Damn you! Haha. Nevermind tho, I got the WR's again.
The outpost was a freaking nightmare before your update (at least speedrunning it).
Well done :-) but you lost the WR for Plains ;-) !
Thanks for the feedback, it counts a lot, it annoyed me to delete and reupload them, so I'm glad they
ARE better now indeed. Outpost and Plains were needlessly crowded toward the end.
Really fun! I love speed-running levels and this definitely evoked that. Definitely appreciated the power-trip star rush for getting the red coins.
These are also quite fun. If you're looking to evoke SMB1, you definitely pull it off. I'm going to try your Wario Land esque level shortly, it seems fun.
I played both of these. The first on the stream earlier. You did a good job of replicating the feel of a Mario (Super Luigi) level with the first and I enjoyed the little maze and doubling back in the second course. Both had good checkpoint placement and fair difficulty. I didn't feel lost and I felt guided to where I was supposed to be going. Even in the few spots where I had to figure out the next step, I didn't have to go far to get there, which prevented frustration.
Thanks for the feedback! It's really appreciated, I'm glad you had a good time!
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Now, feedback time!
Weird. I totally agree with the 4 blocks jumps, but I made the level with an fast way to reset the P-Switch (getting in the pipe near the P-door in case you failed brings you close to the brand new P-Switch), so it kinds of bumps me out that you quit for this exact reason. Oh, well.
I replayed it because I'm like that: indeed, the orange pipes provide a shortcut, but intuitively, I went back from my own means and it felt convoluted. Now it seems obvious, but it's the sort of level that's confusing when you play it for the first time, and feels natural when you know what you're supposed to do.
Why didn't you make it so the orange pipe generates P-switches? That'd be even simpler.
I did win the level: I really liked the first part this time (I knew what to do), the descent as big Mario was mysterious and well presented, the collection of pink coins was exciting and fun. I liked it. The puzzle parts just need to be a bit clearer and smoother IMHO.
Devouring Dunefish Dodge
T1N-CVH-NVF
I didn't get into it the first time I played it some days ago, but this time I really enjoyed it. It reminds me of a similar (and hilarious) SMB3 levels which I liked very much, a shame we can't use the big fish in this style. Maybe I felt the level was too restrictive when I first played it, but I didn't notice any major flaw this time.
Boreal Hinterlands
ID: C09-G32-TGG
Good Mario fun! The three Goombas on top of each other after the first checkpoint are a bit unfair since you come from high above and can't see them, and you could maybe have done so you can survive after you get the 50 coin near the giant red Koopa even if you don't have the Propeller Suit (it's a bit cumbersome to grab), but it's a fun level! I even replayed it to get all coins!
Sonic 1 —> All 6 bosses + 3 big rings
P9F-7C7-D5G
A lot of time and care have obviously been put into this level, but IMHO it's way too busy and complicated for its own good. Through the whole level I was "uh" and "what", you feel crushed by the level design.
The new course code is 9WC-Q89-LDF.
Still not working. You re-changed it?
To Felman Mountain and Back
PYF-L5B-5KG
To me the level felt way too cramped to be really fun: you're mostly moving in closed spaces with a very low roof, and can barely move around without bumping your head or get hurt.
Places where being hurt is mandatory are problematic unless it's to remove a powerup in a puzzle level or something. What's the point of the Chomps guarding the key since you can't avoid them, and a powerup is right next to them?
Classic Castle: WV4-WC7-9KF
I'm a sucker for SMB1 castles, so I liked your level. The fire bars just before the row of bricks are in a combination that's quite difficult, I'm not sure I ever went through it without being hurt, but other than that it felt perfect.
Climate Change is REAL - Version 2
ID: Y53 Q8H C1H
There are parts that still can be fairer/clearer/smoother: the part with fireballs next to Bowser Jr. make you take a hit without you being able to see it coming (when you go up), and when Junior is free, it's basically impossible not to get hurt. I lost there, came back, noticed I had to activate the switch again, went again through the pipe, noticed I had to redo all the section, and quit.