THE REVIEWS:
Pump Sewers 1:
+ Level is open, nice to play around
+ Texturework is clean, paths never get confusing
- Level is TOO open, not much to do other than run on flat ground
- Most of the level involves going straight, with the one exception being a weirdly hidden jump near the start
Fortune Forge:
- Bad sense of direction despite the HUD showing me the location of the statue
- Requiring rings to unlock "mandatory" powerups feels like a risky move (I don't know if they're actually mandatory I felt like I needed the Elec shield)
- Stumbled into the rest of the level after finding the quiz by total accident
+ Visually great looking
+ Nothing too difficult, just hard to navigate
Totem Tombolo:
+ Great usage of spin mechanics. A bit simple, but that's alright for Stage 1 difficulty
+ Good enemy variety, keeps you on your toes
+ Pink rings that collect all the rings around them should really be in every Sonic game
+ Great verticality, level never feels dull or stunted
- Some hallways are a bit claustrophobic
- The corkscrew climb zoomtubes aren't very necessary and break the flow
Blossoming Brushes:
+ Good aesthetics
+ Not very annoying, coherent badnik usage
? PINBALL was funny, it was just placed in the most awkward spot imaginable
- Not much to do other than run and jump on flat ground
- Decorative slopes sometimes throw off your jumps
Chemical Base 1:
+ Surprisingly good flow, none of the button "hunts", if you can call them that, took too long
+ Good enemy placement, none felt too abrasive but they couldn't just be ignored
+ Captures the THZ aesthetic perfectly
+ Second half had lax and enjoyable platforming
- Going from 2.0 corridor level design to 2.2 Big Fat level design gave me mental whiplash, something inbetween would be perfect in terms of width
- Hurtwater hurts me emotionally
Twilight Hill 2:
+ IMMACULATE set design in the first half, visually delivers a real sense of urgency
- There is no real sense of urgency, the tornado is harmless
+ The inside of the tornado is very visually appealing even if it's just an enlarged ACZ tornado
? Continuing with a normal cheery level after an extremely threatening looking area gave me mental whiplash
+ Thankfully, the level still looks visually appealing and the level design actually improves
+ Water gusher gimmick is nice, poison puts a simple yet effective spin on it
- Thorn floors being harmful is fine, making them the same height as the floor around them is not
Doomship 2:
+ The idea of challenge rooms is nice, and sector-based decoration is welcome
- Literally none of the gimmicks are fun
- Killing enemies to advance is okay, but doing it every time you die, with enemies that can be invulnerable for 5+ seconds if they attack, isn't
- Fans give you approximately 0.2 seconds to react, with instakill as punishment
- Precise movement areas (dodging flames, dodging enemies in the dark) are not enjoyable or interesting
- All the bad parts of 2.0 (bad/unfun enemy AI, irritating gimmicks), not that I think there were any good parts in 2.0
- Most of the challenge rooms were "touch button, get screwed over"
- Not much else going on in the level
- Level design as a whole is fundamentally flawed, even 2.0 didn't have paths this cramped and ceilings this low
Hexacolor Heaven:
? Should've used the Skip Intro door
+ Six colours and they all complement each other perfectly
+ Shrooms recovering your ability and putting you into jump state helps the flow immensely
+ Very solid level design, good difficulty curve, never became too overbearing
- Shrooms sometimes blended into the skybox
Sapphire Twilight:
+ Killing enemies to gain life back is genuinely a super good idea
- The community is in remiss, they had never seen a level as Sonic-unfriendly as this
- Genuinely the worst ice physics I've ever encountered
- Restarting a challenge if you fail is fine, hurting you if you fail is fine, doing both is not fine, especially considering your health is non-replenishable in that area
- Schmooving between giant spikeballs is not enjoyable considering they have a single rotation sprite and jank hitboxes
? Final downhill area had potential, hampered by the absolutely atrocious ice physics
Temple Trek:
+ Great aesthetics, mixing temple and cave
+ Spatious and forgiving level design, no one area overstays its welcome
- While the individual areas don't drag on, the level itself sorta does
+ Good enemy placement, complements the level layout which enables tricky movement
+ Many paths to explore, and none of them truly get you lost, plenty of rewards to be found
Colorvoid Chasm:
? It's just a lightly roasted memory
- Feels like the music is doing a lot of the heavy lifting in terms of theme
+ Overall idea is nice, areas repeating and deteriorating gets the message across pretty well
? Inoffensive platforming but not much else
Snow Skies 2:
+ Level has constant flow, never gets dull or staggers
+ Usage of springs helps the player stay on pace
+ Not too hard but not a freebie either
? Aesthetically pleasing though some color combinations are rough on the eyes
- That one slope near the force shield that terminates early is on my hitlist
Vermutlich ne Insel:
? Is in fact an island
+ First part is very enjoyable, Green Snappers force the player to stay on their feet
+ Great verticality
- Second part immediately throws you into a timing gimmick with no prior introduction, with failure causing instant death
