SINGLE PLAYER
Icicle Warehouse Zone, by Glaber
Rating: 4/10
Explanation: When I first started the level, I was begging for it to throw something at me, ANYTHING. Eventually it kind of did, but I still wasn't that impressed. The level mostly consists of plain, boring hallways filled with enemies, a typical flaw in your levels. Here and there you had decent scenery, but no real gameplay to speak of. There were WAY too many icy floors--there was nothing to balance out the constant sliding around. And what the hell was up with that pile of snow almost blocking the empty tunnel? I jumped in there expecting to find an alternate path or a secret of some kind, and was instead treated to an ugly and inexplicable wall of X's. The level ended just when the scenery was starting to get impressive. As far as this theme goes, I'm really hungry for more--this level failed to do it justice.
Twilight Isles Zone, by Thompson
Rating: 6/10
Explanation: It's pretty, it's full of fascinating gimmicks, and it has a funky charm all its own. But its Achilles heel is that the level layout is thoroughly nonintuitive. There are all kinds of frustrating leaps of faith and sections where it takes an inordinate amount of searching to figure out what to do. Confusing layout seriously damages a level even if it is top-notch in other regards. My other complaints are overuse of the DSZ rock textures and all kinds of visual oddities (accidental holes in FOFs, slime trails and HOMs, places where F_SKY1 pits are raised above adjacent F_SKY1 pits). I would be interested to see this expanded into a mod, but first you're going to have to address the major issues.
Flooded Mine Zone, by Spongecar
Rating: 2/10
Explanation: One of my cousins walked into my room while I was playing this, and he couldn't even tell it was supposed to be a mine. Knowing what it is, however, doesn't really make the experience better. The level was extremely short and extremely linear, with no content apart from some uneventful stretches of water, spikes, and vertical leaps into ugly-as-sin aboveground trails. The texturing was very unattractive. The ending was abrupt, as though somebody pulled a plug on the whole experience. The theme made absolutely no sense--what the hell is a gravity reversal over an upside-down sky doing in a water-filled mine!? Not that that was even executed properly in any case--you couldn't jump without flipping over and falling to your death, but couldn't get past the spikes without jumping. Luckily I was playing as Knuckles, and glided to safety. I think you know better than this--please actually demonstrate some effort next time you enter the contest.
MATCH
Setting Sands Zone, by ZarroTsu
Rating: 7/10
Explanation: Oh, I liked this zone a lot. The colormap was pretty cool, the ceiling torches were a nice touch, there was all kinds of potential for action, and the rising/falling sand gimmick was a stroke of brilliance. I only have two complaints. First, it was a bit too large for there to be continuous action. Second, with a name like Setting Sands and a universal colormap, I would expect there to be some outside sections where you could see the sun set. In that regard I was disappointed. Other than that, it was great.
Celestial Sanctuary Zone, by Mystic
Rating: 6/10
Explanation: Predictably, this is a solid, enjoyable level. However, it is also a tad too big. Also, the theme, while executed well, is distinctly unoriginal (although there are some interesting novel touches, like the CEZ fences lining the inner paths).
Quick Cliffs Zone, by Scizor300
Rating: 4/10
Explanation: Another monstrously big level, but this one fails to make up for it in other regards. It's just too flat and too spread out, and some of the scenery doesn't really fit either. Unless it's a really crowded server, you could wander around for ages without running into an opponent. Also, the ACZ2 music would have been much more appropriate than the remix.
Orange Stream Zone, by Brawl
Rating: 3/10
Explanation: What is it with you and orange levels? This place made no freaking sense, and the layout wasn't very well thought out at all. The jungle grass textures were severely misused. Worst of all, your item placement was atrocious, with huge, uneven lumps of rings here and there, and multiple weapon pickups clustered together. One weapon at a time, please!
