I played through this as X Sonic, so take my words under that consideration:
This first zone makes great use 2.2.14's texture scaling features for decor, and the enemy placement is actually worth studying, as they felt like extremely intentional obstacles, rather than being haphazardly placed.
Though, the size is probably a great detriment. The reason I played this as X Sonic was because vanilla sonic was just *unbearably slow*. You really should be using a momentum mod, or at least something that lets you redirect rolling momentum into other platforms easier. Same goes for the water below too. You either wade through a flat plane of rock until you find an exit, or wait patiently for your character to fall all the way to the death pit a mile underwater.
Act 1 also has moving platforms, one section has clearly defined brown colors, so while it's not clear what they do until you touch them, it's strongly incentivised that you try going in that direction, and from there it's pretty clear what to do. The other moving platform is an elevator to save you from some pitless water. You litterally can't even see it. It's in a grass corner laid off to the side with no reason to actually stand there, and uses the exact same floor texture as the surrounding area.
I think the map could be scaled down a little bit, but what's already here is pretty darn solid level design. Like I said earlier, they knew what they were doing when adding enemies, and they really did succeed in making enjoyable and memorable level pieces. If more care was put in the water section as a true bottom path, or if it were completely absent like supposed later zones, as well as not understimulatingly large, then the full pack could really turn out to be better than cyberdime for me!