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|SummerCTF_ENG.txt||1.55 kB||08 Sep 2004|
|SummerCTF_PL.txt||1.48 kB||08 Sep 2004|
|summerctfa.j2l||Summer CTF||8.35 kB||31 Aug 2004|
|summerctfb.j2l||Summer CTF||8.35 kB||31 Aug 2004|
|Metal.mod||409.43 kB||11 Sep 1998|
|EMPIRE.S3M||The Hidden Empire (KK)||150.95 kB||31 Mar 2000|
Hm…my new levels…I think they are quite good to playing and dreaming of summer… In this summerpack, I made 2 versions of SummerCTF:
1).summerctfa ( tileset: Beach, music: Empire.s3m )
2).summerctfb ( tileset: Beach2, music: Metal.mod )
There are few secrets within these maps, and also quite much power-ups =P. Try to find them all =)
I have corrected SummerCTF…now it is with ONE WAYS =P and I also made a new start position ( whithout Jazz & Spaz lvl start )…
When I first played on this level the eyecandy wasnt brilliant but its much better now. The weapon amount has been lowered and there is a resonable amount. There is also carrots hidden around the level for you to find. Of course this uses the beach tileset which is rarely used to theres another point onto your rating.
Of course there are hidden warps for some suprises and hidden power ups which you should be able to find if you keep firing while running around as the are hidden. So remember when playing to look around for hidden areas.
The CTF bases are in good places and seem to be the same so that Blue doesnt have more than red. I noticed that in one level the red base has a warp to a full energy carrot where as the blue doesnt have a warp. Theres also some water at the bottom because its a beach level for those of you who like water levels theres some water on this one =P.
Lastly I like how you have animated the spikes so it look like they are coiling around the post that is a really good idea which i havnt seen used before.
In conclusion i give you an 8.5 this is a good piece of work so keep it up your levels are very good.
One of these TSF CTF levels.
SummerCTF (They both differ only the tileset and music. That’s the only difference in the two levels.)
Not bad. The layer6 and 7 stuff are good. But some of this eyecandy is confusing. The layer 5 things are unexpectable in some places. Something like an ANNOYING SURPRISE.
Is it me or is there no reason for these annoying destruct scenery tiles? And the little suckertube that gets the flag for you. Evil. Some places are just too open. You can fall easily. Some places have secret holes that you can fall down for no reason.
OTHER STUFF PLACEMENT: 5
Too many powerups. Don’t do this again. This level is biased and bad. The fullhealth carrot is under the red base, thus closer to the red base. You can also shoot the carrot down to the emptiness because there’s nothing to prevent that. There’s a bouncy powerup at the blue base and a fullhealth carrot warp at the red base. Is it God’s gift that red will have their health and blue will have their weapons? Oh, and there’s two blaster powerups in each base. And also there’s hidden a toaster powerup and electroblaster powerup. That makes four powerups. It’s just one powerup too much, but the electroblaster powerup makes just 1h damage, so what. It’s three actual powerups in here. Just enough for a level of this size. But because the ammo is biased, I can’t say anything other good.
This level does not even differ at all. The music is used rarely. That saves the originality from complete failure. Even the normal beach tileset is used.
FUN FACTOR: 5.2 (now 6.5)
This level is frustrating with all the hidden holes and all that stuff. What’s fun dropping them down every time? The fun factor still isn’t horrible. No boring straight way to bases. Some levels really have something like that. It isn’t horrible.
DOWNLOAD? If you are bored.
HOST? If you have nothing else good to host.
EDITEDIT: Yes, the hidden holes are REMOVED! NO BRIDGE GAPS! Rating edited.
DOUBLE EDIT: No more seek powerup placement aspect in different. The ban rule still exists though.[This review has been edited by the WINNER]
A 8.5? Nonsende. Let a better player review it:
The best point in this level. The background are smooth, good graphics and not many bugs in the front layer and in the sprite layer. Here are really no problems. It could have been better, but it’s decent. The plant that are moving under in the level are annoying.
There is some decent ammo placing here, but, just like the whole level, its red-biased. This also counts for other things in the level… The only carrot in the level is near the red base, and so is the Blaster PU. There’s also an AIRBOARD in this level, which distracts a point. Never add airboards!
The level could be fine if it wasn’t that red biased… Anyways, the level is created fine iwth a good flow, but there are some problems, look at example the warps near the red base, it directly leads to the blue base! Besides, the blue base doesn’t have a warp… Make it better next time, and more balanced! Also, there are some wooden bars where you can fall thorugh. You should use ONE WAY events next time.
Well, the level here has a quite good flow, with no hard places and I like the rocky music, but the airboard and the biased things killed a lot of the fun I experienced by playing this level… However, it was quite fun for one time.
Not really bad, if you play with lotsa people it can be fun, but it’s too biased and wrong to make it a tipped level. If yyou read hte crtitism, you could possibly make better level in the future.
Score: a 6.2 from me.
Host: Maybe 1 time, with lots of people.
The description already has my hopes down. Let’s see what I’ll give this.
