Tip: Make sure that ALL exit-enabled pipes, doors, etc. have a screen exit defined, or they'll take you to Level 0, the "endless" bonus game. Unless Start+Select is enabled, the only way out of it is to reset the game.
Apologises for lateness. I was busy and I'm not satisfied with what I've done. I still am not. Also, MGU3 is a cool game, it was addicting. I admit I probably should've rather improved my level instead of playing MGU3. Guilty.
So, the first room: I liked the idea of using the torpedo teds, but I'm not sure if it'd be too hard with a 16x16 Morton, despite it being in the level before the last level, where difficulty is normal.
The second room is an idea that I really loved when starting this level: A fake boss. But in retrospective that idea is pretty much garbage, as it doesn't feel to fit in an airship.
The third room is a vertical airship level. Something I wanted to create. In case I didn't have screwed up already in this collab and am allowed to work on this level a second time, I'd consider removing the second room and replace it with a bonus room, that is in the pipe that is guarded by the thwomps. And the third room probably needs to be filled with decorations.
The level is fine but I'm not sure on the big boo boss (as you said, it doesn't fit) and the net koopas that glitch out (they float... in air?)
You can continue the part if you want, I just need progress on it.
I've fixed the stuff, but the second part of the level still feels empty and boring to me. I want to make it more fun, more gimmicky, something that justifies that it's the level before the final level.
But I can't think of anything that'd make the level better. So I guess a layer 2 vertical airship level is okay as well.
Also, I suppose I should put a midpoint somewhere?
So yeah, here it is. Please tell me what to fix :3
That muncher on that next jump is too much of a pain to avoid.
So's this torpedo cannon, and the jumping koopa immediately after that killed me frequently.
And, finally, are these torpedoes supposed to just come down and cheap-shot the player? That's really the only purpose I can think of for the disco shell in that tight corridor you can't reach, but either way, that's not the best way to make a stage difficult.
And I agree with the other people about that vertical room, though it didn't give me much trouble. It's just a long series of blind jumps that isn't particularly interesting.
I haven't played Nin's half to see if this second section actually fits into the first, but to be completely honest I didn't enjoy this at all.
EDIT: forgot to mention but in the second half you have a mushroom block on layer 2 and it looks really ugly when it comes out