Hmm... nice. I know that MrDeppel said that he'll be fixing the last version of the level. Bur nevertheless, I'll comment on some things I've detected on the latest version.
>
Free random 1up. Eh, things like that should be harder to get.
> Some little clues for collecting
these two Yoshi Coins are welcome. Players will never predict invisible coin blocks on their own if there are no indications of such.
> Remember to block slanted pipes.
Because this situation is awkward.
> Warping from
this place to
this place is pretty weird. Not to mention the grassland formation in the former screenie is strange, and... uh, I can recognize original SMW's 103 in the latter screenie. It's also worth to advise that, when entering a pipe, we should exit from a pipe.
So, remember to modify Mario's Actions here >
>
Same warp issue here. And I'd insert the Goal Point in the main level. It's kinda unnecessary to have a different sublevel for the goal unless in a few exceptions that I'm not about to cover now. I know we can't have the Swooper outside though, but anyway, this sublevel don't fit well here.
>
Blind jump here. Coins to indicate safe path are a must here.
> I didn't mention this here before, but
providing a cape in a W1 level is a bit of kindness exaggeration. I know that in W1 there's even a Green ! Palace, but providing a cape that early in the game can ruin the gameplay factor, as it's way too easy to bypass the almost entire level.
Other than that, acceptable. Very nice for a starter.
Offtopic:
> I've accidentaly bugged the Koopa in SMW!