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|spacelevelCTF.j2l||A CTF LEVEL BASED ON SPACE||3.37 kB||01 Jan 2004|
|SpaceWarbase.j2t||Space Warbase||138.96 kB||30 May 2002|
|TRAILS.S3M||Jupiter Trails||196.59 kB||30 Jun 1999|
I think I did quite a lot of improvement in eye candy. I hope you’ll like it. And another reason I made a stupid CTF level again is that a lot of levels are ruined by a seeker powerup. Don’t try to find a seek powerup, there is none. Good fun. GL HF OR SOMETHING!
ok, I am first rater.
Gameplay: Good. It is good, but I saw many warps on JCS that are unnecessary. Spring placement was good, and the level is small.
Eye candy: Good. There was not that many, the background was good and the sprite layer and layer 3 didnt have alot. layer 5 also didnt. Other layers were used too, except 1.
Pickup placement: Good. This is the best point in the level , although there was not many. There were 2 +1 carrots, which one at each base. Its not that good, cause one full energy in the middle should be better. There were 2 power-ups. There is not many space between them, the bouncer is closer to the red, the toaster to the blue.
Others: Host often: Not often, 1 or 2 times maybe.
I give this level a 6.7[This review has been edited by da man]
That level name is teeming with originality.
Here’s another one of those levels that I could replicate in no time. It’s a small level that severely limits strategy. I could probably describe the layout as squared-off and dull. The flow is surprisingly not that bad, aside from the occasional obstacle and the one-tile high passageways. The one thing I dislike the most is the warp target above the spring at 29,19. Players who get shot just before or right after warping will get stuck bouncing on that spring indefinitely. And about getting stuck near the toaster powerup: it would make more sense to prevent getting stuck entirely instead of just placing a few warps in the ground. That’s just what I think.
I can’t say I really like the eye candy. It isn’t bad, but it’s so average and ordinary compared to almost every other level I’ve seen with this tileset.
CARROT AND AMMO PLACEMENT:
I’m not going to say that there should have been a seeker powerup or something like that. I would say that a full energy carrot would’ve been a better idea than two +1 carrot, but it’s not that bad as it is, considering the size. However, the ammo isn’t distributed well, and all of those crates at the top aren’t necessary.
HOST THIS OFTEN?
Nope. Bigger is better. 6.5, and that is that.
let me give this a fair review.
Fine!!! The eyecandy is not bad at all the background has multiple layers and in those layers there are mountain (looks like mountains). There are also rocks on the foreground that falls down and those rocks are good animated. Too make the level look better there are also some other tiles used like those 2 turrerts by that bunker. I didn`t find any big tilesbugs but they are there look at the red base for excample there are 2 black/yellow pillars one is on layer 4 and one is on layer 3. The one on layer 3 is bad because if you stand there you can see jazzs or spazz feets in the ground and if you jump you see there heads. Another excample is that bunker you can also see jazz or spazz`s feets. The rest is fine but the eyecandy is a little bit basic though.
Fine!!! Let`s just say that the ammo is a little bit unfair placed. Near thebleu base there are 2 powerups if you play for the red there is only one powerup close by. The ammo is good placed though but there could be more of a kind. There are 2 powerups Bouncers and Toaster. Carrots are good placed a 1 energy by each base.
Medium!!! The level is a litte bit too linear so it`s hard for somebody too escape and to hide somewhere. The turrest are good you can take cover there and attack somebody. The bases are fair placed. I don`t really like those warps to go too the other base because you can go from side to side to easaly. This is not a level for 3 against 3 it`s mostly for 2vs2 or 1vs1 because the lvel is lenear and small.
Fine!!! The level is a little bit to small. The tileset is good chosen. Music is also good chosen. Should do a jazz and spazz levelstart though.
A okay level a *&6.7*&
Yay, my first reviw using “NiQ” account. lets get started. This will be a quick reveiw, since im busy.
Well, a CTF level by: the WINNER.
i don’t think eyecandy is to good, and i wouldn’t give a download recommedation, but lets continue,
Pretty standard,and i don’t like it too much. standrad, linear eyecandy, but at least this is better than your other levels.
Pretty linear… level has nice size though… but still bit too dull gameplay.. no more comments.
Hmm. average. things are nicely placed. but i think there should be more ammo.
Well, an average level by the WINNER.
RANK: average level
DOWNLOAD RECOMMEDATION:hmm.. no.
HOST THIS:your decision..
~NiQ of j2vf[This review has been edited by NiQ]
I am not biased or anything. I wasn’t going to review this at first because I felt bad giving it the low rating I thought it deserved, but Winner pushed me to the level of not feeling bad reviewing it. So, due to popular belief, I am not rating this any lower because someone who I am not particularly friendly with made it.
Eyecandy – Okay
Not much… what is there is not good at all. There’s a background, which is good, but the blocks for the ground are laid out very poorly. They are done in a simple way.. you should add more randomness to the block layouts of tilesets like this. When you’re behind layer 3 and you jump, you can sometimes see your head poke out, too. I also think that the cannons in layer 3 toward the bottom of the level (that you can’t get to; they’re in a wall) look very ugly.
Gameplay – Okay
No matter how I look at this, the gameplay does nothing for me. The flow is decent, but the layout and gameplay are rather dull. I also don’t like the fact that you can get stuck easilly in a place that you knew you could get stuck in beforehand. The sucker tubes actually move a bit too fast. They make it too easy to get from base to base; you can get to the other base in 3 seconds less time than you could by running. The red base has a block in their base that could be useful for taking cover behind. The blue base doesn’t have one. The powerup that is closer to the blue base is closer to the blue base than the powerup that is closer to the red base is close to the red base. (that makes sense; you’ll just have to read it a couple times). So, in other words, the teams are rather biased. You should also put one ways on the tops of the cannons so you can get out of them more easilly. (you forgot to do that with the cannon near the red base… more biasing? Oh, dear.)
Ammo placement – Okay
Omg! There are 3 seekers near the red base and 4 near the blue base! I’m taking off 2123321 points for that! =O! No big deal, actually. I do think the ammo placement just seems rather… strange. I can’t explain why I think so, I just do. =P I am also rather against putting several ammo crates near eachother. As Strato would say, they are lag crates. If you’ve noticed that in Battle1, there is a lot of lag, it’s because people enjoy camping by the seeker powerup, shooting endlessly (and probably reading books at the same time.. I don’t know how people could take just standing there pressing the fire key) and getting lots of seekers and taking the seeker powerup endlessly so they get cheap wins. This creates lag, because they make more seeker ammo come out of the crates than they use, and there are only two crates in Battle! Just think of how much lag there would be if there were four. The toaster powerup is a little too close to the blue base, too. You can get there in three seconds, and the powerup which is closer to the red base (the bouncers) takes 7 seconds for you to get to from the red base. In other words, the ammo placement isn’t very balanced.
Overall – Okay
Download reccomendation – No
Eat your lima beans, Johnny.