts'').
* The randomized X-Cup in ''VideoGame/FZero X'' was actually what was left after the level editor had to be cut when Nintendo refused to release [[VaporWare the 64DD]], and the game had to be sold as a normal cartridge title. Later, when the [=64DD=] was shipped in Japan, the editor was sold as ''[=F-Zero X-Pansion Kit=]'', which could work in unison with the original game to make new tracks and vehicles.
** ''F-Zero Climax'' also has a track editor with a password feature to send your custom tracks to your friends. Unfortunately it [[NoExportForYou never made it outside of Japan either]].
to:
* One of ''VideoGame/TrackMania''[='s=] biggest draws is its incredibly robust track editor. The only real requirements for fan-made tracks is that they have a start, a finish, and a means to get from one to the other. The editor is also fairly intuitive and easy to use, resulting in ''lots'' of fan-made tracks, all available for download. You can find numerous tracks on [[https://united.tm-exchange.com/ TMX]] if you're playing TM United or Nations Forever and [[https://tm.mania-exchange.com/ Mania Exchange]] if you're playing TM2.
**TM2. That was the main draw of its [[SpiritualSuccessor Spiritual Predecessor]] too (''[=4D=] Sports: Driving'', aka ''Stunts'').
* The randomized X-Cup in ''VideoGame/FZero X'' was actually what was left after the level editor had to be cut when Nintendo refused to release [[VaporWare the 64DD]], and the game had to be sold as a normal cartridge title. Later, when the [=64DD=] was shipped in Japan, the editor was sold as ''[=F-Zero X-Pansion Kit=]'', which could work in unison with the original game to make new tracks andvehicles.
**vehicles. ''F-Zero Climax'' also has a track editor with a password feature to send your custom tracks to your friends. Unfortunately it [[NoExportForYou never made it outside of Japan either]].
**
* The randomized X-Cup in ''VideoGame/FZero X'' was actually what was left after the level editor had to be cut when Nintendo refused to release [[VaporWare the 64DD]], and the game had to be sold as a normal cartridge title. Later, when the [=64DD=] was shipped in Japan, the editor was sold as ''[=F-Zero X-Pansion Kit=]'', which could work in unison with the original game to make new tracks and
**
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* Pretty much any music-themed game that allows you to input your own songs.
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** The ''VideoGame/SimCity'' games themselves were created as a result of a level editor; Creator/WillWright was designing levels for the game ''Raid On Bungeling Bay'' (an overhead helicopter-based ShootEmUp), and found that he was having more fun designing the levels than playing the game itself.
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Changed line(s) 199,202 (click to see context) from:
* ''VideoGame/StarCraft'' and the second and third ''VideoGame/{{Warcraft}}'' games have editors. The later games have editors that allow for creating scripts and changing rules, essentially allowing players to create totally different ways to play.
** The ever-popular ''VideoGame/DefenseOfTheAncients'' is a user-created map.
** ''VideoGame/HeroesOfTheStorm'' took it to [[UpToEleven another level]] by creating an entire ''game'' out of what was once technically a demonstration of ''VideoGame/StarCraftII'''s map editor. Eventually, it outgrew the Galaxy Editor and now runs on its own custom version of the [=StarCraft=] II engine.
** Custom maps are incredibly diverse and often bear little resemblance to the original game. ''Warcraft III'' gave everything from custom campaigns (set in Warcraft III or not, with some people even recreating tie-in novels or Warcraft 1 and 2 as campaigns), hero arenas, Sheep Tag (where you play as sheep, or as wolves trying to eat the sheep), to Pest control, where you play as an infestation of insects trying to wipe out the human tenants. ''VideoGame/StarCraftII'' seems to have taken this to a new level, as genres as varied as shmups, beat-em-ups, to outlandish things like kinetic novels are all possible. People have even used ''SCII's'' to do such things as a FanRemake of ''SCI'' [[http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166]], and a FanSequel to ''Warcraft III'' [[http://www.moddb.com/mods/warcraft-a-new-dawn]].
** The ever-popular ''VideoGame/DefenseOfTheAncients'' is a user-created map.
** ''VideoGame/HeroesOfTheStorm'' took it to [[UpToEleven another level]] by creating an entire ''game'' out of what was once technically a demonstration of ''VideoGame/StarCraftII'''s map editor. Eventually, it outgrew the Galaxy Editor and now runs on its own custom version of the [=StarCraft=] II engine.
