Single Player:
Industrial Valley Zone Act 1 by Zipper - 5/10
I remember playing this level in a early stage, so I sorta knew what to expect. Although a lot of the quirks that was present back then are still there.
First off, the textures you used in the cave sections make it really hard to tell where the next platform was at, try using a new texture for the sectors that you are ment to jump on that doesn't blend in with the grey walls. One thing I am glad to see removed was the rope-hangs from the caves, makes the level much more enjoyable if you ask me.
Then there's that slime room, while the alarm sound does help warnd the player, I still think it would have been better if a rumbling sound would have played. Also, I would have liked it if you slowed the slime down and put in platforming in that part, and not just send the player onto sets of springs.
Then there is the metal base part, boy was that confusing. The room with the bounce-pads had me stumped for a long time, I thought the pads would have hurt me because of the texture you used. But I then found out they bounced me after I thoked at one, only to land in the acid below and die. It took me awhile to notice the yellow spring you put on a small platform that I assume was ment to allow me to get on the pads and made my way out. Only to be met with the room with the two pistons, wich also confused me. After running around looking for something to trigger the door I jumped on the piston without the spring, I was quite shocked when it moved. The idea was neat, but you could have made it easier to tell the player that was what he was ment to do.
So, in a summery.
Good:
-For the most part, the layout and platforming of the level is decent.
-I liked the gimmicks in the base part, they just need some work to introduce them better.
Bad:
-Cave part's textures made it hard to tell where the next platform would be, making falling to my death way too easy.
-The way you introduced things was rather poor, seeing most of the time it was easy to die if you messed up.
Azure Temple Zone by Mystic & Prime 2.0 - 9/10
Comments coming later.
Sonic's Schoolhouse by Boinciel - 6/10
Joke aside this level was decent, it had platforming, it had rings, it had hazards. But even with that, it was very basic.
I think it would have been funner if you would have mixed the puzzles/minigames/whatevers in with some platforming, it would have made the level more enjoyable.
Anyways, the easiest way for me to sum this up is in a list.
Good:
-The joke was amusing for the most part, even though it was short-lived.
-BAD EGGMAN, STOP TRYING TO EAT ME!
Bad:
-The level was boring in the platforming department.
-The puzzles/minigames/whatevers were too short-lived, more could have been done with them.
Frozen Hillside Zone Act 2 by Blade - 7/10
Comments coming later.
Chemical Facility Zone Act 2 by CoatRack - Mine
Welcome to another edition of CoatRack's Rushed-to-be-sent-in Contest Levels, on today's menu is El-Facility-of-Chemicals!
I would have liked to do much more in this level, in reality I only got to scratch the surface with ideas I wanted to do with the chemicals
and reverse gravity. See, I added it in because I had some rather interesting plans for it, but as the deadline got closer I was having to rush the map. So the current boring/annoying sections are there because I had to add in some easy-to-do parts to get the level done. On one of the parts you noticed the room with orange gel on the top and bottom, that was intended to be seen again in a more complex way later on.
But as it is said in the sub-title, this is a demo. I have much more planned for this level, so expect some rooms to be cut out/redone in Chaos Domain.
Lightless Labyrinth Zone by ShadowHog - 8/10
This level was quite fun, the idea was neat and executed nicely. Although it did get a bit repetitive, but it was never enough to make me loath the level.
The level's platforming is in the basic area for the most part, that is until you go deeper into the level. And then I am met by the Mystic Mansion-like polyobjects, which made me smile a mile. I really REALLY wished it was used more, but I guess it is made up in the way you used it. I mean, what's to hade about a room filled with them?
And then there's the boss, wich is by all means a glorifed Eggmoblie. Don't get me wrong, the boss was enjoyable. I just wished it would have had more original attacks, like a jumping attack that would have gave out a shockwave. But one thing I did notice is that the boss was short lived, I am note sure if I was on a time limit or not. But when I landed a few hits on him the screen went white and I found myself ontop of a ruined building, if that was the way the boss was ment to die then it was very anti-climatic. I would have much rather SEE the explosion than just a "white flash! here's the end, get going.".
So, my thoughts in short are.
Good:
-Creative gimmicks that were executed nicely.
-A neat boss, even though I think more could have been done with it.
-Poylobject platforming.
Bad:
-It was sometimes hard to figure out just what I needed to do to move on, like the room with the button that was black.
-The boss' death was very anti-climatic, and left me with a "well, that was silly" feeling.
Match:
Green Match Zone by Root - 3/10
Welcome to the world of mapping, the first step to becoming a skilled mapper is to make a map (who would have guess!). And you picked the easiest game mode to map for, IMO.
When the level loaded up I was happy to see deafed rings, but that happiness was quickly snatched away when I saw how cramped the level was. And you proceeded to take more when I jumped into the water looking for some items, only to fall into a pit that I never saw coming.
Looking for a way to keep myself out of the water I went to explore the caves, which IMO, one of the better parts of the map although it was more cramped. I was disappointed to find two scatter panels in the cave, what happen to bomb, or the other weapons? Going outside again I noticed the same thing, there was two of the same panels, this time it was Auto though.
Even with all these gripes I have with the map, it was still fun to play in sorta. Although most of the fun comes from the fact I enjoy attacking people from nowhere, which is easy thanks to how cramped of the level is.
In summery, here's my thoughts:
Good:
-Basic knowledge of how to make FOFs and water, still need to add a color map to the water though.
-Deafed rings, it's a rare to see a beginner's map with them.
Bad:
-Cramped, makes it hard to move around the level without being turned into Swiss cheese.
-Death Pit hid under a non-translucent water block, a cheap death in other-words.
-Only two of the seven weapon rings are available to be used, making the match not as fun.
Marble Zone by CoatRack - Mine!
Meanwhile, back in 1991...
Marble Zone, the land of lava and ruins. Ready to turn all it's visitors into crispy critters or pancakes, or some other object you do not wish to be turned into.
This level was something I made in a few days, although the layout was made in about a day. I spent most of the time fine-tuning the level and detailing it, trying to give off that "Sonic Generations" feel while trying not to stray too much from the original.
I am quite pleased with how it turned out, the only way it could have been better is if it had
an HD version of Marble Zone playing.
Capture the Flag:
Glades of Serenity by Scizor300 - 8/10
Fun level, not much else to say really besides the fact there are too many ring monitors in the flag room.
Fungus Forest by RedEnchilada - 8/10
Not much to say on this level since I didn't get much time to play the level, but it played good enough.