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|olcmm.j2l||Moree Mines||6.84 kB||08 Nov 2003|
|Woodlands.j2t||Woodlands||43.50 kB||08 Mar 2003|
|myst2.s3m||// mystique part two //||649.04 kB||27 Nov 1996|
One of the ideas of this level is to balance a shield in a relatively small CTF level (102×67). Another reason it’s small is because of the water, it takes long enough to swim through it at that size.
Reuploaded for the last time, I’m serious. ;P
Nooo, my reservation review was deleted >(
Eyecandy – Okay / good
What the part of the tileset the author uses offers is there, basically. But, this still isn’t much. The cave walls, especially underwater, look very plain. The sprite layer eyecandy isn’t much. Just the ground, which is platforms. The background looks nice, however.
Gameplay – Very good
Nothing wrong with the gameplay here. The level seems fairly balanced to me, all though I can’t tell for sure since FS makes the teams unbalanced with his amazing CTF skills no matter what. You can only get 15 seconds from the shield because you are forced to use a physical attack on it, and since it’s a fire shield, you can’t use it underwater. The side that doesn’t have the shield close to base has a +1 carrot, and a seeker powerup that is slightly closer to them. However, it’s very difficult to get the powerup. Half of the level takes place underwater, which can be slow moving at times, but can also be really fun. There is little to no biasing here; if anything, it’s Jazz biased because of the vine at the top – Jazz can get accross that faster by helicoptering. Spaz can get around, too, by jumping, but not as easilly.
Flow – Very good
Good flow here. You don’t have to jump all that often, which is definetely okay. Some people dislike levels where you have to jump a lot, in particular, Defost. This level’s flow, and tendency for you not to have to jump is somewhere in the middle. Which makes the best flow possible, in most cases.
Ammo placement – Good / very good
Very original ammo placement. There’s a shield, like I mentioned earlier, and the seeker powerups closer to the base that doesn’t get the shield (and a carrot close to that base as well). There is a toaster powerup in the middle surrounded by several fast fires. I like how the pepper sprays on the right side of the level are placed. It must’ve taken a while to test them so they could be placed in such a precise path.
Layout – Very good
I enjoy… you don’t get lost often, and the level is easy to learn.
Size – Good / very good
Medium / large level. Not too small, not too big. Maybe a tiny bit too small.
I’ll leave the giant reviews to the other people who only tend to review really good levels like this, which is why I’m ending this review now.
Download reccomendation: Yayayayayaya.
Host this often: Yayayayayayayaya.[This review has been edited by labratkid][This review has been edited by labratkid]
BlurredD, the shield is at the top left. ;p[This review has been edited by labratkid]
LabratKid is cheating! Anyway…
Good flow, good balance, and an evil twist—the three things I like in a CTF level. The first two are self-explanatory. The third one is what makes this level stand out a tad bit. I’ll explain the twist more later on in my review.
The eye candy is probably as good as it gets with this very limiting tileset. It does its job. The level has a nice mine feeling. The name of the level is “Moree Mines”. Need I say more?
CARROT AND AMMO PLACEMENT:
And now, the twist. Instead of the traditional full energy carrot, some substitutes were used. One of them is a shield (gasps) located at the top left of the level. Contrary to popular belief, shields can be placed in levels without completely destroying gameplay. Of course, the only way to do this is to either make the shield hard to access or make somehow make it less useful. In this case, players can only use the shield for 15 seconds. This is hardly enough time to cause a lot of chaos especially when there’s water and the shield only inflicts one heart damage. Moving on, the other subsitute is the +1 carrot somewhat near the bottom right; no one’s going to complain too much about that in any case. And thus, I present to you the twist. Enjoy. As for everything else, ammo and powerup distribution is good, and I don’t feel like explaining why I think it is; just guess why instead.
HOST THIS OFTEN?
I would say so. This is an 8.2 and anyone who disagrees can take it up with my PMs (which I rarely check anyway).
The Edit: Top left. Top right. It’s all the same when I don’t bother to do my routine proofread.
ignores any other mistake in the process
BTW, all of those [This review has been edited by labratkid] tags are driving me crazy.[This review has been edited by BlurredD]
Wow! This level is really good. It is really cool. It’s small but fun. Keep making good levels. I like the tileset that you used. I also like the way you used the tileset. It has really good weapon placment. I give this an 8.2.[This review has been edited by BloodRabbit]
Moree Mines, By FireSworD. About time I reviewed this level.
Gameplay: Its alright, Im not particularly fond of the place around 74,50, since I tend to nearly always jump too early and crash into the wall there. There is a shield in this level Gasp but its only meant for fifteen seconds, and its a fire shield, so you cant shoot normal bullets with it in water. It’s original. Though, I feel that the shield placement is a bit biased towards the blue team, they can reach the shield at about 8 seconds while the red team reaches it in around 10 (or at least that’s what I got). To try to make up for this, FS put a +1 carrot nearer to the red base (74,45, to be exact, where the ‘annoying’ wall is), which is apparently the only carrot in the level. Luckily, there is a shield so if you’re the flag carrier with 1h and need a carrot, if you’re fast enough the shield should protect you from campers long enough to get the carrot. A small nuisance, I don’t like the green spring around 38,21 being in a small pit, if you’re near it and start running fast, you’ll ‘fly’ over it (or miss it, in other terms). Nothing major, though.
Layout: It seems alright, a bit too small, at first I didn’t like it too much, but its alright. Interesting base placement. Nothing much to mention here. At first I thought that a part of the ceiling was missing and a flag bug was possible, but then I noticed the invisible masked tiles.
Eyecandy: For some reason I’m not particularly fond of it. Not that’s its bad or anything, I just can’t make myself be fond of it too much. Maybe it’s the tileset. In any case, the layer 3 wood tiles blend in with the layer 5, so it can get a bit confusing. But the author of the level isn’t fully at fault; there isn’t much eyecandy tiles here, so you can’t blame FS for improvising. Plus some of the eyecandy is original, so that rux. A lot of things here are too much of the same color, despite the fact that the backround looks cool and blends in with the tileset theme, everything here, including it, is mostly either a shade of yellow or brown (except the water…..eugh, imagining brown water is not fun)
Placement of stuff: One carrot (+1), placed at 74,45, nearest to the red base. One shield, placed at 13,12 (14,12 in JCS), nearest to blue base, a Toaster powerup placed at 44,20 (45,21 in JCS O.o). But you might think, a +1 carrot only and no full energy with a toaster powerup! What madness is this? Well, thankfully, the toaster doesnt work in water, so if you stay there you’re safe (the carrot itself is actually above the water, but who says it cant be shot down? >D) Plus I think there is a slight overusage of fastfires. Oh, and there is also a seeker powerup, just below pos 59,61. You need a diagonal ElectroBlaster shot to get it. I’m a bit agaisnt it since a seeker powerup, a fireshield, and only one carrot which isnt even a full!!1 Though I’m not entirely sure of it, this can lead to some problems, for now I havent encountered any, but I haven’t played this level all that much.
Overall: It’s really a decent level, some things kinda don’t go along good with me, I’m not sure whether to like or shun the new twist. Concluding statement is that’s its new and original, and thought it uses a limiting tileset it still turned out good.
PLACEMENT OF STUFF: 8.2
OVERALL: 8.05, rounded to an 8, upgraded to an 8.2 because I’m in a good mood. Good Job. Download Reccomendation? Yes.
Eat your lima beans, Johnny.