Wow. This is, without a doubt, the most fun I've had judging a single player contest. Phenomenal maps, obviously with the standard stinkers. I think there are more high marks this contest than I've ever done for single player.
Elven Peaks Zone by Chrome - 7/10
This stage is well-made but majorly lacking a gimmick. I actually liked the Eggman monitors, and I really liked the sections where the holes in the floor would lead to the lower level where the holes make up the platforms. I really didn't like the Crawla Commander at the end, as it made for a cheap hit when you fall down from the upper floor as you can't see it. If you could come up with original stuff to add, this zone could easily get into the 8-9 territory.
Adventure Island Zone by fawfulfan - 4/10
This is an average map, with unnecessary adventure mode dropping it a point (thank god for the console to turn that awful analog control off). There were some clever ideas placed in here that really should be expanded upon instead of the adventure mode aspects. The bouncy mushrooms could make for a really interesting level design, and the excessively fast lifts could make for some interesting vertical gameplay. Instead, you went with button hunting, probably the worst idea you could go with.
Sand Valley by Nathan Speed - 2/10
And another example of why 2D mode sucks. This time, we've got some clever ideas to go with it, as well as a spring routine that frequently breaks and renders the level uncompletable, along with plenty of instant death hazards and other things the player cannot see before they die. It's impossible to tell where falling will kill you and where falling is necessary to continue. The score is so low because I had to play through the stage 3 times just to complete it because of the bugged springs. Test your map before submitting, please.
Green Hill Zone by Koni - 5/10
This map is pretty average. I really like the monkey badnik, and the use of alternate paths is quite effective. However, there are a lot of places where the player has to jump into holes to continue without being able to see the bottom, and the level is seriously lacking in stage design gimmicks. Also, a huge amount of the stage involves running on small passages with enemies. Open up the stage a little and give the player more space and it would improve this tremendously.
Blown Fuse Zone by SonicMaster - 7/10
Well, quite creative use of 2D mode to get around several of the major problems with 2D mode. By interrupting the flow with blue springs and other obstacles that disrupt the player's movement, you've eliminated the cheap deaths and issues with the camera that plague 2D mode, allowing us to actually play the level instead of fight the camera. The level itself is quite creative, with some great gimmicks and cool background scenery. The only problem with it is that there is a major reliance on teleports, which could have been avoided with creative use of the warp tubes to get from one section to the next instead. Also, it's possible to fall down into a hole and get stuck as Sonic in one of the sections. Great job, though. You've managed to succeed at making a good 2D map. I salute you for your effort.
End of Year NiGHTS by Glaber - 5/10
This is a perfectly competent, fun Nights stage except for one huge, extreme glaring flaw that nearly ruins the whole level. The spawn point is not a visible temple, and is instead a black textured floor that's impossible to see unless you know it's there. This caused me to spend ages flying around looking for the end of the level going in circles until I figured it out, and even then it's fidgety and hard to do. You NEED a visible temple in Nights stages. We do that so the player knows where they have to land to go to the next mare. This stage could have been an easy 7-8 if it weren't for that major problem. Other issues are that it's hard to gain any speed, constantly turning in specific areas and paralooping constantly. The scenery is quite nice, and I really like the second mare actually requiring you grab a ring box to get enough rings to pass the stage.
Hydro Plant Zone by verifiaman - 3/10
Okay, it's obvious that you put forth a lot of effort making this stage, and in many places, it really shows. There is a lot of territory here with lots of rooms and a few well-designed ideas. The map falls down, however, when it comes to populating these clever rooms with enemies and powerups, or should I say, populating these rooms with enemies. The only extra life I obtained in this stage was from collecting 100 rings, and the only secret items I ever found for going off the beaten path were an emerald token and a Chaos Emerald. Frequently I was killed off for being clever and trying to sneak into rooms that looked like they had secrets. You need to place powerups and other hidden goodies in the stage. Otherwise it's just long and difficult. Also, you have a major problem with those grate textures not matching up with the collision for them. Some of them are really tall and you walk through them, others are really short and you walk well above them. The visuals should match up with what actually stops you from moving.
Sunset Strand Zone, Act 1 by Azure Hawk - 6/10
Well, this level is short and there's not much here, but what you have is pretty well made. There are a few passages that are far too skinny, and there really needs to be more to look at off the beaten path. This would make a good introductory stage for a mod, but not much else.
Aquatic Labyrinth Zone, Act 1 by Kuja - 10/10
Well, this was a shock. I loved this map. While it's not really perfect, it's high enough up there that anything less than a 10 just feels like injustice. I loved the gimmick usage, with plenty of rooms, content, alternate paths, and just so much epic win that I beat it and immediately wanted to play again. I especially liked how when I went back for the alternate path, the alternate path had a completely different gimmick than the main path. A few nitpicks: The framerate in that switch room could use some definite work, and the switches don't always work correctly in there. I don't like the usage of teleports, despite knowing why they were used, I feel I have to point that out. It can be a bit hard to see the air bubbles with the texturing, but I don't really know what could be done about that. Overall I was blown away. Keep up the good work.
Forever Forest Zone, Act 2 by BlueZero4 - 7/10
I really don't know how to judge this. It's not really a Sonic level as much as a little world to explore. It's nicely done, with atmospheric music and visuals. I almost feel like this would play better with no rings or HUD. However, it's not really a Sonic stage. I quite enjoyed the level, but it would be better served in a mod designed for exploration with exploration-based goals, not a level design contest for Sonic levels.
Death Egg Zone, Act 2 by Blade T. Hedgehog - 9/10
Wow. This level is awesome. Even better gimmicks than Aquatic Labyrinth with the difficulty and visuals to match. There is one major problem that needs to be addressed before this could get a 10: The red/yellow/green platform gimmick is a cool idea, but you need to show the player what the platforms do before you put those platforms over a bottomless pit. Finding out the red platform was intangible over a bottomless pit was a meaningless death, and was just dumb. Maybe put a section earlier in the stage where the player would jump on the platform over a floor so they know not to step on them before they get there or something. Otherwise, this level was extraordinary. I really loved the breakable yellow walls and the laser sections, as well as the high difficulty that never felt unfair.
Greenery Pass Zone by Knockout the Echidna - 6/10
While this isn't bad, it's really just so short and there's so little here. Like Sunset Strand, this would make a good introductory level to a mod, but isn't a particularly great standalone map without any gimmicks. I would suggest making the water translucent, because there are a few bottomless pits down there and I fell to my death without being able to see it. Visually I like the texturing but it could seriously use some more scenery things. A solid, if boring, stage.
Anyhow, thanks a ton, all who entered this contest. It's been a long time since I spent an afternoon just playing SRB2 and having fun.