cutaway cameras and transitional rails are only possible with Jana Sol's SolCam™ and GoldenShine's Grind Rails™, really useful and even revolutionary tools in mapping.
i also felt like more hazards and enemies would work, yeah, but unfortunately modern sonic is a beast, just not kinda. he literally breaks through the spikes so theres no point of putting rows of them without manually adding an invisible and intangible hitbox fof which is rather tedious to do--and for enemies, well, they all serve as actual knockbacks for modern sonic (mainly the knight and the shield, but i will add more archers later) so it's not exactly a good idea if sonic cant actually jump over them without killing speed since he'll need at least a well-timed double jump to go over--at least that's the case for the shield, for the knight it will knock back sonic and need him to homing attack again to go forward; the latter would be an interesting idea but i'm gonna save that for later when i return to give CEZ more development.