Circuit
MAPR1 - Frostbite Peak Zone by RedEchidna: 4/10
Made of "Oy!"
I have an impression you were afraid that people would thok crazily, so you made it "fairly" cramped. A certain amount of "crampness" is good, but I think you exaggerated a bit. You created some stairs with too small and too narrows steps (e.g. near Sector #79 - the "S-like" stair is unnecessary). Wider paths, more spaced steps with 48-64FU height would hold Sonic players without breaking the flow. See
Race Alley Zone to perceive how a curved stair and steps were cleverly used.
Needs some texture variation, specially to make the paths more visible. I'd like to navigate without worrying to fall into a blind deathpit. I need to see clearly the cliffs and ledges: I prefer to blame my blatant incompetence as player, not the level designer.
Still about bad visibility (critical point): the rock with row of yellow springs (sector 30), it's almost impossible to see the its steps. Make them visible and bigger. Frankly, I'd prefer a better solution/concept instead.
Red arrows around the Sector #58 is confusing. They show their back when I'm coming in, and pointing to the wall when I'm seeing them (and again, falling into death pit).
MAPR2 - Egg Flower Zone by Mach: 7/10
Made of "Ugly FUN"
Heck, Eggman needs badly a landscape designer.
I have to say I enjoyed a lot this map; obstacles were well explored and well applied. I played it as Sonic and as Tails in netgames, even with few C-lag I managed to finish twice or three times the circuit and I even earned the 1st place once.
I loved the map's difficult curve and how the obstacle were laid out... Variety and clever repetition of obstacles (for instance: the 3 rows of FOF-crushes gave me the clear impression the path is getting hard; besides, they impress me) were the strong points of the map. Rooms are clearly distinguishable from each other and easy to figure out what each character should do to dodge obstacles.
The major problems: 1) The part around Finish line looks unpolished and badly conceived. Height steps vary unnecessarily. Looks like a huge and empty room with a huge "finish-line-wall".
2) GFZ texture set and ERZ texture set aren't blending well. Is it possible to use both themes in a single map? Yes, but I advise: it's hard. Textures must be used in a way they don't look they were used randomly, but they are there for a purpose. THZ1 is a good sample.
The map deserves 7/10, in my opinion, because it worked very well, has a good concept and it's clear what you're proposing and has a considerable replay value. I consider level design as utilitarian art: first, it should work well as designed; later, the aesthetics.