Absolutely hated this level, and I agree with Miyako on all accounts. From what I gathered, this level had somewhat of a "set path" that you have to follow in order to complete it. The problem was that it was too easy to miss items or areas, and wind up skipping necessary parts. For this reason, one could wind up stranded with no where to go(like the case of that save point). If you are going to make a forced path for the player to follow, then I would suggest disabling them from taking wrong paths with no return, only to find that they cannot continue. When a level is created like this, it becomes more frustrating then fun/rewarding. At that point, what is the purpose of even playing it? You tell me.
The level design had a unique feel to it, but it was rather bland. A bland design for a bland level; fitting I suppose.
Also, just as was said above, at least take the time to make a half-decent ending, instead of a half-assed one.
I appreciate the effort put in, and I give you props for that. But please, just give a thought to distinguishing between what makes a level enjoyable, and what makes a level annoying.
Good luck on future levels.