Review: Clockwork Catastrophe
Aaah it feels good playing a level from a person who has been in the community for a rather long time. I can feel the difference.
The first thing that struck me was the music. Graphics... fit, nothing special, but MUSIC, DAMN, that almost sounds like Metal Gear Solid and fits amazingly well. The boss music is good, too. Good choice on both.
I have a feeling this review will be rather short because your level is the kind of level I like to play most and everything else will be just design-wise nitpicks, though.
Anyways, on to the praising:
I loved the events. Many people say that switch blocks are overused and should be banned. I don't think so. As long as the creator of the level provides a visible explanation to why the switch is crucial to hit, it's fine by me. And you did that really well. You showed the player a glimpse of where he'd have to go next every time he comes to one of these locked-away ways, which is great.
The switch puzzles themselves were also fun to play and not repetitive or just the same section back and forth (well, kinda), because you introduced a path locking behind you or an entire section changing, which adds so much to the gameplay!
The bosses were nothing too special. I don't like the colours of BoomBoom, but I think that's just me.
Here's the nitpicking I've talked about, since I didn't really find anything negative in this level except for these few things:

These saws tend to go crazy when not connected to an actual line and you get hit. I suggest you give them a set path, since, although it is rare, it is weird and with a path to follow they're not less of a threat. You could also make immobile ones but I don't know. Would kinda kill the flow, don't you think?

The podoboo effect goes in front of the lava fill tile. It's a minor complaint and always happens when podoboos are on slopes. The only way to fix this would be to move the slope or podoboo, but since it's a really minor thing, and it doesn't affect gameplay in the slightest, I don't care whether or not you'll change it.
Anything in the following spoilers is related to sizeables.

Checkpoints below sizeables put you on top of them upon respawning. If used the correct way, this feature is pretty useful. This is actually kind of a big deal because I don't know how you didn't notice. I suggest you move the sizeable a bit to the right. Then all this madness is fixed.

Just make the sizeable a bit shorter on both sides


And this one, which goes offscreen, a bit higher. This screen was taken in-game and I'm standing kiiinda out of bounds.
Yep, that's it.
I think we can go to the scores now:
Graphics: 3/3, just because it all fits.
Music: 2/2 Same reason.
Gameplay: 4/5 You can fix a few things here, especially the checkpoint. Please do that and I have nothing to bicker about. Then it'd get a 10/10.
BoomBoom spawning on the player wasn't an issue to me, but I think it wouldn't drag a full scorepoint off the review either. I didn't experience a lack with powerups either. The difficulty was perfect for me. You'll get
9/10
points, which brings your level to the BEST section, congrats.
People who like industrial levels, or at least levels themed after a factory-ish environment, and SMW levels, will surely enjoy this level. Recommendation given!
That's it from me. (whydidineedtomessupthefirstone)