+2 for checkpoint prizes, only on a few maps though. I'd say Flower, City, and Chillroom seeing as they're the only ones that are really split into segments, even though most almost every other map has a checkpoint now. I don't think those maps need a buff in prize amount, so I'd just distribute the prize to the checkpoints, while keeping the end as the biggest reward. In fact, I'll be more specific:
Flower: CP1 - 100, CP2 - 150, CP3 - 300, CP4 - 450, Cp5 - 500 CP6 - 1000, End - 2500
City: CP1 - 100, CP2 - 150, CP3 - 200, CP4 - 250, CP5 - 350, CP6 - 450, CP7 - 500, CP8 - 600, End - 2400
Chillroom (oh boy): CP1 - 100, CP2 - 150, CP3 - 500, CP4 - 200, CP5 - 250, CP6 - 300, CP7 - 350, CP8 - 400, CP9 - 450, CP10 - 600, CP11 - 650, CP12 - 700, CP13 - 800, CP14 - 850, CP15 - 1000, CP16 - 1200, End - 1500
Apologies for formatting, that's probably a pain to look at, but I couldn't think of a better way to write it. Anyway, I tried to keep the prize amount consistently going up while having a minimum 100 meeble prize for the first checkpoint. This resulted in Chillroom having a much lower end prize than City and Flower, which is justified, in my opinion, by the fact that someone who beats CP12 and 14 in Chillroom is definitely going to beat CP16, while the other two maps are fully progressive in their difficulty, with the last CP being the hardest. One thing to note is CP3's prize in Chillroom, which is significantly higher than the prizes around it. Of course, this is because of the ridiculous difficulty of CP2.