** Custom maps are incredibly diverse and often bear little resemblance to the original game. ''Warcraft III'' gave everything from custom campaigns (set in Warcraft III or not, with some people even recreating tie-in novels or Warcraft 1 and 2 as campaigns), hero arenas, Sheep Tag (where you play as sheep, or as wolves trying to eat the sheep), to Pest control, where you play as an infestation of insects trying to wipe out the human tenants. ''VideoGame/StarCraftII'' seems to have taken this to a new level, as genres as varied as shmups, beat-em-ups, to outlandish things like kinetic novels are all possible. People have even used ''SCII's'' to do such things as a FanRemake of ''SCI'' [[http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166]], and a FanSequel to ''Warcraft III'' [[http://www.moddb.com/mods/warcraft-a-new-dawn]].
to:
* ''VideoGame/StarCraft'' and the The second and third ''VideoGame/{{Warcraft}}'' games have editors. The later games have editors that allow for creating scripts and changing rules, essentially allowing players to create totally different ways to play.
**play. Custom maps are incredibly diverse and often bear little resemblance to the original game. ''Warcraft III'' gave everything from custom campaigns (set in Warcraft III or not, with some people even recreating tie-in novels or Warcraft 1 and 2 as campaigns), hero arenas, Sheep Tag (where you play as sheep, or as wolves trying to eat the sheep), to Pest control, where you play as an infestation of insects trying to wipe out the human tenants.
* The ever-popular ''VideoGame/DefenseOfTheAncients'' is a user-created map.
** * ''VideoGame/HeroesOfTheStorm'' took it to [[UpToEleven another level]] by creating an entire ''game'' out of what was once technically a demonstration of ''VideoGame/StarCraftII'''s map editor. Eventually, it outgrew the Galaxy Editor and now runs on its own custom version of the [=StarCraft=] II engine.
** Custom maps are incredibly diverse and often bear little resemblance to the original game. ''Warcraft III'' gave everything from custom campaigns (set in Warcraft III or not, with some people even recreating tie-in novels or Warcraft 1 and 2 as campaigns), hero arenas, Sheep Tag (where you play as sheep, or as wolves trying to eat the sheep), to Pest control, where you play as an infestation of insects trying to wipe out the human tenants.* ''VideoGame/StarCraft'' has a level editor. ''VideoGame/StarCraftII'' seems to have taken this to a new level, as genres as varied as shmups, beat-em-ups, to outlandish things like kinetic novels are all possible. People have even used ''SCII's'' to do such things as a FanRemake of ''SCI'' [[http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166]], and a FanSequel to ''Warcraft III'' [[http://www.moddb.com/mods/warcraft-a-new-dawn]].
**
* The ever-popular ''VideoGame/DefenseOfTheAncients'' is a user-created map.
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* ''VideoGame/{{Roblox}}'' does this very well. With the basic blocks and a few scripts, you can pretty much make whatever you want. You can also publish these "Models" so other players can use them.
to:
* ''VideoGame/{{Roblox}}'' does this very well. With the basic blocks and a few scripts, you can pretty much make whatever you want. You can also publish these "Models" so other players can use them.
Changed line(s) 249,250 (click to see context) from:
* ''VideoGame/SuperSmashBros Brawl'' has its own built-in editor, but that didn't stop people from making their own.
** This was mainly because the editor in the game has limitations such as how close certain blocks can be placed, and only so many are allowed to be placed, whereas the editor on the computer removes both these limitations, and you can even stack multiple objects onto each other. You can even edit the stage thumbnail with any picture you want from your hard drive. All of these stages will play but, be warned, placing more objects than usual may slow down gameplay big time, and there are chances you can cause a stage to be UnintentionallyUnwinnable, unless you [[UnwinnableByDesign did that on purpose.]]
** This was mainly because the editor in the game has limitations such as how close certain blocks can be placed, and only so many are allowed to be placed, whereas the editor on the computer removes both these limitations, and you can even stack multiple objects onto each other. You can even edit the stage thumbnail with any picture you want from your hard drive. All of these stages will play but, be warned, placing more objects than usual may slow down gameplay big time, and there are chances you can cause a stage to be UnintentionallyUnwinnable, unless you [[UnwinnableByDesign did that on purpose.]]
to:
* ''VideoGame/SuperSmashBros Brawl'' ''VideoGame/SuperSmashBrosBrawl'' has its own built-in editor, but that didn't stop people from making their own.
