This is a really impressive level so far. What's interesting is that fundamentally, it's relatively simple in design yet so interesting and fun to play through. The way you're using the timed lifts as mine carts works really well, and again, although most of the setups are simple, each track sequence feels unique. The difficulty feels pretty much spot on as well. Great job so far!
However, there are two nit-picky things I'd like to point out, and seriously, these are both nit-picky. The first is the area tatanga pointed out on screen 0C/0D. I know the palette's going to change, and true, perhaps that'll help, but there is something about that top railing that makes you think you can jump on it. I was tricked into it myself and tried, only to fall into the deep, dark abyss. I think it's the fact that that support beam doesn't have a rail sitting on top of it. Personally, I latched onto the notion that beams with rails were passable, not just yellow beams. I suppose I probably could have figured this out on screen 07/08 if I tried to jump up to that upper beam, but there was no reason to. There must be a better way to implant this idea into the player's head - don't just look out for rails, but all yellow beams.
My other nit-pick is on screen 10. Every other instance of the falling objects, you have a pit for each of them to endlessly tumble into, except for here. I understand you need some solid ground down there for those who take the upper route, but it looks weird to see those falling objects cross in front of the ground. Perhaps this area can be slightly reworked to accommodate both the falling object and the SMWC coin route.
Otherwise, yea, I'm lovin' this level so far and can't wait to see where you take it.
However, there are two nit-picky things I'd like to point out, and seriously, these are both nit-picky. The first is the area tatanga pointed out on screen 0C/0D. I know the palette's going to change, and true, perhaps that'll help, but there is something about that top railing that makes you think you can jump on it. I was tricked into it myself and tried, only to fall into the deep, dark abyss. I think it's the fact that that support beam doesn't have a rail sitting on top of it. Personally, I latched onto the notion that beams with rails were passable, not just yellow beams. I suppose I probably could have figured this out on screen 07/08 if I tried to jump up to that upper beam, but there was no reason to. There must be a better way to implant this idea into the player's head - don't just look out for rails, but all yellow beams.
My other nit-pick is on screen 10. Every other instance of the falling objects, you have a pit for each of them to endlessly tumble into, except for here. I understand you need some solid ground down there for those who take the upper route, but it looks weird to see those falling objects cross in front of the ground. Perhaps this area can be slightly reworked to accommodate both the falling object and the SMWC coin route.
Otherwise, yea, I'm lovin' this level so far and can't wait to see where you take it.