It took a while getting to everyones maps because of me liking to play something, play it again, gather my thoughts, and then play it a little more. I had to anyways, on account of needing to compile it together and make sure I didn't horribly mess someone/everyone's maps up in the process. Anyways...
[spoiler="Retro Hill Zone 1" by Maximus Universal]A simple little 2D level that makes a good starting level (funnily enough, since you submitted first* you actually got the MAP01 slot). Doesn't take too long, and the transition into Marble Zone is cute. I think it has a couple of empty stretches that need a little more to do, mainly towards the end. I also echo all of FuriousFox's compliants of non-floating rings, water needing a colormap, and the floating grass edges at the end. Still very nice, though.
*originally, at least :p[/spoiler]
[spoiler="Mine Maze Zone" by RominoTheBadass]First off, where'd you and Glaber get the Drilla? It's odd that you both managed to have a Drilla, but it's even odder that you both have an exactly identical Drilla, with the same code/spelling intricacies and everything.
This map's difficulty is a little weird. At first, it seems really tough because of the abundance of traps like instakill pits, instakill crushers, tiny platforms over instakill pits, and rocks falling over instakill pits. Once you replay it though, it gets really easy; it's mostly trial and error. The "only three rings in the whole map" gimmick, in theory, would make it harder, but in practice only makes it easier to get a perfect bonus.
Personally, I would try making all of the platforms wider, put three rings next to every checkpoint to have the same "spirit" of the original idea but not make a perfect bonus too easy, and add "NoReload = true" so that you can backtrack if you die.
Here's a couple of small nitpicks and bugs I noticed:
http://puu.sh/qbwiL/2807e7ad2e.png
This tunnel is weirdly high up and the end of it is blocked off if you forget to press the switch, forcing you to drown. I'd suggest to use zoom-tubes instead of speed pads inside it, too.
http://puu.sh/qbwko/4367c5d984.png
Also, this looks like something you're supposed to go down. Get rid of that pit; it's entirely pointless.
Still, I can tell you put a lot of heart and effort into this. Keep at it![/spoiler]
[spoiler="Concrete Jungle Zone" by a guy]This one's really greato! The city theme is really great here, probably one of the best use of DCZ textures I've seen in a while. Short and sweet is what I was hoping for people to aim for with their maps, and you've nailed it!
Probably the weakest part is the alternate path to the right at the beginning. It's hard to see in (even though the colormap IS pretty) and is too cramped to really do much with. With it feeling sloggier than the main route, I have a feeling most people will probably skip it; might be best to remake or omit it?
All I gotta say more is more along the lines of nitpicks:
http://puu.sh/qbwgR/203d5d6651.png
Near the turret at the beginning is this small little empty crevice. It's a little odd, maybe put a ring monitor or two to reward the player for exploring? Speaking of the turret, it might be nice to add a way to destroy it so that its charge-up sound effect isn't heard throughout the map when you're past it.
http://puu.sh/qbXkn/980a8d2437.png
Over here, you can jump directly onto the platform to the left. Since it skips a good chunk of the level right there, maybe it'd be best to raise it up a little bit.
Really nice job though; keep it up~!![/spoiler]
[spoiler="Skytop Zone" by Glaber]First off, copy+pasting what I asked earlier about where'd you and Romino get the Drilla? It's odd that you both managed to have a Drilla, but it's even odder that you both have an exactly identical Drilla, with the same code/spelling intracacies and everything.
A pretty simple level; doesn't do much new, but it's got it's moments. I like stuff like the raising climb area (even if it's a little on the slow side), and the secret path. I do think there's too many moving platforms/polyobjects that kinda slow down gameplay where there could simply be a spring. It is a little drab on the eyes too; bigger, more contrast heavy walls for the outer rim could help, as well as more patterns for walls.[/spoiler]
[spoiler="Contaminated Water Zone" by MK.exe]Another short but neat level! The visuals, while rough around the edges, is kinda charming and I like the use of your gimmick; its kind of a balancing act. The first half is gathering as many rings as possible to last as long as you can in the second half, I find that pretty cool! I'd say the Sharps are usually pretty haphazardly placed, and some of the rings being in the ring-drain water in the first half is teasing maybe a bit too hard. Still though, I really enjoyed it.[/spoiler]
[spoiler="Robotnik Laboratory Zone" by ManimiFire]Alright, first off, the level starts off in a completely red colormapped room where a Rail Buzz snipes you while you try to get your bearings. It's best to give the player a bit of breathing room before you send enemies their way, let alone a new enemy. There isn't a lot of direction given in this room either; you just kind of stumble into the teleport. Speaking of which, try to connect more of the map together instead of teleporting the player all of the time, it messes with the flow of the map a lot. The parts you do have connected usually loop back around to each other, like springs that look like they are directing someone to the next part of the level except they actually lead to an earlier part of the level. (
http://puu.sh/qbwoN/06486d0f8a.png)
http://puu.sh/qbwnd/a2ec51a8c5.png
This part is really bad about telling what the player should do. The switches around here look like they are meant to be pressed, but they're essentially red herrings. For anyone still stumped on it (I've heard some people in #sugoi still unsure of what's supposed to happen there), you're actually supposed to jump in the steam jet on the screenshot, and then into the slime where you go through a transparent wall. This took me forever to figure out, and only after I essentially cheated and replayed the map as Tails to swim into the slime.
http://puu.sh/qbws8/c492936fd6.png
This section is kind of tedious as anyone without an ability that lets them fly; you might want to cut this part down a lot.
http://puu.sh/qbwpW/4880ff3ee4.png
This part looks like a dead end until you get really close up to it; I'd say try getting rid of the collasping platform here, and make the hole here much wider.
Don't give up, though! Next time you decide to map, maybe you should start with something with a different, more simple theme?[/spoiler]
[spoiler="Aquatic Corridors Zone 1" by *icefox*avp*]This one's cool; it's a kind of level I'm not used to seeing. While there is danger with the Aqua Buzzes and Mines everywhere, it felt oddly peaceful to move through. The water physics and the multitude of Elemental Shields removed the danger, which here I don't actually think is a bad thing. It felt like an slow peaceful exploration, rather than your typical fast paced level.
http://puu.sh/qbwtb/72163ead92.png
This room could use some better direction, though. My first instinct is to continue forward, but that loops you back around. Second instinct is to go to the right, since my eye is drawn there. The actual correct path is the left, which I can't help but feel being a little misguiding. Maybe point these bridges both towards the cave on the left/slope them downwards, and put a checkpoint in there? Also, even though I just praised it now, I do think you do go a little bit overboard with the Elemental Shields, and I think some of the Mines are clustered together a bit too much. Still, I really must applaud your different approach to the level.[/spoiler]
[spoiler="Robotnik Park Zone" by FuriousFox]So far, I'm loving it! The theme you have is awesome and well executed. Take everything I say with a grain of salt (no pun intended), but it seems kind of difficult to get out of the bouncy castle as Sonic, and the bouncy castle might benefit from different textures, but I'm really liking your usage of bumpers and balloons, and the execution of everything so far. I really hope you can finish it![/spoiler]
[spoiler="Kodachrome Void Zone" by Boinciel]I like it! The abstract theme, and using it to make simple platforming actually difficult is genius. It gets brutal at that inverting/reverting pyramid platforming room, but you manage to tone it down with the easy but still really mean "flying sharp" room towards the end which I think is a good design decision.[/spoiler]
Lastly, on an unrelated note: oh god the "Supporters/CoAuthors" part of the SUGOI release page is gonna beat SBAHJ at this rate except it'll
actually be serious.