Gothic Gardens Zone, Act 1 by VX501 - 3/10
Well, as mentioned previously, you clearly at least get the basics of level design. Now you need to make your level fun. This level just isn't interesting. It's a disjointed path of uninteresting gimmicks. Try giving your level a unified theme and some gimmicks to go with the stage.
Graceful Coast Zone by D00D64 - 3/10
Well, this is sure pretty, but it plays awful. Some of the ideas here are quite good, I like the springs with spikeballs, and the music changes were well done, but a few ideas here were just awful. The springs into instant death were horrid, and the time limit just served as a method for me to die randomly while exploring without having any idea why until I respawned and saw the text on the title card. Also, blind jumps are bad. Didn't we fix this already by making the viewpoint bigger? Don't make us jump exceptionally far onto platforms we can't see. Also, all the enemies shooting bullets you can't dodge really suck hardcore.
Refurbished Gadgetry Zone by SonicMaster - 6/10
This isn't the best level by any means, but I had fun. Mainly you just need to expand on your concepts a little better and provide some new ideas. I really liked the hidden area where I had to float up and down over a pit, and the concept of having both paths in the same room, just on the ceiling and floor was nice and well-executed. A few of the rooms just fall flat, though. It's easy to see in the dark room, and the section where I had to jump on platforms with the rotating laser was just cheap as hell. The long walk on the skinny passage over a pit was just the absolute worst, though. It was easy but it took absolutely forever.
Magma Core Zone, Act 2 by Blade - 7/10
This is definitely solid, but it needs a lot of work. The flames, like Infernal Cavern, need some visual cue to show where they're coming from, and I still can't figure out how I'm supposed to hit a flamethrower Jetty-syn without the Elemental Shield. The main thing this level needs is just some original ideas. The few cool things this level does it doesn't flesh out all the way, and the rest is just right out of RVZ1. How about using the rotating flame jets more, or use the flamethrowers in an area where the player has to carefully move to avoid being hit?
MAPM1 - Battle Forest Zone by Aaron - 5/10
Well, here we go, the first 2.0 contest match stage. Overall, the layout here is effective, but it's let down by a MASSIVE amount of grenade ammo. I won a game here by literally grabbing grenades and thokking around the map randomly and throwing a grenade every cooldown. I had 3 times everyone else's points just by spamming one weapon. Grenades should be placed in moderation. Other than that flaw, I'd suggest putting more interesting things on the bottom floor of the central room. In terms of layout your level played okay at least. Just watch that item balance. I'd also suggest putting some ammo away from the tile pickup. You basically HAVE to go back to the tile if you want more ammo.
MAPM2 - Misty Mesa Zone by fawfulfan - 3/10
This level is somehow both too open and too cramped at the same time. This map also shows off the reason why symmetrical design doesn't work well in the new system. I have no way to know which weapons I'll get by riding the rope out to the weapon spawns because the stage is symmetrical. There are almost no rings in the stage and there are a ton of ? monitors so someone got a Recycler every minute or so, if that. I was also annoyed at how the respawning monitors were placed right next to the pit so someone could telefrag someone by thokking off the pit through the teleporter. Don't use ? monitors, use the SRM and WRM instead, and use them in moderation. Also, make sure to make the map not symmetrical and have plenty of rings.
MAPM3 - Acid Comet Zone by D00D64 - 4/10
Well, the basic layout is okay, but this map suffers from the exact same problem the previous map does, a massive amount of ? boxes that generate constant teleports and recyclers, frequently teleporting the player into the exceptionally cheap ring-drain slime. To add even more insult to injury, the weapons are unrecoverable when someone drops into the slime, so everyone ends up stuck using red rings because nobody has any ammo or tiles with the constant teleports and recycles. This map could also use with some more rings, especially in the form of 10 ring boxes.
MAPM4 - Icicle Warehouse Zone by glaber - 4/10
Augh. Well, you appear to have grasped the concept of a decent sector layout now. The level has a nice layout with interesting rooms and passages. It's too bad the thing layout is so atrocious that it doesn't get to shine through. Your weapons are placed randomly and the ammo is just thrown around that even getting hit constantly in the spamfest that resulted I still had max ammo for basically everything. You provide WAY too much ammo for every weapon just randomly around the stage for no reason. Look at how I did it in the official stages to get an idea for the amount of ammo you want for each weapon, and note how it's both located next to the tile AND in random places throughout the map. There were many many times when I just grabbed some weapon tile and just spammed the fire button without care because I knew full-well I was NEVER going to run out of ammo for whatever weapon I was spamming, Bounce in particular. As a result, the map turned into a complete bounce and grenade spamfest.
MAPM5 - Volcanic Desolation Zone by Scizor300 - 4/10
This map is just boring. It's way too large with no content. There are tons of areas in the stage with just nothing of interest and the areas that do have things of interest are still way too large. It's so large that I actually died once because I got hit in a location that I ended up with an HOM while trying to pick up my rings. Also, the lava area seems to have absolutely no purpose, and the towers are completely uninteresting with no seeming purpose. This map just feels unfinished all around.
