The overwhelming impression I get from this level is huge. It’s rare to be in a spot where ceilings are a concern: instead, the planes of the outside areas are separated by a significant vertical space, and the inside area has a lot of tall, open halls. Even some of the horizontals feel a bit stretched out, suggesting a level that’s trying to accommodate a larger number of players without significantly modifying the layout principles of a smaller map. The outsides are especially empty in this regard: all that height, and yet only two floors, each made up of one-tile-thin wooden platforms. There’s a lot more substance in the center, though, to be fair.
What I do quite like is the commitment to being a Pit Level and not just a level that happens to have a pit somewhere. The use of orange leaves around the edges to indicate “this is where it’s unsafe to fall” is quite welcome, and also there’s a bunch of ice ammo (even a powerup!) near the bottom, to make it easier to get your opponents to fall in. I’m not sure without playtesting how likely people are to be in the bottom corners, though the presence of copters and carrots should help… on the other hand, there are other carrots elsewhere… dunno. But it’s a solid design decision.
The graphics are generally pretty solid and it’s mostly easy to tell walls from background, though the thin branches do have some trouble standing out. I’m unsure about the rampant bright orange and green, however. It’s distinctive but maybe not actually pleasant to look at?