Here are my reviews for the Single Player division. Each map was played in software mode as Sonic, also occasionally as Tails and less so as Knuckles. Due to the size of some of these reviews, I've enclosed them in spoiler tags; if you want to read them, just expand them.
Single Player
Beach Factory Zone, Act 1 by Chisuun - 4/10
[spoiler:0ce11849b6]Well, I'm not really sure what to say on this one. It was kinda fun, but felt incredibly shortlived. Essentially, it's a match-sized area where the goal is to press the button and go through the door it activates. Seems more like a tutorial level to a puzzle level pack than it does an actual stand-alone level. Personally, I had no idea there was a button and I inadvertently did the whole level all over again, though perhaps that's my own fault.
One glaring problem I noticed is a software bug in which the windows went all tutti-frutti, or whatever you'd call it. Kinda detracts to the visual department of the level. I'm also disappointed to see that there... well, really isn't anything much to see. I went to the island in the outskirts of the level, but that only had about ten rings or so. No shields or 1ups or collectibles to speak of.
Sorry to say I gave you the lowest rating in the pack, Chisuun. Just add some extra initiative to play the level longer, and your level will be fine.[/spoiler:0ce11849b6]
Water Leaf Zone by Mr. Thompson (AKA Sonildow) - 7/10
[spoiler:0ce11849b6]Most of you probably already know Mr. Thompson for his infamous STH360.wad, but had you not been keeping up on what goes on in WADBase, you would think this level was created by anybody but him. This is almost a polar opposite of the quality Thompson first presented to us with his mod, and it can only be imagined how the STH360 wad would turn out if all of his levels followed this example. Of course, STH360.wad is getting a complete makeover, so I guess we'll see!
The level for the most part succeeds in the mood and graphics department and offers a nice variety of gimmicks. Possibly my only complaint is the fact that the second half of the level contains no alternative paths or collectibles, and so the replay value sort of sinks after the first half of the level. Overall, though, a quality level, and I definitely want to see more work like this from Thompson.
What I'm afraid of is that this level is going to be disqualified for already being released on the WADBase. This would be a real shame, because I really do think it counts as new, quality material.[/spoiler:0ce11849b6]
Dusty Desert Zone by Chrome - 5/10
[spoiler:0ce11849b6]This map is based off of the Dusty Desert level of Sonic the Hedgehog (360); while the theme and music is taken from the game, the level design is completely authentic and was built for use of Mr. Thompson's STH360 wad.
I took this for a spin with all three characters, and it appears quite evident that you only created this map with Sonic in mind. I flew over massive portions of the level with Tails, and the way the level was structured allowed me to bypass many of the obstacles Sonic is forced to go through. Sonic is at a serious disadvantage in this map.
While the map starts out with bits of exploration encouraged and goodies to be found on top of tall columns, the level is, for the most part, a linear path from Point A to Point B. I have a little more problem with this than I would normally, because there's a lot of platforming involved where screwing up forces you to redo that room, and the room where you climb up to the outside of the cavern is highly guilty of this. Once again, Tails and Knuckles have a serious advantage at these parts, whereas Sonic players may get a bit frustrated.
It's a good start, but I'd like to see less of the "you screwed up, try again" situation, and adding in some alternative paths is a good way to fix this.[/spoiler:0ce11849b6]
Frost Mountain Zone, Act 2 by HyperKnux - 6/10
[spoiler:0ce11849b6]This reminds me of Gelespious Mountain, except snowy. I really like the theme and atmosphere here, it's very soothing.
First thing I want to mention (others before me already have, I'm sure), deaf your rings. It's a small detail, but the level looks unprofessional if you don't. The music choice is nice, but next time see if you can find a version of it that allows you to looppoint the song. I'm sure Sonic Retro or Galbadia Hotel has one.
Otherwise, this level has neat aesthetics and a generally good sense of platforming along with little spots to check and plunder. I'm actually a bit surprised to see this getting nines, no offense intended. Again, the platforming and flow are really excellent, but it just doesn't seem to offer much to the table that merits for a second playthrough of a level.... I suppose the undeafed rings kind of threw me off as well. Try fixing that and adding some nonlinearity and level gimmicks, and you've got yourself a surefire level.[/spoiler:0ce11849b6]
Vibrant Vendetta Zone by SonicMaster - 9/10
[spoiler:0ce11849b6]This map is SonicMaster's rendition of the community gag, "Vibrant Vendetta" and how he envisioned it. To be honest, it's almost the exact opposite of how I imagined it. While both his and my idea had sort of "fantasy" in mind, his map is very grim and more down-to-earth, whereas I imagined a more alternative-dimension-type deal, where typical level design is thrown out the window in favor of zany shit like floating water blocks and Super Mario Galaxy-like landmasses, as well as funky sugary synth music playing in the background. I guess great minds really don't think alike.
At any rate, what SonicMaster offers may or may not live up to the joke's epic expectations, but it's still solid level design overall. Multilinear level design that isn't confusing, plenty of gimmicks you've seen as well as less typical gimmicks, a unique atmosphere, lots hidden unlockables, and multiple level exits make this well worth the playthrough. I can't really think of much to criticize other than perhaps the lack of lighting to help in the case of the underwater spike-ball gimmick. If you're Orange Box savvy, one of the secret teleportations hidden in this level will probably make you laugh.
