Anyway, I've reviewed through all the levels, and now I'm willing to give out my votes.
Match Rotation
Pac Man Zone by EternallyAries Red X - 5/10
There's quite a lot to say about this little map, my good friend Aries. First of all, out of the other match maps, it had surprisingly good playability long with reuseability. You took the port very close at hand, and you did a good job on that! It feels retro, to say the least. However, once again, it a whole bunch of random monitors, which are not a good idea for match, it creates an imbalance. (The WRMs and SRMs are there for a reason.. :P) Secondly, theres simnply a lot.. of well, rings. Lots of weapons rings and normal rings. I even saw the rail card twice, so something's telling me there probably more than one of every card in there. It's an interesting design Aries, but the item placement is a little off. Keep trying aries!
Oiler Outpost Zone by Katmint - 2/10
Well, this map was relatively.. small, despite having a lot of paths to go. On the other hand, you did get the theme well, I liked how you planned out the theme. There's not a lot of details though, and the pitfall from the oil rivers was not expected at all. I thought it was going to be some oil fall with a pitfall at the end. There's no room for sonic in this level really. However, I have to admit you tried to make an effort with it. Maybe add a little more room and some more detail and it could actually have some ground :)
Generic Field Zone by csmgiw - 3/10
Well, this level felt really open for not much of use. There was a lot of unused space in this level, along with a very small trace of rings that only appears to be somewhat fluent in the upper area. And that upper area must be reached by a series of small springs, followed by jumps. By looking at that, any player could be perhaps bombed or railed by someone below or above by then. Especially since the rail is above that upper area on a tall tower. There's also a second rail panel on a ledge that only Tails and Knuckles can get to (I tried using the red spring with Sonic, didn't work) So now Knuckles and Tails have a rail card at their disposal. I couldn't find some of the cards, but I don't mark score down for missing cards, because I honestly think missing cards can be a map feature too. But other than that, it was mostly an under-detailed and flat meadow with nothing to see really. Try adding more detail to the maps and make use of space next time? :)
Techno Rush Zone by KO.T.E - 6/10
This map.. first of all, has a lot of jumping, probably too much in fact. It kinda makes it hard for players to aim and shoot players while. I also saw the massive use of squares in this level (Reminds me of my joke called Square Zone) I liked how it was designed overall, but it was mostly hard to play in and navigate. All that jumping kinda bummed out the flow of the level.
CTF Rotation
Jungle Ruins by Kuba11 - 6/10
The first thing I noticed was the insane amount of detail in such a small space. It was so much that I could barely understand the level, ending up falling into little holes as well as hitting obstacles. The obstacles in this level as well as all the detailed kind of obstructed my view, as well as obstructing the flow of the whole level in general. However though, it also did well fitting the theme of the level, as well as making good use of its design with things like lava falls and water falls, and all that sorts. I could imagine some players lagging to Notre Dame on this level though. It has a neat use of using the colormaps to portray the theme. I mean, it's a really nice level! It's just too clustered to make sense of it.
Rush Flower Zone by Spherallic & KO.T.E - 8/10
This is more of a CTF level. I looked around and saw a lush atmosphere that was inviting, as well as not too clustered or heavily detailed. So, I hopped in the game. It flowed very well too! The immense detail was not obstructive, but rather constructive. It had a lot of places to go, as well as plenty of playability to it. It leaves a lot of options open for the player to go, which really helps a CTF level that finds it hard to hold the flag due to space. I also found this map is very vertical and dynamic, something you don't see every day! It's also got a nice balance of rings ans weapons, I found myself getting a lot of ammo though. The only issues I found really was how I sometimes found it hard to navigate my way back. All the rooms looked similar, meanwhile I tried looking for pointers as to show me which way was the base. Unfortunately, I couldn't. But other than that, this is a spectacular CTF level, great job!
Single-Player Rotation
On a personal note, it was really hard to judge this OLDC for this division, both maps were stupendous!
Sapphire Coast Zone, Act 2 by Blade - 9/10
Not going to lie, this was a beauty of a level. It had a perfect balance of movement, as well as a pretty atmosphere, with a nice music to go along with it! I found my self bouncing all around the place and exploring every nook and cranny of this level. It had a lot of secrets in it as well as a sweet balance between the enemies, difficulty, and the level itself. I did find a bunch of those rope hang wheel walls, I don't mark maps down because of little errors like that. But it would be advised to do a search for that kind of stuff before submitting :) One part those, I kept getting kind of lost in, it was around this fence. I hopped back over the fence, thinking it was the way through, as a fence is seemingly an obstacle that you must pass, to find out I was back where I started. However, the enemies were very interesting (Even though I've seen them before) I also noticed, that taking that shortcut over the fence from the start pretty much skips most of the level, turning it into a stubby one. But overall, this level is tremendous, a lot of work went into it, and a lot of points you'll get for it!
Egg Mansion Zone by KO.T.E - 10/10
Please be proud... This is the only 10 someone's gotten out of me. I wanted to end my judging with a very high note, so I chose this level last. I want to express how amazing it is now. But before I do that, I just want to get the little con out of the way, which is in honesty, VERY minute. The only little problem I had was trying to figure out a puzzle in a room, where I had to use a spring to get up with. I never though something would be like that. But aside from that, the fact of wanting to be at the top kind of drive me to the springs, which I found amazing. The number of gimmicks in this level is astounding, probably a lot more fun to play than the actual SEGA games, for once. It has many, many tricky puzzles and gimmicks that are not too hard on the player, along with a massive array of custom textures and pictures. Eggman even taunting you at some mistakes as well as traps made me actually smile, for all the detail you put into this level was phenomenal. I even went to the piano hoping walking on it would play something. (Of course it didn't, but it was a silly thought :P) I loved the use of all the textures, as well as the overall design of the level. IT felt like a true to blue Egg Mansion. Oh yeah, I also found the custom ghost enemies to be very nifty, how they only appear when you get somewhat close to the,. Probably one of the most creative custom enemies I ever saw in a level. This level in itself is creative! I had too much fun playing this level. This is, by far, my favourite single-player/coop map of all time. I couldn't imagine any other level that could top this.