$h31d0nc00p3rfan wrote: ↑Thu Apr 04, 2024 1:37 pm
Collecting and searching for resources. You and I think alike in that regard, buddy. Let me know if you actually like (or dislike) the level itself.
To like collecting resources for levels is like a necessity.
I admit that I'm usually too lazy for that. For comparison: I created some levels for Mario Maker 2 and according to my profile ... I haven't played a single one of other people's levels (I'm not joking, I'm serious). Nothing to do with ego or anything, it's always been like that with me. Even back then, when I created maps for a 3D shooter, I hardly played anything and if I did, it was only for inspiration for my own levels. This often means that I'm just a bad player and many levels take an extremely long time to complete.
However, I did have a look at your level.
I think it's good that you're using bright colors. It all looks harmonious. But if you use animations on the grass (yes I know, the grass is from SMB1), the flowers should also move in the wind, otherwise it looks really strange. SMW no longer has animations for such things.
Difficulty seems to fit overall as well.
For one of the bomb caves, I'm not quite sure whether it's possible to "soft-lock" (section 6 in the editor) if you don't throw the bomb against the blocks properly. In contrast to the original games, nothing normally respawns.