Time for the second hammer in two days.
This level also gets a pass as it can be beaten, there's a lot of effort put into the cave's design and puzzles, and there's even one or two particularly interesting obstacles (namely, the Bullet Bill run). I'll have to, again, list a few things you might want to keep an eye on in future works.


Remember how this is a red coin quest? And how there's no respawning in this Level Designer? People have to load the level all over again for every death in the game. This level only happens to be small enough for reloading to not be a nuisance - and that on my machine. There's no telling if everyone else will receive it so well - especially with all the fake doors and trick warp pads - late in the game, even. Tone down the trolling next time.

Your level has no splitters/transitions. That is the main reason why it runs slow. For a level this size, even one would be enough to make it run well all the way through.

The other reason behind all the lag is all those critters being confined in this little spot. There's little sense in having all of them, either - they're all taken out by a single Koopa shell.

By the way, while we're here, if you enter this room twice, the third turret's offset breaks for no apparent reason, and we get stuck here, for not being able to jump on the fourth Bullet Bill.

samuRai wrote:Be careful when setting up enemies too close to teleport destinations. They have a bad habit of immediately inflicting damage unless you already know they're there - and sometimes, even then.
All that disregarding all the potential smashing glitches. I haven't had problems with those, however, so they'll be left out this time around.
TL;DR
There is no TL;DR.


