Gameplay:
I like the idea of putting both carrots into a more dangerous area like the RF/Seek PU zones, that way you can’t just run around the level and collect carrots without much risk like in other battle levels of this size. I don’t know whether such long open paths are a good or bad thing since I haven’t played an actual game in the level, but it’s good that there’s no place that’s easy to camp in this level, you always have to be on the run. You can shoot bouncers up from 65,22 but it’s the same situation as trying to camp the Seek PU, you could get hit by someone from the other side. You can speed up your rabbit to get temporarily stuck at 153,7 and spam ammo there fast at another angle and surprise people coming from the left.
Ammo placement:
In the top area there’s an empty space that’s too big, there should be at least some ammo there. There’s nothing left to say about the placement, there’s ammo of all kinds spread balancedly throughout the level. The 3 powerups are in different areas of the level which counts for basically all new levels nowadays, but nevertheless good to mention.
Eyecandy:
As good as possible with this tileset, I like the fact that there aren’t hundreds of annoying leaves flying in the foreground like in other Diamondus levels, shows that the level isn’t eyecandy-based. I like the idea of using caves as a background rather than the usual mountains. The cave feeling could be a bit more realistic if there were more caves in layer 5 around the level.
@Glados: In any level with a seeker pu it would be camped a lot. The good thing in this level is that the seek PU can be taken from two sides so it’s harder to camp. By tilebugs you probably meant the perfectly flat ground at 14,57 looks a bit odd. It’s the only way to make surface ground tiles with gems though. It’s okay if it’s done on purpose, it’s only in 2 places.
Rating: It’s a nice level, I recommend downloading it and give it an 8.1.