MM2BUB - This map is iconic for close-corridor engagements and I think that's something that should inevitably be maintained with a rework, but I'd rather that tension be incorporated into a brand new layout rather than having to stick with labyrinthine messes forever. MM2BUBX isn't a valuable substitution for this map for that reason alone, at least in my eyes.
MM4DIV - Everybody knows what's wrong with this map, there's no reason to further elaborate.
MM5WAV - This map should only remain the way it is if the wave bikes are slaughtered and the side factories are connected to the island in a way that both maintains the feel of the factories and allows Water Wave to actually succeed on its own map. If either of those two are dropped, the map should be scrapped.
MM5GYR - It's hard on the eyes, it's huge with an unusual amount of platforming required to travel from place to place, and it's both really open and filled to the brim with weapons that either overpower in open spaces, or fail to accomplish anything.
MMBMUS - Death pit abundance aside, it's big and boring. The nods on the side are nice and all, and they should be kept with a new version, but the map itself has very little height variance to help keep one's attention without putting a pit or a cliff with ladders.
MMBMAG - This map is oddly similar to Wave Man. Either gut the side castles and build the map to better support the main castle and the battleground, or scrap it.
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MMWTDW1 - Way too large without any large semblance of organization besides "water on the right, fire on the left". Should be split between the two to allow both to benefit more from their own company. The lava section is relatively fine and can become its own map with little changes (probably just a new section to replace the main corridor), but the water one is significantly weaker overall and should probably be reworked. What is currently MMWTDW2 should become MMWTDW3 to accommodate for the addition of the aquatic MMWTDW2, and MusashiAA's cover is already finished to fill the music void.
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MM2CRA - To be honest I'm perfectly fine with this map, but I do understand complaints behind the scarcity of ways to reach the higher part of the map without being locked out by an attentive opponent on the opposite cliff side.
MM6WIN - The lower part, mainly. It should honestly be revamped into something different in structure altogether, or should just be turned into an alcove where the cliff face ends and the gyro fans begin.
MM6MRX - The ceiling being cut off by huge ladders kinda sucks. Busts the flow of an otherwise perfectly fine map.
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(Some subjective and insignificant things follow - if you disagree with some of the things below, especially in the arts fields, I completely understand)
MM1ELE - This map is ugly beyond retribution, and would vastly benefit from some more presence of the color green.
MM1TIM - This map would benefit from textures to better indicate which direction the conveyor belts are flowing.
MM1OIL - There's no reason as to why the canisters do any more than 25 damage. It's annoying and it leads to an unnecessary amount of SD's on an otherwise fine map.
MM2HEA - Remove the small lava pit at the top of the stairs.
MM2QUI - Maybe it's just bad luck on my part but I've honestly found the lasers even more annoying since the most recent change to them. Something else has to be done here.
MM3SPA - This map is prettier than MM1ELE, but it could still benefit from green or blue all the same.
MM4COS - There's way too many large items on this map. Downsize a few.
MM8SEA - The intro to this cover could use some work. Doesn't sound too great on the ears, and barely resembles the original. The rest is fine, but that intro is just kinda painful.
MM8FRO - Would benefit heavily from a new texture set. The colors and general positioning of things look alright, but the shaping does not.
MM8GRE - Textures here also look slightly off, but I'd like to assume that it's because of the poor coordination between elevation and floor textures. That eye thing might also benefit from having rotations sometime in the near future.
MM8AQU - Underwater textures for consistency would help out, as well as a few minor changes as to where the red metal floors are placed (though mostly for underwater).
MM8DUO - The rocks are kinda bleck I guess. Could benefit from having some black incorporated into them, as the darkest shade is also completely absent from the remainder of the map.
MM8DW1 - This map looks pretty bad, all things considered. The textures have similar issues to MM8FRO in that the shaping of them are pretty terrible, and the palette chosen for this stage is just eye searing and inconsistent sometimes. On a more technical aspect of things, the weapon layout for this stage is terrible. Power weapons are encouraged to be acquired through Thunder Claw, but can be Tornado Holded up to with significantly less effort and wasted time. Power Stone is considered less desirable than Flame Sword, and is put in the middle of the floor where it can immediately wreak havoc. This map has 8 weapons recommended for close range, and 2 recommended for long range. (One of them is Ice Wave, the other is Fire Storm.)
MMBCOL - Underwater textures for consistency.
MMBPIR - This really just doesn't feel like
Pirate Man in the slightest. The overabundance of rock and the scarcity of anything resembling a pirate's domain besides a couple of chests here and there just kinda makes it feel like a rocky water map. It may be worth looking into incorporating sunken ships, pirate masts, anything into the background to make it feel more on theme, but ultimately just remove a lot of the rock in favor of more mechanical stuff and immediately the map will feel more distinct. It's difficult to pinpoint any problems the map has layout-wise because the overall aesthetic of the map is relatively muggy and just hinders the map on a whole for me.
Also, underwater textures for consistency wouldn't hurt.
MMBBUR - Trim the hedges a bit in the pits where the tellies spawn. If they're intended to be regularly timed death pits, they should discourage stalling overall.
yes it's my map I get thatMMWTHSH - Same thing with Time Man.