1 Player Division:
Emerald Valley, 5/10
This had generally OK gameplay, but it did not have multiple paths. There were places that were too open that had these useless areas of nothing -_- It also had frame lag, so I opened this up in SRB2DB to see why. I think it's the fact that the FOF linedef is tagged to a sector that has tons and tons of sides.
Coastal Caves, 6/10
This was a little more fun for me. Being able to get the first Star Post for no reason? That didn't hurt gameplay, but it did make the level look less professional. I really liked the crumbling floor revealing spikes. ^_^ And why the volcanic area or the windows to the outside sky? And your secret paths weren't very good. They felt pretty much mirrored, which has absolutely no value whatsoever. Eh, still above average, though.
Lavender Lagoon Act 1, 3/10
The first thing I didn't like about the map was the fact that the waterfalls were blue and and the pools weren't. I did like the lavender lagoon idea, though; it was pretty. But the rest of the level was not. There was also an extra life on the main path. Why? This map was also linear, but I got lost; sorry, but that's really lame. :/
Daimondus Act 2, 4/10
OK, that was one of the freaking ugliest zones I've seen, and I had to knock you down for that. The drill bots (Drillakilla?) were weird as even if you jumped into them from the side, you would still get hurt. Still, nice usage of them. I didn't like the music choice; I'm aware it is the official Diamondus music, but I would have preferred a remix.
There are also multiple paths, but they're too short, and not fun. Wanna know how to make proper multiple paths? See BZ4's Nuclear Sunset Zone Act 2.
You can also see the rest of the level at the Exit Sector, which looks actually quite lame. It just does... The level is also too short. There
are sections with OK level design, though.
Ivy Caverns, 0/10
No. The level had a repeated wall texture throughout. It was linear, but I got lost. AGAIN. The conveyor belts at the beginning are so lame. The ledge leading to them was too short, as in OpenGL (yup, I used Gemini's computer ^_^) , the camera did not adjust fast enough, nor would it look natural to. I died twice at that spot.
Once again, the Extra Life Monitor should NOT be placed on the main path. The area of the water with the springs was a total pain, as I actually could not find the spring. I had to use SRB2DB to find it. The level gets some things that start looking a little cool, like the quicksand. And then the level ended.
DimenGlabSpecial, 0/10
I don't mean to insult you, Glaber. But remember that noob S.O.N.I.C. who made Hiil Green Zone? That was actually a LOT better than this zone. Even MY bad special stage was not as bad as this.
This level is cramped and has a bad gimmick. That is Kaysakado's definition of Glaber Syndrome. :P
This zone has little flow, the End Level Signs look dumb, and it's very labyrinthine. The fact that my mean Ring collection time was less than 1 Ring per second is honestly really lame. I wouldn't have been able to beat it, nor would I spend the awful 6 minutes and 40 seconds seeing how much I could get. This, alongside The Shining River Zone, is the worst level I have played. Having been an SRB2 mapper for over a year (I think over 2), you should know
Level Design by heart, right?
The only thing I liked is the music choice. And that would have made my initial desired rating (-1/10) pushed up to 0/10.
Forever Forest, 8/10
Well, this is the one map that you can tell was made by a genius. But I did get lost over and over again, but it wasn't too hurting, because it was pretty throughout. I did give up because I couldn't finish the level; in fact, I couldn't even get to the teleporter! 1P levels don't have to drag on for an overly long time to be good. But a solid 5 to 7 minutes would not be bad. And maybe you should use ZenNode. ZenNode can handle a lot larger things.
Second of all, if you want to make the map larger, why not just make an Act 2? That's a cheap way to extend the level, no?
Circuit Division:
Tslxruf Village, 4/10
Torgo was nice and told me the wonders of F11. The fact that I had to do that though, was really lame. It made the rest of the level look weird in terms of brightness (at least in Software mode). There was nothing really interesting about this level. So what if Tails and Knuckles can keep up with Sonic? There are other maps that do that.
