Overall really neat level, the idea is original and i liked the creative use of the level.
3 technical things that I would suggest you to fix:
Major issue: installation instructions are wrong, in mis interiors point to data/interiors/anlcz but instructions it says data/anclz
Please use the instructions I have in my signature to were place custom interiors, textures don't have to be in same folder as dif files as long as they are in interiors_pq.
Red texture in your last image is missing and it just displays it as white.
Level preview image is missing, just use crtl+p while ingame to take a picture for level
Some guy that does DTS shapes and levels.
AWESOME timeHINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else
Nothing that interesting, too many gems I think. You forgot to add bounds to this level.
Avoid The Bricks!
Pretty cool, but a help trigger explaining that the super jumps were weak would have been nice. I also think that the moving platforms should start and end completely off of the platforms if they move back to the start in a split second. You forgot to add bounds to this level.
The Time Penalty boss battle!
I think 15 seconds should be the maximum amount for a time penalty, otherwise it's pretty much an out of bounds trigger. Speaking of which, you forgot to add bounds to this level.
My review of The Ruins of PQ:
I'd like to see a larger level expanding on this idea of, well, the ruins of PQ. Maybe one that has pieces of other levels in a ruined but still functional state, that work in a different way than they originally did.
The level needs bounds.
I think a more open level (as in, a level that has many more than one clear path to take) could work pretty well with the vines as an exploration level.
The teleport triggers seem too small though, and I don't think it would hurt to make them faster as well. A PhysMod trigger surrounding the vine that makes gravity negative might be better than a teleport trigger.
I think there needs to be a wall blocking the marble from falling off of the ledge to the left of the first gem that's on top. The first thing I did was go all the way to the end along the top and went to the finish before I realized that I wasn't supposed to do that at all. In general, more terrain around things like the start and end would probably make the level more immersive.
The way to the Easter egg is neat, but too easy to find, I think.
Not bad! A few things:
-5 minutes is too long in my opinion. For the size of the level, maybe make it 3 minutes.
-There's a spawn point on top of one of the platinum gems, I'd place that somewhere else (or even better would be to remove the platinum gems completely)
-There's a small misallignment between 2 of the interiors. Aside from that I do like the placement of the interiors, it gives that feeling of an open space & looks good. Too bad that there's only one path back and forth that has gems on it, it'd be better to have more paths between the interiors & have the gems more spread out.
The level might work better as a collection level. A hunt level needs to have more paths to take between the gem spawns.