Single Player:
Dragon Valley Zone 2 - ZTaimat
It's really cramped. Really cramped. Play GFZ1 a couple of times. Play your map. Find something different? 3 out of 10
Green Land Zone 1 - KingofFlames
It's really cramped. Really cramped. Play GFZ1 a couple of times. Play your map. Find something different? 3 out of 10
Radical Highway Zone - Blue Blur
Well, it's dark. And 'pitty'. And cramped. What happened? 2 out of 10
Sunken Palace Zone - Ree-c
I'm running out of time and words, so I'll make it short. It's nice and big, but it needs decoration and more secrets. 7 out of 10
Paradise Cove Zone - Hyper Tails
This is just right down awful. It's a bunch of cramped hallways filled to the brim with enemies. Open Your Heart is so awesome, too. 1 out of 10
Deathmatch:
Waterfall Warfare Zone - ST218
Yes, well, it was a bit on the hefty side, no? It'd probably be great in a big game, but sadly more than a few players and the lag goes from bad to unplayable. You should evolve this into a Coop concept, that'd work better. 5 out of 10
Abyss Highway Zone - ZTaimat
Uh, it's a highway? Couldn't really tell, due to the darkness, but by palpating my way around, it felt more like a stinky death pit of doom. No plz. 2 out of 10
Toxic Turmoil Zone - Spazzo
Slime-filled maps are always a hassle to deal with and this is no exception. This is aggravated by the fact that there's absolutely no way out of the purple mess without the aid of a spring. Springs which, sadly, seem to be randomly scattered about. However, disregarding the slime pit and its related ailments, as well as the bidimensional pipes, the lack of varying decoration and the dirty, filthy spikes surrounding the shield, the level design is quite solid. Work on this plz. 7 out of 10
Rocky Ravine Zone - Blue Blur
I really liked this map. What you should do is brighten it up a little, change some textures, remove the godly Homing and bet on Rail. Do that, and by god, we'll have a winner. 9 out of 10
Agrabah Zone - Mikel
Uhh, no? 0 out of 10
Aquatic Caves Zone - Ree-c
Aquatic Caves was a pure example of what colormaps can do to a map. Seriously, lose the green, and we'll talk. As far as design goes, it was simple, but it worked. However, it was rather large, you might wanna fix that. Also, add some goodies for skipping around over the water, since it's very easy to do (and might I add fun). 7 out of 10
Molten Core Zone - Ree-c
Okay, you've made up for the green green. This was a great map, I enjoyed it very much. However, the repetition of silver kinda gets into your nerves... try alternating the textures a little. 8 out of 10
Techno Heights Zone - Ree-c
I'm not sure why people like this map, I wasn't very fond of it. It lacks content, the textures are boring, and the sudden pits are annoying. It could lose the flashing lights too, at first it seems they might hurt you, when they don't. It's just the right size, though. 6 out of 10
Greenery Hotel Zone - JJames19119
Good job. You've managed to make a working 'house' level. The teleports were amusing too, I was often put in comical situations due to their use. Bravo. 9 out of 10
Power Ring Zone - Walter
lol 3 out of 10
Searing Wellspring Zone - Oogaland
Right. Well, I, at first, considered it to be a Coop level. I was in error. =P It's kinda large, you should fix that. I couldn't exactly play here, because I couldn't find anyone. Again, as I've told ST, evolve it into a Coop concept. 6 out of 10
Lost Temple Zone - Chabo
After the enormous Wellspring comes the minuscule Temple. Which again proves that size does matter. Strangely enough, I did have some good times here. I'm not sure of what it is, but it works! 7 out of 10
Rush Job Zone - Neo Chaotikal
So, I was playing in Furious's server, when I thought about trying to make a working Match level in under 60 minutes. This is what came out. Oh, and the thing placement was done in 5 minutes tops, explaining the bad ring placement. Again, just like Isolated Canyon, visuals were what this map was based on. Although not nearly as close, seeing as I didn't even have time to align the textures.
Capture the Flag:
Crystal Dimension Zone - ST218
LOVE IT. Honestly, mind allowing me to use that shrine concept for an eventual stage of mine? Okay, the decoration and overall look of the map isn't the best, but hey, it's gameplay that counts, and this level's is absolutely fantastic. 10 out of 10
Forest War Zone - ZTaimat
The concept looks good on paper, but like the remainder of your maps, it needs to grow. It was just too cramped. The random pits were a problem as well. 6 out of 10
Castle Jail Zone - ZTaimat
The broken stairs were an immediate lose. Sorry, but that's the way it goes. If you didn't even bother checking if everything in your map was working correctly, I'm afraid it means you just didn't want to win. 4 out of 10
Imbedded Urban Zone - Blue Blur
Nice concept, but the 'cities' could use a little augmentation. There weren't enough roads, and the roads themselves were too small. Cramped bases and small plains to move around in don't help. This could be a much better map if it were scaled bigger. 6 out of 10
Wall Fortresses Zone - JJames19119
I liked the concept, but Rail is a bit overpowered in such close quarters. I'd imagine this map being very uncomfortable in large netgames. Good job, though. 5 out of 10
W.A's Soccer Zone - Walter
The flashy flashness and red sky make this map a seizure. The level design is absent. However, for some odd reason, it was fun. 4 out of 10
Terrace Tussel Zone - ST218
I didn't like this map. For every reason already stated in this topic. Also, ST didn't even bother fixing what I told him to, rendering the secondary path to the staircase useless. 3 out of 10
Green Mushroom Zone - FuriousFox
The concept was really fun. But the map is very small, rendering it only fun in a smaller netgame. The map is gorgeous, though. 7 out of 10
Slime Tower Zone - CZ64
The map works. That elevator to the side is useless, but the map works. It's very fun to play in. 9 out of 10