I've done a few updates in regard to feedback I've been getting here and in the testing thread. One of the things in particular I want an opinion on is regarding the second SMWC coin (the one people have problems with).
Does this look any better?
From the start, I didn't exactly want to make it obvious that a coin was down there. I wanted it so the player would look at it, see the discolored wall and notice an alcove there and find a SMWC coin. But the more I thought of it, the more cheap it seemed. I put a broken block tile on the side so that you can just barely see the coin, but I don't know how effective this will be when the actual SMWC coin graphics are in. Worst case scenario I could update the ExGFX file afterward making it more/less visible if I need to.
I also put some missing blocks around the corner of the alcove to make it clear where the solid floor becomes a pit.
I also tried to make the walk-through walls with layer priority stand out more, as you might notice from that picture. If you didn't notice this, I could try to make them stand out a bit more.
EDIT as I cannot double post: I'm uploading another IPS of my level. This addresses issues that were brought up in the level testing thread and in this thread.
-Slightly more noticeable walk-through walls.
-A falling spike in the part with the first vine climb where no one jumps because they aren't blind.
-Hopefully less noticeable 2nd SMWC coin that isn't too cheap to find/obtain.
-Moved the last Fire Bro. on the sandfall up higher to prevent the player from wanting to hop on him.
-Minor cutoff fixes.
-Minor LevelASM bugfix (this glitch only appeared in the last update).
-Fixed layer priority issue with the wall past the goal roulette.
In regard to that last Fire Bro, I assume the bug where you can't hop on him while standing in the sandfall can be fixed in the sprite code, but I wouldn't know what to do for that. When in similar scenarios with other sprites (swoopers, paragoombas, koopas) they act as if you jumped on them.
I left the third SMWC coin jump the same. I didn't exactly find it too hard, and other people don't seem to find it too undoable. I intentionally made the coin visible before the jump so that you would see you needed a shell, and it was intended that you'd mess up if you didn't bring one.
At this point, posting in the level testing thread seems redundant considering how minor all of the changes I've made are. I'm going to go through it myself in Lunar Magic a bit an send an IPS to FirePhoenix I guess (if this is still necessary and things haven't changed since the "Read me first!" thread was made).