|olcallurbase.j2l||All Your Base CTF||7.98 kB||12 Jun 2003|
|SPACE.J2T||Space||99.88 kB||29 Apr 2003|
|ST23.XM||48.39 kB||19 May 2002|
Here’s another stup level that I made a while ago but was too lazy to release. It uses the Space tileset by Blade and a funny little music file I found in my jazz2 dir.
Enjoy, you faceheads. Or something.
Another alright level by CelL.
Like previous levels, this has a good flow and layout pretty much. It’s not prefect, but what is? Perhaps the only downside is that it seems to be made for 4 players and down instead of 6 (I tend to like 3vs3-sized levels more, even for 2vs2s), but that’s not going to hurt the rating.
Pretty much what is expected. It tries to be a little different and innovative for the tileset. Unfortunately, there’s a problem. The 4th layer BG tiles look similar to the 4th layer solid tiles, which already causes some confusion. In addition, these 4th layer BG tiles were used in the background layers as well, thus more confusion. And even worse, the vines in the level tended to blend in a bit with the BG. But like most confusing things, you’ll get used to it (hopefully).
CARROT AND AMMO PLACEMENT:
A full energy carrot near the middle along with good ammo and powerup placement. Nothing else to say.
HOST THIS OFTEN?
Perhaps. It’s good, but not great. Aside from eye candy, it doesn’t do enough to distinguish itself from other levels like it. I’m giving this an 8.
Ok, here goes:
GAMEPLAY/LAYOUT: The gameplay here is pretty smooth. Ramps are included, nice and spacey, well balanced etc. There could of been a ramp near the blue base since you have to jump onto that metal block to get the flag, but it’s alright the way it is. I don’t like that open box around 5,39 though, since it sometimes get’s annoying if you accidentally missed the spring. Other than that, the layout is nice and basic, don’t see much wrong with it, except it seems a bit simple to me.
Pros: smooth gameplay, balanced layout
Cons: 5,39, feels simplistic.
EYECANDY: Cell did a good job here. The bg doesnt use those commonly used mountains and stars, but uses the grey metal blocks instead. Though they sometimes get a bit mixed up with the layer 4 and 5 grey blocks and may confuse you at first. There id a variety of tiles used for the ground,and lots of detail in the level.
Pros: Good eyecandy
Cons: Eyecandy might take a bit to get used to.
PICKUP PLACEMENT: There is one carrot, full energy placed here;it is placed in the middle of the level and is well positioned. The ammo is also creativly placed in little zig-zags and looks decent and well placed. The powerups, there are 3;they are RF, seeker and pepper. Seeker is placed in the middle bottom and I have no problem with it. RF is placed closer to the red base and pepper is placed closer to the blue base. Though they both are used for long range and are quite useful in the level, red has a bigger advantage because the RF powerup does 2 damage yet the pepper does 1.
Pros: Great creativity and well placed.
Cons: Red has RF, Blue has pepper. RF>Pepper.
Fun facor: I didn’t have THAT much fun playing this, but it had my attention for a while and is pretty fun depending on the situation.
Pros: Can be really fun.
Cons: Not as fun as I hoped.
OVERALL (Not an average): A decent level which would be good for dueling. Different eyecandy, balanced layout, good gameplay and well placed pickups. Probably will be hosted several times.
Pros: Good level.
Cons: Some minor things mentioned before in the review.
OVERALL: About 8.2 or 8.5 and a download reccomendation, nice work!
Edit: Forgot about Fun Factor =P[This review has been edited by Blackraptor]
The All Your Base phenomenon, while short-lived, embedded itself permanently in not only popular netculture, but culture in general. The badly-translated Japanese-to-English video game sequence has, in all accounts, became an Internet legend. While most everyone has, by this point, grown tired of the various catch phrases of the All Your Base fame, it is still always fun to occasionally poke fun at the oddly-crafted Engrish which made the rare successful migration from so-called “geek culture” to the general public. Somewhere, out there, a level celebrating the joy that is All Your Base and its various lines and stupidity was waiting to surface. This is not that level. Instead, what you get here is an excellent example of a space-themed Capture the Flag level with a creative title. This level – I repeat – has nothing to do with its name. In fact, the closest it gets to propegating the All Your Base legacy a few weeks, months, or perhaps years beyond its life time is one simple text sign reading “How are you gentleman?”. That is it. Perhaps that is a good thing, though, as it avoids it becoming a gimmicky level with absolutely no quality. And that is definitely not what this level is.
