The by Boinciel
Loved the aesthetics and the springs scattered a bit everywhere. Slope physics were fun to mess around with.
I did get lost my first time around because I couldn't find the exit though.
Wasted Wayward by PersistantRubine
I would call the gameplay solid enough. Visually the level is quite lacking. But hey I love me some campfire and 10k score monitors!
Ruby Castle by Shiron
Loved this one. Pretty open with multiple pathways, breathtaking visuals thanks to these textures and replay value thanks to said paths.
Quandary Canyon by RomioTheBadass
Really good flow and nice visuals, I liked the sense of speed in this level. I did encounter some slight visual errors but I suppose that's my fault for using OpenGL.
Abandonned City by Micheal12345
From a gameplay standpoint, this is a pretty good map, there's nothing wrong about it and there's even some rewarding exploration.
However, this map is visually lacking, the tall walls of GFZROCK look pretty bad in my opinion, and the sudden shift from city to ruin makes no sense?
Still a pretty good map, so keep this up!
Lush Meadow by Flare957
Honestly the first time I played this level I was NOT expecting that. This was a REALLY good map, both visually and gameplay-wise.
I do think the ruins area is pretty cramped and out of place in this level, same for that ONE pool of lava I encountered, why is it here?
Bonus points for the physics defying waterslide at the end of the level, as well as the replay value provided by the multiple pathways. That was a great one.
Magmor by Glaber
I believe I've already stated what I thought about it in an earlier post, the sound issue was fixed which is pretty nice, the map still has its solid gameplay related to timing spindashing off ramps with lava falls and whatnot, which is completely fine by me!
Visuals in the cave areas still felt a bit lacking however, not sure if that was adressed.
Scarlet Palace by .Jazz
I. Love. It.
This is the kind of level where the visuals and the entire structure are so pretty that I got distracted from wanting to complete the objective and instead went on to explore the place for myself.
...And then I got thrown to jail.
Cutout Warehouse by fickleheart and toaster
Another amazing level both gameplay wise and from a technical standpoint! You two are just insane (insane is a synonym of 'SRB2 dev' AFAIK) for doing this in 4 sectors and somehow getting even software to not shit on the framerate with all the mess of midtextures AND I LOVE IT!
I especially loved the Knuckles section which was a refreshing challenge. The enemy placement is way less agravating than in the last version I played, so that's a plus!
I'd like to add that in spite of the measures taken in the scripting, openGL STILL crashes while booting this map. gr_solvetjoin should be disabled constantly in KAWAIII, and not only for the server, last I recall this is a clientsided command. (even if that will not prevent crashing if this is the first map played.)
Azure Paradise by MK
I loved the aesthetics of this map, though may argue that the underwater path is definitely ten times less fun than the one outside of it.
I don't have much else to add, solid level design and really fun to mess in in general!
Dimension Disaster by... ...wait I don't have to review this
It's come to my attention that there might be some glitches related to restarting the level in co-op but I was unable to reproduce them? If anyone finds something please do tell.
There probably will be an update fixing some issues with the HUD being a bit too cluttered in green resolutions for record attack as well as other things such as an hopefully better bumper collision detection (it's pretty sketchy at high speeds)
ALSO WHERE ARE MY SHINY SKYBOX STARS!!!!!!!!!!!!
Sunken Shafts by Inferno Dragon
Why is the player start so far forward in the stage? Did you forget to remove it for testing?
I can't really judge from just that part of the level, but the leap of faith at the start of the current thing is bad, so you might wanna make it more clear where to jump.
Desolate Woods by Manimi & Strike
A pretty solid level overall. It's too bad the hook ring is so underutilized in this, it could've made for pretty fun challenges, but oh well.
The buzz enemies are however a giant pain, especially with their placement that has a tendency to be NEAR springs.
Cosmic Valley by davee0
The aesthetics are breathtaking, seriously, this looks amazing. I did however have some performance issues on the starting area (not sure if openGL's fault), and also found it pretty cluttered, especially with such steep slopes.
I'm also against red springs boobytraps that send you flying to death pits, or that one crumbling floor at the end. But that's aside, really solid gameplay and visuals, replayed it a few times.
Robotnik's Fortress by Swift
Solid gameplay overall. I'm not a fan of buttons that make you backtrack through what you already went through with no change whatsoever. The level's also WAY TOO DARK for my liking, I wasn't seeing where I was supposed to go at all times.
Lilac Acreage by RoyKirbs
From Sugoi 1, you sure love those kind of stages!
...Well so do I!
The level was pretty simple structure wise, but it played nicely and looked good enough for my visual standards! I was disappointed not to find any dank unlock behind a waterfall, but terrorized by what I found at the end of the level instead.
Decrepit Plant by TrustyGun
A sadly short, but really well built level! Although I did get lost at first and ended up coming back to the start without realizing it, this also made me discover more of the map, and I don't regret it!
Pure Rock by Goldenhog
A level built around some difficult in practice, yet simple on paper jump timing challenges. I actually liked those quite a lot!
