Bossedit8 - 5.75
Please... whenever you make a vertical section with level wrap, make sure you put blocks at the offscreen area and make sure if one side has blocks the other side has blocks to or else this happens:

Anyway, level itself was ok as of how you did with the pipe section going up. Pipe choicements and then enemies to deal with but with all those pipes connecting into offscreen it's kind of awkward to deal with without blocks at the other side. After that one section, hi SMB2! I do like the variety for sure but there's one area that lacks enemies and that is at the area before the waterfall with a lot of pickable grass and after the waterfall, the waterfall connects to nothing at the top right of it which is really weird. Now to the stupid part, you gotta find a key so you can enter the door that leads you immediadly to the top. First time playing I have no clue as of where it is so I just flew up there with a super leaf. To even get the key, it's hidden in a block over the last Hoopster enemy. I mean sure, let's just hide it like that so not everyone is gonna figure it out this quickly unless I check it on the level editor just so I can see it. That's really bad. Don't do that unless you indicate it to the player better... like seriously. Further on you have 2 choices, go further to get to the regular star with a bunch of hidden blocks that contains a mushroom block or head to the secret area in the middle vase to fight Wart. Doesn't matter what you choose, both contain SMB3 stars.
Wraith Adamknight - 0.00(Original score of -1.00 was rounded up to 0.00)
You clearly have no grasp of the editor to warrant making a contest level. I commend you for trying, but experiment some more buddy. Your level wrap doesn’t have blocks extending off the screen so you just fucking fall off. You require a key, but place it so you need an NPC to reach it AND hide it in an invisible block. Like seriously, why would you design this level?
Zipper - 5.80
Ouch. We need to talk about what to do in a level with horizontal looping. Basically, if I can walk off one side, and FALL to the ground level from the other, you're doing something wrong. Most of the pipe placements felt arbitrary and prone to accidents. That said, I do like everything else about that part. A lot of clever jumps needed to progress, along with threats that are much more notable on a single-screen area. Even though I mentioned "being able to walk off the side" as being a bad thing, the fact that you need to occasionally jump through a warp really adds flavour to the gimmick, it becomes more calculated.
And then we have the second area, which is....Subcon. Well I should've expected that. Sadly, this tries to do MUCH less than the first area, with basic and easy platforming. The only thing that kept me there was the search for the key(which I failed to finish btw, I just used a Leaf to fly up there, the key is hidden TOO well). After that, we have a rock barrier that can simply be walked under(just remove rock barriers altogether), a pipe that leads to a Wart boss fight, and a path that leads immediately to an end star. I don't know why one of them is SIGNIFICANTLY easier to collect than the other, to be honest. Perhaps you meant to make one a collectible? Either way, the first area is quirky but fun, and Subcon is...well....not fun. I don't really have any advice on how to make it better, but making the platforming less stale by increasing section height could be a decent start.
Chad - 4.00
An okay level. It makes use of the SMB3 pipe area level wrap gimmick, but in a pretty minimal sense, although it does sometimes make you think a little. However, you often have to wrap around while surfaces are at different heights, which creates buggy interactions. The second half is a relatively short, but also a fairly ordinary trip through an SMB2 overworld. Compared to the first half, this part felt a bit extra, because the name of the level and length of the pipe area made it feel like it should have ended once you emerged, and the areas after don't really do too much of note. I also didn't care much for the required key in the randomly-placed invisible block that I found mostly by chance. Not a bad level, but very basic and not particularly interesting.
ElTipsta - 5.50
A pretty decent level, and the styles mixed well. However there are a couple of serious issues with the design. The SMB3 pipe section was poorly done with regards to the level wrap. The tiles should be in line with each other on each side so it's a natural transition. The player should be able to seamlessly walk from one side of the screen into the other, not jump. The pipes/blocks ar out of step. The player could fall down or hit a wall like you can do in several places. It was poorly designed, I'd personally remove the level wrap and modify the appropriate sections as you'd otherwise have to redesign the whole thing. Also, I don't know if this was intended but it's possible to get to the top of the sizables near the end of section 1 via the Bob-omb generator spawn point if you jump on top of it as it spawns, so I think I skipped part of the level.