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For examples of good levels, right now I'd suggest looking at the original game, anything by Silverwind, and Obstacle Course.
Ah, that makes me swell with pride.
In answer to your question Korithus Zithus, different people look for different things in a level. There are those who prefer a good challenge rather than a pleasant walk through of a level, like Crono. And there are those who prefer a complex assortment of sprites rather than a series of nicely decorated, but not very essential passageways, like Cheleball. Finding a balanced mix to these things is the key to creating a good level.
There's one thing that everyone likes though, at least almost everyone, and that's detail. I could go hours on end (if I had hours on end) creating a level and not adding any enemies to it, simply focusing on detail, and I'd love every minute of it! Detail is something you can never have enough of. You can always add one more cluster of rocks in the Volcano, or a few more bushes and shrubs in the Forest. What I really like about detail is that everybody has their own unique style. Cheleball gave us a beautiful and exotic world to explore when he made "Obstacle Course", using a fantastic array of colours that make the level seem strange and alien. Dogbert created an awesome mix of the Forest and the Factory zones in "The Abandoned Factory". Which has you brave your way through a wonderfully creative map while you're surrounded by the elements of both the two combined areas at once.
Then there are those like me, who prefer Lar's way of decorating a level. I stick to the basics for the most part, but make sure to cram as much eye candy into every level I make as possible. And of course, you develop your own style as you begin to create more levels, so you'll get better and new ideas as you progress in skill. In fact, looking back on "The Epic Of Sketch" and comparing it to one of the new levels I've got in the wings, I think "blah!" (and incase anyone's wondering, no, it's not TCOC. Sadly that level won't have as much detail in it, since most of it takes place in a man made structure I have a huge limit on which walls I can use. )
Well, I hope that helped.
Oh, and I nearly forgot. Your level was cool! It had difficulty, detail and depth, the three D's of level design! I hope we'll be seeing more levels from you in the future.