CAPTURE THE FLAG:
Castle CTF Zone, by Teleporter 412
Rating: 0/10
Explanation: What the hell was this!? Okay, first of all, I--well, actually, you know what? I'm gonna take a leaf out of D00D64's book here. Instead of enumerating all the problems with this stage, I'm going to post the server log from our game. Only that will give you a true idea of how much is wrong with this stage.
Gametype was changed from Match to CTF
Speeding off to level...
R_GetFlatNumForName: Could not find flat FLOOR0_6
R_GetFlatNumForName: Could not find flat GFZFLR_2
P_SpawnMapThing: Unknown type 809 at (3543, -1279)
P_SpawnMapThing: Unknown type 809 at (3542, -934)
P_SpawnMapThing: Unknown type 809 at (3544, -495)
P_SpawnMapThing: Unknown type 809 at (3544, -152)
P_SpawnMapThing: Unknown type 809 at (-8158, 1152)
P_SpawnMapThing: Unknown type 809 at (-8164, 1489)
P_SpawnMapThing: Unknown type 809 at (-8162, 1938)
P_SpawnMapThing: Unknown type 809 at (-8158, 2274)
P_SpawnMapThing: Unknown type 809 at (-7599, -145)
P_SpawnMapThing: Unknown type 809 at (2989, 1135)
P_SpawnMapThing: Unknown type 36 at (-5600, 6272)
P_SpawnMapThing: Unknown type 36 at (-7200, 8096)
P_SpawnMapThing: Unknown type 36 at (-7200, 7968)
P_SpawnMapThing: Unknown type 36 at (-7200, 7520)
P_SpawnMapThing: Unknown type 36 at (-7200, 7392)
P_SpawnMapThing: Unknown type 36 at (-7200, 6944)
P_SpawnMapThing: Unknown type 36 at (-7200, 6816)
P_SpawnMapThing: Unknown type 36 at (-7200, 6368)
P_SpawnMapThing: Unknown type 36 at (-7200, 6240)
P_SpawnMapThing: Unknown type 36 at (-5536, 8064)
P_SpawnMapThing: Unknown type 36 at (-5536, 7936)
P_SpawnMapThing: Unknown type 36 at (-5536, 7488)
P_SpawnMapThing: Unknown type 36 at (-5536, 7360)
P_SpawnMapThing: Unknown type 36 at (-5536, 6912)
P_SpawnMapThing: Unknown type 36 at (-5536, 6784)
P_SpawnMapThing: Unknown type 36 at (-5536, 6336)
P_SpawnMapThing: Unknown type 36 at (-5536, 6208)
P_SpawnMapThing: Unknown type 36 at (-7776, 8096)
P_SpawnMapThing: Unknown type 36 at (-7776, 7968)
P_SpawnMapThing: Unknown type 36 at (-7776, 7520)
P_SpawnMapThing: Unknown type 36 at (-7776, 7392)
P_SpawnMapThing: Unknown type 36 at (-7776, 6944)
P_SpawnMapThing: Unknown type 36 at (-7776, 6816)
P_SpawnMapThing: Unknown type 36 at (-7776, 6368)
P_SpawnMapThing: Unknown type 36 at (-7776, 6240)
P_SpawnMapThing: Unknown type 36 at (-6112, 8064)
P_SpawnMapThing: Unknown type 36 at (-6112, 7936)
P_SpawnMapThing: Unknown type 36 at (-6112, 7488)
P_SpawnMapThing: Unknown type 36 at (-6112, 7360)
P_SpawnMapThing: Unknown type 36 at (-6112, 6912)
P_SpawnMapThing: Unknown type 36 at (-6112, 6784)
P_SpawnMapThing: Unknown type 36 at (-6112, 6336)
P_SpawnMapThing: Unknown type 36 at (-6112, 6208)
P_SpawnMapThing: Unknown type 36 at (-7712, 7456)
P_SpawnMapThing: Unknown type 36 at (-7712, 8032)
P_SpawnMapThing: Unknown type 36 at (-7712, 6880)
P_SpawnMapThing: Unknown type 36 at (-7712, 6304)
P_SpawnMapThing: Unknown type 36 at (-6048, 8000)
P_SpawnMapThing: Unknown type 36 at (-6048, 7424)
P_SpawnMapThing: Unknown type 36 at (-6048, 6848)
P_SpawnMapThing: Unknown type 36 at (-6048, 6272)
P_SpawnMapThing: Unknown type 36 at (-7264, 6304)
P_SpawnMapThing: Unknown type 36 at (-7264, 6880)
P_SpawnMapThing: Unknown type 36 at (-7264, 7456)
P_SpawnMapThing: Unknown type 36 at (-7264, 8032)
P_SpawnMapThing: Unknown type 36 at (-5600, 8000)
P_SpawnMapThing: Unknown type 36 at (-5600, 7424)
P_SpawnMapThing: Unknown type 36 at (-5600, 6848)
Map is now "MAPF1: CASTLE CTF ZONE"
Time limit disabled
Levels will end after a team scores 5 points.
