I'm afraid I haven't the time to post the same in-depth commentaries I have in the past, but I want to at least get the ratings and the most important of the comments out.
If I manage to join any more contest servers, the scores may be subject to change.
====MULTIPLAYER=====
All played as Tails in a netgame of 3-5
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Match Levels:
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Boringe 3/10
The level itself was solid, but what would have been an average and generic setup ended up being ignored with everyone running to a point pad and bunny-hopping until someone drove them off. Penalizing the player by removing points in your previous map was an interesting gimmick, this one did not fit so well into the gameplay.
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Toxic Plant 7/10:
This was a very enjoyable level, though the homing ring was probably not the best choice for a weapon because it was either useless in the open areas, or cheap in the interior areas. There were some areas where things would end up getting crammed into a small area, but overall the layout was very interesting offering several levels of play in a relatively small area.
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Rook's Valley 4/10:
This was the only match map the use the asset pack, and although it looked a bit better as a result, it really didn't have anything new in terms of visuals. The auto-rail combination became infuriatingly abusive, being easily obtained and with the map being open enough for a slow player to be quickly dispatched with little to no effort. Furthermore, the teleport in the pit was too easy to use. The actual layout offered very little to affect the gameplay as much as the auto-rail and the teleport.
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Destiny Islands 3/10:
The level is huge and intricately decorated, but unfortunately it is far too big to offer any real gameplay. Most of the match was spent trying to find the other players, or admiring the scenery. For that reason, I could easily imagine this being played quite effectively in Jazz's tag mod after a few things were polished.
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Castle De Space 4/10
The visuals were stunning, too stunning actually. The match lasted all of two minutes before everybody decided to go sightseeing instead of hunting for the other players. The cloud region in the upper area was unexpected, and I did not even see the dungeon until someone pointed it out to me. Frankly, I believe you entered this in the wrong gametype, this should have been a NiGHTS (SP) map. All you need is a track that will take the player through all of that scenery and item placement that feels natural and not simple zig-zagging. Using some of those areas to hide secrets and promote exploration when the player is not NiGHTS, and you could have a very competent SP entry.
I regret that I have to judge this as an MP entry, but as one, it was way too big and was far more focused on the visuals than the gameplay.
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Circut Levels:
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Heavenly Fountain 5/10:
I expected to have an advantage here, playing as Tails, but I was generally better off platforming. The layout was confusing and some of the areas were a bit small to shoot for in a full-speed circuit (even in flight). The hallways were very tight and the waterslide simply did not give you enough control to avoid the teleporters. Unfortunately, this level also showed the worst of what the asset pack had to offer, but that had nothing to do with the gameplay.
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Aqueduct Circut 6/10:
This level was quite enjoyable and quite decent looking for a circuit map. Unfortunately, the level was streamlined to the point where it didn't really feel like there was any more emphasis on platforming than there was on simply running. The flowing water hazard was clever, but ended up just encouraging the players to thok (or spinfly) more than affecting the gameplay. Nevertheless, it was an enjoyable experience.
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CTF Levels:
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Space Base 4/10:
This map was large to a fault. This was not due to there being many complex areas, but to each area being so open. In the end, it came down to running as fast as possible across an open area without getting shot. The only real depth to the level was in the asteroids, which may have well just been large platforms over the death pit.
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Overheated Zone 5/10:
The level seems fairly basic, even with the base stuffed away in the cave, but the lava caves and the side path guaranteed that there would be no conflict, or finding the flag for that matter, unless it was in the main path. Except as a hiding spot, most of the other areas ended up useless because there always seemed to be a faster way of getting through, and none of them really end up being the back door a sneaky player may have been looking for. The level needs to be streamlined and much more organized, with the paths made to either serve an active purpose, or otherwise be removed.
====SINGLEPLAYER=====
Each stage has been played 3-5 times as Sonic
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New Super Mario Zone: 2/10
I commend you for using new graphics almost exclusively, which is something almost no other map I've seen has tried to do, but because they were poorly ripped mario textures, they didn't help the stage much. The structure was very decorative and aesthetically pleasing, unfortunately the limitations of 2d mode were only made more frustrating to the point of being unplayable by this level.
Popping the '?' blocks was awkward, being that I was forced to hit them on the edge or otherwise bounce off harmlessly. The fact that they were so small made these even more difficult to hit. The shatter blocks were even worse, and I spent far too much time actually trying to hit the block rather than using the item inside it.
All of the enemies were simply pixellated recolors, so the paratroopas ended up dropping bombs and piranha plants were shooting bullets, which didn't make sense. The excess amount of these in some areas made it difficult to progress, but these never were a problem compared to the platforming which demanded that you either reach a ridiculously small area or make a leap of faith.
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Mr. E Special Stage 3/10
These special stages are difficult to enjoy simply because collecting rings is always much more of a chore in SRB2's physics than in the old Sonic games (or even some of the newer ones). The fact that most of the stage revolved around running in the square led me at first to believe that it was simply a modification of the first special stage in Vanilla SRB2. However, the obscene ring requirements made it far more frustrating and the layout was not at all rewarding, so I never did manage to complete the map.
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North Pole Factory 6/10
This level reminded me just what I hated about the Christmas themes in SRB2. The laid-back music was hard to play to so I ended up changing the tunes to Sunken Factory which felt more natural, and the textures were incredibly lacking in variety. None of these had an effect on the score, but they may have hurt the experience if only because I'm so biased against the look of the level.
The level had several interesting gimmicks and they were all solidly put together. There really isn't much to say. The falling gifts felt like there simply wasn't enough there, and there were many moments where I was wishing there was just a little bit more elements of a North Pole Factory rather than just a normal factory with a cold exterior. The map itself it quite average. Well-made, but not outstanding nor terrible in any aspect.
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Sapphire Coast Act2 6/10
As much as I hate the SA style cliff textures, this level does a far better job of showing them off than anywhere else I've seen. The spring badniks were a great deal of fun and offered an interesting kind of hazard, without really being a threat.
As with the last level, there really is not much to say. It is a basic level with nothing noteworthy in terms of platforming. Everything is solid though, and it is simply an average level.
And since you forgot the level header, I, like everyone else, just picked out my favorite tunes. Although it feels really odd playing through the level to the tune of Tempest Valley. =P
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Sorry for not going as in-depth, but there should be some helpful details for your future level design. I seriously want to see Castle De Space as a NiGHTS stage and Destiny Islands optimized as a tag map. They may not have been great MP entries, but they show a lot of promise for some other kind of gameplay if you are willing to implement it.