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|Fioctfa.j2l||Atom Heart 243.5||11.34 kB||22 Jul 2006|
|Odyssey03.j2t||Odyssey 03||120.02 kB||30 Mar 2003|
|geomshad.mtm||Geometric Shadows||319.01 kB||13 Sep 1998|
This is my entry for the j2mc-level contest by rep. I used Blur’s Odyssey 03(the greenish one). I hope there weren’t left any unnoticable glitches or such, but I at least did a careful test in multiplayer before Cooba.
It includes 2 carrots and…(2 Powerups for Seekers? Haha.) It should be as Jazz-friendly as possible too, and is nearly symmethric.
Oh and so sorry I often tend to forget to add any kind of XLM-marks to my levels. But sure also this one is an XLM-product. :P
EDIT: And now just as further I play the level, the more things I see that should be improved. Time for one another re-upload. Please do download this for your next match whatever.
I noticed this was rated below 8 while I want it to be rated as low 9
Time to fulfill my part of the review exchange deal ;P.
Atom Heart 243.5 by SJ
I’ve already had a 2vs2 here (which I lost but ;|) and I’ve gotten a good impression of what I’m going to give this already, but I’m playing it again anyways >O.
First, eyecandy is really nice in this level. Everything is pleasant to look at (even the backround has a nice fade color) which makes playing here enjoyable because nothing distracts you or hurts your eyes or anything. It’s also different from other eyecandy I’ve seen using this set so that’s nice.
Gameplay, let’s see. The level requires you to jump in several places, but still uses a lot of springs to keep the flow good. There are some out of the way passages which I saw people camp at sometimes because nobody goes there and they aren’t that hard to defend, but SJ did use some things to try to prevent camping, which I’ll touch on later. Everytime I run by the large tubes in the top right/left with seekers in them I always jump into them because i think they’ll take me somewhere, instead of jutting me back out :(. Otherwise, some passages might be a bit too small and could be annoying to get into during the heat of battle. Otherwise, gameplay is good enough.
One of the things which I like the most about this level is actually the carrot placement. There are two full energies in the middle of the level, one on top and other on bottom. Both can be reached through the middle of the level but also through top/bottom routes. This really takes off a lot of stress during games when you have 1h and your opponent is camping at the carrot, and I greately prefer this placement in this level rather than a full energy and +1 carrot(s) or something. It worked good in the 2vs2 and it prevents carrot camping which gets annoying.
Ammo is placed nicely and powerup placement makes sense. Ammo is also placed creatively instead of in boring clumps so that’s good too. Music is a really nice choice too, and I don’t see .mtm files being used often.
To conclude this review, Atom Heart is a pretty good level, and will probably provide at least a handful of JDC matches (i’ve already been in one, heh =P). Nothing here is really outstanding or completely new, but it is a solid level and it plays well, and has no major flaws or anything. I’d give this an 8.4 and a download reccomendation.
Edit: After further playing and careful consideration (and threats from FS) I’ve decided this level deserves more than an 8.4. 0.2 points more, specifically.
This is a classic case of a fundamentally good level tinkered with until it just doesn’t quite “work.” That isn’t to say that it is a bad level. However, the eyecandy is way overdone — everything feels busy, unrealistic, and synthetic. The flying spaceships were unnecessary, and while there are some cool features (the bouncing spring power-up), all of it is overshadowed by the level’s overall crowdedness. Gameplay fares better; overall, it’s fluid, if not a little clausterphobic. Ammo placement is well-executed. There are a few bugs involving layer 3 and the flagholder (insufifcient coverage), but it’s still well-made — perhaps a little too made, though.
Ok, I’m just going to even things out here and state all the negative things I’ve heard people say about this level (nothing too specific):
1. They say they keep smashing into things and it feels claustrohpobic
2. The eyecandy leaves more to be desired
3. The level feels crowded
Okay now I argue the first one is simply due to the player simply not being used to the layout, as well as the player is too used to levels with large platforms with unrestricted space to hop around randomly in. The layout has to be learned. Yes, there are more spacious levels out there, but this level does not give the ‘tunnel’ feel nor does it have extremely small passages.
The second one is more subject to opinion. Blur set a standard for this set that everyone currently follows, and the level is judged according to that standard. Which could be a mistake as there are some more unique things done to the eyecandy to appriciate (look at blackraptors review above for specific info).
Taken from Traftons review this one was the last comment I’d expect about the level. Since I am used to so many levels that use this set with the ‘complex eyecandy’ approach; It didn’t feel crowded at all to me.
Yeah, so that wasn’t exactly a typical review. Sue me.
[Rating (8.8) clearance. There wasn’t enough support for such a high rating aside from lots of arguing with other players and reviewers. ~Cooba]
Eat your lima beans, Johnny.