I'm not grading this either. I don't think llarson needs any more hints than he's been given.
I think besides going too fast and making rooms too big, llarson's largest problem in adventure-making is a total lack of inspiration for puzzles and storyline. Face it, if a level has no storyline nor puzzle in it, it's not interesting even if it's 99 wlvs 100x100 full of action. I don't think the scenery or music is that bad in this level, excluding the drunk chomper area, (compared to what everyone else thinks,) but they could still use a lot of work as well.
Try harder, llarson, at taking your time on your adventures.
Here's what I suggest you do:
Start a new storyline. Just make up a plot. If you have no imagination, take a pencil and paper with you and an idea should hit you at some point. Jot it down so you don't forget. If you're completely stuck, base yor work on a bok or movie you like and adapt it to be a new story. Don't choose one that would require a lot of Command 22-ing or multiple wlvs looking the same.
Think up some funny characters and a dramatic, scary, humourous, or at least crazy storyline they have to go with them.
Make your rooms. They should not be huge nor tiny, but plot your scenery-placement, wall heights, level and water texture, weather, and whether the tiles are jagged, round, square, or smooth.
Make a puzzle or two to start in your first rooms. Action can come later and you can always shift around what comes first in your level.
Consider music last. That's my tip. It's a distraction if you don't, because there are already far too many custom music tracks as is and the huge choice can easily make you lose target.
Most importantly, don't rush. A fast adventure is usually tedious, small, and confusing or boring.
Got it?
![Wink :wink:](./images/smilies/icon_wink.gif)