This is, more or less, the finished version of the level, pending further concerns/suggestions as well as a couple minor items I'd still like to see done.
Things to keep in mind:
-Once again, I had to reinsert all of the custom sprites on my end due to the bubbles/shooter not working properly (SNN and I are trying to find the cause), so the venus traps are slightly different from those found in the Base ROM. Also, the Base ROM's goal sphere is not present, since I don't have access to that sprite - for now SMW's original goal sphere is present, however it may not show up until after you pass it and backtrack due to sprite limitations. This is a leftover issue from the last update, but I want to have all of the correct sprites inserted before I look into this as it may/may not necessarily be an issue in the end.
-I'm aware of the animated lantern after the goal sphere, again, something that will be fixed once I can work with the correct goal sprite since I may have to modify the last two screens if the sprite limitation is persistent.
-Again, FastROM has been applied, so ideally, there shouldn't be any slowdown.
What's new in this update?:
I've fixed all other issues/concerns that have been pointed out. The latter half of the second area's been shuffled around quite a bit to help alleviate the warp bug issue involving the bubbles, although any modifications to the actual architecture is likely unnoticeable. I tried to make said changes as transparent as possible to retain the original architecture while moving the shooters away from the screen boundaries as best as I could. As of yet, I have not experienced the warp bug myself.
A ceiling generator has been added to 0A6, however, I'm still not a big fan of Mario's violent shuddering when he's squeezed between the ceiling and a bubble (see below).
I would still like some feedback regarding the rafting sub-level - mostly looking for opinions regarding it being useless or not since there was the discussion of dumping it altogether. Also, I modified the sloped land so the large bubbles can't be killed as well as modified a couple bubbles' y-pos (apparently the bubbles and the layer 2 tiles didn't get along very well while trying to spinjump them).
What am I still looking for?:
Well, I added some animated bubbles to denote where the larger, rideable bubbles will emerge. I'm not sure if the animation is the best, but eh. However, I would still really like it if someone could draw up some better bubble graphics for the rideable bubbles. The more I look at their current skin, the uglier I think they are.
I would really love to have a "pop" routine added to the rideable bubbles. Ideally, something that would happen after the bubbles reach a certain/average y-position or after a certain number of frames. More information can be found in my first post in this thread or in the Resource Request thread