Sapphire Falls Zone, 9/10
Yeah. This manages to be fun every time I play it, even in a noob server. Only gripe is that Sonic can't jump out of the current. Layout's extremely well done, and so is the Thing placement. I wish this stage didn't use GFZROCK, though.
Thunder Citadel Zone, 5/10
Explosion Ring is just way too difficult to get. Also, it's hard to find anyone in this stage. I like the Random Monitor placement, though. =D
Desolate Twilight Zone, 8/10
It's not every day a map can be huge, gigantic, Rail-Explosion, and devoid of detail and still play very well. This map isn't too big or too small, and has a great amount of vertical variation.
Hydro Plant Zone, 3/10
I explained why in the other topic.
Starlit Warehouse Zone, 4/10
Despite Auto-Rail being overpowered here, it's not too terrible. Everyone has a chance to get it, which is nice. I wish the Random Monitor were also easier to get, and less flatness would be quite appreciated.
Midnight Abyss Zone, 2/10
Lame. It's enormous, making it very hard to hit anyone, unless it's in the hallway, where Auto is just plain overpowered. The low gravity is bad enough, but to the extent it does it, that's just ridiculous.
Tree Ring Zone, 8/10
Problem is that if in a noob server, it's kinda unfun, because everyone seems to crowd in the center. But with a regular server, it's great. Some platforms are too small.
Zim's Base Zone, 6/10
Something is wrong when I can consistently snipe in this stage. Way too flat. Oh, well, it still manages to be skill based. The idea is pretty neat, though.
Airborne Temple Zone, 5/10
It's pretty, and Auto-Bomb rules, but Auto-Bomb is so utterly, utterly worthless with this stage's layout (and I'm guessing such is the case for my CTF entry this contest). Combine that with the fact that it's huge, and it makes it hard to hit anyone, and this map falls average.
Meadow Match Zone, 7/10
Perhaps having four Rail Rings would be better, but this stage's layout is great and highly suited for Rail. I really like getting air time from Yellow Springs in the water.
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Silver Cascade Zone, 3/10
This stage is so utterly boring and large. Remove the water, and we might have something better. That upper path needs to be a heck of a lot easier to use due to this stage's size.
Lime Forest Zone, 7/10
Quite good. The stage's narrowness is a small problem, but at least the bases are quickly accessible. I hate making the high jump out of the base.
Cloud Palace Zone, 6/10
Well, as narrow as this stage is, it isn't too bad. Those upper paths need to be so much more easily accessible, and I want to be able to use the top path directly from the base, but I can't as Sonic. D=
Metal Star Zone, 7/10
As easy as it is to fall into a pit, the stage is still very solid. I think the jumps should be more forgiving, though.
Dual Fortresses Zone, 2/10
This stage stinks. Homing is a problem, as well as that obnoxious X in the middle of the main path. This level drags on forever. Kill it now.
Iron Turret Zone, 2/10
Also lame. Random Monitors at bases, huge open valleys, obnoxious shafts, Rail-Explosion, do I need to go on? This is so luck-based.
Nimbus Ruins Zone, 1/10
I cannot stand this stage. It also drags on forever, because of the small platforms over a death pit. You get C-lag, you're toast. And the stage has minor framerate issues to top it off.
Conveyor Conflict Zone, 8/10
This one's quite fun, but it really needs to not have one hallway be required to go to the other team's base. The stage is quite solid, and the conveyors add tension, in a good way, of course!
Isolated Canyon Zone, 9/10
Small, but not in a bad way. The layout is very simple, but it's exemplary for CTF. Only gripe is that the shaft to the top of the castle can be quite hard to utilize.
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Quicksand Ruins Zone, 1/10
Uh, epic failure. This is more of a thokfest than Sonic Circuit.
Tainted Gorge Zone, 3/10
Thokfest again, but not as much. Nice usage of diagonal springs for deceit.
Fertile Canyon Zone, 6/10
This one's quite enjoyable. You can thok your way through, but it takes quite a bit more skill. Needs a non-generic theme and more of a challenge, though.
Toxic Citadel Zone, 6/10
I quite like this map, despite the thokfest through the long hallway at the beginning. Nice usage of turns, too. Should be more challenging, though.
Frozen Night Zone, 4/10
Kinda boring. The ice is completely ineffective at changing the gameplay, so you get just another thokfest.
Metallic Hall Zone, 4/10
Too cramped. Otherwise, this stage is quite good. I hate the thokguards at the very end of the lap.
Heaven Pass Zone, 8/10
If only we had more stock in Race. The first few jumps are a bit harsh, and using spin-thok near the end isn't fun, but it's otherwise very well done. The thok rate's very low. =D
Sonic Circuit Zone, 2/10
Unlike Quicksand Ruins Zone, this actually has a proper amount of turns. But it's too dark, and it's another thokfest.
Slumber Circuit Zone, 2/10
This stage fails mostly because of its lap length. That causes many Time Overs and people running out of the Drill Dash. Obstacles are good, but they should be given a greater leeway. This is also in desperate need of NiGHTS Bumpers. Throw this one away, please.
