Ya know, it kinda reminds me of the level I was playing on Sonic CD the Other night, when you step onto those spinning platforms, and you can choose to go in front or behind the shutters. And are we just going to use cement blocks?? I am guessing that is just something you used for looks randomly.
Ah...while I thought the block maze idea presented in the previous IPS was the bee's knees, I've got to say these solid platforms feel rather a bit more...confusing, and not perhaps in the way this section is aiming for. I'm not sure having a platform which looks like it ought to be possible to walk through from the side (and where other variants of it genuinely are genuinely possible to walk through from the side), yet which nevertheless behaves like a solid platform is really a good idea--the whole thing seems massively counter-intuitive, and the affect of it also being solid from below is even more disconcerting. Furthermore, with the setup we see here, simply figuring out how these doors and platforms work in the first place is extremely difficult, as not only is it very much not what you'd expect at first, but the penalty for getting something wrong is death--which is not only a bit unfair to the player, but also transforms a simple exploration of the platforms' properties and their interactions with the doors into something of an ordeal, as the player keeps dying in the course of said investigation, resetting the platforms' behaviors, and generally making a comparative examination of the effects of different actions rather difficult.
Generally, it'd be a good idea to introduce this rather unusual mechanic in a way that is easier for the player to understand, and which doesn't punish them so harshly for failing to instantly grasp something which takes a bit to properly grasp. The block style of maze seen in the previous version did that; this version rather less so. I also wouldn't recommending making death such a looming threat for mistakes, so much as simply having the player be unable to proceed. That's not to say you can't ever have a spot where having the wrong color be non-solid has fatal consequences--in fact I'd say the idea would feel underdeveloped if such a thing weren't included at least once--but it needs to be done in such a way that the player feels that they should have known better, and that the mistake was on their end, not due to their being unable to properly understand the mechanic and being unable to predict what sort of effect their going through the door was ultimately going to have on the level.
This time, I had the FG look more obvious that it can't be passed normally, and the first area allows the player to move around to know the environment. Hopefully, things will work better this time around.
-------------------- I no longer have interest in SMW Hacking as I did when I first started several years ago.
It seems a bit odd though that grey and green are functionally identical; while things certainly work as is, the logical extension of the idea seems to be to have another door which causes two different colors to switch vis-a-vis the third (e.g. red and green are now the opposite of whatever grey is, or grey and red the opposite of whatever green is). If having two such doors at once not practical with the current method of implementation, an alternative idea might be to have a maze about the size of the current one with only red flipping with respect to the others, but upon its completion, the player finds themselves in another area with an identical (or mirrored) layout--only this time, the door instead cause a different to flip, thus requiring a very different solution to what looks at a glance like the same maze. Nice little mind game you could play on the player.
I wonder if this phase as presently consructed might not actually look better without the particle-like animations, though...? Or perhaps only might have them only once one reaches the open, free area at the end of the sublevel...? Then lack of them in the bulk of them level does, after all, make the environment feel a bit more enclosed, which suits the mood of this particular phase fairly well. Contrarywise, a bit of a glow animation might not be a bad thing here...