damn Diamond CTF(updated)

Rating
6.2
Reviews:
2
Downloads:
259
Date uploaded:
22 Nov 2003 at 05:00 (Minor update on 22 Nov 2003)

Download details

Re-upload/Edit Download
Author
DarkSonic (More uploads by DarkSonic)
Type
Capture the flag
Credits
Ðx for betatesting and tips giving
Version
TSF
Satisfaction
N/A
Screenshots

No screenshots yet.

damnCTF.zip (4.09 kB)

File contents

damnCTF.txt 0.30 kB 22 Nov 2003
damnCTF.j2l Damn Diamond CTF 3.66 kB 22 Nov 2003

Description

I only fixed some bugs not more then that

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User Reviews (Sort by Helpful Index or Date Posted) Average: 6.2

Review by Ðx

Posted:
Posted more than 20 years ago
Carrot Juice Addict (330 Points)
Number of reviews with ratings332 Featured reviews0 Average helpfulness26%
Rating
6.2

no 6.5..

i told you i said: Ther ar tilebugs….

1-Very much bugs
2-good ammo placed
3-good/bad bases placed
bacause ther ar close together placed
4-no secrets
5-no coins
6-The eyecandy is good..

here a 6.2!

host this:yes mayby twise
download:hmm mayby i don’t think…

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Review by blurredd

Posted:
Posted more than 20 years ago
Spaz Slackrabbit (198 Points)
Number of reviews with ratings198 Featured reviews0 Average helpfulness90%
Rating
6.2

In the time it takes me to open up and host this level, someone has already made a review. Argh. Anyway…

GAMEPLAY:

I pretty much don’t like the layout at all. A lot of the platforms in this level are basically large deformed squares which somewhat hinders gameplay and detracts a bit from the eye candy. The flow in this level isn’t the worse I’ve seen, but it could have been much better. The spring placement is not too good, especially at the bottom left. In various places, the springs don’t lead players near a platform; it leaves players several tiles above one thus slowing them down significantly. This flaw also makes the level more spaz-biased. The balance isn’t too bad as far as the layout goes, except with the route to the bottom half of the level. Players would have to go to the far left to reach the bottom area, which just happens to be where all of the goodies are located.

EYE CANDY:

As usually, the tileset was used incorrectly—big surprise. Whenever the tileset is used correctly, the eye candy is dull. Same as usual. It looks like this category will be the same for a long, long time.

CARROT AND AMMO PLACEMENT:

With the RF powerup and the full energy carrot at the bottom right and the bouncer powerup somewhere on the left side, the bottom area of the level can’t possibly be too balanced. Moving along, the seeker powerup was evilly hidden. It’s behind some 3rd layer tiles near the center of the level, and it seems the only way to get it is with a few EB’s. I don’t really know what to think about it since I knew there was that powerup somewhere in the level, but I might not have found it if I wasn’t told. I could already see people complaining about not being able to find the seeker powerup while I kill everyone with it. I would enjoy this, but I probably wouldn’t see this level again anytime soon. It could be way too much of an advantage, but there are two other powerups so I’ll just move on. Ammo placement: still not too good. There are a few too many crates and barrels. And the ammo still seems placed too sporadically.

HOST THIS OFTEN?

Don’t, or I’ll be forced to hurt you. If Dx is actually a good beta tester, LISTEN TO HIM. I’m rating this 6.2 and that’s that.

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