GFZ1: 8/10
The ol' classic, with an awesome peacefull atmoshphere with some easy robots to bop. The difficulty really fits the "tutorial stage" feel. It's just WAY too short, even for a beginning stage.
GFZ2: 9/10
Epic stuff...so many roads, mountains, choice of path. Ya can simply deroute from your path by jumping off anywhere from the mountains, and use all the springs to get anywhere. Being able to skip the main path and run over the mountains is a great thing. Only bad thing is that the brown textured path gets kinda dull at some parts of the mountains.
GFZ3: 5/10
Great that the boss flies away and all, makes him less dull than he still is quite a bit, just do something with the area, honestly. At LEAST make some scenery. You could do it SA2B boss style, where there's a square BARRIER around the field with a bunch of scenery around, just for eye candy. But the square area is just so boring.
THZ1: 7/10
The entire lab with all the pipes at the end is genius, as well as the entire poisonous lake. Much pace, and basic eye candy that makes all the advanced new 2.0 stuff seem overdone. Just mostly a few mistakes
-The beginning is just a bunch of too long not-so-wide paths. Kinda boring.
-The moving platforms...there should be an alternate way to get up there. NOBODY likes to wait for a slow-ass platform to come down just to go up.
THZ2: 8/10
What to say? Bunch of features, still quite a lot of pace in the level, choice of path. Decent level overall. The lowered acid just seems out of place so low, and once again in netgames the closing door after the path with all the detons disallows anyone from coming in or going out. Dunno the reason for that.
THZ3: 8/10
Here the scenery has been just fine, and the boss is pretty cool too. Those with skill can rapidly kick his ass as soon as he starts flinching. Whether that's a good or bad thing, I can't say. I like and dislike it at the same time. For a boss, at least, pretty awesome.
DSZ: 410
DSZ in general makes me wanna skip it. There's no pace whatsoever, and it feels like a bunch of soul-less platforming. Having to wait for the water to go up to do certain things like using springs to their full potential is one of the worst things ever. You shouldn't have to wait for something to happen in order to get somewhere. Not something that you can't control. Most of the obstacles seem way too basic, although the mines are a pretty cool little addon. You also can get usually quickly lost. Don't have a clue where to go, so we just go try and find our way up, later finding out we've going in circles. The entire maze feel oughta be changed. And at end of the level is quite horrible at itself too. The typical soul-less platforming with random platforms. And finally...never...put pushing stuff into actual gameplay. It's just so slow and boring, it'd make anyone fall asleep.
The good things are the use of mines and those big rocks that float on the water crushing you when the water goes down. The palace(place ya run along with runshoes) looks pretty sweet too.
DSZ2: 5/10
The slides are a cool addon, although slightly uncontrollable. The beginning has some pace in it, and that's where the bad begins. A hell bunch of breakable blocks.(I won't review the other path now, one word for it, "YOU'RE TOO SLOW"! ..that's three) The concept isn't so great, but the execution is worse. The engine doesn't fit at all with it. Go slightly diagonal against a block, or slightly against the edge, and it won't break, killing your entire movement. Annoying frustating factor right there. As soon as ya get out, the area seems fast again. With some luck, it will be...if the waterfall platforms are at the right spot. If not you have to wait, and waiting for something to happen that ya don't control is always bad. Especially considering the sense of control in the game is so important. Then we meet up with some rising platforms. Kinda fun gimmick, the rising platforming, actually, just sucks for race. And the room is kinda bland and boring. Next up a pretty cool underwater slide. If you know the path this part is allright. But half of the roads lead you back in a superlong-and-boring zoomtube back to do all over again. And well, that sucks, considering you can't have a clue which path leads you back to your doom.
If ya get through however, there's the next part. Rising water while platforming. An allright basic thing, ya'd think, untill you figure you have to wait ages at the last platform before ya can move on. Horrible annoying part of the stage. Next up ya jump into more water, and your fall gets interrupted by a random big bubble. Better to remove those things. Ya see a bunch of platforms...and by now, everyone is be sick of all the boring DSZ platforming and just spindash jump across. So did I. The crusher part is a basic nearly overdone thing. All I can say is, make it either a bit shorter, or place bubbles on every square. DSZ is harder than Castle Eggman because of these kinda things. Finally it ends with some more slides, afterwards you either just falling into the finish or going through a cave with some pretty water drops falling from the ceiling, and THEN falling into the exit. By now you're relieved you can beat the boss up already and go to a fun zone.
DSZ3: 8/10
Better than GZ1's boss for sure. The electrifying thing works just fine, and the boss keeps ya on your toes constantly, especially since his bullet fire makes you need to use timing. The scenery perfectly fits DSZ. Light brownish square boring room. Of course, that's a bad thing. Decent boss, boring room. If there was some more to see in the room besides the tunnels Eggman goes through, that'd be great. Otherwise, pretty cool boss.
