Beach Factory Zone, Act 1 by Chisuun - 4/10
Ugh, button hitting. I really don't like the backtracking you do in this stage, and some areas of the level just don't have much to them. Also, a lot of the pits felt cheap in that you can't really see them until you've fallen in, especially after the conveyor belt. This stage isn't horrid, but there's nothing here that really felt good either.
Water Leaf Zone by Mr. Thompson - 8/10
This stage is quite solid. The underwater areas in this stage really aren't interesting and drag the stage down, but the rest of the level, with the trees, springs, and clever use of FOFs (like the bobbing FOFs with the springs under them) really helped this stage. I quite liked the use of alternate paths throughout the stage, gave it lots of replay value as I tried to find other ways through the level.
Dusty Desert Zone by Chrome - 5/10
This has some good parts and some really annoying parts. In particular, you use springs way too much, and some of those springs are really fidgety and barely reach the platform you're supposed to reach with them, which leads to a large amount of repeating the same area over and over. I shouldn't have to thok directly at a spring to have a chance in making the jump. I did like the visual design and music choice, though, and the early area outside was well designed, with a second path directly above the first. You just need to try relying less on springs and use other forms of movement. Also, the teleport really felt out of place.
Frost Mountain Zone, Act 2 by HyperKnux - 3/10
Hmm. This really strikes me as a beginner's map, but it's an okay start. First off, the stage is really cramped throughout. Open it up a little and provide more space. Deaf your rings, because they look weird if they're not floating in the air. Also, one of your spring patterns doesn't work right, which isn't that bad until you realize that if you fail it you fall into a bottomless pit. Considering most people release the controls when they hit a diagonal spring, that's a major flaw in the stage.
Vibrant Vendetta Zone by SonicMaster - 8/10
Quite well done. I really liked the visuals in the outside areas, and the gimmicks were mostly well-executed. One thing I absolutely hated was the "hold spin dash to not die" gimmick. It slows down the gameplay, is arbitrary, and even with a CECHO it took me quite a while to figure out what you actually MEANT I was supposed to do. That was just horrid, horrid design and knocked the map down a rank in my book. Also, the indoor Hidden Palace areas don't look nearly as good as the areas outside. The hidden exit was cute, but I don't like the usage of teleports for secrets in general. This isn't Super Mario 64, standing on a specific platform shouldn't take you to hidden rooms.
Floating Gardens Zone by Kyasarin - 3/10
This map needs details and stuff in it. It's large and empty territory that really doesn't have much to see or do except thok repetitively to go faster. That's not interesting or fun. Add details to your map and make some of the larger areas either smaller or have more stuff in them.
Aqua Caves Zone, Act 1 by Blade T. Hedgehog - 5/10
There's some great ideas and some horrid ideas here. The moving spike crushers are awesome and I died several times to them legitimately to my own mistake. However, some of the rest of the stage is done in very annoying ways, with falling platforms that are basically unavoidable the first time leading to instant death, as well as enemies that move so fast that you can get hit from behind before you have a chance to react.
GS Poloy Forest by Glaber - 3/10
*sigh*. Really, do I need to explain? First off, you have invisible walls everywhere for "scenery", the stage is cramped, and you're constantly having to make decisions on where to go where the wrong decision leads backwards in the stage. There is no flow to the stage and the player constantly stops dead to make stupidly complicated jumps. This is retardedly horrid design and you've been at this long enough that I really don't know what to say. Seriously, look at other stages and see what they're doing that you're not. Open them up in an editor and map out the pathways and where they lead. Your stage is a maze, the other stages here are not. If I didn't know any better I'd think you were TRYING to make bad stages for a reputation or something.
Darkvile Castle Zone by Simsmagic - 2/10
Ugh. A button hunt. Not even a button hunt with interesting territory, the buttons are just used to force the player into rooms multiple times. Spending extra time just because I didn't choose the specific path you wanted me to is not enjoyable gameplay.
Mill Citadel Zone by Ezer.Arch - 9/10
I really liked this level a lot. The gimmick of the moving grain or whatever it is along with crushers was cool and explored well, and the level had all sorts of clever uses of the few mechanics involved. The only real problem I had with the stage is some areas felt a little empty compared to others. I would also have liked to see more secrets, although the ones I did find were quite clever.
Eggmansion Zone, Act 1 by Knockout the Echidna - 5/10
Massive enemy spam. I'm assuming that was the intent, but the result is just thokking through everything, which lead to some cheap deaths as the pits weren't always obvious. I liked the use of crushers in the indoor section, and the spikes placed in holes in the ground so they look short was clever and I liked it a lot. Also, massive software issues throughout. Quickly cracking open the map in SRB2DB shows me that you didn't place any one-sided linedefs in the stage, instead making just a gigantic box. Those major software issues could be fixed if you make the thok barrier align up to the edge of the stage instead of just a box.