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Here is the general idea of what i want my level to be.

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Enemies are scattered around the level, with the blue blocks representing cars.

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Here is my finished level

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To stop the player going out of bounds, i added mountains that restrict the player from going beyond them

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Here a platform would fall when the player steps on it, forcing them to think quickly and use the grapple to swing onto the next platform. I used a teleport to show this.

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Huts that aren't connected to a walkway are connected via going into the mountain. The entrance is at the top of the mountain.

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The platforms are wooden planks held up by wooden beams, not sturdy at all. Some parts of the beams can fall and then lead the player to find another path through climbing or use of a grappling hook.

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My level is going to be a small mountain with man-made structures on it, for example small huts like i made here. These huts and platforms have been made so that the enemies can occupy the mountain and stop the protagonist from getting the treasure at the top.

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Uncharted features interesting environments that compliment the gameplay, for example climbing the falling train in Uncharted 2

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Uncharted levels usually feature parts of the environment that allow you to take out enemies stealthily, for example bushes that you can hide bodies in.

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combat is a big part of uncharted levels, usually facing you against alot of enemies which you can normally either tackle stealthily or guns blazing.

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Uncharted is always implementing new mechanics that give the player new ways to traverse the level, for example in Uncharted 4 the grappling hook.

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Uncharted levels always have some sort of fast-paced action.

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Uncharted 4: A Thief's End - Best Chase In Gaming History

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Uncharted always incorporates puzzles in it's levels.

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Uncharted levels normally include a big area of interest which would naturally guide the player to it.

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Climbing in uncharted levels allow the player to discover a new level of verticality allowing for more interesting levels rather than flat planes.