I'm done with the third part of my level, after a ton of idea scrapping. I also started to do some graphical work on earlier areas, but they're still not finished in terms of both the palettes and the actual graphics. Some of the more "specific" tiles, such as floors with cracks in them indicating they'll break, aren't in yet, making the second room in particular harder, but I'll fix this later on. There's also a lot of cutoff. I just wanted to give a rough idea of what the level might look like when it's finished.
Video (new area starts at 1:10, everything else is the new graphics)
IPS (pipe leads to newest area)
After this, I plan on having a vertical segment, and a short "exiting the ruins" part, leading up to a setting similar to the start of Lynnes' level with a goal point. And that'll be it. Not the longest level, but I think it's a good enough length.
The midway point doesn't work right now. I was going to look into that later since I don't want it to start the player off in the main level, but in the sublevel if that's possible. I think it might be possible with the multiple midway point patch, but I dunno how that works exactly, so I'll look into it later. It won't be the biggest deal in the world if I have to redesign the first part of the level.
Additionally, the timing on the breaking platforms at the end seems pretty strict, so I'm considering extending the time before it breaks by a little to give a bit more reaction time. I dunno though, I've done some perfect runs through there as well as some terrible ones. I'll look into it after I get the last part done since it doesn't seem too important right now.
That's all for now, next update should be when I have the full level finished design-wise, and other updates will be for graphics and any bugs I can fix on my own, then I'll put it on through the testing thread.