Mine Maze Zone: 3/10
Can't blame ya' for trying. An immediate 1 point for that.
First up: Errors. Tons of them. Looking in Wadauthor, I notice some unclosed/glitched sectors (which explains why I thought the "thok barrier" was either non-existant or horrid).
I did have a degree of amusement playing this stage, both in the positive and negative way. It kept me awake, at the very least. Your decoration placement seems pretty much okay, as well as the rows upon rows of spikes, other than the first row. I didn't really think much about the badnik placement.
The level design does leave much to be desired. It's linear. ...that's really about it. There are a few elements I don't exactly understand, namely the electric shield's existance in that stage. Seeing as there are lack of rings, I don't find much use for it.
Lack of lush ings, linearity, bugs. If it was less linear, it would probably earn this stage a 4. Ah well. Okay as a first wad, but pretty horrid (sorry) as a normal one. I wish you luck on your next wad :D
Poisoned Paradise Zone: 7/10
I'll say it here and I'll say it right now: Lacks decoration. I didn't find enough flowers to keep me thrilled at the outdoors areas. Left me pretty bored.
Now, this stage is very action packed, especially at the factory. The turret caught me off-guard and I didn't know where I was going once. The flowing river was also quite actiony, as well as the level design itself.
Those Jettys kept on chasing me >_<.
PPZ uses some very, very interesting design elements. I loved the transition from THZ to factory to GHZ-ish. The level design allowed for Sonic to take the path of twisting and turning and revisiting areas. I loved exploring the extra areas. Using the CEZ blocks as sort of like a "corporate logo" for the factory was very clever. Heck, the entire design of the factory was clever. The mirrors guiding the lasers were a nice touch, and the little stairs-guiding platform to the right of the entrance kept me thinking that there was an alternate route to take in the factory (mainly because of that indoors window). The little turret area made me lose a life because I didn't realize there was some secretive entrance past the second starpost leading to the GHZ-ish area. I loved that. The postioning of the windows foreshadowing what's coming up in the level was very 1337 of you, Tetsy.
Now for problems. Of course, I mentioned lack of decoration. More flowers would've livened this place up a little, as it mostly looked like a FLOOR0_6 wasteland. I also didn't like how the crushers were shaped. I would've liked them better if they actually stretched through the entire width of the conveyor belt. The square shape is pretty yawn. I could also walk right next to the conveyor belt instead of actually on it, taking away the purpose of the difficulty of the crushers. The badnik placement was overall pretty crummy. They were all clumped together and weren't spread out.
Overall, interesting level design + action-packety = Big Plus. Lack of good scenery + Level design "decreasers" = Minus. The scenery alone cost it a point, but because I can't give you half-points, I'll give you a 7. :P
I gotta hand it to ya', though: The action kept me from realizing that the entire path was linear.
Shrouded Terminal Zone: 5/10
Arg Arg Framerate problems.
Those spikes, that nasty conveyor belt, and the Red Crawlas charging at me cost me one life. Heck, I didn't even think I could get past that part, but I DID! Then I went through the area with the Detons. Oh hell, I lost all my rings. Then I pushed the button to see the turret shoot at me. OH NO, I LOST MY SECOND-TO-LAST LIFE! That was the point at which I gave up.
Overall, badnik placement is okay. Could've been much more spread out though. The music selection was just horrid >_o.
If MMZ gets a 3, you get a 5. You would've sunk much lower if MMZ got anything lower, but I thought that this stage did have qualities that made it better than MMZ. Somehow. Definately not gameplay-wise, though :P