Tip: If you give a Muncher tile custom graphics, it will still act like a coin when a silver P-switch is active, whether it looks like a coin or not. So make sure to use ExAnimation if there's a silver P-switch in the area.
In terms of level design, KOOPA KRATER 1 is a good first stage for a final world. It's not a mind-blowing stage, but it implements the ideas it has well and is overall a nice stage to go through. Though I do think there are some issues with the stage. The first issue I have is with some sections of the stage. Particularly the part of the stage shown in 1:19 - 1:22 of the video is very uneventful and feels irrelevant to the rest of the stage. Having some sort of obstacle here- like a Nipper Fire-Spitting Piranha- would help spice up this section.
The second issue I have with this stage is the graphics. The use of the Gray Cement Blocks feels off here, and the overuse of them devalues the stage a bit. And though the tileset here isn't bad, I do think the stage can benefit from a more expressive tileset- like This one you made in mid-2016.
To summarize, KOOPA KRATER 1 is a good starting stage for World 8 and has some good level design and ideas. Though there are some aspects of the stage that can be changed or improved to make a better experience.
Anyways, good work here.
I hope this feedback is useful for you, and that things are going well. Have a good day, and I'll see you soon.
This hack is supposed to be choconilla, which is why I didn't use that tileset. I did tweak that section with the single-block jumps near the end. In my opinion, Cement Blocks aren't bad unless they comprise more than 50% of the stage's layout. Here, they felt like the best objects for small block groups.
-------------------- "Fortunately, I have a delicate lock-picking technique" *blasts doors open*
-Optimus Prime - G1 - Day of the Machines
@Infinity: What do you mean by "Identical?" Did you mean to use some other I-word?
Anyway, it's time for another level!
KOOPA KRATER 4
You only have 200 SMW Seconds to beat this level. The idea is that it's so hot here that if you hang around too long, you'll be burned to a crisp. The heat is represented by the fake foreground gradient. Originally, I planned to have a real one, but I couldn't get it to work properly, so I just made a fake one with Layer 3 and CGADSUB. The perk to doing it that way is that I was able to palette animate the Layer 3 "gradient."