Okay, so I watched the video a couple of times. Here's my traditional constructive criticism; I'm very happy to see that this is looking challenging, to say the very least. However, the enemy usage could use some work. Here's what I noticed; there were two sections in the stage with a whole bunch of those jellyfish like enemies, along with the spiders that come from the top of the screen. Regarding the jellyfish, there are way too many of them. I thought that they were tedious enough to kill and move forward from in the original game, and you only had to deal with them on one screen. At least there aren't too many pits to fall in in those sections, especially considering the spiders are also there, which, if there were a lot of pits, I would probably have to hunt you down out of anger, because both the jellyfish and spiders knocked me into pits so much in the original game, and I'm not going to take well to that sort anger again, just welcoming it from my doorstep, into my house, if you will. But other than that, those two sections are kind of repetitive. The only enemies you see in those sections are the spiders and jellyfish. Why not try putting skull statues, or those skeletons that swing swords? You should especially consider utilizing those owl enemies there, because I think I only saw one owl in the entire stage. It would make those sections a lot more interesting. But the thing that would make the owls interesting in those sections is that you may not necessarily have an opportunity to kill them as they spawn, making your timing to hit all the more critical. Some things you should consider, because a lot of the enemies seem to me like they were placed for the sake of putting enemies on screen, as opposed to having clever level design in mind. One thing I really liked though, was how you jumped down to one platform, and had to time it carefully to take out that sword-welding skeleton before it knocked you off. That's clever, and also interesting level design. It would be a good idea to do something similar with a skull statue somewhere. Whatever you do though, absolutely do not place spiders to come down where stairs are. That was a terrible design choice in the original game on level 7 in the Alucard path. If you do that, we will have a problem... are we clear...? Good. Overall, I feel like this level still needs a lot of work. I see the way the platforms are placed, and there's definitely potential for much more interesting enemy placement. And as for the Ancient Causeway at the end... no need to change the music there. It's perfect. The most fitting track you could ever ask for. Doesn't that bright blue sky go so well in synchronization with the uplifting, mellow, and peaceful tone of the Haunted Ship music?
If I could also give some comments about the Sieged Tower, I think there should be more enemies there. That's all I really have to say on that matter. The Ancient Causeway, from what little I saw from it, looked great.