Answer time:
Its because if you get hurt you would disable your spin jumping thing, so to prevent it, Powerups are Impossible to travel with in my level, thats it basicly.1) This level is short, but not short enough that a mushroom or fireflower can break it (I can understand why someone would want to filter out a cape from a falling level). Why did you feel it necessary to filter out all powerups?
Well Now that I think about it Its pointless in the first half, if someone wants to remove it, be my guest :) (if I have to fix it, I'll do it sense its just a small mistake)2) Why did you decide to force spinjumping? In the second half, I can understand it as a precaution against being accused of dickmovery for the thwomp jump, but in the first half?
Well, its just to make the level interesting, um, er3) Speaking of the Thwomp Jump in the second half, why is that there?
Hmm, Well I wanted the player to think of the mistake he did and try again, but if thats too much, then it can be removed :)4) The intention of the Rotodisc Shaft (the far right shaft in the second half of the level) is that we edge up along the sides to avoid the rotodiscs... but it is far easier to just fall straight down the middle. There is enough maneuvering room after the last Rotodisc to where you can do that and still avoid the firebars at the bottom.
Well I wanted to challenge the player a little, but if thats a little too unfair/not clever, then it can be removed or replace it with something else :)5) What purpose do the random koopas in the first half serve?
But yeah, My C3 and other things need to be done before C3 starts, so thanks :)