Simsmagic switched to the red team
Fawfulfan switched to the blue team
glaber switched to the red team
<Simsmagic> WHY IS IT SO DAAAAAAARK
>say timelimit
<~Fawfulfan> timelimit
>timelimit
"timelimit" is "0" default is "0"
>timelimit 5
Levels will end after 5 minutes.
<Simsmagic> too many team rings
>say wtf is this!?
<~Fawfulfan> wtf is this!?
<Simsmagic> holy jesus
<Simsmagic> I think this is supposed to be a parody of canyon ctf
>say f12 me
<~Fawfulfan> f12 me
>say where the fuck am I supposed to go!?
<~Fawfulfan> where the fuck am I supposed to go!?
Simsmagic became a spectator.
<Simsmagic> jesus fuck
>say LOL
<~Fawfulfan> LOL
<Simsmagic> what is WITH this level
<glaber> seriously
Simsmagic switched to the red team
You're already on that team!
Fawfulfan switched to the red team
<Simsmagic> I don't even know where the flags are
>say 0/10, right?
<~Fawfulfan> 0/10, right?
>say utterly unplayable bullshit
<~Fawfulfan> utterly unplayable bullshit
<Simsmagic> -10/10
>say -10000/10
<~Fawfulfan> -10000/10
>say fail/10
<~Fawfulfan> fail/10
<glaber> 0/10, can't find flag
<Simsmagic> oh hey I found it
Simsmagic picked up the blue flag!
>say i will f12 you
<~Fawfulfan> i will f12 you
Fawfulfan became a spectator.
Viewpoint: Simsmagic
>say where are you?
<~Fawfulfan> where are you?
>say this level is complete nonsense
<~Fawfulfan> this level is complete nonsense
<Simsmagic> you have to get over the walls
<glaber> up there?
>say if this level was a language, it would be like the alphabet vomited
<~Fawfulfan> if this level was a language, it would be like the alphabet vomited
<Simsmagic> and navigate to teh farthest part of it
<Simsmagic> now how do I get back into my base
>say XD
<~Fawfulfan> XD
glaber switched to the blue team
>say we have to switch teams just to know where we are!
<~Fawfulfan> we have to switch teams just to know where we are!
>say utter bullcrap
<~Fawfulfan> utter bullcrap
<Simsmagic> oh jesus
<Simsmagic> I'm in the spawn
>say ragequit anyone?
<~Fawfulfan> ragequit anyone?
>say lets just skip this nightmare, shall we?
<~Fawfulfan> lets just skip this nightmare, shall we?
<Simsmagic> I could hold the flag in here for the rest of the game
<Simsmagic> lololololol
>say here we go
<~Fawfulfan> here we go
glaber picked up the red flag!
>map mapf2
Speeding off to level...
For the benefit of those who'd rather avoid reading that whole thing, this stage's layout made no sense whatsoever, to the point that finding and capturing a flag is a herculean feat. There are some rooms I couldn't even figure out how to escape from, and had to switch teams just to get out. THIS SHOULD NOT HAPPEN. Please, go to Level Design 101 on the Wiki and read the article on CTF. This level was an utter nightmare.
