Most agree that water levels aren't liked. They're slow and annoying and dumb and they get everywhere!
Well, this is my solution to water levels:
Eh... I think this is not what you mean with water level? Well, yeah, it's "level" as in height, not stage.
Anyway, what I created is the patch Interaction Line. In short, it separates a level into two halves: One with interaction and one without. This makes great as an alternative tide interaction, particularly because it doesn't cut the level in half and is much faster due to the lack of a second layer interaction.
In fact, because it isn't a layer 2 interaction, the height is also much more customisable and the image is separated from the interaction:
And yes, this water is layer 3. Normally, layer 3 graphics loop after 512 pixels, particularly because its tilemap doesn't update unlike layer 1 and layer 2, this one doesn't and loop at different points (here between 288 and 512). I also could have created the water with HDMA on the colours, that also works, just not implemented for now.
In addition, I also have created the Crystal Tap from Super Mario 64:
After all, if the first image showed that the tide isn't customisable in height, what else?
Naturally, the interaction doesn't have to be water as well but you may also have lava instead:
(Side note: I only provide the graphics for the Crystal Tap. If you want to have proper lava graphics, you can use these
graphics. For the layer 3 images I used in the examples, they can be found here