Icicle Warehouse Zone by glaber - 3/10
I gotta admit: I wasn't gonna give you a review at all at first. What I thought was basically "Well, glaber never listens to anything we say anyway, his new level is just as bad as his old ones, so why should I bother?" I was gonna give you a 2/10 and not say a word. But then something happened. I think it was because you fixed a few issues I talked about, like the ugliness of the caves and the emptiness of the digging site. So I thought: "Hey, it seems like glaber can actually take criticism after all. We just have to be specific". And I guess that's what never happened. So now I'm gonna tell you everything you need to work on.
First of all, ditch the unnecessary enemies. As far as I could see, you ditched the old turrets. You should also ditch the recolored SRB1 enemies. Buzzes, although less original and not really in line with the theme, simply have much better sprites. The same goes for the Minuses. The ones from SRB2 Christmas are also glorified Buzzes. And since the new Minuses have a much more original behavior (and a slightly darker shade), the old ones serve no purpose. You also used a few random SRB1 enemies behind some glass windows as decoration, and I think an emerald was there too. That looks stupid, to be honest. I know it's a warehouse, but please not for ugly stuff. ;)
Your decoration, when it's there, isn't bad at all. These stars hanging from the ceiling, the white flowers, the snowmen etc., all of them add a nice touch. You also decorated the digging site (although I have no idea what that thing with the Mario blocks is) and tried to decorate one of the caves. The problem is that the black rocks of course mesh with the black textures, so it still looked kinda dull. Other caves are still rather empty, as are some warehouse parts, but visuals are not a large problem. Next time, try to spend more time on sector-based scenery and other small details.
This leads to another issue. Everything was too flat. Yes, I know that streets are flat, but then you shouldn't let the player run along so many streets then. Let him go off road to do some platforming for example, or block the street with some obstacle the player must overcome. The same goes for some of the warehouse and especially the caves. A lot of the time, I just didn't do anything but run across a flat road or a flat hallway. Even if the terrain wasn't flat like in that one valley before the warehouse, you put springs there so the player doesn't have to jump.
I liked the conveyors in the warehouse, but I don't know if it was intentional that they didn't work. They should. The storage room was kinda silly. I liked the idea, especially that you had to stay up to get all the items, but there were just too many of them. Another thing I'd like to comment on is the enemy spam. Especially the Crawla Commanders were too many. For once, you got the room size right in all of the level, which was another plus. The number of alternate paths and the way they were accessed was also great.
So, essentially, this is a step up from your previous maps. The visuals were rarely actively bad, and often looked nice. The gameplay was also not actively bad, although there wasn't really much to do. You definitely got most of the basics right here, and that is probably your first time. What you need to do now is spend more time fine-tuning and decorating your level and come up with more interesting gameplay ideas.
Flooded Mine Zone, Act 1 by Spongecar - 2/10
Well uh no. This didn't work. You're a beginner at mapping, so it wasn't a huge surprise that the result was bad, and it could have been a lot worse. Still, there isn't too much positive stuff to say about this map. The mine cart at the beginning was creative, you know how to execute some more complicated gimmicks, and the level size was mostly right, except for some rather tight corridors. You also tried to hide some secrets in there.
But a lot of stuff needs work. The GFZ and Sapphire Falls textures didn't fit, the gargoyle gimmick was shamelessly lifted from DSZ1, and the upside-down gimmick didn't fit into a mine theme at all. It was also very counter-intuitive. When I see spikes, I expect to jump, but that kills me. The small strip at the edge that I can walk on is very easy to miss. The secret in that area was also bad. Never put a regular floor below a death pit. Also, the secret was a shortcut to the exit, so once you've found it, there was no reason to ever take the normal path again.
Other random stuff: At the path split, the thok barrier was much lower than Sonic's jump height. That looks awkward. Also, there were missing textures behind the door of the gargoyle puzzle. And that's pretty much it. The level was of course rather unspectacular, but that's to be expected from a first map. Don't let the score make you think you should give up. For a first map, it was better than most. If you continue, you'll gain more and more experience, and your maps will get better.
