For the sake of this post and the lack of better judgment on my part, I'm going to pretend Tom never said anything.
- The lower ledge (what Mario's standing on) should have a proper edge on it instead of connecting itself into the higher ground haphazardly.
- Add a ceiling generator to the entrance of your level (Sprite D0). Anyone with a cape can easily lolfly to the midpoint as well as expose some nasty cutoff you've made.
Tone down the darkest blue on this pipe and do it for all of your sublevels.
Think fast. Mario runs a great risk landing right in front of the Blurps below, if not outright drowning.
Too empty; add several more coins to this area.
- See second screenshot.
- The top pixel of the bottom row can be seen in Snes9x; and I don't know if it'll hold true with bsnes as well. Fill it in with the pipes and dirt.
This is why I shouldn't wait a day or two to post these damn screens. (Forgot why I took it!)
Oh yeah, now I remember. This isn't for you, but perhaps could we edit Ted's X speed so it's the same whether he's going left or right?
Shift the midway to where it's before the exit pipe dry land. (Move it to screen 5.)
Move this message box to where it's closer to the pipe that leads to sublevel 45. Readjust the level terrain if you need to.
Gonna have to play through this part again so I can remember why I took this screen.
I'm personally not a fan of having the player essentially play through a full level twice just to get both exits (didn't really like it in the original SMW as well), but if you insist on doing this; how about having the player have to do a little extra just to get it? I dunno, perhaps block the route off with ON/OFF blocks and have Mario have to find a switch so he can get through? That empty section in the water screen I took could prove to be helpful.
For the water portion, since you're currently using the vanilla water song, how about using the Water-1 track? Hydrostatic Halt uses it if you need an immediate reminder.