Ranked from top to bottom. For SP I did a quick video (link once its uploaded...) of my second "playthroughs". Not true playthroughs, mostly just revisiting levels to get a quick refresher for myself, but may have some useful comments? Other divisions have some quick thoughts in spoiler boxes.
Single Player
Shadow of Atlantis Zone by akirahedgehog
Oasis Palace Zone by So2ro
Toffee Tor Zone, Act 1 by RoyKirbs
Rustic Templar Zone by MK.exe
Wasteland Wilds Zone by SunCyclone
Wild West Zone, Act 2 by Dead
Overgrown Heights Zone by InferNOr
Hectic Harbor Zone by ACStrike
Concordian Coast Zone by Ktoby & Pronicthewedgehog
Metallic Madness Good Future by Kwiin & Kanna
Spyro Ripto Blast 2 - Snowflake Ridge by TrickyTex & Tatsuru
Aqua Paradise Zone by Twins'R'Awesome
Myriad Memories Zone by ManimiFire
Heroes Hall by Zaxel
Anteggtica Zone by Radicalicious
Valley Falls Zone by Hamsandwich
Cyan Heights Zone by PencilVoid
Cluttered Cave Zone, Act 2 by Riolucariolu
Crystal Cave Zone by CST1229
Magma Falls Zone by RadicalChaos_6922
Hypertower Zone by WasifBoomz
Arena
Gravity Station Zone by Krabs
Hidden Chamber Zone by Krabs
Pipeline Panic Zone by RoyKirbs
Mountainous Saloon Zone by InferNOr
Symmetri-Canyon Zone by PapsTheEchidna121
Arena Station by Latius
Grassy Clearing by Apollyon
Battle
Glimmer Gulch Zone by happyalm
SSN's Picnic by Zolton
Peach Castle Zone by ACStriker
Battle CTF
Serene Shore Zone by Krabs
Moonlight Zone by Krabs
Jagged Creek Zone by RoyKirbs
Big Arch by Kwiin
Single Player
Shadow of Atlantis Zone by akirahedgehog
Oasis Palace Zone by So2ro
Toffee Tor Zone, Act 1 by RoyKirbs
Rustic Templar Zone by MK.exe
Wasteland Wilds Zone by SunCyclone
Wild West Zone, Act 2 by Dead
Overgrown Heights Zone by InferNOr
Hectic Harbor Zone by ACStrike
Concordian Coast Zone by Ktoby & Pronicthewedgehog
Metallic Madness Good Future by Kwiin & Kanna
Spyro Ripto Blast 2 - Snowflake Ridge by TrickyTex & Tatsuru
Aqua Paradise Zone by Twins'R'Awesome
Myriad Memories Zone by ManimiFire
Heroes Hall by Zaxel
Anteggtica Zone by Radicalicious
Valley Falls Zone by Hamsandwich
Cyan Heights Zone by PencilVoid
Cluttered Cave Zone, Act 2 by Riolucariolu
Crystal Cave Zone by CST1229
Magma Falls Zone by RadicalChaos_6922
Hypertower Zone by WasifBoomz
Arena
Gravity Station Zone by Krabs
Hidden Chamber Zone by Krabs
Pipeline Panic Zone by RoyKirbs
Mountainous Saloon Zone by InferNOr
Symmetri-Canyon Zone by PapsTheEchidna121
Arena Station by Latius
Grassy Clearing by Apollyon
Pipeline Panic Zone by RoyKirbs - great use of a simple idea. I really like how the bubbles come out of the pipe, and the center is really fun to control+to mess around with the water current. I think you could stand to have another type of shield coming out of the center rather than just the Bubble shield, to keep things fresh, especially as the Bubble shield doesn't have any particularly interesting uses. I appreciate that the outer walls are intangible to camera - would be better if they were only textured on the inside so that the camera can still see in while it's out of bounds.
Mountainous Saloon Zone by InferNOr - there's great aesthetics in this stage, at the cost of making it kind of awkward to move around. It feels like the player or the camera are always getting caught on little bits of geometry.
