Okay, let me to post my review.
(firstly, I can guarantee I played at least 3 times these maps on MS with other players)
MAPA8 - Heavenly Fountain Zone by SonicMaster
Technical issues: runs very well, no lags, errors, unclosed sector or visible missing textures. Nothing bad found.
Theme and scenery: Adopted scenery is uniform along the whole map. But... if the theme is a "Fountain", I think that fountain should receive more importance... that looks like a yet-another-scenic element; anyway this is a minor issue. I think the gray texture pallet made this map a tad depressing...
Regarding to visibility, I doubt you would get lost in that map, the few problems I found about visibility are: 1) first death pit just after Player start is hard to see: I remember when we played the map, the first thing that almost everyone did was to fall into death pit. 2) Just after teleporter corridor, it's hard to see where you'll land: the first thing that comes up to my mind is "I will fall into death pit?!"
Paths and Flow: This is the most important thing of race (ORLY?!)
Narrow tunnel breaks the flow: height steps forces Sonic player to thok desperately.
Fountain breaks the flow, too: if you are using Sonic or Knuckles you have to stop or slow down if you use the fountain. It's a interesting trick, but you have to do some tries to perform it perfectly... what's not good for a circuit map.
Teleporter corridor fits very well for Sonic - but if Tails falls in water, it's almost impossible to dodge teleporters. If you're using Tails, before this corridor, you have to stop, aim, spin and fly to pass it.
I don't know if this was intended: Tails can go straight from 1st checkpoint to 2nd checkpoint without using that narrow tunnel.
Gameplay: It's a playable and enjoyable map. You used good tricks but I think you could make it more interesting.
Rating: 7/10
MAPA9 - Aqueduct Circuit Zone by Ezer.Arch
I think I don't have so much to say...
This map came from an idea that almost whole circuit is covered by water. Even so it's possible to develop speed. There are various kinds of obstacles to face along circuit, some members have pointed out some of them here.
I have to admit I hadn't expended enough time planning it (was my fault, really). I had done some sketches in paper first, later I sat down and started to draw pieces and placed them forming a path.
I'll stop here... Thanks for judging.
Rating: *poses for a photo*/10
(firstly, I can guarantee I played at least 3 times these maps on MS with other players)
MAPA8 - Heavenly Fountain Zone by SonicMaster
Technical issues: runs very well, no lags, errors, unclosed sector or visible missing textures. Nothing bad found.
Theme and scenery: Adopted scenery is uniform along the whole map. But... if the theme is a "Fountain", I think that fountain should receive more importance... that looks like a yet-another-scenic element; anyway this is a minor issue. I think the gray texture pallet made this map a tad depressing...
Regarding to visibility, I doubt you would get lost in that map, the few problems I found about visibility are: 1) first death pit just after Player start is hard to see: I remember when we played the map, the first thing that almost everyone did was to fall into death pit. 2) Just after teleporter corridor, it's hard to see where you'll land: the first thing that comes up to my mind is "I will fall into death pit?!"
Paths and Flow: This is the most important thing of race (ORLY?!)
Narrow tunnel breaks the flow: height steps forces Sonic player to thok desperately.
Fountain breaks the flow, too: if you are using Sonic or Knuckles you have to stop or slow down if you use the fountain. It's a interesting trick, but you have to do some tries to perform it perfectly... what's not good for a circuit map.
Teleporter corridor fits very well for Sonic - but if Tails falls in water, it's almost impossible to dodge teleporters. If you're using Tails, before this corridor, you have to stop, aim, spin and fly to pass it.
I don't know if this was intended: Tails can go straight from 1st checkpoint to 2nd checkpoint without using that narrow tunnel.
Gameplay: It's a playable and enjoyable map. You used good tricks but I think you could make it more interesting.
Rating: 7/10
MAPA9 - Aqueduct Circuit Zone by Ezer.Arch
I think I don't have so much to say...
This map came from an idea that almost whole circuit is covered by water. Even so it's possible to develop speed. There are various kinds of obstacles to face along circuit, some members have pointed out some of them here.
I have to admit I hadn't expended enough time planning it (was my fault, really). I had done some sketches in paper first, later I sat down and started to draw pieces and placed them forming a path.
I'll stop here... Thanks for judging.
Rating: *poses for a photo*/10