Twilight Isles Zone by Thompson - 8/10
Let me begin this by saying that I don't like drama. The cutscene that you tacked before your level was definitely drama. Here's the deal: Saying "give me good reviews or I'll stop making levels" leads to two reactions: The first reaction is to give you a better score just to make sure you're happy and continue mapping. The second reaction is to drop a few points because people are mad at you for exploiting the first reaction. I'm gonna do neither of those, but I still don't like what you did there. Regarding 2k6RE, I can't say I care too much, because what you're doing now is very similar in style to what you did there. But now to the level, shall we?
When I started up the level, I was rather pleasantly surprised. The beach looks nice, especially with that DSZ wall texture you chose. Yes, it looks kinda 1.09.4-ish, but it's one of the few ones I still like a lot. You also used Green Snappers instead of tired old Crawlas, which gave you an immediate plus in my book. So what I expected after seeing this room was a short, pretty, decent but rather uninteresting stage. Boy, was I wrong. Your stage is really long (somewhere between 6 and 12 minutes, depending what path you take and how often you screw up on crucial parts) and very interesting. It's not always as pretty as in the opening area, and there are some problems, but for most of the level, you exceeded my expectations.
Let's address the visuals first. You obviously have a "gameplay over visuals" approach, while is generally fine. But sometimes, it leads to questionable decisions. They certainly aren't bad enough for me to drop your score, but you could improve them somewhat. The aforementioned DSZWALL textures need alignment, otherwise they look chopped up. You also overused them a bit too much for my taste. Especially for the underwater areas, you should try using DSZROCK or something similar instead. That's just personal taste, but I feel DSZWALL looks a bit too "tidy" for an underwater area.
Another thing that bugged me were the GHZ platforms, which often clashed with the rest of the texturing, especially in the gray-dominated rooms. I also sometimes had the impression you threw in a certain texture at a certain point just for variety's sake and without caring if it fits into the rest of the level. If you want to continue working on this, you might wanna go expand the texture set by one of two textures and try to make the whole stage look as consistent yet varied as you can. Nevertheless, the visuals certainly weren't bad, and even looked great in a look of cases.
The path layout you chose divides the level into pretty much two separate stages. Let's call this style "Kuja-ish", as an homage to levels like Aquatic Labyrinth which did the same. The fact that both of these halves of your level are rather different stylistically (one of them is centered on platforming, one on puzzles) makes the level very player-friendly. It offers a lot of replay value, yet you can ignore the puzzles if you don't like that style. Fortunately, the puzzle path starts right off with a puzzle, so if the player becomes bored or frustrated, he can still take the other path. I'm gonna handle the two halves separately and go through each one of them in detail.
I'll start with the platforming path. This path is longer and more complex than the other one, but also inferior at some points, which we'll come to later. Before I start, let me address your love for bustable walls. Bustable walls are fine and dandy for secrets, but they are kinda irritating and hard to notice for path openings. Also, you sometimes use the same texture you use for bustable walls for blocked exits. That leads to more confusion, as I never know if I can spin into a wall or not.
I was slightly disappointed that you used Crawlas for most of your level and didn't use the Snappers at all, except for one more beach section. Sure, Crawlas fit almost everywhere, but they're also kinda dull, easy to defeat, and don't really feel like they're "made" for any theme in particular. I'm sure you could have worked with less overused enemies - and did I mention I HATE Crawlas in underwater sections? You also have a tendency to use them on small platforms (see the beginning of the puzzle path, for example), which can make platforming very tedious because it's easy to hit them accidentally and fall down. That's cheap, so please don't do it, especially not over pits that knock you far down or even into death.
I like the fountain/geyser gimmick you used a few times (it's not your fault that it desyncs at one spot). What I didn't like was that suddenly and unexpectedly collapsing floor in that tunnel at the beginning (if you don't enter the beach). It's hard to see under a water surface, so you definitely need to introduce it in a less painful manner beforehand. In the following room, I notice how generous you are death pits. Nothing against death pits as a hazard, but you a lot of them, especially in gimmick rooms. That can be very frustrating, and in some cases, you might want to consider replacing the pit with some kind of failsafe.
