I like the design of it, let me give you some ideas:
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- You can actually use sloped translucent FOFs for the waterslides now.
Making FOF slopes can be a little tricky because the slope acts like a 3D line - it starts at the control sector and continues going on forever.
So to set FOF slopes up correctly you need to make sure that if your slope is going in one direction you make sure that
your control sector is parallel to the sloped sector you want to make.
If you have any questions I can draw up a diagram explain it.
This is how other games with a similar engine to SRB2 do it, but I can probably change it to not have that infinite line behavior.
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You can make archways that make a curved effect by using multiple slopes -
Just like how people used to make tiny stairs to simulate slopes, now you can use tiny slopes to simulate CURVES
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- You seem to be using crystals that give off light, don't worry, I'll make it easier for you by adding in a dynamic light object that lights floors and walls so you don't have to manually make circular sectors (of course it's an artistic choice if you prefer sector based lights)
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- You can simulate DEFORMING WATER by using a similar method that wavy.wad in SRB2CB, you could use that to make a bunch of funky effects
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EDIT: More suggestions!
- Many people on this forum will criticize you for using long corridors and hallways, this is a problem many sonic fans criticize even in Sonic modern games
- Although the map format is room based, you don't have to feel restricted to only using long hallways that branch off of each other and merge.
- Something that would be cool is a place where you litterally have to figure out what direction to go in, an area that encourages exploration and more thought for the player, which in turn makes the level more fun as long as the large open area is not a maze or an empty room full of enemies.
Example:
You could make a large room with waterfalls down the side, and in the middle, an area that needs to be climbed up to get to another section of the map.
- Give the player large areas that are full of content yet give enough space to run around in to explore the area.
Give multiple ways to get up to the next area - instead of litterally putting a large set of floating blocks in the air(which is trivial and uninteresting for the player), how about if the player explores more he realizes that there's a sloped area which he can go up to reach higher ground
A cool thing to note: Slopes are easier to setup than stairs are, and are visually less distracting, a key thing you can do is have LOTS of vertical gameplay that most level designers didn't do before because it was too tedious & visually distracting to make stairs everywhere.
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Good luck, and feel free to ask for any feature requests for your level!