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Even calling it a maze would be a stretch. No matter where you go, you were always gonna end up being closer to the midpoint/goal, with the exception probably being when you take more dangerous method of the second SMWC Coin, which required Yoshi.
The primary "gimmick" of the level was that switch status (and not just the On/Off ones, either) plays a neutral role, in which they neither strictly assist or hinder you. This is also expanded on (albeit to a much lesser extent) in powerup status- Yoshi included- would also allow you to have a choice in other paths you may want to take. I will most likely downplay the powerup status "a bit" more but still require certain states for at least two two SMWC Coins. The Cape will still be required for the first one, Yoshi will be necessary for either the second or third, while the remaining, right now, I'm thinking will be a "figure it out yourself with what you have" method. I have a small test room I'm using to experiment.
Anyway, like I said, this "redo" is being done as if Blind Devil's changes never happened (I ultimately grew not to like it at all.), but I will be trimming the fat so it's down from six sublevels to about... four; three if we're lucky. A lot of the level is going to have some setups and layouts kept/updated, but there will be some new stuff, of course. The plan will also be that you'll always have a chance to get SMWC Coins no matter which way you go; again. Provided you have the right item(s).
Also, one room is already "functionally" done.
Aesthetically, since I apparently never answered this question from a year ago the updated tilesets look ace and whomever did them deserves a good pat on the back! There is an issue with some outlined blocks and the Hopping Flame (I still will not be using the latter for this level.) blending in a bit too much with the lava in the background, however.