The room where both small paths come together is where I notice how much you like arrows. Arrows are a somewhat cheap and lazy way of bringing paths together. Normally, the layout of your stage should do that for you. If you do use them, use them sparingly, and if possible, incorporate them into the design. For example, make a sector-based arrow on the floor, but please don't use these monolithic THZ arrow textures. The following underwater path is a rather cramped piece of filler. I know it's necessary to lead to the next area, but you could transform this into an underwater slide with some obstacles, that would reduce the pointlessness effectively. The crusher at the end of it is also unexpected and cheap. Remove it, nobody will miss it.
Now we come to the problematic part of the level. Both of the paths you can choose now are sub-par, for different reasons. When coming into that room, the only thing a player can do to continue is spin into that bustable wall to the right, which can be easily overlooked. The other path can't even be entered as long as the room is still flooded, so you have to spin through it. Of course, if you do it, you are immediately greeted with a Star Post and you're automatically inclined to continue there. This draws attention away from the other path.
I'll continue with the Star Post room, which is the worst part of your level for a number of reasons. First, it's set over a giant death pit. One mistake and you lose a life and must start over from the Star Post. I used my save with 99 lives, so I didn't game over, but I lost 16 lives or something. That's way too much. This section is rather difficult, so make sure there is a failsafe. Second, the water spindashing, although a good idea, is implemented rather badly. It's not very intuitive at first sight, and if you accidentally miss the bustable wall, you die due to the death pit. Also, there's a Crawla behind one of the bustable walls. Sometimes it's right behind it, in which case in knocks you right into the pit.
But it doesn't stop there. After you did the last water dashing trick, you come to a perceived dead end. There is a row of rings that leads to the edge of the platform. At first, I saw the entrance from there, didn't notice it was the entrance, jumped back down and continued along the other path. What I really had to do was jump up to the thin border of the platform, jump on the tiny blue spring surrounded by a death pit, and land on the "islands". Not only very hard to find, but also tricky to pull off over a pit. Now I progress until I reach a diagonal red spring. If you take it from the wrong angle, you might not make it and die. Then you have to repeat the whole awful section again.
The following room contains a great secret in form of the Attraction Shield (which you can only keep if you're invincible and which offers a quick way to proceed), but the platforms on the fountains don't work. I assume this is a mistake from your side. Since I can still use the Attraction Shield, it's not quite as problematic as it could have been. When jumping through the waterfall, it's hard at first to notice if I should go left or right. The exit should probably point slightly to the right to fix this problem. And now to the other path, the one without the Star Post.
Should I, for some weird reason, go back after reaching the Star Post, I can suddenly take the other path because the door just opened. That is, if I don't get crushed by the "bridge" that suddenly falls down. I must mention the cascading river that I come across now, it looks nice. Anyway, if I spindash the wall that leads back to the bridge room and the bridge suddenly comes up, I probably spin past it and need to take the spring to get back up. That's stupid. Remove the bustable wall and everything's okay. The rest of the path is just fine, I really like the balcony-like bridge you cross. The part where the paths meet is too gray, but that's a minor issue. Also, what is that Crawla Commander doing there? It's annoying as hell, and not really fun to dodge.
After the Star Post (which I worked HARD to get to), I come across a crusher sequence. Well, it's not bad, but it feels kinda dull and like it's there to be there. This is not 1.09.4 anymore. There are so much more possibilities now, gameplay-wise or visually, to make basic gimmicks appear much more interesting. I like how the safe spots get smaller and smaller though. And now, after the most pointless arrow in the world (where else CAN I go, huh?), we enter an underwater section. I like the mines, I like the decoration and I like the secret (although it's pure luck to actually hit a Crawla), but the pillar hopping is stupid. Again, this is not 1.09.4. You came make basic platforming much more interesting than just hopping across square pillars. Also, the second jump is really, really mean.
After a nice looking intermission room (the texturing changes just at the right moment to continue staying fresh), we get into a big flooded room with a closed door. The turret in here is stupid, because I can hardly see it and thus not dodge it. Apart from that, great room. I like rooms where you have several possibilities to cross it without there being a real "path split". I also like the broken waterslide that leads to the tree and how you have to hop across the gaps. The waterfall before it should probably be removed though, it obscures my sight. I also like a few other things about this room, but I can't mention all of them, for my own sanity and the length of this review.
