First off, I'm reiterating the comment I mead earlier in that you do not utilize FirePhoenix's tileset to the fullest. The screens that have extra/rearranged girders was all my doing as an example at filling all of that blank space in your level. This only goes up to about... 40% of the level before I stopped.
Also, just because all of the bottom row in LM isn't viewed in-game doesn't mean that the top pixel of the row isn't- it shows up very prominently in SNES9x (though I'm not sure how it looks in bsnes), I highly suggest you fill those in.
This is too wide of a jump for World 1. I would close that gap up by at least three tiles.
The ledge below that ladder is too small to be to be over a pit if this is gonna be a World 1 level. Make it at least three or four tiles wide.
The AFHB flies just a little too low and to be honest, it seems like he was just thrown in there. to make the level harder. Replacing him with a different enemy or making it so he doesn't seem so tacked on would be ideal.
This power-up block is literally THREE SCREENS AWAY from the previous one, and THAT one is on screen 03
. That is some serious lopsided power-up balance.
There is absolutely NO need for this OFF wall to be there and it feels extremely tacked on. As for Chuck... eeehhh I'm not sure about him just yet.
This is where the level starts to turn ugly and fall apart. You introduced a new gameplay element... over a pit. In this section, you must rush over some temporary blocks over said-pit to hit a switch to make some other blocks solid. It doesn't sound so bad until the player finds out that they only have four seconds to do it in and even the slightest mistake will result in instant loss of life. Save that nonsene for designers in much later worlds, not World 1.
This is not fair for World 1 at all. You have a BOUNCIN' CHUCK on a small platform
and Mario in the left screen is not close enough to be in Chuck's attack Range, meaning that there is a good chance that Mario will hit Chuck while they're both airborne. Again, save that for much later worlds.
These block jumps are too narrow and seems like unnecessary padding.
- Utilize FP's tileset more.
- Completely redo the level from the midpoint onwards.
- Utilize the switch gimmick to allow much more room for error (read: something that won't kill Mario unless he falters REALLY badly. Do these segments over solid ground and have Mario just have to do a little backtracking if he wants to try again.
- Though personally, if I were in the same situation as you, I would not bother with the switches at all. P-Switch over-saturation in SMWCP left a bad tasts in many people's mouths and a level that could evoke those reactions again THIS early in SMWCP2 can leave a bad lasting impression.