I'm bringing this up because a lot of people seem to have different opinions on what's wrong with this level and what isn't. I'll start first.
Castle Eggman Zone 2 has a lot of different ideas at play with multiple gimmicks that allow it to stand out from the rest of the herd. Themetically it's cool and it can be agreed that its aesthetics are passable, if not solid.
Where this level falls apart and becomes a tedious mess is the way its level is structured and how it deals with player failure. Most of the levels in this area are legitimately challenging, but whenever the player falls off of the path, they are either killed instantly or sent back to the beginning of the room. The player has to go through a lot of these rooms before making it to the end, so what could have been seen as a unique and creative level comes off instead as a tedious (sometimes frustrating) and never-ending obstacle course.
The concepts themselves are fine, but the entire level needs condensing into something that is multilinear and doesn't require over five minutes for the average player to complete. You could easily merge multiple rooms into one by turning whatever bottomless pit rooms you have into segues to "lower-path" rooms, akin to a lot of Sonic 2's level design. By doing this you reduce the difficulty and length of the level while still keeping the challenges and expansiveness of the castle intact.
Castle Eggman Zone 2 has a lot of different ideas at play with multiple gimmicks that allow it to stand out from the rest of the herd. Themetically it's cool and it can be agreed that its aesthetics are passable, if not solid.
Where this level falls apart and becomes a tedious mess is the way its level is structured and how it deals with player failure. Most of the levels in this area are legitimately challenging, but whenever the player falls off of the path, they are either killed instantly or sent back to the beginning of the room. The player has to go through a lot of these rooms before making it to the end, so what could have been seen as a unique and creative level comes off instead as a tedious (sometimes frustrating) and never-ending obstacle course.
The concepts themselves are fine, but the entire level needs condensing into something that is multilinear and doesn't require over five minutes for the average player to complete. You could easily merge multiple rooms into one by turning whatever bottomless pit rooms you have into segues to "lower-path" rooms, akin to a lot of Sonic 2's level design. By doing this you reduce the difficulty and length of the level while still keeping the challenges and expansiveness of the castle intact.