Alright, first time giving level design feedback in a long time.
- The brick texture you're using for the level looks bad when it's tiled over large walls. The big wall near the end of the course specifically comes to mind.
- The first zip pad gives me enough speed that I soar over the edge when I hit the slope straight-on. Also if I try to turn.
- Roly doesn't have good camera control, so I want to have a good view of the course ahead of me while playing. The frequent U-turns in the level (as well as the large hill) make that difficult. IIRC what the main game does is it presents the U-turn surface well and makes it clear how you ought to approach it, so that you're fairly confident that you can know how to do the section and will exit the section safely and have enough time to react to what's in front of you. A lot of the stuff in this level was hard to react to the first time.
- The panel that bounces you off the angled wall before you go through the wooden colonnade-thing doesn't line you up right. I always end up going to the left side of the colonnade rather than through it.
- And for a general critique of your approach to the level: I know from SRB2 I'm used to wanting to have a lot of content packed into a single level. In RPP, I think the gameplay is built so that you stretch that same wealth of content over an entire 18-hole tour, with each hole being an exploration of a single gameplay challenge. You're using zip pads here a lot, and I think that's because the level is fairly long and you want the player to not need to re-shoot. I think that you'd generally want the player's momentum from the initial shoot to be enough to finish the level, and you'd speed them up with downhill slopes here and there. I would personally save zip pads for a gimmick.
Whoops. That's kindof a lot of feedback.