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|dreamyD.j2l||Dreamy Diamonds||3.54 kB||13 Dec 2003|
|Dreary Diamondus.j2t||Dreary Diamondus||206.48 kB||19 Jan 2002|
It\‘s my next CTF level. I used EvilMike\‘s Dreary Diamondus tileset for it.
Hello, lets review again!
OUCH!! Horrible! The secret you putted in the lvl, was ugly! Gates in the wall!! Please fix that!
The background is good…The music is standard and the tileset… Well, it’s good, I dont count points off or on for ugly or good tilesets.
Well… The bonus is very bad! I mean, how can you make a warp to the base!?
I think it’s unceptable! You must SEARCH to the bases! That’s make the game better.That’s fun!!
Well, the ammo is great placed!
Not 6kinds of ammo on the same place, no better! ev’rywhere is ammo and not to much!GREAT!!
The gameplay is good…
The eyecandy is good…(HEY!, can you tell me how you do that with the colour from the lvl and spaz&jazz, or is that from the tileset self?)
Well, one thing is the baddest thing of all… There is no jazz/spaz/mp start!!How can you make a lvl with no start!? An very big bug is it!Please fix that! You can score higher if you fix that!!
Overall:A good lvl but with some bugs.
Well,all this means a………………..6.7.
[This review has been edited by Wadledee]
[This review has been edited by wadledee]
First off all: I did’t betatest everything!!!!!!!!!!!!!!!!!!!!!! so why did you upload? Because satan betatested?
oke you will see
2-Many and MANY Bugs
Next time let me betatest it full..
Tileset is nice choosen
also the ammo placed is good
coins Placed Good.
here a 6.7
( Not because i did’t tested )
Well, there were only MP Starts and the bonus is original its the same as in Bblair. But you’re right that other bugs are bad I shall fix it. P.S: BlurredD: I am not Ðx.[This review has been edited by da man]
It feels like I reviewed this level before. Maybe that’s because this is the fifth Dx level I’m reviewing where “D” is the first letter and “(updated)” is at the end. Never mind—I’ll just download the level and give my review.
While the layout is better compared to the previous levels, it still looks too flat in places like at the bottom left. The spring placement is also better, the balance is okay, and spaz-bias isn’t much of an issue. However, it seems too easy to go from base to base in this level and some areas need to be more open like around 55,39 to 72,38. The coin warp also puzzles me. Why make the left warp go to the red base on the right side and the right warp go to blue base on the right? It would make more sense if the two warps were changed around for the sake of being less confusing. Moreover, I think there should be fewer coins, and they should be harder to reach. I’m not liking the coins placed so close to the carrot and the powerups. The coin warp isn’t even really needed, especially with this small layout.
This level uses basic Diamondus eye candy. Correction: basic Diamondus eye candy with flaws. In general, the unmasked background tiles on layer 4 were misused. Also, the ground tiles look to repetitive in most places, and the foreground can get in the way. There are some additional eye candy bugs, but a good beta tester could point it out. Take out all of those flaws then this is at least average eye candy.
CARROT AND AMMO PLACEMENT:
There’s a full energy carrot hidden at the top left just in case anyone was wondering. The carrot is on the right side, but it would take a similar amount of time to get there from each base. Powerups were placed well enough: the bouncer powerup on the far left with the RF powerup on the far right. As for ammo placement, it’s decent for the most part.
HOST THIS OFTEN?
Most likely, no. Almost a 6.7, but just falls short. 6.5 is my rating.
PS: “the bonus is original its the same as in Bblair”—That’s a paradox if I’ve ever seen one.
Eat your lima beans, Johnny.