? Though it's right after a checkpoint so I suppose it's fine
? Second part is okay, encourages some awkward slope launches even if they are not mandatory
Hanging Illusion:
? Any music other than Hang Castle or Mystic Mansion would've been a mistake, good choice
- Not much illusion or hanging in the first half
+ Still does play nicely with good platforming
? 2D sections are nice but drag on for a bit too long, the whirlwind shield area can get annoying if you overshoot
+ Level REALLY picks up on the final room, with the fake pathways, circular climbing and reverse gravity
? Why Mario mode? Shooting fireballs isn't really needed in the final room to proceed
Metallic City:
+ BCZ3 capsule was cute
- Literally nothing else in the level, it's a straight line
Arctic Summit:
? if you die from frostbite God himself shows you a SIGSEGV before sending you through the pearly gates
+ Excellent level design reminiscent of classics, higher and lower paths flowing differently
+ Genuinely somewhat challenging
+ Aesthetically very pleasant
- Excessive decorative sector usage almost makes it confusing to see which platforms I can stand "comfortably" on
- Cave with the glowing crystals was painful on the eyes
Ground Veil Z:
+ Nice open fields to run in, if a little bit too wide
+ Sand gimmick is VERY interesting, encourages running + spindash over jumping
+ It interacts PERFECTLY with the Bubble Shield due to the height of the sand pits, you can make a challenge based on that alone
? Enemies are fine if a bit unthreatening
- Long stretches of nothing happening, overstays its welcome
- Later sand pits suddenly becoming death pits isn't good
Zaxel's Garden:
? Who's Zaxel, does the map creator know them?
+ Wide and open, nice to thok through
+ Low gravity underwater is a bold move, yet strangely, it works. I dig it
+ Lot of pathways to take, high and low, speed boosters complement your choices by trekking you along
- Not much to do other than run, the only real threat is spikes
- Split paths sort of bleed over each other, risking accidental backtracking
- A bit too long
? 9325732493 years of UZB yet no real-world use case found for enemy size scaling
Mount Majesty 1:
+ Excellent difficulty curve, level really picks up the pace on the second half
+ Good use of flings and maces, enemies are placed well
+ Good aesthetics
- Death Pit (Camera Modifications)
? Never encountered it myself, but does the level become unbeatable if you fail to utilise a frozen spring?
Blue Mountain:
+ Honestly makes me wish we did get BMZ in the vanilla campaign
+ Builds well upon RVZ1's gimmicks
+ Appropriately challenging
- Did not think ALL water would be hurtful, chalk it up to user error but water's usually consistently safe in SRB2 lore
- Doesn't really utilise the ice part of the theme other than bustable FOFs
Circuit Rush 1:
? What is happening
+ Sightreadable, not horribly unbalanced
+ Air rooms having giant fans is the funniest thing
- Too chaotic, but it's the level that needs to breathe, rather than the player. The gimmicks come and go too fast
Circuit Rush 2:
- I'm glad Clone Metal Sonic is exactly as irritating as the real thing
+ Convinced me to make my own Metal Sonic fight someday
Palace of NiGHTS:
? Wow I COMPLETELY forgot you can do multi-mare NiGHTS maps
- Some obstacles trick you into thinking you can interact with them, especially near the start, since the paths are so close together
+ Overall very calming experience, easy yet fun
+ The addition of a powerup for each path helps, wish Super Paraloop had more potential
Spleenik the Game 2:
? This will be MRCE in 2025
+ More of a musical shitpost than a level shitpost
- Hard to gauge what parts are intentionally bad and what parts are just bad design
- I'm not a huge expert on map size limits, but surely you could've made each section much wider?
? Oh brother, this guy SINKS!
Magma Mountain 1:
+ Very hectic level, never lets off pressure
+ Flows very well if you know what you're expecting
- Crushers are a bit too sudden, and the rising lava around the circular platforms is difficult to sightread
- Fang "boss fight" really does not need to exist
Rainy Foliage:
? Crazy difficult on your first few attempts
+ Ring gates giving you ridiculously good powerups is actually surprisingly enjoyable
- Could have been portrayed better, basically have to sightread the existence of the Speed Shoes gate
+ Basically the revival of the Circuit gamemode with none of the bad parts... like needing to play against other people
Null Space:
- The problem with long hallways is that the character can't render half the time
+ Oh it's the WHOLE PACKAGE not just "Null Space" Null Space
+ Second half is a cute recreation of Forces gameplay, but obviously better since you can actually control Sonic this time
- Minecarts just don't have the same thrill that grind rails have
- Most of the level is automated and the rest isn't very engaging
The Nightmare:
+ *Happy Peach looking to the right* Cool idea!
- Honestly just kinda awkward
Windy Forest:
+ Sonic Runners music is kino
+ Fun romp level, wide open space and enjoyable to thok through
- Not much of importance going on
? Clearly designed as a score attack level, but it's a bit too long for me to care about trying to get a high rank (also placed in a level pack where I'll probably only play each level once)