Originally posted by eXcavatorhttp://bin.smwcentral.net/u/15776/Factory%2BCastle_00004.png
The conveyor belts in the hub don't animate.
I'm pretty sure he knows. I'm using the same tileset for my second level and I can't seem to find the animation file (or how Kipernal pulled it off in his level) anywhere in the ROM. So I wouldn't be surprised if Slash felt the same and decided to get it later.
I'm gonna disagree with Excavator here. While I see what you're trying to do with the switch blocks, I don't think they should be in the Loopy Lights room. The difficulty already isn't quite there in this room for the penultimate level in the main game, but these blocks certainly aren't helping matters.
Nothing serious, but I'd look into replacing that Muncher graphic with something more fitting for the theme.
SMWCoin's too easy to get for World 8.
I know you said that the Krak-Shot Kroc room isn't done yet, but I figured I'd get this out of the way.
Spike Block shenanigans. The base ROM has some directional hurt blocks that would serve as a fitting alternative.
Not sure if this was your intention, but getting that block is still fairly easy even without the Blue Switch.
Your sublevels have screwy item memory indexes. Adjust them all to use different settings, or if you plan to have the player only visit them once per run, set the four sublevels to use 3.
He can jump through here.
Overall, you have something going for the level, but my main concern with it is how are you gonna deal with the checkpoint issue. I mean, surely you're not going to have the player go through all four rooms (which they can do in any order, much akin to Marchin Milde's Fort) before they can hit a checkpoint, right?