Aquatic Temple, by Kuba11 - 8/10
This map kept me entertained the whole time. Good use of features and gimmicks rather than just 'jump up platforms to advance'. The attention to texturing suffered in some areas (some avoidable misalignment, use of CFALL in some places instead of GFALL, etc), which drops this one point.
Pipe Towers, by Fawfulfan - 6/10
Great use of Mario mode, but I would have liked to see some more creativity. While you removed the pipe sound, it probably should have been kept for transition between the underworld and overworld. I'm also pretty sure you can script up things like a multi-coin box that has fewer coins the longer you wait to hit it successive times, and blocks that 'punch', but don't give you anything (SOC an invisible object, and spawn a new one in the control sector).
Midnight Pass Zone Act 2, by KO.T.E - 7/10
Mostly your basic platforming. Meeting KOTE was interesting, but even that part was just jumping from sector to sector. LOVE the texturing effect of the waterfalls. Liked the pinch sequence at the end, but I'm sure you can do more there as well.
Red House by Ice - 6/10
Music transitions aren't handled smoothly. Why didn't you use polyobjects for the swinging doors? The spring in the fountain going right up into a small batch of spikes is pretty mean. Mystic, I think this guy's library needs some consideration. What do you MEAN nothing happens if I push Red off a cliff?! :)
Sonic Dumbventure - Volume 1: Donkey Kracken's Disasterous [sic] Quest, by D00D64 - 10/10
Once you fix the bugs and the issues with the castle section, this is Hall Of Fame material.