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|HighFrag.j2l||Higher Fragging Rate||6.78 kB||28 Nov 2002|
|7th Lava Fall.j2t||7th Lava Fall||345.14 kB||06 Sep 2000|
|Isotoxin.s3m||isotoxin - necros / fm||461.24 kB||06 May 2000|
This is a battle level I constructed within a week. Unlike most other battle levels, this one has a strategic layout. Some aspects are based on battle1, but not ripped. This uses Dethman’s (Legendary) 7th Lava Fall tileset, however I couldn’t get the eyecandy as good as I wanted.
Hope you have fun!
Higher Fragging Rate uses DethMan’s 7th Lava Fall tileset, and in my opinion it makes good use of it. It’s meant to be industrial, in a factory of some sort – it has a vertical scrolling background looking like some sort of elevator with the city buildings behind it. The eyecandy was great, and I didn’t see any out-of-place tiles or anything – it was all there. However, some more variation would’ve been nice.
The level is based on battle1 and reminds you a lot of it. You have to get to a warp or fall to get most of the ammo, and what ammo there is in the main building you have to jump to get. The main area is fairly linear – you fall down a tube thing at first, then take one of two routes to get down to the bottom right hand corner to get to a warp that places you back at the start again. There is another area off the main area connected by a sucker tube which isn’t hard to find, which houses some more ammo and powerups. However I found it sometimes hard to move around or see where I was going.
The music is good and suits the level well, with a metallically factory apocalypsey type theme. This level has tried to be strategic but hasn’t quite reached it yet – the level was linear with you always having to go back to the same areas, and the ammo was good but scarce. I don’t think this will cause a higher fragging rate; it does have some enclosed areas (i.e. when you’re falling). But this is still a good level, with lots of good points, and could make a fun battle :)
Interesting. This level does indeed feel like Battle1 now and then.
I’m not quite sure how to describe it.. there’s a lower area, and an upper area you warp to from the lower area, and there are pits to get down to the lower area. Also on the far side of the upper area there’s a tube to another area.. yeah..
..as I said, it’s kind of hard to describe.
Eyecandy’s ok, if not all that much variation, gameplay looks good, design is good, not sure if this would really lead to a higher ‘fragging’ rate, but oh well.
“Higher Fragging Rate” was intended to bring some strategy into the fairly strategy-deprived world of battle levels. This is a step in the right direction, but there are a few more steps before battle is truly a strategy-heavy mode. The level may be gameplay-centric, but it is not short on gameplay. It has an elevator-ish background with a foreground that is sort of industrial (it uses 7th Lava Fall by Dethman, which usually ends up either looking like a city or some sort of factory, this time it is a factory.) Weapon placement is good, but not amazing. The flow is good, but there are some places where it is hard to move around. It did, at times, remind me a lot of battle1, with a lot less ammo. It’s definitely worth a download and the eight point two I’m giving it. Great job, FireSworD.[This review has been edited by Trafton AT]
Good Eye Candy
Good weapons amount
Good weapon variety
This level is pretty good. Mostly I didn’t like the idea of having to fall down everytime for the ammo. You should’ve added more springs. Otherwise it’s fairly small, but the right size for a battle level. And remove the copter and put an airboard or Flyboyy carrot, copters get screwed up easily.
Eat your lima beans, Johnny.