Thanks for the welcome

Yeah, The Final Barrier checkpoint ruined my Evil Plans for that screen. Oh well. All in all, quite pleased with the level, considering I was rushing, and the level editor it's-self was still maturing/being developed.
What I'm thinking of is either a retelling of 333333 - with a bigger map, more gradual learning curves, with the hardest challenges (hard mode type stuff) being at the end of each zone as trinket gauntlets, with an option to quit at any time so that if a player gets out of their depth, they can warp out.
For example, in the Red Zone, the first room (don't cross the beams) kinda teaches you that if you jump into a vertical bounce beam and keep moving, it's kinda like a regular jump. This knowledge is useful in rooms like Reflexive Prison, which some people had huge amounts of problems with. With more rooms, I could have developed that mechanic more graudually over time. The movement puzzles such as "advanced flipmatics", were also a bit sudden and overwhelming for players, and "one last push" seems to be almost unilaterally hated

It's funny, but it's taken about 5 or 6 years for people let's playing my level to filter through into Youtube, and it's really quite fascinating seeing people react to it in real-time.
The other idea, instead of simply remaking 333333 with better design, was to do an actual story sequel. Perhaps maybe the knowledge gained from the crew collecting the trinkets has fallen into the wrong hands and the V-sters have to go into the lair and reclaim them. The problem with this idea is I don't find vvvvvv's scripting system very good for telling intricate stories, and I feel my strong point is just making levels that are fun to explore and solve, and that look nice. I've seen some of you guys doing really impressive things with scripts, but it all sounds a bit version-sensitive and kinda dangerous to be honest. So I'll probably go down the "retold" route.
I also want to get some mileage out of those one-way floors and the dissolving block in Direct Mode. Are these safe to use in levels? I remember Terry saying don't use too many of the crumble tiles because they could cause an overflow or something, anyone know if this is a per-screen limitation or a map-wide one?
Anyway, I'm glad the HD version got into a PC version, even if it is the easy version. In all honesty the easy version is probably the better game. The puzzles are the same but just a bit less annoying. Thanks for letting me know ZeNewDragon! All I have at the moment is an old version of vvvvvv and the Make and Play version, and it's hard to tell which levels come with each install, because they all seem to share level pools with eachother.
Anyway, that's enough from me.. If anyone has any suggestions, advice or tips, feel free to lay them on me!