MAP01 - Super Mario Battle Zone - SRB2-Playah - N/A
This map is unplayably glitchy. I cannot give it a score because of that, and I won't even try to hazard a guess.
MAP02 - Floating Rock Zone - Lance88 - 1/10
I really can't come up with a positive trait to this map, to be blunt. There is no room to move at all, and the pits take away the points of anyone who tries to move fast at all. The insane amount of 25 ring boxes mean that one player has 234 rings while everyone else has 2. There just aren't any qualities of this map that I consider positive, really. Try looking at the successful stages for the basics.
MAP03 - April Showers - Bigboi - 6/10
I really like the basic layout, but the single Explosion ring is kinda inbalanced. I do really like the map for the Rail, though, and I've had great fun on it. Rather lacking in detail, however. Not really much to say. It's solid, but not exceptional.
MAP04 - May Flowers - Bigboi - 4/10
I'm not a fan of this map. The way the rings are thrown throughout the course means it's almost impossible to get more than 10, and with only one way up to the treetops, one person will always have all of the rings and the automatic. Horrid, horrid balancing. The way it's hard to see into the little pit that takes the player to the treetops does create some cool scenarios with a lot of people in there, but it doesn't save the map as a whole.
MAP05 - Piano Room - Bigboi - 5/10
Again, this is a cool concept with a flawed balancing. All of the rings are at the top of the stage, making whoever controls the top of the stage control the map. The idea of having the explosion at the top and the random monitors at the bottom is cool, as is the water which contains the random monitors, but the unbalanced gameplay takes its toll severely on the score.
MAP06 - Arabian Nights - Bigboi - 5/10
This map has one fatal flaw that keeps is from being amazing: It's very, very hard to get to the top of the pyramid as Sonic. Hence, it's like playing 2 seperate maps with different groups of people since no one will take the teleport to the other side. The stage is very pretty, but looks don't stop it from being a battle between 2-3 people on each side of the stage. If it was possible to walk into the pyramid from the side (not possible in the way it was built), the stage would probably play a lot better.
MAP07 - Emerald Garden Zone - Tets - 7/10
This map is big. Real big. If you have a lot of people, like most of the games I played on it, that's not a problem. However, I can see how a 2-4 person game here would be rather dull. If you have the people in-game, however, this stage is rather well designed. A few too many random monitors, though, and I'd like to see more than 2 rail rings, perhaps distributed throughout the map, because the rail battles here are phenominal.
MAP08 - Floret Lake Zone - Digiku - 7/10
This is almost the exact opposite of the previous map. This map is insanely close-quarters, despite the size. The open nature of it creates some great Rail shots, and the large amount of rings don't keep people from using normal shots as well. The only reason I'm not scoring this higher is because I've played this map already. It's called Meadow Match Zone, and while it isn't as pretty as this, it pretty much plays the same way. The stage just felt like the same thing I've been playing since Rail was created and added into Meadow Match in the first place.
MAP09 - Chemical Basin Zone - Digiku - 6/10
Everyone is singing praises for this map, and while I have to agree on the layout, which is incredible, the weapon rings are placed in such a way that makes it incredibly easy for someone to get the Rail-Explosion and dominate the game, especially since rings are sparse and whoever has the weapons can easily slaughter the people with 5 rings. This map needs more weapon rings, and bad. The layout does rock, though.
MAP10 - Grassy Ellipse Zone - Digiku - 3/10
Rail + Automatic + completely open map = unbalanced and dull. I really didn't enjoy playing this map at all. There wasn't any way to get up the stairs quickly, and whoever got to the Rail first won the game. Not really any positive qualities here.
MAP11 - Nocturnal Sahara Zone - Digiku - 9/10
I love it. Now that that's out of the way, lemme say why: the level flow is just brilliant, and the layout throws players into every area of the stage quickly and effectively. The only things I can say bad about it is that having the Infinity and random monitor in the same place is kinda powerful, and that the stairs can be kinda annoying to climb. Overall a great map.
MAP12 - Dead Simple Zone - Shadow Hog - 3/10
This map is a great example of how Doom differs from SRB2. This map really doesn't play very well in SRB2, in no small part due to the Armageddon Shield in the corner and bad item placement, but it mainly is because the stage is just confined and rather dull. That would normally be a 4 or 5, but I knocked it down a few more notches because it just plain isn't original. This is a level design contest, not a porting contest, and ports just aren't interesting unless serious work is done to change the gameplay to accomidate the new game, which this obviously wasn't.
