Since nobody reviewed either of these maps as far as I can tell, I feel obligated to do so:
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Crystal Catastrophe
First off, I had to mod my Raiders to be able to drill Loose Rock after I couldn't make it to the base without running into that wall type.
The setup with the multiple paths (and lost raiders) reminded me of Run the Gauntlet, Split Down the Middle, and Rock Hard. Had no trouble finding the base, and met no resistance from the local wildlife whatsoever. That doesn't count the one monster emerge you put in the maze. Kind of stuck out like a sore thumb, but that might be me.
On top of this, the Docks building is utterly useless. Why? The Raiders use the edge of the wall on the right hand side of the "lake." If you intended the player to need to utilize the Docks, then consider partially redoing that cavern so that the Raiders won't do this. Then there are those potholes under the Super Teleport and Geological Center... not your fault, though.
After strip-mining the maze (and dealing with Idleness Syndrome), I opened up the caverns near the base. As expected, there were plenty of monsters emerges. Didn't take me long to tear through into the crystal cache, and from there it was just a matter of getting the crystals back.
Pretty easy map overall, as there aren't enough monsters to be a legitimate threat. Not taking away from the design of the level as a whole, as I thought it was very nicely done. Really enjoyed playing through it.
EDIT 12/10/2017: There are a bunch of emerges in the maze, but only one seems to work. This is because several triggers and emerges were put under the same number such as 1. In Cyrem's map creator, there are only 20 emerges allowed. Apparently only one trigger number will work with one emerge point of the same number. So, if an update is made to the creator to allow more than 20 emerges, or there is a way to make the existing triggers/emerge work, the maps need to be fixed.
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Hard Luck
Reviewed on 12/10/2017:
First off, I was a bit worried I'd need to mess with a few things to get the mission to work in my mod. Turns out there are just enough crystals on the island for it to function.
I was extremely stingy with the crystals I initially found (since I didn't know how many there were) until I discovered the second seam. From there, it was pretty much smooth sailing (pardon the pun).
It didn't take me long to strip-mine the island and get my Cargo Carrier + Small Digger team together. Then it became a matter of figuring out which path lead to the large cavern where I needed to move my base. Admittedly, I found it on my second path choice. Still, I felt obligated to check out the other areas just in case .
Unfortunately, I ran into the dreaded Idleness Syndrome when I tried getting my second base set up. To try to fix this, I beamed up everything on the island (save the Tool Store, Power Station, and Support Station) and collected the resources left behind. Then I beamed up my Raiders and Tool Store. Reason I left my working Support Station on the island was just in case I couldn't get one built in my new base. I was going to perform this process anyway, but I did it sooner so as to try to get rid of the idling problem.
After several mind-numbing minutes, I finally got a base built and some defenses in place. I then proceeded to strip-mine the cave up to the hard rock (which obviously marked a new cavern).
It wasn't too hard to figure out that any monster resistance was going to be in that last cavern. To my disappointment, only two emerge points worked for me. This mission suffers from the same emerge map trigger problem as in Crystal Catastrophe (see my edit above). Since the monsters weren't working, I found it too easy to get the remaining needed crystals.
Overall, it was very clear to me that there was some serious thought put into the designing of the map. What I personally loved about the mission was the fact that you need to use the Cargo Carrier, something you rarely needed to use in the main game (or even in Baz's levels).
This alone scored points immediately in my playbook, as did the island aspect of the level.
A problem that did I notice with the level: when I opened the map with the aforementioned creator, I saw trigger/emerge points in the other paths around the lake. I'm sorry, but these are completely pointless in having unless the user manually changes the used textures in the level to ice. Oddly enough, none of them even worked anyway on my playthrough. Furthermore, some of the triggers were placed in solid rock walls. This a big no-no.
This doesn't detract from the level in any way, as it is a minor issue.
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Both of these were very well thought out and designed maps, and I thank @JimbobJeffers for sharing them.
Excellent job!
I'm hoping you eventually try making more, as I enjoyed playing through these.
One last thing: making your own menu bmp images for the levels is a huge bonus and adds that much more to my assessment of the maps. Shows that you put a lot of effort into them.