Water Hall Zone, by Kuba11
Rating: 4/10
Explanation: At least this one had a layout that made some sense, but it was really ugly. Purple purple purple purple purple...everywhere purple, as far as the eye can see. And more purple. Plus, there's not much interesting in terms of gameplay, either...you just bounce in pretty much a straight line across the platforms to capture the flag.
Seaside Strike Zone, by RedEchidna
Rating: 6/10
Explanation: I really had fun with this level, because it was simple, small, and full of unadulterated conflict, but it still had some issues. The most pressing problem is that there is no incentive whatsoever to take the higher path. It's longer, harder, and riskier. Taking the main path, you can capture the flag in under ten seconds. Nevertheless, it's still got solid visuals and fast-paced action. I'd advise anyone playing it to up the requirement to 10 points, though.
Gravity Garden Zone, by Charybdizs
Rating: 4/10
Explanation: The visuals are competent for the most part, but a lot of other things need work. For one thing, with a name like Gravity Garden Zone, you'd expect there to be equal action in normal and reverse gravity, but practically all of the content is right side up. The flags were kind of awkwardly positioned as well. Furthermore, it is customary to place deathmatch starts in a CTF level--the fact that you didn't is not the end of the world, but that's something you should bear in mind in the future. Still, I'm glad to see that you took most of my advice after I tested your level. I think it helped somewhat.
Volcanic Temple Zone, by Metal Fighter
Rating: 7/10
Explanation: Not bad at all. In fact, the clear highlight of this contest's CTF division. The visuals are great, there are multiple paths which are at least somewhat balanced, and the fire doesn't interfere too much with the gameplay, with possible exception of the corridors just next to the base, when you have to time jumps to avoid lava falls. It's not perfect, but I had fun playing on this one. Good job.
CIRCUIT:
Mushroom Hill Zone, by Simsmagic
Rating: 5/10
Explanation: I can't help but feel that this level somehow missed the mark, and that it wasn't all that it was supposed to be. I like how the stage is designed to be used differently by each character, but it didn't quite work out. Tails and Knuckles can still skip so much of this stage. Still, I like the visuals, and once you get the hang of it, there is a decent flow.
Cherry Canyon Zone, by Katmint
Rating: 1/10
Explanation: I swear that I was roaring with laughter as I played through this. Seriously, what the heck? I never even completed ONE circuit, it was just so long and so full of cheap hazards. We all Game Over'd really quickly. Besides, the visuals were pretty terrible. Nice try.
Sunken Cave, by Kuba11
Rating: 7/10
Explanation: Ooh, this stage was kind of mesmerizing. Plus, it flowed really well, and presented a well-balanced set of obstacles. Easily the best circuit level. Not much else to say about this one.
Greenflower Rush Zone, by Spongecar
Rating: 2/10
Explanation: Entirely-2D-Race-Number-One. And definitely not quite as good as you were hoping it would be. Just simple platform hopping, a Zoom Tube that makes the camera jerk in a seizure-inducing fashion, and a really cheap teleporter that prevents the track from looping cleanly. This last bit really got on my nerves...I seriously thought the track was going to loop all the way back to the start, and sending you back with a teleporter is just lazy. The sad thing is, this is still far from the worst entry in this contest.
Disco Dash Zone, by Brawl
Rating: 0/10
Explanation: Entirely-2D-Race-Number-Two. Just like Cherry Canyon, I was paralyzed with laughter as I watched the events unfold here. I mean, come on, a TURRET!? IN A RACE LEVEL!? Red Springs that sometimes propel the player into an impossible-to-continue location? Death Pits galore without any means of warning the player beforehand? Also just like Cherry Canyon, we all Game Over'd before we could complete a single lap. I never thought I'd see you make a worse level than City Jump. Well, I guess you showed me.