ECZ1: 8/10
Cool zone overall! Platforming with actually really cool gimmicks such as the sinking platform(as soon as ya jump on it with force) with the spring, and the chains are awesome addons too. The only thing I can say, make it more obvious that ya need to fall down into the water in order to proceed, and an alternate path there would be great.
By the way, can't it be possible to make the chains hang down if nobody hangs in them? Waiting for them to be where you want them to be can be such a pain, especially when speedrunning, where the spinning thing is totally at a randomized position.
EGZ2: 9/10
Awesome map, really too bad it's so short. Many alternate paths and extra things to go for, a hell load of new gimmicks to be in, and Emerald shortcut, all that stuff. The cannonballs really make the place feel like a war. And so do the other obstacled make the place feel like they should be. Squashing the turret was an awesome tactic, and stepping on one of the switches actually FORCES you to battle the enemies, which makes it less of a joke. Only 2 complaints about the stage:
-Tails and Knux have a HUGE advantage over Sonic at the water point. They can just fly/climb all the way there to the top, and Sonic has to do all the obstacles. An idea might be that their's horizontal doors that only opens as soon you press the water switch. This'll force Tails and Knuckles to press all switches one by one, because then the doors would prevent them from flying all the way to the highest switch at once.
-The stage lags like freaking MAD in netgames
AGZ1: 9/10
Epic stuff. Seriously. Awesome music, awesome textures, awesome feel, awesome gimmicks, awesome feel of freedom. Everything is overwhelming. You can run over the mountains once more, there's many paths to take, everything is a hell shizzle fun, there's a great pace in the level, and those carrying belts don't take too much time except for the very last part. There are a bunch of pointless paths, some even leading ya in a circle, but they're all big fun to take nontheless. This is the kind of level you'd expect from SRB2. Just the end with all the carry belts kinda sucks, considering Tails and Knux can just fly past by. Maybe make an alternative harder but faster path for Sonic?(Unless I missed it)
By the way, you know those rocks only breakable by Knuckles? Super Sonic oughta be able to break 'em too, considering Super Sonic is by far more powerfull than Knuckles.
RVZ1: 8/10
Amazing new textures. Graphics looking sweet on this one. There can be hell load pace if wanted too, and it's slightly different from the old RVZ itself as well, with some fun new stuff to try out. The lava waves impressed me to shit, that was amazing, never expected anything like that. It's really too bad the level is so dratted short, it's awesome otherwise. Most bad thing I can say is that the level STILL ain't so great in coop, considering all the falling platforms, and the new lava engine doesn't feel good at all. Suddenly standing on it. It disables the use of springs too, making falling in the lava insta-kill usually at some parts. Unless of course that was the intention.
ERZ1: 8/10
I'll start off with: The elevator lightning looks EPIC. Anyhow...it seems ERZ has a crush for crushers. *shot*
Quite challenging, and suprisingly playable in netgames. The gravity changing stuff is pretty cool, and as soon as ya figure the puzzles out, it all can be done quite fast too. The gravity can sometimes even be a little mean, though. ERZ makes big advantage of the games' physics, which is cool. Ya really gotta be an experienced player to make it through in 1 shot with 3 lives first time ya play this. Either how, I can't say much. The sense of freedom ain't really there, but for a level like this, it might be better off like that. All in all, great level, my only complaint is that there's tons-a lives, but barely any rings.
ERZ2: 8/10
Longest SRB2 level...ever. SO many challenges to take, so much stuff to do. It's all totally epic, like STjr took every single thing into big consideration. This is one final stage, allright. Awesome stuff like power activation, cannon firing suprised me big time, wind gliding along the mines was totally evil, and I never figured I became mini Sonic untill I saw the enemies around me. Great stuff, just too bad it's so dratted buggy and Tails can once again skip nearly all gravity stuff. One little hint...place rings in front of the miniboss, seriously. There's no way to get rings by going back since the boxes block your way. Also, try fixing the miniboss' sound. He fires just while he's ending the charging sound, which is horrible to time for players.
ERZ3: 8/10
At first thought, I swore to god it was a model. This guy's got some great moves, and I didn't figure I could jump on the guy's head. Probably me being stupid. Either how, all I can say is that this boss fight felt like a real final battle to me. Makes me urging for the final Super Sonic battle. Only 1 complaint...it's as good as impossible to figure out ya have to jump into the guy's missiles and hang on to them. No excuse around it, it's like saying ya would've eventually tried jumping into the death pit to beat the guy because ya were so desperate. But as soon as ya figure, it all works just fine. Great boss right here, just him jumping into the death pit now and then and the strategy is a complaint.