The level itself uses Blade’s excellent Space tileset. Blade’s work in this tileset is, as it always is, not extremely flashy. The tileset is not quite borderline cartoony, but does look nothing near realistic. This quasi-cartoon methodology definitely works for Blade in his tilesets, and it worked for CelL in this level. CelL, a true eyecandy master, is at his best here. The eyecandy, from the vairous pipes that wind throughout the level to the control panels, background, and everything, is well-done and without any major deficiencies. This, however, brings me to my first complaint. Either my eyes have not adjusted after a long time without reviewing or there is something odd about the scroll rate in this level. The way the background was moving in proportion to the sprite layer gave me a slight headache, but was not too much to bare. Turning on low detail helped this a bit, but it was not way too significant, and since I have no way of knowing whether it is just me or the level, I will not subtract for it. One thing about the eyecandy – and a minor one – did, however, bother me either way you slice it. The little animated microchips that read what looks like graphs and wavelengths changed in a very unnatural way. It looked like they were meant to stay as the same tile instead of be animated, and this bothered me. Plus, their attachment to the pipes seemed a bit artificial, and the surroundings just looked unfit to place that sort of tile there. Other than that, however, eyecandy was what everyone has came to expect from CelL.
While CelL may excel eyecandy, that does not mean by any measure that this level is a slouch in gameplay. Flow was, as it generally is with CelL’s levels, quite good. This level is, however, a bit on the small side, notably when going from base to base. The average start-to-base time is about three seconds while the average base-to-base time is around seven. This does not allow for time to pick up ammo or to plan strategy before getting the flag as it does in other levels. Instead, the player must get the flag and then think. This might be a challenge in larger games where the other team can spare enough base guards to shoot the player down to two lives while getting the flag and then just hunt the flagholder down and “do away with him.” Layout was good, although it takes some getting used to. As with any level with a playing area of this size, it is somewhat difficult to distinguish the various “layers” of the level. However, the author has made them significantly distinct. The only part of this level I object to is perhaps its linear qualities. There is one route to the base which is fastest. The others are less so. Along the fastest route is a seeker powerup. Where is the fun in that? This is a fun level, although there are a few layout quirks.
I have a few problems here. The first of them is the placement of the seeker powerup. It is positioned in the middle of the level, but it is also positioned on the shortest route between the bases. Other than to get a carrot, the player would not at all have to stray off of the original route for most of the game. Dying is quicker than getting a carrot in this level, anyway, other than the loss of the flag if applicable. The second problem is that the red team gets RF missles while blue only gets pepper spray. Do not get me wrong. Pepper spray is an increadibly versitile weapon – just not in this level. The long-range effects that lend pepper spray so well to chases are completely useless in a level like this, being that there are often walls and many other weapons (like RFs) would go just as far while doing more damage and being more likely to hit the opponent. This is somewhat uneven placement and, while it is not a huge problem, it is significant, since this will probably be the second most-used weapon behind seekers. For that matter, seekers are not all that hot (no pun intended) in this level, because of their sluggishness. Otherwise, however, powerup placement is fantastic. Basic weapon placement is a completely different story. Everything is placed very well and there is a good deal of strategy. Effort was definitely put into this level in that respect. The same goes for carrot placement.
The Enigmatic Fun Factor
This level is enjoyable to play. However, it is not all-out fun. The trouble is, while this is a high-quality space level, there is not much that revolutionizes much of anything. I am sure that this level will see a good deal of play and admiration, but it just does not interest me all that much. There have, over the past year, been a great number of solid capture the flag levels. This one is yet another one. And perhaps that is the root of the problem – there are too many solid capture the flag levels out there. After a certain amount of time reviewing CTF levels, I have found that these days, the best you get is a solid level with nothing new. Unfortunately, there are only so many solid levels one can play before solid starts feeling a lot more antique. Still, this is what it is billed as – a good capture the flag level that is enjoyable to play. Ho-hum.
There is really no other way to say it. This is a fine level. In fact, it is a great one. Unfortunately, the only thing that is really creative about it is some of the eyecandy and the name. After about a year of very nice capture the flag levels, it takes a good deal to distinguish a level, especially one using one of Blade’s excellent, but unfortunately not extraordinarily versitile, tilesets. It is difficult to complain about this level. It is excellent in nearly every single respect. And that is really all I can ask. Still, I feel as if there was some creativity missing from it. Not that this level lacks any kind of creativity. The eyecandy does, in fact, push Blade’s tileset beyond what it is normally used for. However, the gameplay just feels the same. There is no new spin on it. It is just, in every way, a solid capture the flag level. Not, of course, that there is anything wrong with that.
