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|08 Feb 2004
|26 Aug 2001
Here is a Cocacola CTF level, it\‘s using layer 3,4,and 8,
It\‘s nice too play it online.
(STARTPOS BUG FIXED).
It’s really hard to judge this, but I’ll try:
Why are people still using this tileset, and why so often last time? I don’t know, but I know the tileset sucks ass, with so lousy graphics… anyway, the eycandy is not so good. Sprite layer tiles are used in foreground, so you can’t really see where to walk on. The other graphics are also not so good.
Reasonable: no PU’s, no carrots, and a few crates. Also a few soda pops, but they aren’t really necessary.
I tested this level in single player, and I guess that’s the only way it worked, because IT HAS NO MULTIPLAYER START POS! FOO! Fix this plz, so that it can be tested online. Otherwise, the structure sux a bit, because the sprtie foreground and other things.
Mwa. It’s not good, because the sucky foregroudn use, and it’s a little bit frustrating to move around.
In fact it isn’t good to rate this, because it has no MP start pos, but beside this I will vote it.
Score: I gave it a 5.0
Perhaps use a good tileset next time, it might help you create better levels than this.
I won’t change my vote. The level isn’t better with the start pos fixed, so the same vote remains[This review has been edited by Niels aka ChippieBW]
Startpos bug fixed,
Reviewers, please edit your review.
Looks like another one of those levels…
While the layout isn’t too balanced, it’s not as bad as it gets considering the base placement. On the other hand, the layout isn’t any good. The flow is horrible since this level is Spaz-biased and lacks good spring placement. I found the tiles in the 3rd layer around pos 40,28 to be needlessly distracting. There should be a border around the entire level to prevent the flag bug. At least there are team-based start positions, but the Jazz Level Start at the bottom left doesn’t help.
Two things I hate about the eye candy: First of all, the 8-bit textured background doesn’t look good; it probably shouldn’t have been used at all. Secondly, various tiles throughout the set weren’t used as well as they should have been. On a side note, I know that the tileset doesn’t have too much to offer, but using only three layers doesn’t help the eye candy. Mirrow did a much better job with his own tileset.
CARROT AND AMMO PLACEMENT:
No carrots or powerups. Not exactly something one should do while making a CTF level. At least one carrot and a powerup could have been added. The ammo isn’t placed well, either. I especially dislike that huge clump of electro blasters and pepper spray near red base. And the TNT isn’t particularly useful.
HOST THIS OFTEN?
Not even once. Needs a lot of work. 3.
Ya, Ya, theres no things good here, ya.
You can stop holdin’ yer breath; I’ll tell the good people why this level is so darn GOOD.
Graphics? Nice tileset! The backround was bravely bugged to create a bit of a distorting environment. The coke cans, love ‘em. 8.5
Gameplay, Placement? He did a clever thing by putting the seeker ammunition on top of the bottle cap near your home base so that you can grab it, quite secretly. What’s more fun than shoving a seeker missle down your rival’s nostril? However, weapons could have been better and more effective instead of just bouncer ammo on the north-east section of the level. 6.7
Conclusion: Nice, reaaaaaal nice. I don’t see why a tini little peice of crappy review could make it onto this page and give it such a crappy review rating, but I explained myself and I demand that this person can see how good his CTF actually is!
(Rating removal. Please refer to Moonblaze’s comment for reasons. -Trafton)[This review has been edited by Trafton AT]
Tilesets are not to be rated. You have to review the way he used the tileset, if it could be any better.
The only thing you actually commented are the weapon placement. Which in no way explains your rating. Please rewrite you review and spend time on it this time.
Eat your lima beans, Johnny.