Late, but I finally got to test this level.
This was the first level we started after C3, when we started to care more about quality, and it's also shorter than the others. Plus Lucas already fixed some issues, so it's already more polished than the others. In general, I think it made a good use of the line guides and the sprites on platforms patch. I still found a few issues though:
-The level has 5 YCs in total, but the first three are very soon in the level, so it might be worth moving one of them. I think we should move the second one (screen 05)
-There's one powerups next to each other at the begining of the level (screens 02, and 03), so we should remove one.
-What's the point of this P-switch?
Besides the obvious.
-This is cool
There were some issues with this midpoint before, and a second midpoint was added near the door (the one in the screenshot I linked above) so the player wouldn't be forced to kill themselves if they took the secrer route. The problem is, now the player can get a free powerup. The best solution would be to just move the midpoint to screen 0A, imo.
These are two bind jumps. the first one can be fixed by adding some coins, but the second one needs a platform below because the player has to guess where the flying question block is. Also in the second blind jump, if I don't bring the springboard with me I'm screwed.
These spaces are too tight for big Mario, especially the first one, I didn't manage to get through there without getting hurt.
fuk u Orphen