MAP01, Florid Crater Zone by FuriousFox: 6/10
I don't know why I thought this had question-mark monitors.
It could use some vertical compression and more jumpability. I don't like having to use springs to get everywhere. The layout is simple and nice, though.
MAP02, Sandy Beach Zone by Some guy: 8/10
Quite good. Varied, spacious, yet easy to get around. I think the homing would've worked well here if not for the crashing problem.
One major criticism is sometimes everyone gets stuck in the sandy area under the long bridge. More ways out of there would be good.
MAP03, Diamond Duel Zone by Sonicandtails218: 5/10
Good layout, but it's hurt by the teleporters, which made it more confusing than necessary, and the pits. Try replacing the teleporters with a waterfall that has a hidden bonus item under it, adding springs by the tall ledges, and replacing the pits with low dirt ground that connects to the rest of the lower level.
MAP04, Wrecked Satellite Zone by Shadow Hog: 3/10
Very ugly (to use a designer term, the colors clashed). The gray, yellow, green, and blue thing doesn't work. This is coming from the guy who made Transcendental Fort, and I actually noticed, when I first warped to the map, how ugly it was.
Gameplay isn't much better, unfortunately, because it's so big and flat. Tails and Knuckles get the shaft - not much you can do when your only relevant ability is "go slow." The one height change on the level, and it's a red spring. No reason to hit the jump key or click the mouse at all.
You know you can do better than this, Shadow Hog. From the level set you showed us earlier, I know it, too. Don't get lazy with height changes. They're needed. And please try to use at least a little red next time.
MAP05, Meadow Conflict Zone by hotdog003: 5/10
The "laser" (rail, automatic, infinity) becomes the focus. It shouldn't be possible in the first place, let alone this easy to get.
I felt the layout, while basically good, suffered from a bit of oversimplicity, and I don't mean lack of FOFs. More stuff to jump on would be nice.
How about a step for the ledges it looks like you can jump but you just barely can't?
MAP06, Floating Factory by Firekid: 5/10
This is too cramped!
That's kind of a running joke, because Firekid had a better level he was going to submit, which didn't get done in time, so he turned in this "backup" instead. The concept is good, I like the floating second level and the steps.
The maze, seriously, is too cramped. Mazes aren't a great idea for multiplayer anyway. The second biggest problem is the black shield. It's far too easy to abuse constantly, as FuriousFox and I both demonstrated.
MAP07, Sonichero's Palace Zone by Joe: 3/10
Obviously a "my first map" map. The thok barrier isn't quite right: You need to make it first, then build the level inside it. That's how you get it to work.
I didn't mind the textures used. Perhaps I'm alone in this, I actually liked the old appearance of the special stages. So it was nostalgic, kind of.
The layout problem is mainly the dead ends. Dead ends aren't a good idea in multiplayer unless they're short and out of the way (see MAP10 for examples). If you had made the hallways loop back into the center, it would work a lot better.
MAP08, Fluff Fight Zone by SRB2-Playah: 4/10
Auto and infinity should not be in the same spot, although the spot you have them in would be a good place to put infinity alone. You need some vertical compression; the distance from top to bottom is too far. You also need to work on the framerate issue. I didn't get to explore this as much as I'd have liked, because anytime I looked towards the center, I'd be watching a slideshow.
I do like the layout concept. You might consider using monitors instead of duplicating the automatic rings at the top and bottom.
MAP09, Lunar Facility Zone by FuriousFox: 4/10
Hard to find anyone on. Inside, it's flat (all looks the same) and obstructed (excessive columns, unnecessary boxes and walls). Outside, the bridge blocks one half from seeing the other half, and there's the boring roof.
I liked the outside part and would like to see it emphasized.
By the way, there is a flat you can use for the THZ boxes, THZBOXF1.
MAP10, Thunder Citadel Zone by Mystic: 5/10
The level of detail and complexity on this map is just astounding. Unfortunately, that's not the only similarity it has to an Unreal Tournament level. While height changes to maintain interest are used throughout (quite well, I might add) there is very little use for the characters' aerial abilities, including Sonic's thok. Even outside, mere jumps are sufficient.
Crushers don't guard anything worth the risk. A random monitor that takes five tries to get to is not worth it; usually, it won't even be anything good. The underwater area outside the castle, though necessary as scenery, should have been shallower and less complex in shape. It gets you stuck and serves no gameplay purpose.
The biggest flaw is you seem to have designed this for the mythical 32 player netgame. We usually have 5-8 players to a game around here, and you need to design for that reality. Which is another reason long crusher paths and traps aren't good; you can't keep players busy interacting with the level, when there are barely enough present to interact with each other.
Nice work on the water drainage system.
MAP11, Verdant Valley Zone by Shuffle: 7/10
The bad: Narrow, dark tunnels are fairly pointless, as far as match is concerned. They can be ignored, but it's annoying when I start in one.
The good: The center area has a good layout and is fun for running around battling. I also really like what you did with the rail rings. They're in just the right places. I would suggest a little more variety at the bottom of the center area, since that is where most of the action takes place.
New comment: Make the red and yellow springs up work better! The red spring goes too high and the yellow is kind of hard to line up correctly. Give some thought to using steps or series of ledges to get up part of the way.
MAP12, Winter Wonderland by Snort: 2/10
Unnecessarily big and overcomplicated. My advice to you is just make a smaller, simpler map, and try not to be tempted to put in so many "gadgets." Especially resist the temptation of teleporters. Those should be kept to tech/space type maps and used sparingly if at all; when I made them, I didn't expect them to start showing up everywhere!
