1. Glacier Gear
Absolute favorite map from this SP division. The level's structure and routes are set up very well, the bounce pads are used in cool ways (especially underwater), and there's a 2D section that doesn't feel completely pointless! The visuals are also well-done, and Knuckles not being able to climb on metal was a clever addition. The trap-lasers were a bit ambiguous in purpose at first, but are actually pretty interesting, and the waddaleks are also kind of annoying (okay they're really annoying) but I suppose it's good to have an enemy that isn't scenery that moves. Squaring off with that secret boss was nice, too.
2. Cock Towers
Very nice from a technical standpoint; I predict that the kirby 64-style axis2D will be a great thing for level designers; I know I'll probably use it! The egg guards were kind of obnoxious, but other than that I didn't have much trouble dealing with the enemies.
3. Seraphic Skylands
Definitely has the best visuals out of the SP division; the music, scenery and low difficulty makes it a very relaxing experience. My only complaint is that the lack of enemies and aforementioned easiness makes it feel slightly uneventful, but it's still a fun level. Needs more pain elementals though.
4. Sand Valley
I had a lot of fun playing this one. The quickquicksand didn't bother me as much as it did others, the visuals are nice (especially those wooden bar midtextures) and there's a fun Knuckles path. The deton placement is pretty gross though, and the spindash platforms aren't explained well enough for such a common level object, though they're fine once you figure out how to actually use them.
5. Floral Road
This is for a level pack, am I right? It's cute and good for what it is, I suppose; a short, simple first level type of thing. It's very average, but it's not bad at all, though I do think there should've been more stuff to do. I don't have much else to say about this map.
On a non-level design related note, I like how the red crawlas take two hits to kill in this.
6. Egg Outposts
I like the song in this level but it doesn't fit the colorful jungle environment at all. This level is kind of below average but I still enjoyed it. The layout is really strange and confusing at times, and that optional cave room with the crystals is extremely dark; the crystals should've been placed in ways that guide the player instead of being all over the place. Deton placement could also use improvement.
7. Sacred Woodland
The visuals are decent. That's the biggest praise I can give this level; it's neither great nor abysmally awful. I don't know why the teleporters are there; the transitions could've been done without them; furthermore, the teleporters aren't smooth and stop you dead in your tracks when you activate them, which kills the immersion suddenly Brak
8. Midnight Caves
This is a stage that was very plain. It makes me think of maps from the 1.09.4 days, with the crawlas and that hyper-realistic rock texture and the vast open expanses of nothing. I didn't care much for this level but it's not bad, it's just very...well, mundane. Also the spot where the emerald token is would've been a better spot for the exit signpost.
9. Emerald Lake
Like Midnight Caves, this level isn't horrible, it's just unremarkable. It is composed entirely of large, empty rooms with enemies that don't really do anything, and unlike Egg Outposts, it doesn't even seem like effort was put into it. The map gives an Elemental Shield to the player right at the start of an underwater section, completely negating the challenges associated with that kind of hazard unless the player somehow gets hurt by something. The fake slopes and insurmountable fence at the beginning don't contribute anything to the gameplay; the addition of an unfinished draft of the map as a secret seems especially pointless. The map also has a problem with crashing; I don't know if it's the map's fault or just me though.
Also the fish look like they want to drown.