Yeah. This manages to be fun every time I play it, even in a noob server. Only gripe is that Sonic can't jump out of the current. Layout's extremely well done, and so is the Thing placement. I wish this stage didn't use GFZROCK, though.
Thunder Citadel Zone, 5/10
Explosion Ring is just way too difficult to get. Also, it's hard to find anyone in this stage. I like the Random Monitor placement, though. =D
Desolate Twilight Zone, 8/10
It's not every day a map can be huge, gigantic, Rail-Explosion, and devoid of detail and still play very well. This map isn't too big or too small, and has a great amount of vertical variation.
Hydro Plant Zone, 3/10
I explained why in the other topic.
Starlit Warehouse Zone, 4/10
Despite Auto-Rail being overpowered here, it's not too terrible. Everyone has a chance to get it, which is nice. I wish the Random Monitor were also easier to get, and less flatness would be quite appreciated.
Midnight Abyss Zone, 2/10
Lame. It's enormous, making it very hard to hit anyone, unless it's in the hallway, where Auto is just plain overpowered. The low gravity is bad enough, but to the extent it does it, that's just ridiculous.
Tree Ring Zone, 8/10
Problem is that if in a noob server, it's kinda unfun, because everyone seems to crowd in the center. But with a regular server, it's great. Some platforms are too small.
Zim's Base Zone, 6/10
Something is wrong when I can consistently snipe in this stage. Way too flat. Oh, well, it still manages to be skill based. The idea is pretty neat, though.
Airborne Temple Zone, 5/10
It's pretty, and Auto-Bomb rules, but Auto-Bomb is so utterly, utterly worthless with this stage's layout (and I'm guessing such is the case for my CTF entry this contest). Combine that with the fact that it's huge, and it makes it hard to hit anyone, and this map falls average.
Meadow Match Zone, 7/10
Perhaps having four Rail Rings would be better, but this stage's layout is great and highly suited for Rail. I really like getting air time from Yellow Springs in the water.
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Silver Cascade Zone, 3/10
This stage is so utterly boring and large. Remove the water, and we might have something better. That upper path needs to be a heck of a lot easier to use due to this stage's size.
Lime Forest Zone, 7/10
Quite good. The stage's narrowness is a small problem, but at least the bases are quickly accessible. I hate making the high jump out of the base.
Cloud Palace Zone, 6/10
Well, as narrow as this stage is, it isn't too bad. Those upper paths need to be so much more easily accessible, and I want to be able to use the top path directly from the base, but I can't as Sonic. D=
Metal Star Zone, 7/10
As easy as it is to fall into a pit, the stage is still very solid. I think the jumps should be more forgiving, though.
Dual Fortresses Zone, 2/10
This stage stinks. Homing is a problem, as well as that obnoxious X in the middle of the main path. This level drags on forever. Kill it now.
Iron Turret Zone, 2/10
Also lame. Random Monitors at bases, huge open valleys, obnoxious shafts, Rail-Explosion, do I need to go on? This is so luck-based.
Nimbus Ruins Zone, 1/10
I cannot stand this stage. It also drags on forever, because of the small platforms over a death pit. You get C-lag, you're toast. And the stage has minor framerate issues to top it off.
Conveyor Conflict Zone, 8/10
This one's quite fun, but it really needs to not have one hallway be required to go to the other team's base. The stage is quite solid, and the conveyors add tension, in a good way, of course!
Isolated Canyon Zone, 9/10
Small, but not in a bad way. The layout is very simple, but it's exemplary for CTF. Only gripe is that the shaft to the top of the castle can be quite hard to utilize.
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Quicksand Ruins Zone, 1/10
Uh, epic failure. This is more of a thokfest than Sonic Circuit.
Tainted Gorge Zone, 3/10
Thokfest again, but not as much. Nice usage of diagonal springs for deceit.
Fertile Canyon Zone, 6/10
This one's quite enjoyable. You can thok your way through, but it takes quite a bit more skill. Needs a non-generic theme and more of a challenge, though.
Toxic Citadel Zone, 6/10
I quite like this map, despite the thokfest through the long hallway at the beginning. Nice usage of turns, too. Should be more challenging, though.
Frozen Night Zone, 4/10
Kinda boring. The ice is completely ineffective at changing the gameplay, so you get just another thokfest.
Metallic Hall Zone, 4/10
Too cramped. Otherwise, this stage is quite good. I hate the thokguards at the very end of the lap.
Heaven Pass Zone, 8/10
If only we had more stock in Race. The first few jumps are a bit harsh, and using spin-thok near the end isn't fun, but it's otherwise very well done. The thok rate's very low. =D
Sonic Circuit Zone, 2/10
Unlike Quicksand Ruins Zone, this actually has a proper amount of turns. But it's too dark, and it's another thokfest.
Slumber Circuit Zone, 2/10
This stage fails mostly because of its lap length. That causes many Time Overs and people running out of the Drill Dash. Obstacles are good, but they should be given a greater leeway. This is also in desperate need of NiGHTS Bumpers. Throw this one away, please.