Shoveling through all of these crappy maps is depressing.
Beach Factory Zone by Chisuun - 5/10
The coolest thing about the zone is the part when the factory overlooks the beach. Unfortunately, the player isn't really positioned in a way to take advantage of the view.
This zone has no obvious flaws with it. However, it does not do anything special either. Contrary to what most people might say, the switch was a fine gimmick the first time. The biggest problem with the switch is that it won't be fine the second time I play the level.
For next time around, here's what to work on: The zone is ugly. It's not necessary for the success of the level, but having a nice atmosphere gives people a positive attitude towards your level. Also, the awkward spring designs could have been avoided with slightly different design choices.
Water Leaf Zone by Mr. Thompson - 7/10
I can't say anything about gameplay here because the zone got better as it went on. The level had a few moments of brilliance here and there, so I'm assuming all of the normal stuff was just simply lack of inspiration or something. If the designer really wanted them to be better, he would have gone back and fixed them after he was done.
Alright, Mr. Thompson. Your theme choice is phenomenal. And, I must say, the music fits almost too well. However, the problem is that you have to live up to your music. If you don't, then I'm left feeling unfulfilled and unsatisfied. I, personally, have so high expectations for the Frog Forest music that you didn't live up to my previous expectations. Keep that in mind next time.
Dusty Desert Zone by Chrome - 6/10
I think I've already commented on this before, so I'll try to say something new here.
At this point, there are two things you need to improve on. Firstly, some jumps were a bit too hard or unrealistic. For instance, if the player can only barely make a jump, it's going to be frustrating.
Second, there's just a few tricks here and there that can make your level better visually. As the level stands right now, it's just ugly.
Frost Mountain Zone 2 by HyperKnux - 5/10
Hyperknux's mapping style is finally showing its age. Act 1, while it appeared to be original at the time, has now devolved into a combination of two generic Mystic Realm themes: forest and rock. The gameplay is also very run-of-the-mill which doesn't help it be more than "just another level".
To add insult to injury, some things such as unaligned spring patterns show HK's lack of interest in polishing his level and makes it feel more like a rush job than anything else.
Vibrant Vendetta Zone by SonicMaster - 5/10
This level depresses me. Not because of a well crafted theme, but I see you fall in many of the mistakes that I have already made. There's too many to name them all individually,
Floating Gardens Zone by Kyasarin - 7/10
At first, this level rekindled my hope for that one DSZ-ish sky level I have floating around in my head. And then, it just deflated with a bunch of straight stretches. All of the ideas here are nice, they're just polluted by bland straight stretches.
Aqua Caves Zone 1 by Blade T. Hedgehog - 7/10
It was fun, while I wasn't dying. Eventually, I just turned on god. Sorry. :(
Also, I'd like to note: You've mastered the small things here and there that make your level look good. Not that you needed to know that, but it was worth pointing out in comparison to some of the other n00bs here like Hyperkunx.
GS Poloy Forest by Glaber - 1/10
It's obvious that, despite everything we've told you, you're not getting better at mapping. Something has to change.
Darkvile Castle Zone by Simsmagic - 3/10
Buttons, as a gimmick, are not bad. Your use of them is bad. Killing enemies to proceed is not a bad concept. You just didn't use it correctly. Those two qualities shaped both your level and my distaste for it.
Mill Citadel Zone by Ezer.Arch - 8/10
Alright, Ezer. You know why your level is good. But here's a new term you might want to think about: Corridor platformer.
To give you and idea of what I mean, corridor shooters have no open areas and are composed of a string of hallways, with a few open areas sprinkled here and there. However, the open areas are entirely separate. In contrast, the better game has several different flanking opportunities, several different strategic locations, and one massive battlefield.
As an example, 2Fort from TF2 is an example of a corridor shooter map that doesn't suck. The only open area is in the middle, and it doesn't provide much interaction other than removing the possibility of a bottleneck. In contrast, go play deathmatch on Halo 3. Every map ties several strategic locations into a solid map.
Mill Citadel is comparable to a corridor shooter because the routes are, um, routes. The path is rather linear with a few forks in the road. The rooms are small and only have one method in which to progress. Essentially, each room is an (over-sized) corridor. At the moment, Mill Citadel is more like a map that has a mill theme than a map which has the player platforming through an actual mill. Think about how the buildings would be laid out, where the courtyard would be, and make players feel like they are exploring a real mill.
If nothing else, I feel like I should've done something more like this with Prison Break Zone. arrr arrr arrr
Eggmansion Zone 1 by Knockout the Echidna - 6/10
The theme felt lazy. CEZ stuff isn't a bad choice, it's just that you used the CEZ theme in a rather boring way to make a boring level.