Single Player
1st - Ghost Battle
This was a creative boss fight. A needlessly long one, but a fun one. It had it's challenges, while staying consistent. I actually lost once, which says something. However, this boss is rather drawn-forward and repetitive. I was hoping for an added gimmick to pop up on the second and third phases throughout the battle. It's still a very ambitious boss nonetheless, and I applaud the originality, through the sounds, to the dual-arena, and the graphics used.
2nd - Eggmanway 7
Whoa Metal Sonic is actually killing someone and there's blood everywhere. The detail was nice, but a little repetitive. I was hoping for a few extra gimmicks to go along the way, other than hopping platforms and floating platforms. As for the detons, while playing through the level, did not help that they stood in place and hurt my ears. Seeing this as a post-apocalyptic style level, I expected the white crawlas to do more than just run around, and perhaps even shoot. You captured the theme right, and I'll give it that. It was fun, even though it used platforms a little too much. (It didn't exactly feel too much like a race, jump hopping up all the time)
3rd - Mother Lode Canyon
There was gimmick to this stage, I won't mark you down for this. But in reality, gimmicks to a stage are just one part of the puzzle; you have to take care for design, how it looks, and how each part of the level ties itself together. A well-thought gimmick is no fun when it's just a floating group of platforms floating in mid-air. It just makes it look thrown in there to give you hell. I really liked the part with the platforms making use of polyobjects, spinning around posts. But in the end, it felt like playing Super Monkey Ball, with the lack of rotating arms going around it. Attention to detail is really important in a game, as it not only explains a gimmick, which you've been doing, but it also explains why a gimmick should be there, and what sets itself apart from the rest of the level. If you had worked on this a while, added decorations, variance to the walls and floors like a canyon would be, and maybe a few enemies, it really would've scored a lot more for me.
4th - Emerald Flower Zone
This map feels like an overly large Green Flower Zone 2. No, really. I admit, it's a nice attempt, but ultimately this level is way to large for it's own good and wears itself out pretty fast. I did also find a pity shield monitor near the beginning of the stage for some reason, but only after looping the entire stage and it's many paths. I could only find one red star ring opposed to the possible... eight? I pressed Tab wondering how I could collect the others. For what it's worth, it does have it's own moderate and simple platforming, which suits itself being a first-zone level. But being too spacious takes away from the detail incredibly. If you're going to make a very large level, you need a lot of detail to fill in the areas.
5th - Flickering Lights Zone
This stage has it's gimmick in the title; lights flash and it will probably help or hurt you. Unfortunately though, it falls a little short on expressing the gimmick, and has very few details in the level to express it. If you're going to take a whole level-wide gimmick theme, you will need to apply it in very many ways. Take a look at Deep Sea Zone, for example. If you gave your player more choice of option, and more open areas and ways to make use of the gimmick (Like the flashing eyes, and the maze room at the beginning) and focus more on the visual layout of the map, you would score a lot higher. Most of the map was repeated sections of platforming with some parts appearing at times, making it rather repetitive. And, being in (almost) perfect darkness, relying on the light flashing is quite aggravating due to most of the level being pit jumps. I tried it on OpenGL later, and at least you have a line of sight with it.
Match
1st - Archive Stronghold Zone
I really enjoy this map's visuals, a lot. A little too much. I like how each area has it's own design, and it's easy to understand where you are. Getting places however, takes time to getting used to. Gameplay-wise, it's difficult to navigate some areas, as they are quite cramped. It takes a couple of loops through the level before you understand what the next turn going to be. Additionally, I had a very difficult time trying to find the panels. They're in obscure locations. As much as I like the visual layout of the map, it didn't play as well as I expected. But, it was still playable at the least.
2nd - Rocky Field Zone
This level was nice and easing on the eye. It upholds a simple yet constructive design, and remains consistent with it. In addition, you give each area and room a distinct look, each weapon has it's own recognizable place on the map, and you can loop around the level looking for targets. In contrast, this level can be quite cramped in a couple of areas, and the two pits in the level are rather misleading and almost invisible, due to the grey tone nature of the level. The water section feels thrown-in, in addition to being a pit of no return for sonic players, the same issue with Sapphire Falls. It was a really fun level, though, regardless.
3rd - Seabound Ruin Zone
This level is far too vertical. There's too much platforming and too many spring segments involved for a match stage, and I jumped into the water hoping for an underwater part of the map. The theme feels a little bit repetitive, and I feel you'd get more variance and less vertigo if you have places for the player to jump up rather than rely on springs for the entire map. It still at least has it's unique locations for weapon panels, and can make fun flat-field play.
4th - Grift Relic Zone
This level is far too spacious for it's design, the path to the rail panel is broken, and there's a lot of passageways that don't play too well. It's hard to keep track of where the weapon panels are, and even more difficult to find players. I think you should add more detail, and create distinct locations, or make your map less full of empty spaces. Try testing your maps a little more, to see if aspects of the level draw on a little too much, because this map is really needlessly tall. Oh, and there's a ? monitor. I don't think it belongs in match,... does it?
CTF
1st - Magma Plant zone
I had so much fun with this level. Sonic, Tails, and Knuckles can all explore this level almost freely, with no interruptions, and employ the abilities of their character to their advantage. This is something I see very rarely with a level. In addition, the theme is solid and appealing, and not overcrowded. Although some portions are cramped, there's many ways to circumvent this and move to a new area. The weapons have their own well-sighted locations, it's easy to know which base you're in, and the bases have a pinch point via a floating platform that can be outdone with a secondary path. The only funny issue is the emeralds, and some rings. The emeralds float in the air, and a group of 5 rings located in the platform room beside the flag are merged into the floor. A double-check before you enter the level doesn't always hurt. Other than that, this was a fantastic level, and I even gave it a second play as an encore.
2nd - Dual Heavens Zone
How do trees survive with so little leaves. I can get stuck as Knuckles. I picked up the flag, and hopped down into the low-area of the map, and got stuck, because some of the ledges are unfriendly to Knuckles' jump height, and my only option was to chuck the flag away. I found myself climbing up little ledges rather than hopping up them. Keep in mind, when you make a CTF or a Match stage, you need to account for Knuckles' lower jump height far more often. In Single Player, it's forgivable. In Match, CTF, and Race, it ruins the flow for the player, having to climb ledges that Sonic and Tails can jump up with (relative) ease. It's quite cluttered, and this makes it hard to see other players. It was a little difficult to play, there was way too much platforming than there needs to be, everyone was hopping or bouncing on springs. The visual layout of the level is nice, however. I think it's best that, should you test the level of the map, you should imagine how others might play it, what they will need to do, and what kind of flow the level has. Oh and, I couldn't find the auto..