However the small number of checkpoints WILL hinder people's enjoyment, because constantly replaying the same thing until you can get to that section where you messed up is PAINFUL.
Speaking of painful, I feel like some of these challenges are far too punishing, dying for the slightiest mistake isn't always good. Also those space countdown sections are bad, I got them right first try thanks to the whirlwind shield I found at the start that made the whole thing WAY LESS agravating than it is.
Icy Hot Cave by Sleeperz
A nice attempt overall. It's a bit too opened for the content that's in it, and there are way too many rings. You also shouldn't just give players shields out of nowhere like you're doing it at the very start of the level,
a shield has to be some kind of reward, for finding or reaching it. I basically nabbed the attraciton shield and got a metric fuckton of rings.
The level is also pretty empty overall, because of its huge open areas.
Knothole Valley by Wumbo
Although the design is solid, I found myself dropping interrest for the level because I found the SRB1 styled textures being too bland, it ended up looking dull to me.
Nova Shore by DrTapeworm
Amazing visuals thanks to the custom palette. Solid design as well, only regret I have is how short the non-underwater path is. Nothing else to add!
Biosatellite by Chaobrother
I didn't complete this level. I found it frustrating. The timing on these lasers is far too precise and getting hit sends you flying for so long that you die from the space countdown reguardless.
Redcurrant Brewery by MonsterPsychicCat
I'm almost surprised you don't have a reality bending Lua in there.
Solid design, nice visuals, I love me some swimming in blood. Only regret I have is also that the level's pretty short, but that's to be expected.
Mr. Triangle by Root & Yacker
That's... that's a nice game changing ... game!
The gameplay's pretty solid although I felt the physics were a bit too slippery. Sprites are pretty lackluster too, and the boss was pretty hard because of the physics I mentionned before.
However I soon found out that dying didn't matter, so I just got hit and died until eventually I won.
Raspberry Desert by icefox
Stunning visuals, questionnable gameplay.
The button fetching in itself's pretty bad for reasons I mentionned before. The worst part is the fact that the player has no idea what the buttons actually do, and I did myself get lost.
A good way to fix this is to use an alternate viewpoint showing a door open after you pressed it. I'd also like to mention that the... sand falls physics are very sketchy, and that falling in that section with the spikeballs has no normal way of escaping aside of using those sloppy sand fall physics.
Green Hill by LJ Sonik
This. Is. Hilarious.
The worst part is that this is actually a well designed level. I hate you.
(Seriously I loved it)
Diamond Valley by Badz
A short but fun level, and just the right amount of challenging in my opinion!
I'm not sure if that's me however but I felt like the underwater sections were too dark.
Amethyst Aqueducts by Ikkarou Tatsuru
An amazing concept, but I couldn't complete that level. I legitimately got lost and had no idea what to do past getting the gargoyle out of its chamber.
I'll give it another try when I have more time.
Extraterrestrial Ruin by Sev
Oh shit the music is missing..!
I actually liked the low gravity, this really helps with the verticality and the fact that the level is big.
One more thing, I actually thought just spindashing off that ramp would work given the low gravity... only to be disappointed by death. I'm not sure if something can be done about that,
Sleeping Egg by Nintensis
Already gave you most of the feedback, cool and solid level, though it seems to get easier as you progress.
Nice 2D section, it's always nice to see a nicely executed one.
...I will add however that I really, REALLY dislike the music, but that's personal so no negative point for that.
Midnight Shore by Steel Titanium
This plays pretty nice! It's maybe a bit cramped and too dark for my liking, but I can get over that. Not much else to add, keep at it!
Morning Heights by Firework917
I appreciate the use of slopes, it's always fun to be sent flying. However the level is REALLY empty. And the exit sector doesn't have a signpost? It's not even clear where it is, I found it by accident.
Shogun Stronghold by TehRealSalt
I love how open the level is at first, and the whole weeb theme too, who doesn't love weeb themes after all.
I didn't like the second half as much, especially becaue of how short it felt. But hey it's satisfying to blow up a roof worth of firework launchers!
Arle Satan Bayoen TSUU by Tripel the Fox
I always love me some Puyo Puyo!
...Except I suck at it. The huge problem I have is that not only do I suck at it, but the AI manages to suck more than I do and die in sometimes less than 20 seconds.
Maybe don't make it merciless, but try to make it so it at least puts up a fight? It's ridiculous how fast the last round ended.
Acidic Alpines by Lach
I'm trippin' ballsssss
I loved the Rock Shield thingy, it's amazing, in fact the whole level is, it has a really interresting colorscheme and overall it's hard to believe that it's your first attempt at a full on map!
The boss was pretty good, though I sometimes found it hard to send it into the balls, and it felt random when I did get it on one.
Oceanside Cave by Rumia1
Nice attempt too! Too bad the level's so short, that first slope felt pretty nice. I'm not sure the loop was needed but oh well.
Verdant Valley by Fres
Emerald Hunt's always fun. But for whatever reason it's much harder without an auditive cue. Pretty solid design, I did feel like the emeralds were sometimes blending in, and the lack of sound on the radar made it even worse.