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![[File:mtiling1.png|center|thumb|629x629px|All tiles must be extended at least 1 tile outside of the zone border to ensure no visible cutoffs at the edges if the screen shakes. ---- When pits are added to a level, players die only after they fall beyond the zone border, thus, walls below the zone should be extended by 4 tiles. ---- Likewise, the top of the screen extends about 8 tiles above the zone border, making above-the-zone secrets possible, in places where those secrets are not intended, walls above the zone should be extended by 8 tiles.]]
![[File:mtiling1.png|center|thumb|629x629px|All tiles must be extended at least 1 tile outside of the zone border to ensure no visible cutoffs at the edges if the screen shakes. ---- When pits are added to a level, players die only after they fall beyond the zone border, thus, walls below the zone should be extended by 4 tiles. ---- Likewise, the top of the screen extends about 8 tiles above the zone border, making above-the-zone secrets possible, in places where those secrets are not intended, walls above the zone should be extended by 8 tiles.]]
![[File:mtiling0.png|center|thumb|727x727px|Avoid placing platforms too close to the ceiling and next to a sloped wall, as the player might be able to glitch into the ground by crunching themselves into the slope and getting stuck, which will also be a softlock in uncleared levels.]]
![[File:mtiling0.png|center|thumb|727x727px|Avoid placing platforms too close to the ceiling and next to a sloped wall, as the player might be able to glitch into the ground by crunching themselves into the slope and getting stuck, which will also be a softlock in uncleared levels.]]
![[File:TowerTiling.png|none|thumb|Try generally following the above pattern, somewhat randomly placed white inner tiles, with colored tiles on the edges (green here, but exist in different colors on tower tilesets of different worlds).]]
While making levels in NSMBU / NSLU, it is important to be familiar with the usage rules and quirks of each tileset you will be using.
When you incorrectly use a tileset, be it a visual error (texture cut-offs, repetitive texture, etc) or a mechanical one (tile with no collision used as collision, or the opposite, etc), that is considered a Tiling Error.
Tiling Errors decrease the overall quality of your levels, so it is always good to check for them and fix any you find before considering a level final.
Below is a concise list of the most well-known Tiling Errors made by several modders in the past so that you can learn from their mistakes, aswell as detailed guides on how to correctly tile some of the more complicated tilesets in the game, such as Tower and Ice.
A Visual Tiling Error is a graphical error which causes the level to look visually displeasing, confusing, or straight up ugly. These should always be fixed when applicable.
A Mechanical Tiling Error is an error whose effects are not fully observable from within the level editor, as their issues are caused by in-game mechanics, such as how coins are collected or collision.