i want to see where this goes. something that actually plays with the early 2000's blending of canons that srb2 had, and something that harnesses old srb2 ideas, sounds really fun.
i get what you're going for. i love scarlet canyon, and boost characters in general need levels suited to them.
but if you're playing with characters who can go fast, these levels are over before they begin.
i'll take this as a public preview of level design style and judge from there, so...
greenflower is just *boring*. i get the idea but it almost feels like you found vanilla greenflower too hard, which is an absolutely insane position to take if true. there should be some amount of having to align your character right to not lose your speed.
i do actually quite enjoy the sense of pressure in robotnirock. it's a pretty simple mix, crumbling platforms and a time limit, but the spacing and amount of time you *have* makes it feel like it's beckoning you to keep your speed across the platforming sections, which is a very real yet fair challenge. stuff like this was my favorite part of doomship from this oldc. unfortunately, i think if this is as hard as the level really *gets*, it's boring.
you might need some lua to do this (happy to provide some), but look to the actual boost games for some level design ideas if you're taking that approach, even if this takes things like, say... axis2d-specific physics and an all-characters version of modern sonic's rail grinding. which again, i'd be happy to have a crack at.