Capture The Flag :
There is no photo, this division includes three degrees of map quality.
Mine Maze Zone, Spherallic & CoatRack : 8/10
Gameplay 3.5/5
Visuals 3/3
General fun 1.5/2
After some visitits around, I felt like being in a kind of palace. It looks like a mine where humans would work, if you ask me.
I'm not going to split your hairs about decoration, visual and stuff, my computer's oldness proved that you're good at that. Through, the map is far too big... searching for a first weapon was something, and so is finding the trail between the bases. But there is a lot of work, so I'll be benevolent. Fighting around seems possible, the sectors are even well balanced, well-built.
Final Destination Zone, Scizor300 & Kyasarin : 3.5/10
Gameplay 2/5
Visuals 1.5/3
General fun 0/2
I'm not a SSBB fan, more like MKWii, but it's a level from this game, if I remember correctly... some kind of medium Nimbus Ruins ?
The ring disposition could randomize a bit, come on. Also, I noticed some springs that don't even give enough height to access higher platforms, one of these springs was situated near to the bases, toward a hiiigh platform.
Through, I heard that Kyasarin helped in a better SP map, so I guess I'll enjoy this Mad Gadget.
Mount Revolvius Zone, Eblo : 1/10
Gameplay 0/5
Visuals 1/3
General fun 0/2
Ah, too bad... it looked great when I spawned the first time, and thought it was going to be a jump-fight around a mountain, this idea was interesting... but I'm not going to risk my player's life with bombs and stuff over a giant deathpit, with raising platforms that lead nowhere.
Match :
Quite "okay..." in general. Quite.
Volcano Valley Zone, CoatRack : 7/10
Gameplay 3.5/5
Visuals 2.5/3
General fun 1/2
If Zipper wouldn't have told me it was from Sonic 3D Blast, I'd get confused by this floor texture. Silly me, of course it's from Sonic 3D Blast...
On the fire-based type level, similar to this narrow lava official match (Infernal Cavern if I'm not wrong), it sure follows, but is a little monotonous. It's like, somehow, what I expected. Through, it highly remember me of a Kart stage... I don't remember which one, but I find it very similar.
Match Meadow Zone, Chrome : 5.5/10
Gameplay 2.5/5
Visuals 1/3
General fun 2/2
Hmm-hmm. Actually, if Meadow Jade Match Valley Act 1 would have existed, this would be the Act 2. It reflects some situations taken from both of these levels, with some personal ideas, like the bridge somewhere. In my opinion.
Obviously a little basic, and flat, and boring, and simple, and not-enough-worked-on, and annoying, and hard-to-play-with-sonic, and previsible, and... but, well, I kinda like it a little.
Generic Canyon Zone, Sryder13 : 4.75/10
Gameplay 2.25/5
Visuals 2/3
General fun 0.5/2
Very generic indeed, as most of the Canyon forms are included. Also, I liked to try taking this Scatter Ring Pannel, its position makes it fun to take. We should have more of this.
Through, I noticed too much ring boxes on the second small island near to the automatic ring pannel.
I love the sweet blue colour of the small river on the middle of the map. Splash, splash.
Refrigerator Zone, Zipper : 3/10
Gameplay 1/5
Visuals 1/3
General fun 1/2
Well Zippy this barely looks to a refrigerator~ There are one, or two dark blue rooms, but that's it. Obviously a great name you used to call this desertic rocky mystic building. Talking about mystic, don't make the raising/lowing platform going too fast : I tried spindashing on them, I finished under the platform when this one was raising. Some doom bug or something, I guess. And also, obviously...MAKE THE STUFF AVAILABLE FOR EVERYONE :I, for Grenade Man's sake. I mean how can a Sonic player access easily the Explosive ring ?
(Also, your automatic ring pannel took some day off and digged itself into the ground. Ha hah~~)
Angel Lava Zone, Ariel, Eva : -0/10
Gameplay 0/5
Visuals 0/3
General fun 0/2
"Unplayable or un-playable", the old rating system disapeared so I can call this unplayable on my way. Since the judges are supposed to give helping advice, here's one : don't submit a map if you don't even want to do it for the main purpose, If you know what I mean.
Single Player :
The best part of the contest displays some originalities here and there. I actually enjoyed a lot this SP division, each map without exception, even those at or below 5.
Mad Gadget Zone, Simsmagic & Kyasarin : 6.75/10
Gameplay 3.75/5
Visuals 1.5/3
General fun 1.5/2
That's the other coop-creation of Kyasarin, well it's better than Final Destination- in my opinion. Actually, the levels includes ideas around. Except these blue bouncy platforms that you abused a little, since it's not the funniest idea to play, the others could have been a little extended and in some cases, more challenging (I'm especially referring to the space pass. I mean, the blue square of normal air isn't needed, I can do all the space... pass... before the countdown goes below 3).
I liked the red crawla in the red light at the beginning and the 2D pass (with the idea of these platform going under the slime, and if you wait, enemies will chase you. Great deal there), through watch out with opposite texture colours, putting Red-coloured ERZ texture with Blue-coloured at the same time can be weird for the eyes.
Eggslimer Battle Zone, Boinciel, Prime 2.0 : 3/10
Gameplay 1/5
Visuals 2/3
General fun 0/2
SonicX8000 two posts below presented most of the thing...
