For SP and CTF:
*****
Single Player
Green Canyon Zone by SonicMaster - 6/10
Playable with interesting parts.
Scenery: started great, ended interesting, but the middle: I felt "empty". Seems you rushed the middle part of the map. I felt the lack of a better scenery. You could put some waterfalls, rocks, trees... more details would help the player to get involved with the map.
I'd like to find some surprises, but the level flowed a tad repetitive.
That "growing-down-up" rock at 6000, 6350 doesn't make much sense. A floating tree trunk would be better.
Besides good points that people have already pointed out here, I liked "down-up" shatter block trick.
Aquatic Labyrinth Zone, Act 2 by Kuja - 8/10
Playable and enjoyable map with impressive parts
Challenging. A map must have a challenge, hard or easy, the challenge should be consistent and well proposed. Long length (huge map is huge). Simply I can't get bored.
Sometimes water colormap disturbs me to find an air burble (despair!), but I understood this plays a role in the challenge. In some points I almost got lost (specially SW part, near at -32000, 12700).
Needs a better path clearness; I know this is a labyrinth, but the "I can see where I should go" or at least "I can see the path" is important for player not to get frustrated or disoriented).
Floors that almost instantly squeezed me against the ceiling, but this is matter of skill.
That part "use yellow springs to pass or red one to death" was interesting (NW part). Well, I love when springs are well used. Same goes to -19400,24000.
Some places seem to have a chaotic texture palette (e.g.: near at 16000,-4000 and parts of open-air area). I think textures variate too much, unnecessarily, and I felt some textures fooled me (example: I step on CEIL3_1 or DEM1_3 and think "something bad will happen", nothing happens; I step on an innocent texture, the floor either falls or raises. On my opinion, textures should show what the material is made of and its behavior), but I believe you did so because you wanted to highlight details of scenery.
Also, I'm afraid some traps are incompatible to some characters (near at -24200, 13000: falling laser block; try to pass there using Tails).
I found a little "bug" at -15700,23300, FOF falls and "opens" a hole in chemical water.
The ending was epic.
Hidden Sanctuary Zone, Act 2 by Ice - 9/10
Impressive map
Beautiful. Excellent atmosphere, I can get involved with the map. It's a level created FOR Sonic, even.
Excellent scenery. Good Z-axis variation. I liked the light-shadow effects.
As I had said, I never saw gargoyles so happy. That "live-water" made me remember live-floor of Vibrant Vendetta Zone.
Glaber Base 5 by Glaber - 4/10
Almost playable map.
Good Z-axis variation. Good variety ("sometimes" scenery map variety too much; I'd prefer a theme more consistent). The map is not boring.
The main problem of this map is spacing and dimensioning (it's your problem), specially with crushers and paths that need to be enlarged (or when I face large and empty rooms). "Blind corner" death pit just after crushers not good (e.g.: at 800,1000).
Unavoidable enemy at 12900, -1950: Minus comes when I'm in mid-air after I go up springs.
Anyway, you are getting better with maps. Keep improving.
Cosmic Galaxy by verifiaman 3/10
Failed in some critical points (needs important corrections)
At the first sight I thought "Wow, good". But...
Falling laser block too fast (800,1200 and others), I had to thok and depend on lucky to not get hurt again (critical point: player must never depend on lucky). Invisible floor with invisible hole... not good: I know there's a hole in ceiling pointing where the invisible hole is, but it's not guessable at the bat.
Sometimes I lost controls because of zero-gravity (critical point: player must never lose the controls).
I felt paths are a tad chaotic and don't have a good movement flow, although having a good z-variation.
Scenery was well applied in whole map.
Try to improve the map, even. The map has a good proposal, I think you can make a great map from this idea.
Flooded Forest Zone by Cheese - 4/10
Almost playable map.
I love 2D maps for some reason (I loved Blown Fuse Zone by SonicMaster).
I didn't like this: I was squeezed against spike-ceiling at 2400,0; later I get skilled to escape in time. In same place, Skim started to drops bombs over me, but... how would I dodge it if I can't see the Skim?
Flying enemies, like Jetty-Syn Gunner, come from nowhere and shoot me. I think they must stand still.
Boss was a tad boring. You could SOC the boss or place a endlevel sign instead.
Factory Farce Zone, Act 1 by MattW_CFI 7/10
Playable and enjoyable map
Theme excellently well applied in whole map. Anti-gravity floor was FTW!
Minor thing: Short length; major thing: it was enjoyable.
Mill Citadel Zone, Act 2 by Ezer'Arch N/A
Well, it's my map; an AFAIL1 map! :D
Greenery Pass Zone, Act 2 by Knockout The Echidna 6/10
Playable with interesting parts.
Theme well applied in whole map. Good scenery. Interesting Z-variation.
Likely SonicMaster's map, I missed some thing that would make this map more interesting.
*****
Multiplayer Level Pack - CTF
MAPA3 - Geometric Void Zone by SonicMaster 7/10
Theme was well applied in whole map. Provides enough z-axis variety; and it's really clear that there are 3 main path levels.
The problem starts when I tried to memorize the map (I'd need a map to play the map) at the first try. Blue circular towers (that ones in main path) are there to disturb the map. Seems you tried to make something different, but they aren't there to help you memorize the map not even to give you a good flow movement, and "break" the player's view every time he gets into there.
The lower path goes straight from a base to other base, but there's a risk of falling into death pit.
You should make it more interesting, not a straight line.
MAPA4 - Diamondus CTF2 by Glaber 6/10
Aesthetically clean, beautiful. Scenic is not tiredness. Texture and color palette pleased me.
Paths are not so clear although they have an interesting z-axis variety. Platforms are not enough large for a good movement flow. The same goes for lakes and rivers. I think you could enlarge 25~50%.
I "discovered" an alternative path that goes straight from a base to other base. This almost killed whole map. Why would I use a harder path (main area) if I can use such path?
(Why every time I play this map, Sapphire Falls CTF Zone appears in my mind? -- winter version?)
MAPA5 - Illuminated City Zone by Cheese 6/10
The main path goes straight from a base to other base and there's nothing between bases (besides Metro/Underground entrance).
****
I have more things to say, but my time is over. O.o'