Mmm... there are a few things, I did notice about most of the user created courses (besides the obvious trolls, which I will not talk about here):
Many level (a huge amount of) are not giving out powerups and if its giving out powerups to the player, those are often then "forced" powerups you need in order to clear the level. I don't get it. Why do I have to be small the entire time or take no hits in the level (because if I get hit and lose the powerup, it often means game over and try again)?
Aren't powerups suppose to make the level easier in Mario games? Instant, these are making it actually possible in the first place, which I think is also not really an good idea. I don't know about you guys, but everytime I see a powerup in a stage created by someone, I'm more afraid then happy to see it.
I still will never understand the whole "put an enemy in a ?-block" feature. Sure, it's cool that you are able to do it, but again, many courses are using it wrong. It's okay to spawn certain enemys from it (like koopas, buzzy beetles or even single boos), but I noticed that, because of the abuse of this feature (nice hammerbro in block, bro), many people, who played my courses, didn't even tried to hit a single ?-block.
Because I design my levels to be as traditional like as possible, they will never get a powerup and die quickly in certain courses. It's because, you start to get feeling, that ?-blocks are always evil and there could come out a enemy of everyone of those. I don't blame the players for that, just because in 100 Mario, I just do the same, because of this... thing
Pipes... pipes... pipes...
! Why does nearly every pipe have to spawn something? I can just be me, but nearly every level I played since I own Mario Maker has something coming out of the green, extended thing or is there, to switch screens. Most of the time, those pipes are also ugly placed (flying, in the air). It's not that bad as other things though.
By getting and playing most of the levels online, I noticed that people actually, nearly 99% of what I played/got, never designed their courses with the 100 Mario challenge in mind. Most courses are blocking chances of getting the goal 1up or just let you start in free fall, which makes you unable to skip the level at the start and make you often lose a live right away, without any chance of not playing the level once.
I'm also often getting, from other people I know, responses like: "Not every course is designed to be in 100 Mario!"
, but I simply don't get it, why should be this the reason, to design the course in the way it is? Fact is, this level CAN and it WILL appear on 100 Mario. Same goes for 1up's in general. Since they have no use in the free play mode, many people don't care about them, but there are needed for a player, who is playing 100 Mario (especially on hard or higher). Why is that so hard, to put a 1up somewere in a level
That enough things to discuss for now, there is a lot more, but currently, I'm short on time