If you want to get your Custom Level released faster, the ALPHA (Designer) or BETA tester should provide a screen grab of the Statz Page showing a "PERFECT!" result.
Most of the time, I am the bottleneck to getting Custom Levelz released and distributed to the "Gruntz Fanz"! Many timez, I have had to re-release Custom Levelz, because some fatal flaw was discovered in the initially released version. So I took it upon myself to play-test each submitted CL, to ensure that there were no fatal flawz, and that it was possible to achieve a "PERFECT!" result. Since I have many other interestz ... and often problemz that needed to be resolved here on the Forum ... such testing effortz were frequently delayed. Sometimez the delay is so great that I forget that there is something that needz to be tested and distributed! :-[ (And even reminderz from the Designer do not help, because of the urgent demandz on my time, superseding the important thingz (sending out Custom Levelz) that need to be done.)
Submitting a 'package' consisting of the Custom Level, the Statz Page screen grab ("PERFECT!") and a walkthrough greatly enhancez the chance that the CL will be distributed soonest.
It would also speed up the submission process if the Designer would do a CalcCowID on every object that is not EyeCandy of some sort (and even on EyeCandy that is far removed from anything else!). When I find something that does not work properly, I look for the reasonz why, via the Gruntz Level Editor. When there are few tile coordinatez in the objectz, my search takez a lot longer ... and the submission process is delayed. Also, when I write a walk-through, I provide the location (via X and Y coordinatez) of the Tool/Toy/Powerup/Switch/etc. that is important to the solution of the puzzle ... and prefer not to update the CL when I do so ... that meanz doing a CalcCowID, noting the tile coordinatez, then clicking on cancel, so no update takez place ... very time-consuming. Have tile coordinatez associated with objectz is especially important when there is a problem with a SecretTeleporterTrigger (Red Warp), since there are tile coordinatez in that logic for everything EXCEPT the trigger itself, and it helpz to know where the designer intended the teleporter to take the solver ... if the Grunt refusez to move.
CalcCowID ... the Designer/BETA tester/GooRoo's best friend!
I won't be CalcCowID-ing every object in my CLz. 1. I do alpha tests ( multiply times ) myself so it's unlikely any fatal flaw would pop up ( I'm very strict when it comes to testing every possibility of doing things in my maps ). 2. When there is a need, I do a walkthrough myself as well ( which is quite intuitive even without tile coordinatez of every coin, tool and whatever else - many people can admit it ). 3. I didn't get used to CalcCowID-ing every object in map, so on the other hand it would be really troublesome for me and would delay MY work much more.
... so there is no point of doing CalcCowID in my case. It wouldn't bother You anyway, because you wouldn't have any need to open my maps in GLE
It only takez one more click to do a CalcCowId than it does to create the object in the first place. So where is the huge time requirement? On the other hand, there is a large expoenditure of time to do it "after the fact". As a computer programmer/analyst for over 38 yearz, I know from experience that 80% or more of the time spent on a computer program is in documentation and revisionz. Documentation greatly speedz up the time required to make revisionz ... and CalcCowID is the least time-consuming 'documentation' effort there is. When you want to provide an inventory for your 1000 Coinz ... having the tile coordinatez already present greatly simplifiez the task.
When I'm done creating the custom level, I have to send a link to Beta Tester/GooRoo on one designated hosting or it'z any difference?
It is not necessary to 'host' your custom level anywhere! Just send it to me as a *.wwd attachment in an e-mail, and it will be hosted on this Forum's web host. All of the over 500 custom levelz are available for download from the web host, via the link in each custom level's discussion thread. My web host is not a 'free' site (which meanz it can go away at any time), but one I pay $6.00 a month to maintain. Except in the case of my death, this web site will not go away without at least six monthz' warning.
So develop your level on your own computer, and use this web site as your back-up.