I've got a few courses I'd like to share.
Mario May Care (843E-0000-0055-02E7)
The design for this level was inspired by the combo system in Devil May Cry. I imagined an action-focused course that modularly ratcheted up its difficulty as the player's "combo" (or clear percent) increased. As the combo builds, so does the player's ability-- new powerups are granted at the end of each section of the level.
There's a lot of stuff going on in this stage, and if Mario Maker had a dedicated campaign, this level would not feel out of place at the very end of it. There's a lot of challenge variety, but hopefully not in a way that breaks the level's cohesiveness.
WARNING: Haunted!! (90A5-0000-0047-E469)
Here I wanted to create an interactive creepypasta, limp atmosphere and obvious foreshadowing included. The result is a sardonic level that's more parody than level design. That said, at the moment it's the most highly-rated level I've uploaded, so perhaps it's more enjoyable than I give it credit for.
Do You Trust Me? (A952-0000-0043-A79F)
Definitely the most cerebral of the stages I've featured here. Enjoy a trip through a deceitful and possibly murderous ghost house. Remember that not every sign should be followed.
Time Bomb Set. Get Out Fast! (2DB8-0000-003A-25E0)
I struggled with using the airship theme effectively when it was first unlocked, so this stage represents a significant breakthrough of first being able to make that theme work out. It's a straight shot to the end in this race to escape the explosion of a bomb that's been planted inside of an airship. To anyone that caught the reference, it's needless to say this stage was inspired partially by the escape sequences characteristic of the Metroid series.
Feedback is appreciated. Thanks!