And well... unfortunately, it happens that this level is way too messy to be preserved. Layer 2 crushers don't go well in conjunction with the music sync gimmick at all
, due to how SMW VRAM works (visual cutoffs can easily happen), and also due to how the player can manipulate stuff via pausing the game/getting hurt/getting a powerup, causing desyncs and even worse VRAM glitches.
Later, there are the synced conveyors/flamethrowers/thwimps/podoboos, in conjunction with a very uninteresting and frustrating 'no-jump while carrying a box' gimmick. Many problems with that one - due to the way podoboos worked, and thanks to pause desyncs being a thing we can't really avoid, it caused random sprites to despawn, sometimes important ones such as P-buttons that were used to spawn/despawn boxes, causing the level to be unplayable. Flamethrowers animate quite oddly and don't look synced at all. Lasers would look better. Thwimps are used only twice and don't really add much to gameplay. Conveyors are okay... but, that's all. The rest is messed up.
And we have the secret "jetpack" section, with more crushers. Apart from the crushers already being problematic, they move way too damn suddenly, and don't look good, even if the sync gimmick had no issues. As a matter of fact, in Lui's base ROM, this area is inaccessible, so there's actually no way to get the secret exit. And that sums up my thoughts about this level.
So yeah. We have no choice but to completely redo this level.
I will do it, making it more focused on synced conveyors, lasers, and also implementing launch valves. No more layer 2 crushers, and no more (synced) podoboos and thwimps. It's the biggest sacrifice we have to make in SMWCP2 development, but it's purely for technical reasons.