Meadow Match:
This level is largely boring... The layout works pretty decent for a few players, but in a large game its pretty apparent how small the level is. The worst part of the level, however, is that it seems to be a very rail-friendly environment but there are only two rail spawns and although they are on opposite sides of the map, they can be picked up pretty quickly by a single player. Furthermore, due to the weapon placement, large netgames lean towards whoever happens has the much-needed rail weapon, and whether or not they can aim... I understand if its kept as the last survivor from the earliest rotations, but hopefully with a fixed weapon system.
Red Volcano Zone 1:
This was an interesting level the first time I unlocked it, and I enjoyed some of the platforming and gimmicks. However the entire level really consisted of little more than jumping from one block to the next. The level didn't feel like one whole setting like GFZ and THZ did, but instead felt like a series of rooms, all with lava at the bottom and rocks you must somehow jump across. Furthermore this level used the MMZ textures which blended into mush from a distance and made the level look every bit as repetitive as it played. I despise the MMZ textures when used on huge walls and such, and this is probably the reason why. Lastly, the lava at the bottom of each chamber was inconceivably deep and the colormap was thick. You couldn't climb the nearest wall or fly out, and Sonic probably doesn't stand a chance of finding a spring even when there is one.
Mario Koopa Blast 1:
Some of the layout was pretty decent and you could easily tell the influence of the original, but it didn't quite feel like it should. It feels very clumsy in more than one areas but there was only one area that struck me as faithful to the original (I can think of another one, but it didn't "strike me") and that is the last area. To top it all off, the level looked horrible in most of the areas. No comment on the following two as they inherit most of their flaws from SRB2's 2D mode.
Zim's Base:
The level feels like it was enlarged ten times the size it was made. There is an abundance of Rail Rings, making it better than Meadow Match in that regard, but unlike Meadow Match it is *really* big with almost nothing in it. Climbing the shelves takes forever and makes you into a easy target, at least more so than climbing the other furniture. This level forces you into the air far longer than you would like to be on a rail-friendly level. Surprisingly, the flatness that makes it easy to snipe, makes it harder to land a successful hit, because all someone needs to do is run around in circles and try for a lucky shot. The ring placement also seems more to the benefit of whoever reaches the rings, which isn't a problem because with the all-important rail, you generally won't be as likely to exhaust your ring supply.
Sonic Circuit:
Flat, boring, it feels like it was made for Mario Kart. While there are a few races that give characters without the 'thok' a fighting chance, this was made for them.
Slumber Circuit:
NiGHTS as a novelty runs out after a while, and most unfortunately, it runs out before you finish the first lap. The laps are awfully long and unbearable mainly because it feels clumsy (bumping into walls)... I'm sure if it was as graceful as you'd expect a NiGHTS level, you wouldn't really have anything to do. It does have some more creative stuff than the vertical zig-zag shown in the contests though earning it at least some merit.
Midnight Abyss:
This level has some interesting things going with the zero gravity in the center, but if that was all, I'd find myself wishing for some normal areas pretty quickly, which fortunately do exist in huge hallways where you spend most of the time playing hide and seek with whoever else might be in there. Personally, I hate the concept of an outer perimeter running around the level to give it more space, and while it merely bugs me on Airborne Temple, it kills this level.
My main complaint with Hydro Plant is that water slows your movement, which, while it is perhaps only just noticeable in SP, makes running and shooting painful. It does bug me though that everybody plays on the 15% part of the level that is above water, leaving most of the level unused. I didn't hate Conveyor Conflict and actually quite liked it. It just would have been nice if there was more to the level. Starlit Warehouses prompts a slight amount of concern due to the auto-rail and some cover both at ground level and the top may help. Its random monitor is a pain to reach and is seldom worth the 10-20 seconds it takes to get to it.
I also have minor complaints with the circuit levels as being universally devoid of depth. It would be nice if Tails and Knuckles could take ever so slight shortcuts without giving it three separate paths. This usually doesn't bother me because its unplayable in multiplayer anyways.