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|ReadMe 'Chromosphere'.txt||3.21 kB||17 Jul 2002|
|chromctf.j2l||Chromosphere||6.90 kB||17 Jul 2002|
|Corrupted Sanctuary.j2t||Corrupted Sanctuary||122.01 kB||02 Apr 2002|
|cloud.mod||Cloudscape||512.65 kB||29 Sep 1996|
My latest CTF level, entered in stripe’s CTF level contest. Read the readme for more information.
Cracks his knuckles ready to do another review Okay, another Cell level, we just can’t get enough. ;P
Eyecandy- Very good use of the tileset. Not too simple, there is a large variety of different tiles scattered, (not randomly) throughout the level. I didn’t notice any eyecandy mistakes, pretty much just a nice simplicity without too much blinding foreground and such. Good use of layer 3, using tiles to cover certain platforms to make the level look more interesting. The backround is just beaiutiful, with it being paralaxed, and a few raindrops in the sky to add the perfect touch. Also, an amount of layer 5 blocks were added to create pleasure to the eye, and also creativity. When I turned on the Ambient lighting option, I was just stunned. The flames glowed, and the lighting produced such a realistic feeling in the level. I was very impressed with this.
Gameplay- I can’t say too much about the gameplay besides very good. The level is Jazz friendly, and there are no deadends or points in the level that make you stop dead in your tracks. Very smooth, and a bit flat. Not too many curves, not too flat. I’d say it’s balanced out pretty good. Springs are convieniantly placed. No problems there.
Weapons/Placement: Perfect. A large variety of weapons, scattered throughout the level in different shapes and forms. There are only two powerups, but two is more than enough for such a small level. Again, I didn’t see any problems there.Chromosphere is the ideal level for a 1vs1 duel in CTF. I wouldn’t say it’s good for anything more than that because of its size. Excellent level, Cell. Download recommendation? Yes!
W00t! A new cellybelly! YESH! YESH! YESH!!!
Ahem. Let’s see..
It’s a nice little level witrh the Corrupted Sanctuary (no Corruppted, CelL) tileset by Dishguise.
It haves nice lighting, don’t set Ambient lighting out. I don’t see the Access Violation in your tunnel. Very good gameplay, but don’t play it with more then 6-8 players. That makes it confusing.
The weapon placement rule. Everywhere weapons, nice placed (Duh). Only, i can get the PU’s in 3 seconds.
Overall: A new Mega-Celly-Belly-super-da-woop-wap-Cell-level. Win the contest with this!
It is a nice little CTF level, with tons of eye candy. (YIPES! I don’t stand a chance in this contest!)
However, there is one small bug. You can get stuck (By that I do not mean the sticky bug stuck, I mean in a place that you cannot getout of) at pos 1,55. There is a secret place you can enter the wall and you get ammo, but you can’t jump out! You should fix that.
I have no idea why, but that only happens when you play the level in single player.
I like it man…..its really cool…..better than…SOME….of my levels! =P
LOL I don’t feel like doing a full review today! =P
Another random level review. Btw, I will use a new review system.
First impressions: This is a level created by CelL of OLC and FoR, and it is one of his many levels.
Layout: This level’s layout is nice. The level has enough space.
Flow: The level’s flow is good. It’s easy to get around, although there is one dead end, and that’s the place of the carrot. Also, no biasing and a good spring placement.
Other gameplay: The other things in the gameplay here are good. The level uses triggers in a good way, has alot of warps, and has more routes to the base. There are also some tubes, and a few one way and float ups. The level is not too big, though, but it doesn’t matter, it’s just the level itself.
EYE CANDY/TILESET USE
Tileset use: The tileset was used nice, I liked it alot.
Backgrounds: The backgrounds in the level were how they need to be. Just good.
Other eye candy: There was alot of other eye candy here. There were alot of dark tiles or something, colourful things in red, blue, black and yellow. There were also some moving chains, and some more.
Ammo: The ammo placement was very nice. Not too many and good choices.
Power-ups: 3 power-ups here, there was a seeker, bouncy and rf. The seeker pu placed in a warp, but you can also get it with gun9. The bouncy pu was placed near the bottom of the level. The rf pu placed left from the carrot.
Carrots: 1 full energy in this level, placed in a small dead end, you can go to that place 2 ways. One way is using the red spring. There is one way there and are there if you take it. Second way is using a warp at the left side of that area.
Other pickup placement: No, no other pickups here.
Music: I liked the level’s music, I didn’t know it, and it also fits the level.
Tileset used: The tileset used isn’t overused, so that’s a good point.
Other original: The level has many warps, there aren’t many levels with that many warps like this level.
Others: This was my new review system. I don’t rate fun factor anymore, I don’t like to do that.
Host this: Yes, an underhosted level.
My final rating is a nice 8.5.
DarkSonic of XSÐ, CC and -XLM was here.
Wow, I didn’t rate this?
Anyways, I’ve played this frequently and it’s about time I rate this. Don’t expect a long, usual review from me, I’ll just make this quick.Layout is interesting, one base on the top right and the other bottom left. I got around the same times (more or less) going from base to base, so it seems alright. Flow is smooth and good. Eyecandy is just amazingly done. CelL has taken the time to make the blocks in the wall form interesting patterns and look nice and detailed. The backround is also more or less well done. Eyecandy is definately a pro. Bouncer powerup at pos 56,56, RF powerup at 3,6 (next to the full nrg), and a seeker powerup at around 45,30. The seeker can be accessed by EB’s or by an evily hidden warp which took forever to find. RF takes about the same time to reach from each base (so does the full energy), Bouncer is closer to red, seeker is closer to blue, but harder to find. If you’re new at this level, the powerup placement may seem a bit biased. But once you learn it its fine. I found no problems with the ammo, and it was nicely scattered. A small nuisance, 3,49 could’ve had a floatup or higher ramp so I wouldn’t bump into the wall and instead go into the sucker. Speaking of sucker tubes, the ones in this level (although they added a nice effect) weren’t really too useful, and chances are you would only go into them if you knew they were there, since most of them have springs in the way. The suckers could’ve been placed a bit better, but they’re alright. Music is chosen decentely, fits the theme and has a good tune.
Final Rating: Probably 8.5 or around there. Decent level, and keep up the rux work =)))).
Eat your lima beans, Johnny.