I'll add through that this is more for hardcore SRB2 players, and I must admit I love going through the underwater turning narrow rails, even if there isn't any ring, just for the fun. But other than that, yes, it's underwater... to keep it more challenging, but other than that, I can't say anything. Oh, yes, I think I found a texture glitch near an entry of one of the underwater rail cave.
Fire Castle Zone, Profesor Oak : 5/10
Gameplay 2.5/5
Visuals 1/3
General fun 1.5/2
Okay first I spawn in a wrong angle. Or at least not the best angle. Also the fire texture of the "river" in front of the castle seems limited, the texture isn't completly shown... and I noticed some fire-textures grounds later in the castle that don't hurt, you forgot to turn them mean toward the player.
Out of that, going on the positive now, I think it's your first map, and I found it not bad, should I even say, interesting as a challenge to take up. Since there's no checkpoints, I remember the second time I played it (I died because of the Jet-[thing] spam the first time >~>), I didn't had any rings when I was to the ...exploding shield, and I had to finish the castle, the fire falls and all, and killing the Robothoods around without any second chance before dieing. It was nice... the music, also, "Pokemonish" (not sure, but it looks that style to me) fits greatly. A little old and museum music that I find fitting.
Gleaming Caverns Zone, 742mph : 7.5/10
Gameplay 2.5/5
Visuals 3/3
General fun 2/2
Surprising is how your progressed so fast in my view, 742mph. From that squarry space base you made a long time ago, I have... something, now, in front of my eyes.
I saw several times the "flashy-crystal-in-a-cave" effect, but this one is just flashy as the light. When jumping on these crystals and stuff, I really felt illuminated by the wealth of the stones (still waiting for someone to make a cave COMPLETLY illuminated by these luminous stones, through :I). You also had the idea to share some sunset outside with it to make it different from the generic crystal-cave maps, which I appreciate.
Through, the gameplay isn't the best around, by starting with Zoom tubes. These are a little annoying when they're used too much times, and I encounter several of them... which started to annoy me. If it's about getting to 2D/3D mode, there are also some creative ways to do so. Then, these drilling enemies may fit in the atmosfear, but not really with the famous "can only be killed by spindash" rule. The level is about staying on each platform safely, except if I plan on getting a fire bath. So I ended up killing some of them by doing on-site spindash, like to kill the egg guards... and we know there's something wrong if the player is annoyed if he/she's spindashing on-site. [...]~ Also, jump jump jump fall ohmy why is there a crumbling crystal there so fall fall jump jump spin spin.
Finally, avoid placing these drilling enemies around checkpoints. Also, the last checkpoint isn't needed, or should be deplaced earlier... because the distance between the last checkpoint and the flag is way too short. >~>
Neo Canyon Zone, Chrome : 6.5/10
Gameplay 3/5
Visuals 3/3
General fun 0.5/2
...Neo is the word. Maybe, modern... I should have liked this map, it reminds me of one of my old maps, Lost Feelings Island, but I don't enjoy it perfectly.
The first time I played it, the map looked long even for a demo (this is positive) ; but I finally get lost in an underwater very tiny trap sector I couldn't escape from (I can't exactly situate it for the moment), so I had to restart the map, and the second time, I didn't bounced on the Robothood to continue my way, but instead I took the cave path below, I must admit that the waterfall and water heights are beautiful, but this cave pass was really short. I finished the level below one minute the first time I travelled along this one. The outside pass sure is beautiful, also it contains some stuff like these air particles, and rocky decorations, along with big lakes of deep water. And the general harmony of the map is eye candy. Haven't anything to complain about...
Through, don't take this wrong, but some stuff sounds more snob than "neo", I'm especially thinking about the 2.1 monitors boxes. These aren't "Neo", these are "modern/updated 2.1ish stuff". "Neo" should rather include the Canyon being new, without affecting the monitors, that by the way, are changed into 2.1 mode stuff except the Extra Life.
Other than that, obviously, the level is a little short. Of course, it's a demo, according to your subtitle~
Thawing Icecap Zone, Scooby Doo : 7/10
Gameplay 2/5
Visuals 3/3
General fun 2/2
I'll go on my intuition for this map and talk about it since my mind told me that I'm pleased with this one.
Yes, I know that the building itself isn't the most organized and genius one, like that wall without thok barrier that you should have checked, I mean it doesn't looks invisible, except if you had some problems in the editor with it. I encountered a lot of shield, some spams of things around, above and below, a giant tree with an 1-UP, an useless waterpass and some chaotic landscapes, and so much else. Don't see me like an art criticaster that find the root of the universe and everything of everything in a blanky blank page, but I like this "stage". It's a little special. To be honest, it scares me, unconsciously, like if it was a creepypasta. Maybe is it because of that strange (which seems to be a...) dark icy music... (also, if someone knows its name, please tell me it). Coupled with some of the maker's weird ideas from time to time, it become harmoniously creepy ; I'd especially refer to this pass with slippy ice trails over a pit. It looks a kind of silencious "gallery of ice". Finally, I didn't had the time to listen to, but I noticed the Speed Shoes music changed. I think you did great on that.
The place itself needs a lot of work through. It's not the kind of thing you make in minutes in your editor. Some people are saying Sonic can't make it, it's wrong, since I did.
Others are complaining about the lags and building, on my old computer I didn't get any lags, except if you're trying to provoke them ? And yes, the building may contains mistakes, but anyway you're among the new mappers, so there's nothing wrong with making some faults around if you're trying to give some fun to others when mapping.