Freezing Flare, 7/10
Very, very nice. You can't thok too much here; the visuals were interesting; and even though it looked cramped, it was open enough that you could move plenty fast. It did break the flow in certain places. Fix the crampedness (it looks bad) and fix the flow breaking. Then the map will be 8/10 in my mind.
Endless Mine, 1/10
NiGHTS levels are the easiest for me to design properly. But this was awful. Read Level Design, it has NiGHTS sections now. First of all, it was very bland, not to mention it doesn't look good to have the mine textures stack up on the walls. It was very cramped and it stopped the flow (not to mention that I got stuck) at the fake Shatter Block. That would constitute Glaber Syndrome again, which you actually said you attempted to do. How about don't do that next time, please? T_T And the Shatter Block respawned, too, which was highly frustrating. Ironically, the flow breakage made the lap time appropriate, which means otherwise, it would be too short. It was quite lame.
The whole race all leaned on if you happened to not get stuck at the fake Shatter Block. That is not good design.
Wacky Track, which I cannot rate because it's my own
I followed Digiku's advice on how to make Racing into Dreams *smashes that level* better. It helped. ^_^ I think WTZ is more interesting and fast-paced than Slumber Circuit, personally, but you may think otherwise. Reasons why? Slumber Circuit has a terrible lap time, and because of that, it's a rather unfair depletion of Drill Dash meter for those who lag behind. At least my zone does not have those issues.
Match:
Physics Lab, Better than Digiku/Maybe
I still need to play it with like 5 to 6 more players to see how good this zone really is. One can't find the other with 3 player netgames. I may never get to, as this contest is so abysmal.
Honestly, so far, this may be prove to be one of the best Match maps ever. The gimmick is so awesome; the sector layout is nice.
At this point in time of my opinion, it's easily worthy of Jazz Attack, if not v1.1. We need something to replace the awful Hydro Plant Zone, don't we?
Last Stand, 2/10
ST218, you managed to choose only those textures that cause the
Moiré effect, and that looked really ugly. It was bland and open. Torgo calls this zone "No Effort Zone."
Sand Fish, 2/10
Read
Level Design, please? It says to put proper sizes for your levels and to have cover for fire. The texturing was bland. If you're going to have a level that high (shouldn't happen in Match anyway), figure out a way to make the texturing less ugly.
Once again, Auto-Homing-Explosion. Please don't. And you have surprise death pits, which was kind of funny to see someone fall into. But that is still lame. Don't.
Arial [sic] Match, 1/10
This map is small enough that I could actually properly rate this in 1v1. But the platforming is annoying, and it's obvious just by looking at the map.
I had little fun here, and Gemini got stuck in the Infinity Ring area, which came off as very lame to us. Use intangible-from-bottom FOFs so that you can get out of there more easily. Please.
CTF:
Season's Greetings Zone, No/Vote
I didn't get a proper chance to play this with enough players, so I can't give the best feedback. I really loved the double theme gimmick, though. On the other hand, there were some odd visual glitches at the alternate path. The hidden teleportation monitor probably wasn't a good idea. I could imagine frustration resulting from that.
And as far as map design goes, it's...different. It's quite wide for a CTF level. You should make your stage more linear than what you currently have. You should have dimensions about 18000 x 3400 instead of what you currently have: about 12200 x 5600.
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Wow, this contest is very awful.
My netgame log said:
<torgo> DO YOU NEED TO SEE OTHER LEVELS?
I'll Begin> st218 fails at music choices
I'll Begin> nah
<torgo> YEAH
<sonicmaster> xd
<torgo> GOOD
<torgo> BECAUSE
<sonicmaster> you wanna stop?
<torgo> I CAN'T STAND THE AMOUNT OF FAIL
<sonicmaster> xd
<torgo> ITS...
<torgo> SOO BAD
<sonicmaster> dethhhpickable?
<torgo> SHUTTING DOWN
Well, this contest has what I think will be two record breakers: DimenGlabSpecial for worst 1P OLDC level ever (current score is 0.20 since Glaber rated all the 1P maps), and Physics Lab for greatest margin between first and second place in terms of scores (I think it is).