Without having played World of Warcraft, I have no idea how similar this level is to any canonical Raz'goth.
It must be said that the background looks fantastic. The yellow/pink from The Crackdown return, yet perhaps even more extreme. I think you could lean into the curve of the sky a bit by having the trees go higher up at the sides of the background, and lower down in the center, but that's hard to achieve with Diamondus. Layer 4 mostly works with the background colors, including the altered sprite palette—though the carrots are rather hard to see, despite the lighting—but I do dislike the background foliage in layer 5. There's too much contrast in every tile with the constant interplays of black leaves and bright yellow/pink background. The walls are decent but a little too close to the same single wall tile filled in everywhere.
I'm not quite sure what I make of the tar pits. They're fine, they don't get in the way, they just don't feel useful either. There's nowhere you have to use the tar pits to get to, you could always go by land if you wanted. There are no obvious goodies lurking down there. Further inspection reveals there's a coin warp, but it's invisible, and the carrot it takes you to is also invisible, so there's no way for players to know what they're getting. Isla de Meurta is a better example of how to use water like this, I think.
Above the tar pits, there's not much to say about the layout… it's big platforms that don't really suggest to me that much thought was put into them, similar to Lemondrop Labyrinth. There could be more ammo pickups in general. The replaced blaster animation is cool, the bouncer animation makes less sense.
Apart from the black leaves, this level looks great and is fun to vibe in, especially with the wacky music. But it doesn't have the gameplay to back it up. I would hang out here but I would not fight here. I'd be interested to see someone else take a crack at the tar pit idea, though…