Idk how to start this so I will just say the most important thing I have on my mind. -.-
1.The stages are pretty w i d e. And If you want these stage to be played with modded characters then I get it, but in that case you need to strike a balance between being fun for vanilla characters and being big enough so speed characters like modern sonic won't bonk into walls every second.
Try to make them averagely wide, so every speed range will be welcome. :>
2.There's a really small amount of rings and sometimes they're weirdly placed. Try to use rings as guidance in such a way that if players follows the rings he will always sooner or later reach the goal. Put rings in dangerous spots and after/around the checkpoints, in that way player won't be afraid of progressing further and will have a sense of safety around the checkpoint. And for last put them in places that player will be likely to go while progressing forward, don't make them go out of their way to grab rings. (Unless it's outside the main path. :>)
3.That might be a nit-pick, but try putting objects in pretty way. Use the grid and make placement pattern for some types of objects, like spikes for example. And have them placed consistently without any odd spaces.
RANDOM LEVEL DESIGN NIT-PICKS.
There's this yucky effect in this part of the stage. Just put the celling a bit higher and remember to never have two walls inside each other. Doing this creates such effect.
Once you go there you can't jump out by normal means. I jumped here as sonic and had to retry the stage :< In that case put some springs on both ends of this platform and actually you use it as a faster yet harder way of going through this section. Just put more torch flowers and enemies.
At the end of this stage once you miss the springs, you can't jump out. Again, put springs and maybe try to put more stuff here, like some small bonuses for going down here instead of finishing the stage faster. And you could switch some diagonal red springs for regular ones, so if the player hits one after rolling down the slope he will be launched faster towards the goal.
Like this!
Example of the wacky ring placement and- what is dawg doing at the celling gravity?
The angle you put enemies matters a lot, If you put them backwards to the direction the player will come from they won't notice him until he's too far away to inflict any damage.
Lack of shadows on the crusher sectors makes it pretty dangerous, and remember that in software rendering when looking up or down the image gets severly distorted so make the stages in such a way so player won't have to look directly up or down. Also you could do something cool with those ramps in the middle of this section, maybe put boost pads so you will get launched across the whole section!
And I think that's all I have on mind, overall these stages are pretty cool, but due to maybe lack of experience you couldn't put your vision into reality in a "fun to play" way.
I also feel that small stages like these from unpopular creators like you are less likely to get any attention, which I kinda find sad because mapping is either the hardest or second to hardest things to make in SRB2. And due to lack of eyes on a flawed work the creator never will receive any help nor criticism which will be helpful to gaining skill in map making. :C
AND THAT'S WHY I'M HERE IN THE FIRST PLACE :DDD
(I need to make a thread about this subject tbh.)