The next real "room" is, again, over a death pit. That's cheap, especially because the descending logs are kinda hard and the player needs to be super-quick. Otherwise, I like the idea and the design of the room (but those arrows, you don't need them). The jump from the GHZ platform to the one next to the tree is a bit too high and looks like I can't make it. The platform inside the tree also ends you up facing the wrong direction, but that's how I first noticed the other big path. Speaking of that, we're finally through with one half of the level. I hope you're still reading.
The way to access the puzzle path is kind of confusing. I like the general idea of exploring a room to find the exit, but it wasn't always clear where to go. I suggest removing some sector-based details from the water pool to make the spring leading up easier to see and make it more apparent that the big tube is the exit. Also, I already talked about putting Crawlas on small pillars. I really don't like defeating an enemy just to fall down and do everything again. The teleport was also a bit choppy. I suggest making it even darker at the ends, so that the player doesn't notice how he stops dead after being teleported. But that's a minor cosmetic thing.
I have very little to criticize in what follows now. The mushrooms add a nice touch to the puzzles that this path is mostly about. The puzzles themselves are refreshingly unique, especially the two gargoyle gimmicks, and the platforms they are supposed to be pushed on are cleverly designed. Wasn't it also you who used a gargoyle as a stepping stone in one of your levels? You have a feel for good gimmicks. You also make sure to change up the pace and theme every now and then to make sure things don't get exhausting (something DSZ1's gargoyle path unfortunately suffers from).
The layout is very professional. Although there aren't many path splits, the player is forced to revisit already familiar sections to give the level a non-linear feel. The tree with the second gargoyle puzzle was especially nice, because of all the different things you managed to cram in there, and the way you forced the player through them one by one. The staircase back up was a bit lame, but I guess you didn't have much of a choice.
The Attraction Shield and the Force Shield are very clever "secrets". They're not really hard to find, but hard to get to and they require thinking. Most of the secrets you have in your level work that way, and that's great, but there are rather few secrets in here compared to the size of the level. You have only three Extra Lives in a level whose length is comparable to ERZ2 and that isn't very easy either. Around 10, or even more, would be a much more appropriate number. Don't hesitate to add a few hidden corners in your level just for that, even if that might appear boring in contrast to your more elaborate secrets. The number of shields wasn't as bad but also could have been a slight bit higher.
And now comes the glider part. Congratulations for actually using a custom SOC for a level, that should be done more often. There are some problems with that SOC that can't really be fixed currently, such as the bad controls when steering down or the fact that you can't jump back on them after falling off, but I'm not gonna criticize you for that. In the part that still belongs to the puzzle path, you made sure to add a failsafe in case the player falls off. However, there are some platforms that appear to trap the player with no escape. Again, this gimmick isn't used too well over a death pit, especially not if Jetty-syns can knock you down. I did like the secret ledge that's only accessible with the glider, although the reward could have been higher.
The final section is a lot of fun, even though you're screwed if you lose the glider. Try to add some kind of lower path here as well, and maybe include a reward for taking the glider. I also really like the look of the very last room and the nice use of the camera angle. A worthy conclusion for such an epic level. Another thing I'd like to comment on is your tendency to have pits of varying heights, especially in the final areas. It looks extremely awkward to have a pit that doesn't reach down as low as another pit. Maybe you've done it for performance reasons or to prevent glitches, but if you didn't, make all the connected pits have one height.
Two more minor things before I close this review: The music track doesn't loop correctly and making Tails flight shorter is kinda cheap. Yes, Tails has it easy, but there's no need to counter this. If somebody wants to get through your level the easy way, let him do it. It's his fault, because he's missing something. And now to summarize the points you should work on: Cut down the death pits in difficult sections, try to make the layout a bit clearer, add more secrets and don't be afraid to delve even further into the possibilities of 2.0, especially regarding visuals.
To answer the implied question you asked in the cutscene: You should definitely continue mapping, and I always felt that was out of question. This stage is a tremendous achievement, in fact so tremendous I feel bad about about giving you an 8. Still, there are some problems you must fix, so giving you a higher score would be unfair for reason I mentioned in the first paragraph. But the sole fact that this level didn't realize your full potential and hinted at so much more should be reason enough to continue. I'm gonna follow what BlueZero4 said here: If you have questions, doubts, anything about mapping, I and many others will be there. I did my very best to help you out.