This map is unplayably glitchy. I cannot give it a score because of that, and I won't even try to hazard a guess.
MAP02 - Floating Rock Zone - Lance88 - 1/10
I really can't come up with a positive trait to this map, to be blunt. There is no room to move at all, and the pits take away the points of anyone who tries to move fast at all. The insane amount of 25 ring boxes mean that one player has 234 rings while everyone else has 2. There just aren't any qualities of this map that I consider positive, really. Try looking at the successful stages for the basics.
MAP03 - April Showers - Bigboi - 6/10
I really like the basic layout, but the single Explosion ring is kinda inbalanced. I do really like the map for the Rail, though, and I've had great fun on it. Rather lacking in detail, however. Not really much to say. It's solid, but not exceptional.
MAP04 - May Flowers - Bigboi - 4/10
I'm not a fan of this map. The way the rings are thrown throughout the course means it's almost impossible to get more than 10, and with only one way up to the treetops, one person will always have all of the rings and the automatic. Horrid, horrid balancing. The way it's hard to see into the little pit that takes the player to the treetops does create some cool scenarios with a lot of people in there, but it doesn't save the map as a whole.
MAP05 - Piano Room - Bigboi - 5/10
Again, this is a cool concept with a flawed balancing. All of the rings are at the top of the stage, making whoever controls the top of the stage control the map. The idea of having the explosion at the top and the random monitors at the bottom is cool, as is the water which contains the random monitors, but the unbalanced gameplay takes its toll severely on the score.
MAP06 - Arabian Nights - Bigboi - 5/10
This map has one fatal flaw that keeps is from being amazing: It's very, very hard to get to the top of the pyramid as Sonic. Hence, it's like playing 2 seperate maps with different groups of people since no one will take the teleport to the other side. The stage is very pretty, but looks don't stop it from being a battle between 2-3 people on each side of the stage. If it was possible to walk into the pyramid from the side (not possible in the way it was built), the stage would probably play a lot better.
MAP07 - Emerald Garden Zone - Tets - 7/10
This map is big. Real big. If you have a lot of people, like most of the games I played on it, that's not a problem. However, I can see how a 2-4 person game here would be rather dull. If you have the people in-game, however, this stage is rather well designed. A few too many random monitors, though, and I'd like to see more than 2 rail rings, perhaps distributed throughout the map, because the rail battles here are phenominal.
MAP08 - Floret Lake Zone - Digiku - 7/10
This is almost the exact opposite of the previous map. This map is insanely close-quarters, despite the size. The open nature of it creates some great Rail shots, and the large amount of rings don't keep people from using normal shots as well. The only reason I'm not scoring this higher is because I've played this map already. It's called Meadow Match Zone, and while it isn't as pretty as this, it pretty much plays the same way. The stage just felt like the same thing I've been playing since Rail was created and added into Meadow Match in the first place.
MAP09 - Chemical Basin Zone - Digiku - 6/10
Everyone is singing praises for this map, and while I have to agree on the layout, which is incredible, the weapon rings are placed in such a way that makes it incredibly easy for someone to get the Rail-Explosion and dominate the game, especially since rings are sparse and whoever has the weapons can easily slaughter the people with 5 rings. This map needs more weapon rings, and bad. The layout does rock, though.
MAP10 - Grassy Ellipse Zone - Digiku - 3/10
Rail + Automatic + completely open map = unbalanced and dull. I really didn't enjoy playing this map at all. There wasn't any way to get up the stairs quickly, and whoever got to the Rail first won the game. Not really any positive qualities here.
MAP11 - Nocturnal Sahara Zone - Digiku - 9/10
I love it. Now that that's out of the way, lemme say why: the level flow is just brilliant, and the layout throws players into every area of the stage quickly and effectively. The only things I can say bad about it is that having the Infinity and random monitor in the same place is kinda powerful, and that the stairs can be kinda annoying to climb. Overall a great map.
MAP12 - Dead Simple Zone - Shadow Hog - 3/10
This map is a great example of how Doom differs from SRB2. This map really doesn't play very well in SRB2, in no small part due to the Armageddon Shield in the corner and bad item placement, but it mainly is because the stage is just confined and rather dull. That would normally be a 4 or 5, but I knocked it down a few more notches because it just plain isn't original. This is a level design contest, not a porting contest, and ports just aren't interesting unless serious work is done to change the gameplay to accomidate the new game, which this obviously wasn't.