** Thisown; this was mainly because the editor in the game has limitations such as how close certain blocks can be placed, and only so many are allowed to be placed, whereas the editor on the computer removes both these limitations, and you can even stack multiple objects onto each other. You can even edit the stage thumbnail with any picture you want from your hard drive. All of these stages will play but, be warned, placing more objects than usual may slow down gameplay big time, and there are chances you can cause a stage to be UnintentionallyUnwinnable, unless you [[UnwinnableByDesign did that on purpose.]]
** This
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** Ditto for ''VideoGame/{{Quake}}'', which is essentially the spiritual successor to the ''Doom'' series.
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* Various Nintendo games of consoles past, in the form of [[GameMod ROM hacking]]. Popular level editors include SMB Utility (''VideoGame/SuperMarioBros''), Lunar Magic (''VideoGame/SuperMarioWorld''), and Hyrule Magic (''VideoGame/TheLegendOfZeldaALinkToThePast'').
** People have already made two, including [[http://gbatemp.net/index.php?showtopic=191279 this]], in literally a ''week'' for ''VideoGame/NewSuperMarioBrosWii''.
** In addition, ''VideoGame/YoshisIsland'' has a fairly primitive (it renders objects and sprites as simple blocks) one called Eggvine, and another called Golden Egg, a much more user-friendly editor in the vein of Lunar Magic.
** Other fan-made ''Mario'' level editors include Super Mario Construct and Yoshi's Fabrication Station.
** People have already made two, including [[http://gbatemp.net/index.php?showtopic=191279 this]], in literally a ''week'' for ''VideoGame/NewSuperMarioBrosWii''.
** In addition, ''VideoGame/YoshisIsland'' has a fairly primitive (it renders objects and sprites as simple blocks) one called Eggvine, and another called Golden Egg, a much more user-friendly editor in the vein of Lunar Magic.
** Other fan-made ''Mario'' level editors include Super Mario Construct and Yoshi's Fabrication Station.
to:
* Various Nintendo games of consoles past, in the form of [[GameMod ROM hacking]]. Popular level editors include SMB Utility (''VideoGame/SuperMarioBros''), Lunar Magic (''VideoGame/SuperMarioWorld''), and Hyrule Magic (''VideoGame/TheLegendOfZeldaALinkToThePast'').
**(''VideoGame/TheLegendOfZeldaALinkToThePast''). People have already made two, including [[http://gbatemp.net/index.php?showtopic=191279 this]], in literally a ''week'' for ''VideoGame/NewSuperMarioBrosWii''.
** In addition, ''VideoGame/YoshisIsland''''VideoGame/NewSuperMarioBrosWii''. Other fan-made ''Mario'' level editors include Super Mario Construct and Yoshi's Fabrication Station.
* ''VideoGame/SuperMarioWorld2YoshisIsland'' has a fairly primitive (it renders objects and sprites as simple blocks) one called Eggvine, and another called Golden Egg, a much more user-friendly editor in the vein of LunarMagic.
** Other fan-made ''Mario'' level editors include Super Mario Construct and Yoshi's Fabrication Station.Magic.
**
** In addition, ''VideoGame/YoshisIsland''
* ''VideoGame/SuperMarioWorld2YoshisIsland'' has a fairly primitive (it renders objects and sprites as simple blocks) one called Eggvine, and another called Golden Egg, a much more user-friendly editor in the vein of Lunar
** Other fan-made ''Mario'' level editors include Super Mario Construct and Yoshi's Fabrication Station.
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* ''VideoGame/Disgaea4APromiseUnforgotten'' has a level editor that also works as a base editor, considering you can use your own level for your base if you are so inclined. Sadly, the International version is going to wind up neutered a bit, and JP maps will not be usable in US and EU versions. Look at the ''[=LittleBigPlanet=]'' games and ask yourself "Did the userbase need to flood the game with penises?"
** A similar level editor appears in ''VideoGame/Disgaea5AllianceOfVengeance''.
** A similar level editor appears in ''VideoGame/Disgaea5AllianceOfVengeance''.
to:
* ''VideoGame/Disgaea4APromiseUnforgotten'' has a level editor that also works as a base editor, considering you can use your own level for your base if you are so inclined. Sadly, the International version is going to wind up neutered a bit, and JP maps will not be usable in US and EU versions. Look at the ''[=LittleBigPlanet=]'' games and ask yourself "Did the userbase need to flood the game with penises?"
**A similar level editor appears in ''VideoGame/Disgaea5AllianceOfVengeance''.
**