this is a pretty cool level. consistent theming, good variation and decoration, and great flow. i can't be bothered to write in an essay format like i'm used to (and i don't think people wanna read that anyway lmao) so here are some of my thoughts after replaying the level a couple of times:
- the level is scaled a little too large for my liking, although it handles the larger scale pretty well; it didn't feel like an absolute drag playing my main (amy) which is a trap that a lot of largely scaled levels fall into. just like with the orange bricks, however, the scale nitpick could have a lil bias.
- the first token feels less "hidden" and more "out of the way," y'feel? it's 6 seconds into the level and there's a full flowery path with a ring trail leading up to it which all but invites the player into that cave. not "bad" per se, just kinda does tokens a disservice.
- loved the little sections behind breakable walls. even if they're pretty slow in comparison, it's always neat to see variation-- it really shows the care you put into the level.
- variation! this level is really varied in its setpieces. each little room feels like brand new stimuli that builds on the level's theme rather than straying from it. i actually started to smile a bit going from room to room as the level went on. fantastic job here
- the large robo hood blocking the main path kinda deterred me first since it visually blocks the way forward.
- the trees are great decoration, but some flowers or other shruberry would be welcome especially since the map uses flower floor textures a lot.
- the teleport sections into the final room should be two way. it always feels bad to be trapped after teleporting through an open doorway
- looping the music is kinda tedious, but it really does make the map infinitely more presentable. here's a guide on how to do that that:
https://mb.srb2.org/addons/how-to-properly-loop-your-music.3049/
- on that note, i think mp3's break with loopbacks? if that happens, export the audio file as a .ogg file instead and it should work fine.
water:
- the still water could use a ripple effect. i'm not sure if the opaqueness of it is a stylistic choice but i kinda like it regardless. however, the opaqueness makes it looks really weird without the ripple effect (that should be a checkbox in the linedef's menu but idk if it's different in udmf).
- i think you can scroll the ceiling texture of the water fof to make it seem like it's moving? (i'm *also* not sure how to make waterfalls lol)
- the waterfalls in the skybox look a little harsh. making these slightly translucent, making the colormap brighter, or separating them a bit between some rocks or cliffs or sth could help