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* ''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.
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IT'S WICK O CLOCK

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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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** A similar level editor appears in ''VideoGame/Disgaea5AllianceOfVengeance''.
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* 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.
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Renamed per TRS


** 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 UnwinnableByMistake, unless you [[UnwinnableByDesign did that on purpose.]]

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** 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 UnwinnableByMistake, UnintentionallyUnwinnable, unless you [[UnwinnableByDesign did that on purpose.]]

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Moved SMC and YFS to Platformer folder in the second section


** There have also been fan-made ''Mario'' level editors, such as Lunar Magic, based on ''Super Mario World''; the Web-based Super Mario Flash and its successor, Super Mario Construct, and Yoshi's Fabrication Station, based on ''Yoshi's Island''.


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** Other fan-made ''Mario'' level editors include Super Mario Construct and Yoshi's Fabrication Station.

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Mentioning fan-made Mario level editors


** 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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** The ''[[Videogame/MechWarrior ''[[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 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/OffspringFling!'' has its own, though it must be downloaded separately from the game. Community-created levels can be played straight from the main game.

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** 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]].
** There have also been fan-made ''Mario'' level editors, such as Lunar Magic, based on ''Super Mario World''; the Web-based Super Mario Flash and its successor, Super Mario Construct, and Yoshi's Fabrication Station, based on ''Yoshi's Island''.
* ''VideoGame/OffspringFling!'' ''VideoGame/OffspringFling'' has its own, though it must be downloaded separately from the game. Community-created levels can be played straight from the main game.



* ''VideoGame/{{Abuse}}'' has one that can be accessed 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.]]

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* ''VideoGame/{{Abuse}}'' has one that the player can be accessed 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 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.]]Atlas]].



* 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.

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* 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 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.

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moving to correct genre folder


* Since ''VideoGame/CrystalQuest'' levels are largely down to which creatures are spawned in which ratio, its content creation tool was called the Critter Editor.


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* Since ''VideoGame/CrystalQuest'' levels are largely down to which creatures are spawned in which ratio, its content creation tool was called the Critter Editor.
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* ''VideoGame/TrainYourMinibot'': You can alter the existing levels to allow [[PlayerCharacter Minibot]] to reach the end. You can also make whole new levels.
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* 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.
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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/MegaMaker Mega Man Maker]] (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]].

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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/MegaMaker Mega Man Maker]] ''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]].
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* ''VideoGame/MarioKart Wii'' has a fairly active modding community that has lots of custom tracks and other features people can play with.

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* ''VideoGame/MarioKart Wii'' ''VideoGame/MarioKartWii'' has a fairly active modding community that has lots of custom tracks and other features people can play with.
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* ''VideoGame/ClusterTruck'': Integrated with the Steam Workshop to easily share and browse custom maps.
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* ''VideoGame/ThirtyXX'' includes a level editor, letting players create their own ''Mega Man''-inspired levels.
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* ''Dewys 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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* ''Dewys ''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.



* ''VideoGame/OffspringFling!'' has its own,though it must be downloaded separately from the game. Community-created levels can be played straight from the main game.

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* ''VideoGame/OffspringFling!'' has its own,though own, though it must be downloaded separately from the game. Community-created levels can be played straight from the main game.

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* ''VideoGame/Halo3'' introduced Forge Mode, which has been refined and expanded in virtually every ''Franchise/{{Halo}}'' game since (including ''VideoGame/HaloReach'' and ''VideoGame/{{Halo 4}}''). It has a rather extensive community.

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* ''VideoGame/Halo3'' introduced Forge Mode, which has been refined and expanded in virtually every ''Franchise/{{Halo}}'' game since (including ''VideoGame/HaloReach'' and ''VideoGame/{{Halo 4}}'').''VideoGame/Halo4''). It has a rather extensive community.



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* ''VideoGame/{{Infinitode}}'': You can create new maps with tiles you get from beating levels in the Map Editor.
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* WebVideo/{{Akfamilyhome}}: In "Old Mario Flash Games", he mentions that he used to have a lot of fun making custom levels in the ''[[Franchise/SuperMarioBros Mario]]'' fangame ''VideoGame/SuperMarioFlash''. Some of the levels he made were titled "Maths Lesson", "Pipe And Die", and [[NostalgiaLevel "Original World 1-1"]].

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* WebVideo/{{Akfamilyhome}}: In "Old Mario Flash Games", he mentions that he used to have a lot of fun making custom levels in the ''[[Franchise/SuperMarioBros Mario]]'' fangame ''VideoGame/SuperMarioFlash''. Some of the levels he made were titled "Maths Lesson", "Pipe And Die", and [[NostalgiaLevel "Original World 1-1"]].1-1"]].
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** 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''.

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** 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''.''VideoGame/SuperMarioMaker'', which proved popular enough to [[VideoGame/SuperMarioMaker2 merit a sequel]].
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* ''[[Videogame/{{Tribes}} Tribes 2]]'' and all the games running on its Torque 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 GameEngine 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/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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** The ''VideoGame/SimCity'' game 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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** The ''VideoGame/SimCity'' game 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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** The ''VideoGame/SimCity'' game 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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* 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.

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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.ROMS called ''Execution Project'', which contains all of the features from the original track editor.
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* ''VideoGame/BabaIsYou'' has one for its prototype version, with another for the full version in development.

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* ''VideoGame/BabaIsYou'' has a rudimentary one for its prototype version, with another a more refined one for the full version in development.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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** Custom maps are incredibly diverse and often bear little resemblance to the original game. ''Warcraft III'' gave everything from 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]].

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** 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]].
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* 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. There are so many Portal maps that they've been given their own page [[VideoGame/PortalCustomMaps here]].

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* 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. There are so many Portal maps that they've been given their own page [[VideoGame/PortalCustomMaps here]].
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Namespacing Nintendo Switch


* The Toy-Con Motorbike included in the [[VideoGame/NintendoLabo Nintendo Labo variety kit]] for the 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 NintendoSwitch 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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* ''VideoGame/SuperSmashBros Brawl'' 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. The Wii U version of 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).

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* ''VideoGame/SuperSmashBros Brawl'' ''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. make.
**
The Wii U version of [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU the fourth game 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).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.
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* ''VideoGame/BabaIsYou'' has one for its prototype version, with another for the full version in development.
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* ''VideoGame/UltimateChickenHorse'' is all about this:
** Level editing is a major feature even mid-game. Many levels are impossible to clear at the start, but each round, each player gets to place one object to make the level easier (or harder). Even if the level is possible to complete, you don't get any points for it unless one player died, so players also need to add hazards and avoid them.
** There is a regular level editor also available. You can either create your own level from scratch or add more blocks and obstacles to pre-existing levels, and then save it for use in future games.
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* ''VideoGame/GranTurismo 5'' has one which lets you make your own racetracks. Well, it's CALLED an editor, but you don't make it from scratch, you change the length of the course and the complexity of the corners along with other features.

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* ''VideoGame/GranTurismo 5'' has one which lets you make your own racetracks. Well, it's CALLED an editor, but you don't make it from scratch, 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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