Maybe to keep the joke going, I'll create the alter ego of the level with my own map, being entirely different in theme, gimmicks, and level design. This way, when we say, "You have to complete Vibrant Vendetta Zone on Ultimate", they can say, "Which one?!"[/spoiler:0ce11849b6]
Floating Gardens Zone by Kyasarin (AKA Chaos, Noki, Birdo, stop changing your name) - 6/10
[spoiler:0ce11849b6]The sky level of the contest. There's... not a whole lot to say on this, honestly. It's just the sky level of the contest.
Not bad, by any means, but there isn't anything that sticks out. A few monitors to seek out here and there, but essentially the level is just platforming along blocks, with a gimmick that's used only one time in the level. I've already mentioned this when I beta tested the level, but I'd like to see the cloud gimmick used more proactively; apparently you're doing that for the second act, so I look forward to it.[/spoiler:0ce11849b6]
Aqua Caves Zone, Act 1 by Blade T. Hedgehog - 8/10
[spoiler:0ce11849b6]Ah, the oldschool underwater level. What would a level design contest be without one? I mean, I guess it'd be... a level design contest without a water level, but... yeah.
The fish made all the difference in the world, if you ask me. It really helps the atmosphere to seem less barren and adds a little bit of challenge with those spike fish. The level itself makes use of rising spiked crushers, water slides, rising water, plenty of your old-fashioned gimmicks and really just makes for a fun map. The difficulty may be a bit steep, but as long as you search out those 1ups, you can stay away from a game over even if you're not very good at SRB2. Nice aesthetics, no real problems on this map. Excellent work overall.[/spoiler:0ce11849b6]
GS Poloy Forest by Glaber - 6/10
[spoiler:0ce11849b6]Poloy Forest is a forest under fire... or... something to that extent. I mean, there's no fire hazards to speak of, but the water hurts (add some sort of indication to this next time). Maybe it'd help if I knew what a poloy was.
The zone has a moderate amount of threat and a fair deal of challenge, a few hidden goodies, and even an alternative exit. Its fallback is that different pathways are streamlined in a way where it's easy to accidentally go backwards; this is a common, easy mistake to make (hell, I see it in Mystic Realm all the time), but it makes much less sense for this map to bewilder the player when it's really almost as linear of a path as it gets.
At any rate, I'd personally say this is one of your better recreations. I honestly didn't think this was port, though I guess that explains the "GS" in the title. Yeah, I'm kinda thick, aren't I.[/spoiler:0ce11849b6]
Darkvile Castle Zone by Simsmagic - 6/10
[spoiler:0ce11849b6]SRB2 meets Zelda once again as Sonic and Co. attempt to pass small puzzles and unlock doors. Now, for good reason, the SRB2 community generally discourages button hunting, but in spite of what could be seen as the elimination of optional exploration, creative gimmicks and alternative paths allowed me to squeeze some replay value out of this map.
For the most part, you are searching for buttons to either unlock doors or change the area in some way. At two points (from what I've played), there are different paths you can take, and their gimmicks are quite different, making them both worth the playthrough. Most of the "puzzles" are really simple and unfortunately only last for some amount of seconds, but most of them are fun while they last.
One thing that's quite interesting about this map is that the last alternate path you take determines how you complete the level: you either brawl with jettysyns, or you take out Robotnik and dodge pop-up turrets. A great concept, but the jettysyn bomber fight really isn't that interesting, and the Robotnik fight feels too cramped whilst the pop-up turrets can screw up the flow of the fight if you're unlucky enough to have one hit Robotnik during his "panic" phase.
I like the ideas presented here. Go ahead and expand on some of the room gimmicks so that they can have some length and even exploration as well. Also, improve the battles, especially Robotnik's arena, but also figure out how to make the badnik battle as enjoyable as possible.[/spoiler:0ce11849b6]
Mill Citadel Zone by Ezer.Arch - 8/10
[spoiler:0ce11849b6]Now, here's a good theme I haven't seen done before.
There are a number of level gimmicks to keep your eyes peeled for, but more often than not, they tie into the main level gimmick, which is the tons upon tons of flour moving throughout the level, and it's used both creatively and enjoyably enough to make the second and third playthroughs well worth the time.
In other news, I was lame enough to die at the beginning of the map.[/spoiler:0ce11849b6]
Eggmansion Zone, Act 1 by Knockout the Echidna - 7/10
[spoiler:0ce11849b6]Egg Mansion is the kind of level that might leave you a bit disappointed if you like to search every nook and cranny for secrets, but the entire attitude of the level is that the player ought to rip through it anyway. The jettysyns and detons are there to keep you moving, and the wide-open level design supports this notion every bit, even the underwater sections. The level is not without its alternate paths, either, so I imagine this would make for a fun map to race against other players in.
On another note, this map has Mystic Cave Zone music. Classy.[/spoiler:0ce11849b6]
One thing that's kinda funny is that three of these maps I've played before, a couple of them beta testing and another on WADBase. I also beta tested Endless Woods Zone, but from the sound of it, I don't even wanna touch the multiplayer pack, so I won't.
Overall, I'm really happy with the turnout of this division. There were no stinkers, and even though there were a few mediocre maps, it was all fun to play, and I enjoyed reviewing each of them. Excellent work, guys; for all I'm concerned, this is another Nov/Dec '08.