The Report Card
Tileset use: A
Eyecandy look: A
PLACEMENT: A -
Weapons: A -
THE FINAL GRADE: A
THE FINAL RATING: 8.0
PROS: Great level. Creative eyecandy.
CONS: Not much creativity other than in the eyecandy field. Annoying background scroll rate.[This review has been edited by Trafton AT]
It’s a big level and it is also a small level. It depends on how you look at it.
It is a nice leveI like this level a lot.
(Rating removal. Please give better reasons for rating so high and reevaluate your rating scale. -Trafton)[This review has been edited by Trafton AT]
Yay! You finally released this. I helped beta test quite a bit.
Eyecandy: Very good
The eyecandy here is about as good as you can get with the tileset… best I’ve ever seen with it. Very original, with all the pipes and glass. Perfect score for eyecandy.
Weapons placement: Good / Very good
Weapons placement is somewhere in between there. Unlike in most levels, the weapons are not placed in little clumps of (usually) 8, in the form of a rectangle. They are scattered around small areas of the level in a “checker” pattern… For example…
The _’s are places without weapons, because when I tried using spaces, it didn’t work ;)
So, the weapons placement is good, and very original. I think the level is a bit too small to have so many powerups added in, especially the RF powerup.
Gameplay: Good / Very good
The gameplay is very smooth and good, especially for duels, and 2vs2’s. Any more than 6 players, however, would get too cramped and would cause chaos. I am also surprisingly good here. :)
Fun factor: Good / Very good
Like I said, very fun for duels and 2vs2’s. I hope this is hosted as much as CelL’s other level… ugh, what was it… it used one of Disguise’s tilesets; I think it was something about symatry, or isymetry… Hmmm… anyway, I hope this will be hosted a lot.
I personally don’t like this song too much, but it’s very fitting. I don’t want this to hurt your rating, so I’ll leave it as N/A. I would’ve said: Okay / Good.
Bugs / flaws: Very good
I haven’t found any bugs, yet.
Biasing: Good / Very good
There isn’t very much biasing here. When I was beta testing, most of the people playing were using Jazz, and were getting around well. However, there are some platforms that Jazz might have to use a little extra effort to get up onto.
Overall: Very good
This reminds me of EvilMike’s famous Distopia… very small, very good, and probably will be hosted a lot.
[This review has been edited by labratkid][This review has been edited by labratkid][This review has been edited by labratkid]
I’m too lazy to mention all the good things that have been mentioned above, so I’ll just say which things lowered the rating in my review.
The tileset use: some tiles weren’t used as Blade intended, I think. Especially in the background. -0.5
The layout: the bad part about the layout is that it makes the level way to easy. The path from the red base to the blue one is almost just straight. And I don’t think anyone will go to all the stuff in the upper part of the level when it’s hosted online. -1
That’s all. Apart from that, great level.
First off, the very few flaws:
1. Overdone background.
2. Not very complex
3. Gets boring
TOO MANY TO LIST! IT ROCKS TOO MUCH!!
Cool. eyecandy is very good. i also liked about this style what you used. gameplay is also very good,and smoooth!!
overall, this is really good CTF LEVEL.
my rating 8.5 , enjoy about it. DOWNLOAD RECOMMEDATION!
Ok, I will start this review.
First Impressions: One of CelL’s many levels. This one is one of my favourite CTF levels.
Gameplay: Good/Very Good. The gameplay here is very nice, but not perfect or very good. There is a nice spring placement, and there are one ways on some places. The layout is very good, and flow is also nice. There are some vines too, which make the gameplay even better. Some one way at the left side would be better, and that’s probably why it’s not very good. Also, some springs could be placed one tile more left or right. But, after all, very nice gameplay.
Eye Candy: Very Good. This definitely r0x. I haven’t seen this good eye candy with this tileset yet, and I have no complaints about it. There is exactly the right amount of eye candy in this level.
Pickup placement: Good/Very Good. This is also nice, but I think some bigger groups of ammo would be nice. But, the PU placement is how it must be. At the right side, there is some fast fire, but instead of that there is RF ammo and a PU more to the left. The ammo at the top is placed from left to right in this order: RF PU with Gun8 ammo- 6×3 Seeker ammo- Full energy- 6 bouncer×3 ammo- 4×3 gun8 ammo- Gun8 PU-4 Fast Fire. Also, there is a Seeker PU at the bottom-centre.
Originality: Good/Very Good. This is very original, the music is nice and I never heard it before. The layout is original, The level size is also original I think.
Others: Host this: Yes.
Overall an 8.4-8.5.
-da man aka DarkSonic of XSD and CC.[This review has been edited by da man]
Eat your lima beans, Johnny.
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