The level didn’t look bad at first sight. But then I started exploring the level. And I must say, I don’t know how this level is suppose to be balanced at all. On the right side of the level, there’s a warp to the carrot, and where that carrot is are warps to both red and blue base. If the layout was ever balanced at any point, the carrot room warp would’ve killed it. As for the flow, it needs a lot of work. A lot of the springs could have been placed in a way so that they are actually useful all of the time. I advise not using “bridge holes” so often. Also, the start positions need to be fixed (use the Multiplayer Level Start events only with 0 for blue and 1 for red), and I found the airboard and the destruct/buttstomp scenary to be unnecessary events. Overall, there isn’t anything in the layout that could convince me to play this again.
The eye candy could’ve been average, but there are so many avoidable small mistakes with basic tileset use. Just compare this level to one of the Epic levels with the beach tileset. The animating tiles in the water at the bottom of the level didn’t add much of anything. I found the animations in the background layer to be especially pointless.
CARROT AND AMMO PLACEMENT:
I already mentioned some of my thoughts on the full energy carrot placement. And to make things worse, the carrot can be shot down. Perhaps so much focus to adding so many powerups shouldn’t have been used; three powerups would have been enough. I also wouldn’t recommend hiding powerups. Maybe make them a little hard to access, but don’t just hide them. And two blaster powerups aren’t needed. Ammo placement isn’t flattering; it’s just there so that players can get ammo, and it doesn’t matter what kind of ammo it is. Ice isn’t particularly useful in this level, but TNT can be used to destroy the destruct blocks. Of course, the destruct blocks shouldn’t have been added in the first place. At this point, I didn’t feel like searching for any more secrets, but I doubt there is anything that could save this level.
HOST THIS OFTEN?
Simply, no. All of the flaws add up in the end, so 5.7 is my rating. The beta testers could’ve done a better job.
The Edit: The new start positions help a lot. But the new one ways I noticed didn’t make a significant difference. Nevertheless, I’m changing my rating to a 6.[This review has been edited by BlurredD]
Ok, I start reviewing.
First impressions: A level by Sasik[VS], which I saw in his server once.
Gameplay: This is a symmetrical level, with almost the same ammo and even 2 Blaster PU’s. There is some Spaz biasing. Like near the base, there is a spring which is too low for Jazz, but you can double jump with Spaz to land on the platform above it. This is something I dislike big time. The only thing in the level which isn’t symmetrical, is the warp to the full energy at the right side, with a bouncy PU at the left side. This is a very bad thing. I saw tubes too, they lead you to the base. This prevents there is one boring way to the base. There are dead ends too, and I also dislike that. I wasn’t too fond of the spring placement, and I disliked it that there is a airboard too. Layout and flow aren’t too good.
Conclusion gameplay: Bad gameplay here, bad layout and flow, spring placement, Spaz biasing. There isn’t one route to the base.
Eye candy/Tileset use: I said first that I didn’t like the eye candy too much, but I think it is quite good, though. The tileset is used fine, and I kinda like it. There are some animations, but I don’t see sense to make the spikes animated. The other eye candy is good, so be it.
Conclusion eye candy/tileset use: The eye candy is quite good, the tileset is used good too.
Pickup placement: The ammo placement could be alot better. There is too many Ice and TNT. There could be less PU, because this is too many. There is almost of eveyr weapon a PU, except Ice. I am glad it isn’t PUed, because I don’t like Ice. I don’t see a reason why there is destruct scenery in this level, because it’s not good to use in CTF. The PU placement isn’t too good, it’s mostly too close to eachother. The carrot is placed in a warp that is only at the right side, and that’s a bad thing.
Conclusion pickup placement: Not too good. There are too many PU, too many Ice and TNT, destruct scenery is unnecessary.
Originality: This level’s music was kinda original, although I didn’t like it. I couldn’t hear the other music, and I don’t know how it hears. The tileset use was kinda original, such as that animations.
Conclusion originality: The level’s music is original, although I didn’t like it. The tileset use was original, such as that animations.
Fun Factor: This level is not too fun to play. That there are more ways to the bases is a good thing, but there is a straight way to the base with not too many obstacles, so it’s kinda boring. The level is too open, and I don’t like it.
Conclusion fun factor: Not too fun. Open, straight way to the base. That there are more ways to the bases makes it more fun, but the level itself is not fun.
Others: Host this: No.
Download recommendation: For people who like TSF. No download recommendation: for anyone else.
Final rating: 6.5.
- DarkSonic of XSÐ, CC and XLM was here -
Edit: I looked at other ratings, and I noticed a 6.5 is too high, so here you go with a 6.
P.S: The WINNER, didn’t you notice there are 6 PU?[This review has been edited by da man]
I don’t like CTF but this map is nice. I know Sasik. He love CTF. I don’t see much better map CTF. I give 8,5 (i am not expert).
(Unsupported rating removal edit. Please provide more detail in your reviews. ~Violet) [This review has been edited by Violet CLM]
Eat your lima beans, Johnny.