Single Player
Dragon Valley 2 - ZTaimat - 3/10
Pretty meh. There's just not that much to see or do here. Also, the level header should let you warp there without forcing it, not to mention it should be MAP01 anyways. The whole thing is far too cramped, too. Open it up a bit and add more secrets.
Green Land 1 - KingofFlames - 4/10
Also pretty meh, but it wasn't suffering from technical issues. Just kinda boring. At least there were secrets, but it was far too cramped, and kinda small.
Radical Highway - Blue Blur - 5/10
Suffers from one fatal flaw: It's WAY too dark. Brighten it up a bit, and give it a level header, and it'll probably play much better.
Sunken Palace - ree-c - 7/10
This level, while big, suffers from a basic issue. Total lack of detail. The level is big, varied, and kinda interesting, but there is nothing but gigantic walls of texture. Why not spice it up with some scenery? Also, it needs more Star Posts pretty badly, and the pits here are insanely cheesy.
Paradise Cove - Hyper Tails - 1/10
Yuck. Out of place Sonic Adventure music in what is essentially a bunch of enemies on a tiny straight pathway. There really isn't anything redeeming here.
Match
MAP01 - Waterfall Warfare - ST218 - 5/10
Technical issues with framerate aside, this map is really too big, and a lot of the area isn't used at all. The water leads down, so pretty much all that happens is everyone ends up in the pool at the bottom shooting each other. Not to mention it's just boring.
MAP02 - Abyss Highway - ZTaimat - 1/10
Crashes with a lot of players, and is just boring when it doesn't. 600 to 0 is not a fun game. Maybe would be more fun if the bottom wasn't a pit. Maybe add a floor there and place something at the bottom.
MAP03 - Toxic Turmoil - Spazzo - 5/10
Reminds me a lot of one of my early maps, Orange Crater. Pretty bad as Sonic, but playing it as Tails was actually kinda fun. I don't like how the main textures block your view when flying, though. It doesn't seem like those are there for anything.
MAP04 - Rocky Ravine - Blue Blur - 7/10
Quite fun, but has a MAJOR issue. There is only one explosion ring, and one homing ring. This makes it VERY easy to dominate one of the rings by simply going back to the spawn point as the timer runs out. I suggest placing at least 2 of each weapon ring. Otherwise quite solid.
MAP05 - Agrabah - Mikel - 0/10
Armageddon Shield, no rings, no fun. I suggest going back to the basics and understanding how deathmatch is actually played.
MAP06 - Aquatic Caves - ree-c - 6/10
Personally, I quite enjoyed it, as Explosion + water is pretty fun. It's a little big, though, taking forever to get from one side to the other underwater.
MAP07 - Molten Core - ree-c - 6/10
60 Elite jokes aside, the stage is pretty solid, with interesting usage of a lot of things. However, it REALLY needs to be darker, because it's nearly impossible to see the crosshair against the THZWAL01 texture at that brightness, making it really hard to Rail people. Also, it would be a good idea to place a second Rail Ring somewhere else to make it harder to dominate the Rail.
MAP08 - Techno Heights - ree-c - 8/10
While it looked really bad, I had more fun on this than I was remotely expecting. Bravo. The usage of the spindash passage was brilliant, and the level design just led to a lot of fun. I wish I could nail down what made the stage entertaining, but I don't really know.
MAP09 - Greenery Hotel - JJames19119 - 8/10
Concentrated awesome. The details really make the map. I just have one major objection. Get rid of the teleports immediately. They drag down what would otherwise be a 9-10. Also, the little areas outside the side windows where the teleports are could stand to be a little easier to get out of. We occasionally ended up with 3-4 people in that tiny area, and it was a tad ridiculous with no easy way out.
MAP10 - Power Ring - Walter - 3/10
While it's obviously a "My first map" and really ugly, with painfully repetitive music, I actually had a bit of fun on it. Look at other maps to see how to improve, but it's a pretty decent first try.
MAP11 - Searing Wellspring - Oogaland - 7/10
Huge, but totally in a good way. I had a ton of fun sniping. Maybe a bit too big, but overall I had a riot having sniper wars with people halfway across the map.
MAP12 - Lost Temple - Chabo - 3/10
Uh, just far too small. Especially after coming off of Searing Wellspring. This just boils down to whoever can spam shots better than everyone else. No skill involved is no fun, really.
MAP13 - Rush Job - Neo Chaotikal - 7/10
Obvious rush job, but not bad. Neat use of that texture, although the crosshair is kinda hard to see on it. The water and the Rail can be kinda insane, though. The first round I grabbed the Rail, went underwater, and proceeded to get 1500 points without getting hit once ^_^()
Capture the Flag
MAP14 - Crystal Dimension - ST218 - 8/10
Large, but not in a bad way. Awesome rounds of CTF, with the sniper towers, and the bases doing a great job. Can be kinda overly bright and hard to see, but that's more an issue of the special stage texture set than the level.
MAP15 - Forest War - ZTaimat - 4/10
I really didn't like this map much at all. First off, the Inferno Shield is MUCH better than the Attraction Shield in CTF, so one team is at an advantage right there. The secret passages are random, and can be abused by the flagholder. Also, the total lack of vertical movement made the stage kinda dull for running around.
MAP16 - Castle Jail - ZTaimat - 7/10
Absolutely insane. In a good way. I'll admit to not using the upper floors pretty much at all, but for a straight round of CTF, this works really well.
MAP17 - Imbedded Urban - Blue Blur - 4/10
Pretty meh. I love the look of the map, but it was just really hard to get a capture, or even go fast at all. The city was too cramped, and the open area in the center was just used to get from one city to another really fast. Just a lot of frustrating situations ensued with getting stuck on the wall, stopping dead, and then getting shot.
MAP18 - Wall Fortresses - JJames19119 - 6/10
Gimme a bit. For some reason, you flagged this as a match map, so this map was skipped on the rotation, so I haven't played it. I'll vote when I play a few rounds on it.
Update with score and review:
The map is okay. The concept with the gravity is kinda neat, but the layout just doesn't hold up to the awesome concept. Needs more stuff to do, and I was abusing the Auto-Rail to the point of being boring.
MAP19 - W.A's Soccer - Walter - 0/10
Auto-Explosion is automatic failure. The REDWALL sky, flashing colors, and total lack of anything redeeming also makes the map totally unplayable.
MAP20 - Terrace Tussel - ST218 - 2/10
Yuck. As a Sonic player, this is unplayable. Switching to Tails, it was still pretty damn bad. It takes too long to get from one side to the other, the stairs stick you and stop you dead, and the springs just lead to getting shot, making captures near-impossible.
MAP21 - Green Mushroom - FuriousFox - 5/10
Pretty much all for concept. The springs leading up to the flag stop the player dead, and lead to a lot of frustrating situations where there is simply no way not to get shot. The level is so tiny that there is pretty much always someone there to shoot you, too. You need some frikken cover to get up to the flag, really badly.
MAP22 - Slime Tower - Chaos Zero 64 - 7/10
Really quite interesting. I suggest less powerup boxes in the bases, especially considering the uselessness of Super Sneakers in such a vertical map. Also, you should probably lower the depth of the slime, so you can actually pick it up if it lands in the center pool.