No screenshots yet.
|BlackCTF13.j2l||Shining Starlight CTF||7.99 kB||06 Mar 2003|
|Sirius1.j2t||Dimensions1||74.01 kB||06 Jun 2001|
|DreamsOfHope2.xm||Dreams of Hope 2||1956.62 kB||27 Nov 1998|
A level which took me 2 days to make. It uses Agama\‘s Sirius 1 set and in my opinion, i think its pretty good. Its not too big though, and would be reccomended for 1vs1 or2vs2 duels.
Hmm… Looks like someone has been taking my advice…
Unlike some levels made before this one, I can actually get used to it. I’m a little skeptical about balance, though the layout is good. It could be a bit wider on the right side of the level. The flow needs some fixing in a few places. Like near the fast fires, you should modify it so that the spring keeps the x-value and players don’t bump up against the ceiling. And you should be careful with the types of springs you used and where you placed them. If jump on a spring and hit a ceiling, consider a weaker spring. And avoid unnecessary springs. Also, something I should mention I rather disliked: to the right of the red base there are some sucker tubes that I think are a bad idea. They’re too slow to be much of an escape route. It’s more of a potential death trap if you ask me (since someone could wait at the other end and shoot you). Except it’s not something you would accidentally go into very often. My suggestion would be change the speed of the tubes so it’s faster or change it to something entirely different.
Above average and some of the best I’ve with this tileset (could even compete with some of Cell’s work). The only thing is, it’s a little confusing in several places (like around 68,30), but otherwise it’s good.
CARROT AND AMMO PLACEMENT:
There is a full energy carrot and two +1 carrots in this level. The full energy carrot is somewhat closer to the red base than the blue base which may be a slight problem. The placement of the +1 carrots are a little better. On the left side it’s easier to get the carrot then the blue flag. On the right side, you can get the red flag and then the +1 carrot. Not how I would have done it, with it different on each side, but it’s ok. Ammo placement and powerups are placed alright, though you might want to put a generator on the RF powerup.
HOST THIS OFTEN?
More often than his previous levels. This is a 7.5, but could easily be rated higher if those problems I mentioned were solved.
A semi important notice:There have been some bugs which I have failed to discover, so I have reuploaded this level and now the bugs are fixed. Such bugs are the RF without the generater, which now has it, the gun crate, which is now a gunbarrel and I increased the speed in some sucker tubes. Revieweres may want to reupload, but I reccomend just ignoring the certain points. And about bumping your head on the ceiling, as BlurredD said, sadly I couldnt figure a way to fix it without changing it completely, which I did not want. That is all.
Normally I don’t review CTF levels, but since it is made on one of my favourite tilesets… I decided to have a try. The eyecandy is made nicely, but it looks like some beauty islands on the level. Everything looks quite good, but some places are cooler (fan? ;P) than rest. Ammo placement – a bit too little of ammo for my likes, but I always liked more ammo than others (see my battle pack ;)). There is only one thing a bit overrode – 8 fastfires in one place! Wouldn’t be too bad, if they’d be more hidden… I think I’ll rate this a 7.5… or wait! The level has great music. Make that 8.
event placement: 0,6
You have choosen a very nice tileset and good music, But the lvl is a bit messed up, maybe a bit to small. And no new, idea’s or any other posable gameplay is in it.
Eat your lima beans, Johnny.