Hello, and welcome to distractionware. I myself was new about 3 weeks ago, so I know how it feels to post for the first time. That being said, don't write that your map is lazy in your post if you want anyone to play it... this is marketing 101. My suggestion is instead to actually give some visual appeal to your level. USE DIRECT MODE!!! This takes time, but your level is only one room. This means that by making that one room visually appealing, you have made the entire level visually appealing. Pretty easy! Here is an idea I had for this purpose:
A few semantics...
1. Do not put the word "cool" in your summary description. Players will enjoy the level more if they make that conclusion on their own.
2. This is REALLY IMPORTANT. Do not refer to your level as a puzzle level, because it isn't. My definition of a puzzle is a situation where you don't know how to proceed. Your level only has one path, so please don't call it a puzzle.
I'm sorry for overwhelming you, but the reason I'm giving you so much negative feedback is that I you have so much potental as a level designer. Here's why:
1. You included conveyers, gravity lines and enemies in your one room. This may not seem like much, but a good one room level should encapsulate all of VVVVVV, which yours did.
2. You gave your level two halves. This was a great way to break up the level. The music change helped make your one room feel like two.
3. Most importantly, you didn't put stupid difficulty in your level. There is a difference between good hard and bad hard, and you clearly used good hard. Thank you for not making 2-block openings surrounded by spikes!!!
All in all, this was a great start. Please don't stop making levels, because then I would have wasted an hour giving you feedback.