Skulls CTF

Rating
2.7
Reviews:
5
Downloads:
387
Date uploaded:
16 Feb 2004 at 05:00

Download details

Re-upload/Edit Download
Author
SkulL (More uploads by SkulL)
Type
Capture the flag
Version
1.23
Satisfaction
N/A
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No screenshots yet.

sctf03.zip (42.11 kB)

File contents

sctf03.j2l Skulls CTF 2.14 kB 16 Feb 2004
Death Metal.j2t Death Metal 39.15 kB 07 Feb 2002

Description

A little CtF level By skull.

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User Reviews (Sort by Helpful Index or Date Posted) Average: 2.7

Review by Niels aka ChippieBW

Posted:
Posted more than 20 years ago
Turtle Goon (88 Points)
Number of reviews with ratings60 Featured reviews6 Average helpfulness92%
Rating
3.2

Let’s chech this new SkulL level out (I’m still in shock therapy about your sucking last level, so let’s see this one)

EYECANDY:
Not good. Actually, it is bad. However not as bad as in your previous level, that was created with some green tileset without a background, this still suxes. It has many tile errors, like R3ptile said, in the mountains, and on some other places. In the sprite layer not so many bugs.

AMMO:
Three kinds of average ammo are spread among dull places at the level, I guess it could have been a lot better. There are two worthless PU’s, a bouncy and a RF. Next time give more inspiration to this weapon placement.

LEVEL STRUCTURE:
Bad, really bad. The level is really small, like your previous one, and is doesn’t have any speical things. The level would have been better if you could walk around in it, because there owuld have been two different paths by then, but now you only have one route from one base to another and this route is suxing (the blokcs you have to jump on are idiotic, blablabla) The strcuture is boring, and the sad eyecandy doesn’t make it any better.

GAMEPLAY:
What gameplay, was the first question I asked myself here. Not a bad question I guess, because the good gameplay is far to seek here. There isn’t hardly any flow, and the missing to pborder makes the level vulnerable for flag bugs. Maybe use a btter tileset next time.

————
RATINGS
————
I’m NOT impressed, and this is the softest thing I can say about this level. Although, this level is better than your last one (which isn’t really hard, you couldn’t make it any worse) but really NOTHING more than that. If you go on like this, you levels will make a great deal on a World Champsionship of Worst CTF Levels Created in 2004.

Score: I can;t really give this more then a lousy 3.2
Download this: Yes, as an example of how you DON’T have to make your levels.
Host this: Not before judgment day.

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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
2.5

The innovative names just keep coming. I wonder if this level has the same problems as the last level did…

GAMEPLAY:

While this level isn’t as linear as the previous one, it’s not much of a change. In fact, the gameplay is more unbalanced and Spaz-biased. It looks like it’s suppose to be three routes down and one route up, and Spaz players can go up every route. The bones are easy to get stuck under from beneath. The only other thing better about this level compared to the last one is that the left side has a border, but that might as well have been done by accident. The top, although it isn’t a major factor in this particular level, could use a border as well.

EYE CANDY:

The tileset, once again, wasn’t used correctly. I was expecting at least a little improvement in this field. The eye candy has pretty much the same problems as the last time. It appears that none of the layers were resized. Resize a layer by right-clicking on it, clicking on properties, then changing the numbers next to Width and Height; it’s simple enough. As for better eye candy, just look at good levels that use the tileset you want to use well.

CARROT AND AMMO PLACEMENT:

No carrot. Bad choice. Skulls planet at least had a full energy carrot and its placement wasn’t bad. This level also has weak powerup placement; the two powerups are both more convenient to access from red base than from blue. Ammo placement needs work as well. It’s just some ammo placed next to the ground in a few places.

HOST THIS OFTEN?

Definitely not. What ever happened to beta testing? 2.5, and next time loop the level to itself.

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Review by SkulL

Posted:
Posted more than 20 years ago
Frog (12 Points)
Number of reviews with ratings8 Featured reviews1 Average helpfulness61%
Rating
N/A

AWW MAN ;(

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Review by Shiverz

Posted:
Posted more than 20 years ago
Bee Boy Swarm (44 Points)
Number of reviews with ratings44 Featured reviews0 Average helpfulness0%
Rating
2.5

Shiverz Reviews

Gameplay :

Well when you are travelling around this level it can be hard as Jazz as he has to take a certain route to get up quicker whoever for Spaz he can race back and forth from the CTF bases which are very close. Also there is some bones to run across which you can run underneath however when you do this you can easily get stuck which is a problem.

Eyecandy :

Well as Blurred said this tileset wasnt used properly. The background is horrible as soon as I saw it all you could see in the background were a whole load of moons ? It didn’t look very good.

Pick-Ups :

Weapons are placed in a few places and there is one full energy carrot. The power-ups are right next to the red base lots of blues were being killed because of this. So I’d say that the placement of weapons were bad and a no 1+ energy carrots.

Conclusion :

Sorry Skull but this gets a 2.5 I didn’t enjoy and I gt stuck many times. When you make your next level spend more time on it and get more people to test it and tell you what needs to be added before you add it to J20. Also work on the background for levels and dont make it look very bad.

>>Shiverz<< – I review sometimes !

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Review by marcin

Posted:
11 Nov 2005, 15:43 (edited 12 Nov 05, 22:09 by Violet CLM)
CTF Bug (0 Points)
Number of reviews with ratings0 Featured reviews0 Average helpfulness0
Rating
N/A

This Level Is Super Bad!
(Unsupported rating (1) removal. ~Violet)

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