on the lvl switch you have allready checked if the player is lvl 0, then u have a lvl 0 case.
and this does the same thing as your switch:
Code:
set_user_maxspeed(id, ( 20 * lvl ) + 320.0 )
client_cmd(id, "cl_forwardspeed %d", ( 20 * lvl ) + 320 )
client_cmd(id, "cl_sidespeed %d", ( 20 * lvl ) + 320 )
client_cmd(id, "cl_backspeed %d", ( 20 * lvl ) + 320 )