These are always exhausting to write; especially since there were 14 maps I had to go through (6 more than last time). Sorry if my criticism is a little short or bare bones; some of these I just didn't have much to say about them.
[spoiler="Hilltop Hunt Zone" by Fres]Standard little emerald hunt level. Nothing too complicated; if this is one of your first levels, nice job![/spoiler]
[spoiler="Quartzite Crag Zone" by SeventhSentinel]Really fun to breeze through! There's a diagonal red spring that only flings Sonic far enough to land on the platform it's aiming at, and the visuals are rough around the edges (but you've made it clear you want to change that), but other than that I have no complaints.[/spoiler]
[spoiler="Jello Factory Zone 1" by Mystyc Cheez]Let me get the single most nitpicky compliant I have ever had with anything out of the way: mind taking a different level select picture? The current one makes it look like a generic grass level with blue water, when the actual level itself is actually so much cooler than that!
Anyways, I haven't seen you post in the past, but I already like your mapping style. You use the gimmicks rather well, especially for a map you made in a short time frame. Only thing I'd say would be to make the differences in the bouncy jello colors more clear; it's only subtle differences at the moment, and it makes it a little tough to figure out the room after the last checkpoint (it's kinda easy to figure out to jump on the red cube anyways, but it wouldn't hurt to make the bounciness more drastic I'd say). But man, I really love it otherwise; it's fun and carefree, and the little touches (like the Skim bombs reacting to the THZ slime) are cool!
This is also the only map where I'd say "don't get a custom music track", since the vanilla one you picked fits too well. :p[/spoiler]
[spoiler="Sky Labyrinth Zone" by Tripel the fox]A really neat gimmick level; wasn't expecting a lot of these. If there's anything I'd suggest adding, it'd be a method to cancel your spindash (hold jump to start slowing down?). Other than that it's short and pleasant, keep it up![/spoiler]
[spoiler="Overgrown Castle Zone" by Chaobrother]A pretty nice level, I like the theme and use of Actraiser music! Some areas I feel are a bit overly big, and the leaf texture doesn't exactly convey "this will hurt you". Maybe replace it with a bramble texture? Still, nice job![/spoiler]
[spoiler="Nightlight Ruins Zone" by Steel Titanium]A short but nice level. I'm rather fond of some of the areas, such as the
"teeth" hallway. However, I found that most enemies face the wrong way, and the teleport into the 2D section could be a little more clear where it is.
For nitpicks, these two slopes in the opening room look kind of weird...
...and this small dead end route that's a little hard to get on has a Ring monitor here, while the easier route at the bottom has an Emerald Token that I usually can grab without meaning to; can't help but feel it's meant to be the other way around.
Still though, you've got a pretty neat map here![/spoiler]
[spoiler="Gravity Well Zone" by Goldenhog]This one's so close to being amazing, you've ought to make the push/pull strength way less strong. It feels almost like it's designed for Knuckles only, because of how weird it feels trying to do the platforming as a character without glide (the glide makes the push/pull feel way more manageable). The last room in particular feels overly brutal as Sonic, since there's only the tiniest margin for error.
Here, I'm not sure what you're supposed to do as Tails. Knuckles can climb on the walls, so I'm thinking he shouldn't even get up here. Make it clearer what he should do, or prevent Tails from getting up here.
These boxes bounce you fairly low; it's hard to tell that you're bouncing higher every time, and I actually thought you couldn't beat the level as Sonic.
Honestly though, just change these up and you'll have a pretty awesome level; don't give up![/spoiler]
[spoiler="Sunset Ruins Zone 1 & 2" by Hedgefox]Act 1 has problems such as unclosed sectors, overlapping linedefs, and too large map size (even after you moved the skybox). Can't include it until those are fixed; they still cause bad collision issues, even if they're a lot better after your recent changes. You're on the right track, though! Use the "Make Sectors" tool on the broken sectors to remake them, and if you have "Merge Geometry" on then put the linedef vertices on top of each other so that they merge. Try reducing the size of that last room just slightly (you're only somewhere about 256-1024 units past the max) to fix the map size.
Act 2, however, is almost A OK; all you need to do is make the OGG music under 2mb, then you'll be good! Condense it down to 1 loop of the song instead of making it 15 minutes long, and I think it'll be just fine. As for other recommendations, I think the platforms you have in the arena are a little small, and the gas jets there are really loud and they get annoying fast. Still, nice effort; fix or outright change the music and you'll be golden.[/spoiler]
[spoiler="Robotnik Laboratory Zone 1 & 2" by Manimi]I am not considering adding Act 2 at all at the moment because I've recently found out Act 1 has unclosed sectors, overlapping lines, and map size issues (same as Sunset Ruins Zone 1).
If these aren't fixed then this will prevent me from including it, since in my test builds they actually prevent being able to collect the "level completed" emblem that every map has. Copy pasting what I said for SRZ1: "Use the "Make Sectors" tool on the broken sectors to remake them, and if you have "Merge Geometry" on then put the linedef vertices on top of each other so that they merge". Use the Map Analysis tool to help find where these errors are. As for map size, I'm not sure what you should do, but you have to figure out places to make it smaller.[/spoiler]
[spoiler="Cute Ice" by Zipper]This is a nice, short but sweet level (a cute level?). I'm really fond of the visual style, and the challenges you present are really cool. (first one that pops to my mind is the one in the underwater section where Sonic is meant to thok at an angle to reach another platform; that was a really clever application of water physics!) It doesn't overstay its welcome and it's not overly complicated. Good job![/spoiler]
[spoiler="Fiery Volcano" by Monster Psychic Cat]First thing I noticed that I kinda liked: really cool colormapping you did there! However, I feel like the scale's a little small; feels closer proportioned to a Doom map. Select your entire map, press "E", and then scale it up to somewhere around 125%-200% (whatever you think feels best), then adjust it a little (flamethrowers might need changed in particular); I can garueentee it'll feel a lot better with the extra room to walk in! Also echoing someone's earlier statement that those lava falls are really fast; only way I've found past them when not playing as Sonic is slowly charge up your spindash to max. Still though, you've got some good stuff here![/spoiler]
[spoiler="Green Hill Zone" by Flare957]This cannot be accepted in it's current state because it changes vanilla objects instead of making new objects, and nearly the whole map is visually broken in Software. Sorry! Maybe you could try entering it again if I do another and you get a computer to fix these problems?[/spoiler]
Only five days left...