Oh, great, powerful, benevolent *insert all other forms of sucking up* Jazz, you have hosted a dedicated server!
Game Boy Valley Zone, X_X/10
It didn't work out as well as I thought it would.
Treehouse Sanctuary Zone, 5/10
Average. It has enough vertical variation, but each height is too flat. Also, it's weird that if you get in the water current, you have to jump down to get up out.
Grassy Pier Zone, 2/10
Well, it was huge, and it was flat. The wind helped with vertical variation, but it was too extreme, and it seemed to pick me up at places I wasn't expecting. Also, Homing Rings didn't help it at all, either.
Submerged Sanctuary Zone, 7/10
Surprisingly, my favorite in the division. It succeeds where Hydro Plant Zone fails. People actually fight each other in the water rather than staying at the top. It was kind of hard to get out of the water, though, and maybe that was a good thing, because I think that contributed to people staying underwater. And Random Monitors in the water fail; I got a Fire Shield. =/
Dark Fort Zone, 6/10
Played a bit above average. However, that Homing Ring really should have been a fourth Automatic Ring, as I promptly managed to make a rather cheap shot at JEV3. I think that maybe this had a bit too much platforming.
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Quicksand Forest Zone, Mario Kart DS/10
I thought that maybe a quicksand as an obstacle would be not too bad for Race, yet one part is far too punishing.
No Name Forest Zone, 6/10
Once you get the hang of it, it really plays kind of well. However, that last obstacle is rather annoying. Definitely better than Slumber Circuit Zone, though.
Warped Woods Zone, 7/10
The flaws of this map seem unearthed only under C lag. A couple of these jumps and hazards are a bit annoying under C lag, and that zig-zag final platforming section is just downright unfair under said lag. I actually had quite a bit of practice on this before a netgame, and I still ended up losing all three lives. Otherwise, it's quite solid. But for C lag's sake, you could lose maybe one or two of these hazards.
Game Boy Valley Zone, X_X/10
It didn't work out as well as I thought it would.
Treehouse Sanctuary Zone, 5/10
Average. It has enough vertical variation, but each height is too flat. Also, it's weird that if you get in the water current, you have to jump down to get up out.
Grassy Pier Zone, 2/10
Well, it was huge, and it was flat. The wind helped with vertical variation, but it was too extreme, and it seemed to pick me up at places I wasn't expecting. Also, Homing Rings didn't help it at all, either.
Submerged Sanctuary Zone, 7/10
Surprisingly, my favorite in the division. It succeeds where Hydro Plant Zone fails. People actually fight each other in the water rather than staying at the top. It was kind of hard to get out of the water, though, and maybe that was a good thing, because I think that contributed to people staying underwater. And Random Monitors in the water fail; I got a Fire Shield. =/
Dark Fort Zone, 6/10
Played a bit above average. However, that Homing Ring really should have been a fourth Automatic Ring, as I promptly managed to make a rather cheap shot at JEV3. I think that maybe this had a bit too much platforming.
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Quicksand Forest Zone, Mario Kart DS/10
I thought that maybe a quicksand as an obstacle would be not too bad for Race, yet one part is far too punishing.
No Name Forest Zone, 6/10
Once you get the hang of it, it really plays kind of well. However, that last obstacle is rather annoying. Definitely better than Slumber Circuit Zone, though.
Warped Woods Zone, 7/10
The flaws of this map seem unearthed only under C lag. A couple of these jumps and hazards are a bit annoying under C lag, and that zig-zag final platforming section is just downright unfair under said lag. I actually had quite a bit of practice on this before a netgame, and I still ended up losing all three lives. Otherwise, it's quite solid. But for C lag's sake, you could lose maybe one or two of these hazards.