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|WNCTF001.j2l||Teh Vampire's Scary Land||6.78 kB||29 Feb 2004|
|SanctuaryOfTheVampire.j2t||Sanctuary Of The Vampire||160.17 kB||09 Jan 2004|
|Haunted.it||Jazz Belmont||712.19 kB||25 Jul 1998|
Another CTF level by me. Yay. Just that you know.. you can get the blaster powerup at the very right of the level. That’s all. Wee.
Another level of The WINNER. Yay.
Hmm…. well, I can’t say that the eyecnady in this level is beautiful. I guess more the opposite, however the tileset has enough eyecandy but the most parts of the level are boring… Maybe that is because the level is too big. There are also a few errors in the eyecandy, for example the tiles in the upper right corner near the blue base in layer 3… where is that good for?
There is a little bit too less ammo in this level, especially when you look how big it is. There are four PU’s in this level (of course no Seek PU) which is the least I expected for a level this size. Unfortunately, the bouncer and toaster are nearly impossible to get, in the first place because the EB is thousand miles away and in the second place because the walls around the PU’s don’t let the EB’s through. This is really a big fault! The carrot placemnet is so-so, there are too much of them.
Well, as I said few times earlier, this level is too big and empty. You have to walk around for ages to find something in this boring mess and the sucker tubes last ages. I recommend a much smaller size next time (more like 125×75 instead of 200×130) Now, this level is only meant for big games such as mass events and 4vs4s, but actually the level is too bad to qualify for such a thing.
Because the level is too big and empty, I never reall yenjoined the gameplay. If I didn’t have the red arrow, I would have searched for ages to find the red base. The music file is fine, but it doesn’t improve my bad view on this level.
Well, I have said it a few times now. This level is not good, but not really bad if you see what crap gets uploaded to J2O last weeks… I hold this level somewhere in the middel, and because a few good points in it, it gets a “sufficient” rating from me. 5.5 is what I’m giving this.; Perhaps use a smaller size next time, use a betatester or fix this level so it becomes good.
Score: a 5.5
Host: No.[This review has been edited by Niels aka ChippieBW]
The name alone seems to denote the quality of the level.
I took a look at the layout, and I’m thinking to myself how crazy it looks. It consists mostly of very long and open areas with a few narrow passages in several places. When I said bigger is better, I didn’t mean extremely big with huge open spaces; I meant something around 130×70. A level sized 200×130 would be pretty frustrating to play with, even with a lot of players. I especially dislike the bottom right of the level with the large, open passageway down and the long tube ride back up. Try to avoid using long tubes and the squared off platforms as much as possible. Furthermore, too many areas were devoid of any events, which can take a lot out of the gameplay. I don’t even want to get into the balance. At a glance, it doesn’t look like it is, and there’s a good chance that it isn’t. With the bases placed at opposite corners, how balanced could this level be? Base placement like this usually makes the level harder to balance. The flow isn’t the worst part of this level, but it could be better. It would be easier to get around if there were more springs in several places. The only thing half-decent in this level are the triggers, but I can’t say they’ll always work.
I suppose it could be considered as average. I might have to blame everything I dislike about the eye candy on the tileset. I’ve only seen this tileset one time before, and the eye candy looked somewhat like it does in this level—maybe a little better. Still, the lighting effect gets in the way, and most of the level looks bland.
CARROT AND AMMO PLACEMENT:
The carrots used aren’t particularly useful for a level of this size, but it’s better than nothing. The full energy carrot should have been at least placed a little further up and not so much closer to the red base than the blue base. I can’t say the RF and blaster powerups were placed well, but I have no problem with the team-based bouncer and toaster powerups. The RF powerup should have probably been placed somewhere around top. Moving on, the ammo certainly could’ve been distributed more evenly. I didn’t like how the ammo was concentrated in random spots throughout the level. Of course, the huge size of the level didn’t help.
HOST THIS OFTEN?
Not a chance. This level doesn’t even loop to anything. I might have overloked something when I was looking at this monstrously huge level, but I’m not going to bother. 5.5, and use BETA TESTERS. Consider that rating me being nice.
Okay, I am bored, so I decided to review this.
First impressions: A level by the WINNER,which is again way too big, but let’s continue the review. The name sounds scary, too.
Gameplay: This level is too big, and the layout isn’t too good. The flow in this level is quite bad, and the level is very hard to learn because of it’s size. Anyway, there is a nice trigger use, I like that. The spring placement isn’t too good and there are annoying tubes, which are way too long. The layout may be confusing, and it’s hard to remember the level(learning), because it’s so big. And, there is that tube that is 86 tiles long! This is way too many for a tube, you should never make them so long or make such a big level like this.
Conclusion gameplay: This level is way too big, some annoying tubes, nice trigger use, bad flow and layout, hard to learn.
Eye candy/Tileset use: This level has average eye candy, like BlurredD said, and I never saw a level with the tileset used, and the tileset is used well. I can’t say it’s a perfect use, but I kinda like it. If the level was not as big as it is, the eye candy could be better. There isn’t enough eye candy at the top of the level, in other places it’s average. There is enough eye candy in layer3, although it are mostly tubes.
Conclusion eye candy/Tileset use: Quite good, but could be better if the level wasn’t as big as it is. Fine tileset use.
Placement: This level has not too many ammo for it’s size, and 4 Power-Ups, which is good for this size. The PU that are there are: Bouncy, Toaster, Blaster and Rf. The placement of them isn’t too good, the Toaster and bouncy PU are team-based, that’s nice, but the RF and Blaster PU’s are closer to the left base. This level could have 5 PU because of it’s size, there should be 2 PU more close to each base, and 1 PU at the complete centre of the level. If would be nice if it was, but anyway. The ammo placement is nothing really special, I don’t like it too much. It looks like the last level. There are a few crates too, I don’t like crates that much, but it’s okay. This level has a full energy too, I think it’s more close to the left base.
Conclusion placement: The ammo placement isn’t too good. I don’t like the PU placement too many. Carrot placement is biased for left team.
Originality: This level uses a tileset I didn’t even know, that’s good for originality. The placement of the team-based PU’s was like in Happy Castle CTF, only a bit else. The music fits the level, it’s a scary tileset with a scary music.
Conclusion originality: I didn’t know this tileset before, team-based PU placement was quite original, music fits the level nice.
Fun Factor: This level is quite fun to play, too bad it’s so big. The way to the base is not a straight way, that’s good. The level is quite open in some places, but ít’s so big. So, I cannot say it’s too open.
Conclusion fun factor: A quite fun level, too bad it’s so big. The way to the base is not boring.
Others: Host this: No.
Final Rating: 5.5.
Eat your lima beans, Johnny.