SMWCentral VLDC 2014 - 53 - Devious Devices
Author: antimatterhunter
Rank: 23rd
The plaid dirt texture and criss-crossing landmasses give this level a unique look, and there's some nice usage of line guide platforms and enemies here. However, I'm not sure the time limit accommodates all the side trips the level encourages you to make for powerups, and even if it did, using the on / off switches in that manner slows down the pacing a significant amount. Not to mention, this is yet another stage that places line guides against a dark background, which means they're not always easy to see. I'm also concerned about how some of the obstacles seem to ambush you with little time to react, such as a chainsaw suddenly falling from an upper line guide, or a half-hidden shell kicker attacking you near the end of a jump.
While the secret room is memorable, it's so different in theme that I wonder whether it even fits the level. I have no idea whether it's hiding something else, but I'm probably missing something. The goal area feels too long without developing the theme significantly, so I'm also wondering whether that's necessary for the level, especially given the time and pacing issues. Finally, I don't like this trend I'm seeing of not putting midpoint bars on the main path, and this level is far from the only offender. Do you really want to risk some players not obtaining it, then dieing after the halfway mark?
Overall, some good ideas and execution, but also some concerns.