Single Player
These maps have been played separately in single player.
Grassy Grove Zone 1 by RedEchidna (2/10)
This is cramped, linear, short, and somewhat inconsistent in textures. There is a hidden emerald token, but it doesn't get any better than that. What's funny is that I actually had replaced the GFZ2 music with Saturn's Grassy Grove 1 track in my music pack. How fitting.
Diamondus Zone by Glaber (5/10)
The thing that really bugged me was that the main overworld texture used on this map looks like crummy wallpaper, and doesn't really seem to fit in my opinion. Most other textures were all right, though I really don't get that Sally thing at all. Otherwise, even though this had nonlinearity to it, there were still some bland parts to the level, particularly the lake with only air bubbles in it. Nice "transformation" of the emerald token, though.
Nuclear Sunset Zone by BlueZero4 (9/10)
Very nice. From the start, this is very nonlinear, and contains different varieties of challenges with each path you take. I love how some of the ideas went into play. Personally, I think there was a great taste of textures used as well, though the beginning metallic fortresses seemed a little too... generic. From the looks of it, the crawla commander was socced to shoot small pits of turret fire. To me, this looks a little awkward, as no sound plays when he shoots it, and popup turret bullets seem more fitting. The temple was a bit weird in the sense that half of the walls were black... though that's not necessarily a bad thing. All in all though, this is a great level, and kept me occupied enough to play three times in a row and still be fully entertained.
Battlewoods 3 by Glaber (3/10)
Thanks, but the heavy metal doesn't fit the stage AT ALL. I switched tunes immediately. As for the actual level, nice use of doors activated upon defeating enemies, but the level design is extremely linear. The level isn't broken in any way, shape, or form, so that's a plus, I guess.
Match/Tag
These maps have been tested and played online in Match.
MAPA1 - Medivo by Glaber (6/10)
This is sorta meh. A couple of the floors where the lava sits has the lava texture, which sort of bugged me. There were some stair steps that Sonic had to jump to go up, though that's pretty minor. Meanwhile, it seemed a touch small in general, and not extremely interesting. Still, not too bad.
MAPA2 - Hotel Hallway Zone by Dash the Hedgehog (3/10)
Firstly, the carpet walls blend in with the ground, and there's one too many floors, none of them really being all that different. When you're to get a teleport, you'd have no idea where you are (though I guess that doesn't matter too much). The elevator was a nice touch, but since it's reported to have consis'd in netgames, it doesn't make up for the whole map being bland.
MAPA3 - Fort Island Zone by Xtreme Starfox (8/10)
My only complaint about this map is that the outskirts are too vast. This isn't too much of a problem, as there are still at least rings there, meaning bouts in the outskirts are pretty easy to do.
MAPA4 - Winter Twilight Zone by I'll Begin (8/10)
Right off the bat, I can say that you've pretty much succeeded at making the level look beautiful. Except for those hideous flashy-lights buildings, which I think should be replaced by another graphic. As for the actual gameplay, the bottom floor is a little flat and small, but the vertical exploration that the level provides makes up for most boringness down below.
MAPA5 - Carved Canyon by Some guy (10/10)
Just flat-out enjoyable. A few hidden goodies (automatic ring under the elevators), perfectly evened out level design vertically and horizontally, and also in terms of item placement. I can't see any flaws here.
MAPA6 - Snow Shrine Zone by Oogaland (8/10)
Nice layout overall, though it seems a tad large, but that's just me being picky. I have no real complaints on it.
Capture the Flag
These maps have been tested and played online in CTF.
MAPA7 - Castle Splash Zone by Xtreme Starfox (8/10)
Very nice stage here, and interesting use of water skipping. I noticed a few undeafed rings at the bottom castle entrances, so you may want to fix that.
MAPA8 - Capture the flag... by Some guy (7/10)
This stage is a little confusing at first (a couple times, I got lost or went the wrong direction), but it's otherwise a nice stage. Just a small thing I'd recommend is to point all of the blue/red team spawn things in the direction of the other base, rather than at their own.
MAPA9 - Mercury Sea Zone by Blue Warrior
This is my second completed map, but the first one I've sent to the contest. The outside scenery was an experiment I had in mind (in hard mode, there are even a couple crawlas you can even shoot at for points). While it's ideal for match, the main complaint for CTF seems to be that it's too small. I'm sure I can resolve this easily by simply stretching out the middle part of the stage a bit. While others think placing different thing types for difficulties is completely retarded, I really don't give a damn, because it adds more variety. The reason that nobody switches difficulty is because
almost no other maps utilize it. Why should the difficulties be scrapped if they can be used to the designers advantage? What's the point?
MAPAA - RPChat Clan Hangout Zone by Penopat (8/10)
Heheheh. Good map, though some of the springs bugged me. The diagonal red springs at the top of the base can very easily make you fall down the base when you don't want to, so I would personally scrap them.
Circuit
These maps were speedran alone in Circuit.
MAPAB - Furious Gorge Zone by Xtreme Starfox (6/10)
The damaging water is pointless. While the shortcuts seem a tad too easy, they aren't a major advantage ahead of the race, so no thumbs down there. The map is pretty good, it's mainly the water that bugged me.
MAPAC - Perpetual Wasteland by Some guy (5/10)
The two things that are wrong with this map is that there's one checkpoint, and it's confusing to know if you're going the right direction. The map needs at least one more checkpoint, and to be a little bit less confusing on where to go next, as I got lost for a few seconds more than once.
Well, now that that's out of the way, time for miscellaneous comments.
BlueZero4 said:
Segmint said:
Nuclear Sunset - BlueZero4
8/10
Nice design. Very interesting how it splits into two seperate routes.
Three, Segmint, three.
Originally, I was going to say that at the time of writing this. But in the beginning, there's three paths (or two and a half, since two of them technically merge later on), and two paths inside the temple.
I said:
I'm still waiting for that friggin' router.
Ironically, I got my router the day after I said this.