Real men use slow-release moduliser.
Notes as of v1.2:
Possible Spoilers?
-Having a save point at the start and in Sky Walk is unnecessary considering that there's nothing to fight before that. I'd say remove the first one in the starting room.
-Getting the Polar Star shows the I.D. Tag graphic and freezes input for a few seconds. No music plays, if that's what's meant to happen.
-It seems like that area with the Mannans is meant for exp because it's so easy to just jump over it all. If that's the case, the save point there is kind of needless as well... in fact, it'd probably be fine if just that one in the area with Santa was left out of the first four. There's nothing in that first part that's too hard or slow.
-The event near the start of the next room causes you to fall straight into the Balrog's grasp... setting up the glitch where multiple Balrogs just keep grabbing you over and over. I figured out how to get past it, but you can't really have that many Balrogs in one space without it getting glitchy.
-Ah, this is more like it! Jumping areas and tactical Snake usage! Nothing too special, but it's a good start.
-Jenka auto-saves?!? Trickyyy...
- <3 Balrog. However, if you talk to him more than once, he'll add on 50 Spur ammo each time... and I didn't even take the Spur
-Again, needless save points... and with the ammo refill and that room it's possible to just head back and refill the Spur rather than use it tactfully. More glitchy Balrog hi jinx ensue... Since the ones at the side detect you the moment you enter the level, they all just run right and fall into the pit, and the ones at the top get blocked by the gravestone. Maybe set up blocks that disappear when you get closer to them?
-This is another cleverly-designed little area (the water one), but again I don't think it needs two saves in the one room. Most of the upper-right side is useless though because after getting onto the first ledge there's no reason to go right. It's also possible to jump out of the top of the level. The door here doesn't work so I'm assuming this is the end for now.
Basically: Fewer save points, less Balrog clusterrape, and clean up the TSC a bit. I know you're familiar with h/v triggers from how the doors get blocked off, so setting up some blocks that disappear shouldn't be too hard; or better yet, only have the entities appear when you get near them, so that they don't make the running noise constantly. The doors are a bit buggy (opening/closing/script running) but they all seem to work fine. Parts of the level design could use some work too, in terms of having areas that aren't needed/don't function well. This was still pretty fun, and has some very clever parts, but I haven't actually encountered a mod yet that wasn't pretty fun D: Hope all of that can be helpful somehow, I'm pretty tired just now x_x