Also consider some vertical compression, making the distance you have to spring or fall shorter. This would be a big help in some areas.
Still, huge improvement over the original version. I did manage to get a few hits in on this map.
MAP13, Winter Valley Zone by Some guy: 10/10
The best level.
I would never expect a level this huge to play this well in a 5 player game. You have an incredible talent for putting tons of "stuff" in and still keeping the navigation fluid. The use of currents is especially inventive, since they make people avoid that area, and ensure the navigation doesn't get held up.
I do have one criticism, and it is the teleporter, which I felt was a bit of a distraction. How about changing the four monitors in those positions to Liquid Shield, Super Sneakers, Liquid Shield, Super Sneakers, or something along those lines?
Still, I was so impressed with this map I felt giving it a 9 would be shortchanging it. Any chance you'd let us put it in 1.09?
MAP14, Barrel Barrage Zone by Blue_Blur: 5/10
Bit hard to navigate. Consider spending more time aiming the springs, and add some platforms or ledges up at the top to stand in. The bottom was kind of boring and could use steps or something as well. Maybe a series of steps as an alternate means to get to the top would help?
Weapon rings: Good choice of which ones to use, but putting two right together is not wise. For a revised ring weapon layout, how about two homings in opposing corners on the bottom, two explosions in opposing corners on the bottom, and an infinity behind each set of turrets?
I like the way you used the turrets to guard weapon rings. MAP23 seems to have soured people to the "turrets in multiplayer" idea, but you used it well.
Recommend removing the Eggman box. Although it seems a nice touch at first (watch what you jump for!), players will avoid it the second time around, and you'll have missed out on a cool way to conceal a randomly respawning monitor.
MAP15, Ruined Fortress Zone by SRB2-Playah: 7/10
Reminds me of my old Central Tower level, for, I guess, obvious reasons, as they're quite similar. You should use some vertical compression (see my comments on MAP01, MAP08, MAP12) for the underwater part, as I don't think it needed to be quite so deep. The underground part outside could use widening.
Currents were cool and I like the basic layout. The map's another in the "simple, good" category, and I like it.
By the way, there is a castle brick floor texture you can use that would fit better than cement. Check out MAP16, where I used it.
MAP16, Fusion Reef Zone by a441 & SSNTails: N/A
MAP17, Emerald Beach Zone by Senku: 5/10
Though simple, this is deceptively fun. However, as others pointed out, it's been done: there's a Sonic Battle level that looks JUST LIKE this.
Seriously, I'd rather see an original design.
The monitors were too powerful. You don't want to put in an armageddon shield unless you're smart about it and make it really hard to get, like Jason did in MAP18. Don't make every monitor randomly respawn; add in some super ring monitors that don't (so if someone gets an attraction shield, the level doesn't run dry).
Still, it was crazily enjoyable most of the time. It needs better balance.
MAP18, Illustrion Zone by Jason_the_Echidna: 10/10
The other best level.
This is perfect. Far be it from me to use the word "perfect" anything but judiciously - I am saying that I literally cannot think of any problem with this map or any change that would make it better. Unless I were to count the framerate drooping a little. And this was worth it.
The currents are ingenious. Clearly the focus, they provide a unique diversion, as well as throwing in a unique kind of strategy. I love the fact that you put an armageddon shield right smack in the center of the map and got away with it.
Everything is great. The trees, the visual style, the decorations, the grass, everything. It's too bad the framerate gets a few superficial bruises. Otherwise I'd want to use this in 1.09 too.
MAP19, Green Patch Zone by Linkman90: 6/10
Although the layout has been improved considerably from the first version I saw, it still has problems. Too easy to fall and too hard to get back up is one of them. It could use some vertical compression (see comments on MAP01, MAP08, MAP12). For that matter, it could just use compression; it's much bigger than it needs to be.
One especially annoying part is on an FOF, where there's a yellow spring up to a ledge. It sends me about twice as high as I need to go to reach the ledge. That needs to be turned into a step I can jump to, or a series of steps.
Criticisms aside, the ring/item supply is generally good, and it's easy enough to spot players that I ended up liking my time in Green Patch Zone. Great start, keep it up!
MAP20, Colorpool Arena by Ex_Sonic: 5/10
Visually attractive, though dark.
Like Mystic said, there's not much reason to leave the center because you have question-mark monitors piled up there. Question-mark monitors are unquestionably (ha ha!) too powerful, even if you don't put four in the same place, which is definitely overkill.
It's hard to get on the FOFs over the pools. And do they need to be translucent?
The whole map could be smaller. Vertically (see comments on MAP01, MAP08, MAP12, MAP19) and otherwise.
MAP21, Ex Arena by Ex_Sonic: 6/10
Like maps 1, 8, 12, 19, and 20, it doesn't need to be so tall. The attraction shield is too powerful, and I don't get the colored tubes of water idea. Those seemed like a distraction, nothing interesting or needed.
I like how you placed the homing ring, and the basic layout is pretty good. For a first map, well done.
MAP22, Space Fight Zone by Some guy: 6/10
Inside part is very nice. Outside part wasn't needed. The outside is big and empty, and it's hard to get back in. If you had made it entirely an inside level, this would be a lot better.
Still, the inside part is quite well designed. I only wish you had made the players stay there to enjoy it. You also picked a good place to use teleporters in. I'd probably give this an 8 if not for the unfortunate outside.
MAP23, MI by Some guy: 1/10
I wanted to like this, but it really isn't playable. It's not so much the destructive power of the turrets as their ability to distract. With all the turret lasers and rings and items all over the place, actually finding a player to shoot at takes more time than you get to look in one direction.