So I don't typically write reviews on level packs or SRB2 mods in general. At least, I haven't in many years. Not because of a lack of quality (SRB2 modding community has always had such talented people participating), but simply because I've either been busy or didn't really resonate much with the content. However, I wanted to leave a review on this mod because it has stuck with me as probably my favorite SRB2 level pack of all time. There's a few reasons why that is, but firstly I wanted to offer my perspective on the progression system of this level pack.
Typically, when I pick up level packs, I feel like I'm in a rush to see how quickly I can blitz through the content. It isn't because I'm bored, but rather, it's how I'm used to playing SRB2. I don't ever take my time and try to 100% mods because I don't usually feel the drive to do so. In fact, very rarely do I 100% games in general. That being said, when I first started playing this level pack, I cringed at the idea that progression was locked behind collecting emblems. I was willing to give it a try though, and went emblem hunting. I found that the location of the emblems was really smartly placed. They weren't too hidden or felt unfair. It always felt like a nice reward and a big spike in dopamine when I found them. And something happened... I found myself wanting to know what the other levels were like. The first few levels were really easy to me, and I wanted to see how challenging your level designing could get. But the only way forward was to explore these levels. So I had a choice. I dedicate myself to emblem hunting so I can play the later stages, or I just give up/cheat. But I'm not the type of person that likes to cheat on my first playthrough, and giving up felt lame. So I picked it up again the next day. I started to explore these stages. It is no secret that these stages are expertly crafted. Sure, there are little quirks here and there, but those are typically easy fixes. The type of design and scope of these stages must have taken you so incredibly long to develop. And, in addition, to make each room feel unique while also maintaining the flow of the level. You aren't just good at level design, I'd say you've mastered it. This doesn't feel like SRB2 to me, it feels like a spiritual successor to Sonic Utopia. I thought playing through the same levels would be boring or repetitive, but because of your skill building these stages, it was a pleasant surprise to explore the stages and really soak it in. I understand why you'd want to have emblem progression. You spent so much time building these levels, you want to encourage people to explore and really soak it in. I see it may be controversial, but honestly, I think this level pack's biggest strength is that it isn't scared to defy SRB2 norms. The way you design the levels isn't patronizing, it treats the user with respect and assumes the user knows enough about SRB2 and how to control in it. That's why you can get away with things like the hub world placing levels in locations that require you to make use of physics or rebounding. That's why you can trust that the player will make it through the stages without it feeling unfair. It stands proudly as a level pack that knows exactly what it wants to be, and you should be proud of it. Not once during my playthrough did I feel cheated from the level design. (Ok, there was one point where I hit a spring and it launched me into a mace, but on my second go around, it was fun having to dodge it so whatever.)
Now with all that out of the way, I wanted to talk about some specific pieces of feedback.
I will say, Volcano Rave 1 and 2 are probably my favorite stages in the pack. Both of them are really fun and unique and just have really nice gameplay elements to them. My least favorite stage is Stormspire Heights. This level was the one that I had the least fun with. Still a good level, but something about the gimmicks in this one didn't really resonate with me.
(Also, my personal nitpick, please please please change the Verdant Bastion music. k thnx)
I think one of my biggest issues with the level pack is actually the momentum. It feels a bit inconsistent at times, like sometimes I can go really fast and keep my speed, and other times I feel like I can't build speed at all. Another thing, perhaps an optional emblem radar may be useful, especially late game (past 60 emblems).
Also, being able to see what emblems you've collected in each level before having to go into it would be a huge time saver. Anyway, that's my weird sorta review / glaze post. I would love to see what maps you start making next, and I can see this pack going down as one of the best SRB2 has to offer. I know there's some criticisms or controversies behind some of the level pack's choices, but I can see exactly what you were going for here, and once the waters have settled a bit, I think you'll find that people will appreciate all you've done here.
POST EDIT: Started writing this before the update that removed the hub and emblem progression, but I will say that I'd love for you to reconsider this change. I know it may be unpopular, but I do think it's integral to this level pack. I will not be updating until I beat the level pack in full. And I would love to chat with you one day, Malon, and gain insight into how you design your levels. I think I can learn a lot from you. Hit me up on Discord if you ever wanna chat!