-> The Boomerang has had its sprite changed and is now called the Bananarang.
Bananarang: is there any way this could be limited to the player?
Because I'm sure it could fit the carnival theme perfectly fine, but...

...Goriyas throwing bananas around the rest of the game just doesn't work for me.
Carnival NPCs disappearing: When certain NPCs on the first carnival screen are struck with most weapons, they disappear completely.
However, their dialogue icons still show up...

...and you can still talk to these now-nonexistent NPCs.
Are their dialogue options supposed to disappear with them, or should they not be disappearing in the first place?
Also, I'm just wondering, since we might be getting to that point, what the Heart Total should be. I guess at some point one of us should make the subscreens based on what items we eventually decide to use.
Heart Total: Since we're using heart pieces rather than full hearts, I think the standard 16 should work for now.
Unless the quest grows to very large proportions, a 24-heart total means these things are going to be littered absolutely everywhere.
16 will be fine as long as there's no massive difficulty spikes, and even then, there's always the red ring.
and the second half is a starship accessed from the tower top, which could be Zax's tower,
But Zax's tower can only be 1 floor 
Anyway, thoughts on my palette?
Lit Landing undercave palette: Looks good.
Typically there's more contrast between multi-colored rocks, but given that the primary light source is going to be lava, the rocks all glowing a similar shade works well here.
someone might want to block off the boss door in level 1 with another lock block, seeing how there's another key on the screen right below the entrance (presumably accessed through the hidden wall on the east side of the dungeon).
Fourth Level 1 lock: Given the key's obscure location, I'm not sure it should be required for the standard progression.
I mean, we already have one essential key hidden behind a bombable wall. Another hidden key behind a walk-through wall might be too much this early on.
I still think a good idea would be to have a double-shutter boss room. After beating the boss, one shutter can open to the Triforce, and the other can lead to another item behind a lock, indicating that there's a further key to discover if you want to get that item.
Here we are, now:
I feel like it's maybe a little too bright for a cavern, but it is full of burning lava and rocks that shine from heat, so that probably justifies it. Otherwise, I quite like it.
Dude, this is one of these best screens I've seen for the project. Nice work.
It's a screen.
Just a little something to link the "Dev Room" screen to the rest of the map.
Another nice screen.
It's these little transitional areas that can make or break a project a lot of the time, and this one definitely makes it.
Map 23, Screen 26.
So these tiles finally make their way into an active project 
Given all the variety going into this, these should be a good compliment to the pack.
I'd like to try working with these soon.
>> Moved the Warp Zone located on map 1, screen 17 to 06. Dimentio's 17 below my 07 was intended to connect via the caves.
Warp Zone screen locations: I've been thinking that the screens on the warp zone map should align with their entry screens on the overworld. That way, Link's location on the minimap could be enabled, and you could see exactly where all these warps will eventually take you. (And more to the point, give you a reminder of where the ones you've already opened up will return you to.)
Lava is solid. I'm open to making this "real lava" but I don't know how. The 'pits' are "No Ground Enemy pits".
Fall-in lava: Flag 101.
Otherwise, just the "Damage (x hearts)" combo type for lava that bumps you back when you walk on it.
Yeah, don't know what I was thinking, putting down the corner of that thing in the first place.
It's throwing a bone. The thing about using sprite CSets rather than level CSets is that any who's worked with the classic set will recognize them as such. I was genuinely worried about the usage of CSet 1 at the beginning of the sky area, but it eventually led to one of the best looking areas of the project so far, so there's no reason a CSet 5 segment couldn't build to the same conclusion.