Grassy Clearing by Apollyon - I have some interest in 2D Battle maps (having made the first public release of one back in v6.1) but there's some inherent issues with the gamemode. It's incredibly difficult to play defensively in 2D, especially against area of effect attacks. This is exaggerated in smaller maps, and in arena/survival as the sole focus is going to be on combat. With how tiny this map is, it quickly becomes an Amy/Knuckles spamfest. In future 2D maps, I'd like to see more vertical variation, more space to move around, and probably moving away from the combat-heavy gamemodes and more into something like CTF or Diamond.
Mountainous Saloon Zone by InferNOr - there's great aesthetics in this stage, at the cost of making it kind of awkward to move around. It feels like the player or the camera are always getting caught on little bits of geometry.
Grassy Clearing by Apollyon - I have some interest in 2D Battle maps (having made the first public release of one back in v6.1) but there's some inherent issues with the gamemode. It's incredibly difficult to play defensively in 2D, especially against area of effect attacks. This is exaggerated in smaller maps, and in arena/survival as the sole focus is going to be on combat. With how tiny this map is, it quickly becomes an Amy/Knuckles spamfest. In future 2D maps, I'd like to see more vertical variation, more space to move around, and probably moving away from the combat-heavy gamemodes and more into something like CTF or Diamond.
Battle
Glimmer Gulch Zone by happyalm
SSN's Picnic by Zolton
Peach Castle Zone by ACStriker
SSN's Picnic by Zolton - the CPs here are really well designed and lead to some good, varied combat strats. I just wish there was a little more going on in between the points of interest to keep the entire map exciting.
Peach Castle Zone by ACStriker - this port, for the most part, works much better than I expected for SRB2. However, there's a lot of little map glitches, especially in the underwater areas, and some of the steepest slopes don't play well with SRB2's physics. This is already a pretty fun map with lots of movement options, but with a bit of polish to iron those issues out, this would be even better.
Peach Castle Zone by ACStriker - this port, for the most part, works much better than I expected for SRB2. However, there's a lot of little map glitches, especially in the underwater areas, and some of the steepest slopes don't play well with SRB2's physics. This is already a pretty fun map with lots of movement options, but with a bit of polish to iron those issues out, this would be even better.
Battle CTF
Serene Shore Zone by Krabs
Moonlight Zone by Krabs
Jagged Creek Zone by RoyKirbs
Big Arch by Kwiin
Serene Shore Zone by Krabs - The outside area is really well-designed, I love all the different options for moving through it. The entrance to the base is really nice as well, a good balance between offensive and defensive options. I think the paths in the cave area could be widened up a little bit, and probably the entrance should be a bit more obvious.
NO DEATH PIT HERE
Jagged Creek Zone by RoyKirbs - Overall a solid map, but the entire center area just feels a bit... empty. Team rings seem to extend a little further from the bases than they usually do, but I don't think that's necessarily a bad thing. It certainly makes it easier to defend, which is important in this map, since it's really easy for enemies to get to your base.
Big Arch by Kwiin - Unfortunately, I haven't been able to get any proper play on this map despite my best efforts. Online, I get sub 5 FPS (and usually get a server timeout within a couple of seconds), and even offline I'm getting around 15-20. There's some interesting ideas here, but it needs some heavy optimization.
NO DEATH PIT HERE
Jagged Creek Zone by RoyKirbs - Overall a solid map, but the entire center area just feels a bit... empty. Team rings seem to extend a little further from the bases than they usually do, but I don't think that's necessarily a bad thing. It certainly makes it easier to defend, which is important in this map, since it's really easy for enemies to get to your base.
Big Arch by Kwiin - Unfortunately, I haven't been able to get any proper play on this map despite my best efforts. Online, I get sub 5 FPS (and usually get a server timeout within a couple of seconds), and even offline I'm getting around 15-20. There's some interesting ideas here, but it needs some heavy optimization.
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