Hmm... w7n's levels from the start have a hint of puzzle elements to them. I suggest to keep up with the style, better have some developed puzzles that are not just "if you walk the wrong way, you're stuck until time is up" like this example here:
Furthermore, there are more designs which needs- well, to polish up the grease from a trophy like 2-2:
What are the purpose for these climable objects and enemies? Are they just "there" for space and not an obstacle/ornament purpose? Of course, it'll be a good idea to clear up some of the ready prepared "designs" so that they don't interrupt with the design flow.
Of course, inspiration is key- you'll need a take a look at some of the highly rated SMB Hacks out there of the "kaizo" variety. Not the overrated ones like the infamous Super Mario Forever
, but good example that include Hyper Mario Bros. 5
), Kamikaze Mario DX+ (Especially Worlds 5 and above), and the lesser-well known Super Mario Zero
series. Surely you can differentiate to good ones from the bad ones?
To save further questions regarding SMB Utility, I suggest have a read of this I wrote a few years ago: https://cdn.discordapp.com/attachments/263117905036574720/531005874932547609/HOW_TO_USE_SMB_UTILITY.docx
You might have missed out on features such as sending objects and room pointers, and making castle looping. I do have more SMB Hacking resources (and that currently I'm such a slacker when it comes to updating it), but to keep it on-topic I suggest you do send me a direct message regarding them.
As well as a bigger SMB Hack collection I could send, which I heard you have.