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|heavenstuff.j2l||Stuff in the Heaven||5.14 kB||01 Feb 2004|
|Heaven.j2t||Heaven||156.10 kB||26 Nov 2001|
|7thheaven.mod||7th heaven||871.45 kB||13 Jan 1998|
Wh00p Wh00p. This is a level. Using the heaven tileset. Do I need to say more?
When the WINNER said there wasn’t more to say, he was completely right in his sentence. There’s really not much to describe about this very plain level.
Stuff in the Heaven is an empty level with only ground to fill the masking out, it has really no good details that gives an unbelievable impression or the beautiful eye candy that makes you not wanting to close Jazz2. Hence even the layer 7 moving background clouds haven’t been set to transparent so they doesn’t fit the textured mode.
Specially for Heaven, who even have a road to its ubber detailed and variant ground, the WINNER has only used one kind of ground tile in the entire level. Not even the columns or the pot plant have been used. That’s lag of creativity from the level athour, I bet this could’ve been done in less than 20 minutes.
Game play: The Winner made it hard to get around while running, you often have to stop up for getting through the weird paths and springs.
Weapon placement: Randomly set I guess. Some places it’s easy to collect under your run, most of the times you need to search and/or stop for get it. It’s difinately not very balanced and the Red team clearly has an advantage.
What are you waiting for? Hit backspace already![This review has been edited by MoonBlazE]
I don’t like this level all that much either, but I don’t see why MB would give it such a low rating. It’s decent.
Eyecandy – Bad
Some stuff in the sprite layer, minimal stuff in layer 3, an ugly textured background in layer 8, some extremely bad looking clouds in front of layer 3, and some bad looking clouds behind layer 4.
Pros: There aren’t really any tile bugs…
Cons: Minimal eyecandy.
Gameplay – Okay
Decent gameplay. The level is rather big, so I’m automatically going to think higher of it since big levels usually take more work. I fail to see how one could do this in 30 minutes. Then again, MB also said that he could’ve done the palette edit of the Inferno set I did in one hour, which means he can rip the entire tileset and mask, edit all of the palette entries individually, fix some poorly masked tiles, make sure the pinball events and such work, make an example level, and get it all beta tested in one hour. This level is 256×50. Nobody on this planet could make it in 30 minutes. Anyway, back to this level, the flow is sort of okay, but it could be much better. The layout is also really confusing.
Pros: Decent flow, big level.
Cons: Bad layout, boring gameplay.
Ammo placement – Okay
For a level of this size, there isn’t too much ammo. There could be more. What is there is okay. It could be better, though.
Cons: Not enough ammo.
Download reccomendation: Nope. But keep trying. Most people find single player levels easier to make than CTF levels since you don’t have to focus on gameplay quite as much, which is never easy to perfect. Well, atleast you don’t have to work on the flow much since you’re not going to be running through a single player level at full speed the whole time.
Ok, I want to review this. I dont know why, maybe because I want more reviews;p.
Gameplay: Okay. I don’t like the gameplay here, there are many dead ends and not too many springs, but there are some events that make the gameplay not horrible or bad, so it’s okay.
Eye candy: Bad. I can’t say I like it, but there at least is some, I have to agree with LRK here.
Pickup placement: Good. At least, this is good. I cant say it’s special, but its good, though. There wasn’t many ammo, like LRK said, but it was good placed and there were not too many power-ups. This level is very big, so 4 PU would do it. Only, the Toaster Power-Up is close to the right base, and the other side doesn’t have that. Thats quite bad IMO. There is 1 gold coin and a 50 coin warp to get a shield. I dont know if it’s a good idea, but it’s probably for originality.
Others: Host this: No.
I will give the level a 5.7.
The famous antagonist of the seeker powerup releases another great level.
The gameplay here isn’t that good. I dislike the way the layout looks entirely. It’s needlessly open in some places while pointlessly narrow in others. The flow isn’t great, either, and it’s a lot easier for Spaz to get around than Jazz in most places. Better spring placement and more open passageways at the bottom would help a lot. As for the balance, it’s almost halfway decent, but not quite. The huge deadend at the bottom right is too long and is not really worth entering. Some extra routes on the right side of the level could solve this problem. The lack of water block events didn’t help much. The warps at the bottom add to the randomness of this level. The water shield—not really necessary, but I’m indifferent. I wouldn’t waste time getting that shield, though. And what’s the point of the 500 bump event above the coin warp?
First impression: wow. I haven’t seen this little eye candy with Agama’s Heaven tileset in a long, long while. I’m not even sure if I ever have. While the tileset isn’t incredibly misused, Agama did a much better job with the eye candy in her example level.
CARROT AND AMMO PLACEMENT:
The carrot placement could be a lot better. Probably one +1 carrot too many. The +1 carrot in the middle might as well be taken out. The +1 carrot at the far right should have been easier to access. Powerup placement also needs work. For one thing, the toaster powerup is rather close to the red base, but the blaster isn’t nearby the blue base. And the RF powerup just seems to throw off the center of balance even more. Ammo placement is horrible. There’s not nearly enough throughout the entire level, especially at the top, and it could have been spaced out and distributed better.
HOST THIS OFTEN?
No. My rating is 5.7 since this level is annoying, but I’ve seen worse.
Let’‘s review this, it will probably be my sixth or so.
Level: Heaven Stuff (?)
By: The Winner
Very hard to say somethign about the eyecandy. There isn’t hardly any decent eyecandy in this level, except some clouds in the back and the foreground, but these are only confusing. It’s almost a rape of the tileset by using this low eye candy.
What? No seeker powerup? LETS EXTRACT FIVE POINTS FROM THE TOTAL RATING!!! Nah, I don’t want to go that path, I respect Winner’s opinion of hating the seeker. By the way, it’s some kind of lazy weapon after all. Well: about the ammo in the level: Not bad. Not too much powerups, not too much ammo. Except the fact that there are four carrots in the level (1 full and 3 of one heart) which I call too much. One of both would have been more then enough. Also there’s a shield in the level (you can reach it by getting 50 coins of one cold coin respawning) so I don’t tkae it too bad, but I hate shields.
The level is semi-symmetrical, and quite big. There are a few events in the level which could make the gameplay better, but the levle itself is too empty. Maybe next time you make the level a little bit smaller, with some more events?
Not that bad. There is quite a good flow in this level, and you can run around it well. Sometimes however the corridors are too short or too narrow to navigate correctly.
Score: Heaven Stuff gets a 5.2 from me.
Download this: Maybe.
BAD TILESET USE!
Eat your lima beans, Johnny.