MAPM6 - Azure Lake Zone by KO.T.E - 5/10
Well, it appears you've grasped the basics of the new system at least, but there are a few major quirks that need fixing. For one, the weapon tile spawns are frequently extremely out of the way or in places that are exceptionally hard to reach, and there always felt like there was a ring shortage no matter how many I had. However, the major issue is with the visuals. The edge of the stage has scenery behind an invisible wall, which hurts the framerate in an already large map, and the "water" that acts like quicksand doesn't look like it should. If you're going to make mud, use a brown colormap and a fog block like lava to make it LOOK like it's a thick substance. As it stands it just looks incredibly weird. Also, like a lot of other maps here, you're using a ? monitor when you shouldn't be. Finally, I really didn't like how you could run around the outside line of the map like you can. It struck me as extremely unnatural and was quite annoying as a lot of the firefights ended up on that outside ring. You really should enclose the stage with a normal wall so you don't have to have that issue.
MAPM7 - 30 Minute Zone by RedEchidna - 3/10
Well, for half an hour this is better than most. It was somewhat enjoyable and the weapons were placed properly, but there are WAY too many rings in this stage and it's easy to end up in a gigantic spamfest on the bottom of the stage with no easy way for anyone to escape. Next time, try submitting a map with more than half an hour's worth of work into it and you might do better, though ^_~
MAPF1 - Canyon CTF Zone by Eggmanfan - 0/10
Uh. There's not much to say about this map. It's completely unplayable to the point of being "so bad it's good" and actually end up kinda amusingly fun. There is absolutely nothing redeeming about this map, play a round of real CTF so you can see how the gametype actually works so you know how to make a map for it. Also, what the hell is up with the quicksand launching you through the air before killing you and the rocks in unavoidable areas? Did you even test this map?
MAPF2 - Ancient Arboretum Zone by Com Rante - 5/10
Well, I had fun here, but the level really suffers from just way too much STUFF onscreen. There's so many random objects and other things in the stage that the whole thing just sorta starts to look the same. Add some flags to help the player figure out where each base is and add something to distinguish each room from each other so it's possible to figure out where you are. When I got teleported in this stage, even after I knew the layout, it took me forever to figure out where I'd ended up.
MAPF3 - Red River Zone by darkbob1713 - 4/10
Okay, this map has massive potential, but as it stands right now it's incredibly annoying. The reason is that it is physically impossible to remove the other team from your base. The way it's set up, the team rings are only on the hill with the flag, and there's easy access for the other team from all sides of the flag, with easy access to rings for either team. The result is that the flag is completely impossible to defend, leading to us having to exitlevel because of the complete stalemate. You need to reorganize the bases so that the flag is positioned in a defensible location with team rings used throughout the base so the other team actually has to leave after they get hit. Otherwise, this level actually has a lot going for it. The central passage between the bases is awesome, I LOVE the visual design and the weapon layout is pretty solid.
MAPF4 - Sunshower Canyon Zone by D00D64 - 4/10
This level suffers from the same kind of stalemate issue that the last map had. Instead of having the issue where the bases aren't defensible, the issue is that the bases are simply so large that there's no way to remove the other team from them just from the size alone. The level in general is extremely large, but the bases in particular are way too big, making it impossible to attempt to get rid of the other team because they can just thok and move around. If the bases were smaller it would be far more possible to use explosion or scatter to launch them off the edge. The rest of the level seems quite solid, although I don't like how you have to jump to get onto the bridges. There's a lot of territory on each side, and the stage would probably be better if you made the entire thing slightly smaller, but the basic layout other than the base seems quite good.
MAPF5 - Techno Laser Zone by KO.T.E - 5/10
I don't know what to think of this one. While the growth ray is clearly busted and unworking, this level actually makes surprisingly awesome use of the shrinking and growing once you actually figure out what's going on. I suspect what this level needs is a little more focus. Use only the shrink ray and make it completely obvious to the player what's going on, and add some areas the player can only reach while small. The layout between the bases could use some work, the rooms other than the bases just aren't interesting. Also, the areas where you spindash under lasers are just boring and should probably be replaced. The basic concept for this level is completely awesome and solid, though. Just need to work on that execution.
MAPF6 - Iron Turret Returns Zone by Neo - 7/10
Well, I chuckled if nothing else. You've fixed most of the major issues with Iron Turret by placing an underground passage in, as well as the team ring system actually fixing another one of the major issues of Iron Turret on its own. The execution could use some major work, though. For one, there were a lot of situations where I hit a spring and missed the upper area I was supposed to be going to, because the springs were on the opposite side of the shaft from the passage I was trying to enter. In lag it often took me several tries to get to the rail panel, and there were many times I screwed up the other passages as well. Also, the underground area, while a great idea, needs far clearer texturing to allow the player to know where the entrances to the central room are. As it stands it's very hard to see where the halls are because they blur together with the walls of the room.
MAPF7 - La Villa Strangiato Zone by Penopat - 6/10
Well, this level, while quite ugly, at least played passably. I really didn't like how the bottom floor of the stage was basically only for collecting powerups, as the fastest passage between the two bases was really small. Also, while the flag part of the base was quite small, the room in general was really huge which lead to some really uninteresting firefights. In general, anytime the fight ended up on the bottom floor for some reason, this level really shined, but that rarely happened because the two routes to the other base never go down there. I'd personally block off the fastest route to the other base and add another route that leads through the bottom floor so the entire stage actually gets properly used. The weapon layout seemed solid enough although most of the weapons ended up disused because of how concentrated the fighting was on the flag.