Hi, I haven't been here for months, and only saw this now, but since 333333 was always my personal favorite, I just wanted to jump in and say that I'd love to see a new level by you.

There is a few level archives, but there isn't a full list of VVVVVV levels anywhere. I suppose I could mirror one on my host, but what do you have in mind exactly?
You mentioned that there's a bug with the tOLP teleporters -- what about it? and is it present in my own level (where the system was taken from) assuming you have tested it?
I can see if I can make anything useful out of the related VVVVVV source parts Terry posted a few days ago regarding music blob creation.
A note on custom graphics (and music) - VVVVVV now has all its' resources in a .zip file. You can copy this, place it somewhere (I forgot where, but I can look it up), extract the content and replace it with your own data. It has to replicate the in-game graphics behaviour (e.g. walls must still be walls in the edits and so on). With music, you have a lot more freedom - you can (
in theory) push 16 tracks of your own, make a vvvmusic.vvv blob with them (with the same name and format as the originals, e.g. 14piercingthesky.ogg for example) and then they will correspond to the same numbers as the normal VVVVVV music. Remember that there is some tracks that you "can't access" (you can, and it's trivial to do, no idea why it was done this way in first place), and you have to insert invalid characters into a music() command to access them -- for example music(7a) (normally music(7) would result in Popular Potpurri, e.g. track 10).
In theory, since there isn't a tool for making custom music blobs right now.
Also, where can I find your music?
Good luck!
Thanks, that does help. It looked like there was a speed variable for enemies, too, which could be tweaked in the text. At the moment script exploits are beyond my knowledge horizon.
There is in fact a property for enemy speed, but it's unused, and thus you have to use the so-called "internal scripting exploit" to make any use of it. The exception is if you want to make an enemy stationary outright, which is possible by merely editing the entity data in the .vvvvvv file by hand.
Internal scripting in general is a bit weird -- even if you know how to do it, you might occasionally need to resort to kludge solutions because it can only do so much. (for example, to create an enemy, you need to make the enemy, but also make sure that it is made properly in all cases, never becoming made twice, and ensuring that it gets executed in first place, and so on. In the end, the scripts end up being fairly messy (as can be seen in script heavy levels)...
For enemy creation in particular, the necessary call lacks enough parameters for full control (basically, each internal script is converted to an internal VVVVVV function call and the function call takes 8 parameters while the scripting call only has 5), so no enemy border defining is possible, but otherwise works if you do it right.