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|ICdeathF.j2l||The Death Facility||13.18 kB||10 Jun 2006|
|Odyssey04.j2t||Odyssey 04||120.01 kB||30 Mar 2003|
|un_metrop1.j2b||Metropolis||48.23 kB||10 Jun 2006|
edit: the seeker boxes are fastfire turrets, like blacky pointed out. here is a version without them, feel free to download.
I guess I should review this level since it really deserves more reviews then it currently has, and it has inspired me to use Odyssey.
Eyecandy is just a masterpiece. I really don’t have much to say else about it. The first time I saw this level in a server my jaw literally dropped. Although I haven’t seen this palette edit of Odyssey before I saw this level either, I havent seen Odyssey being used in such a beautiful way before. The tileset and the eyecandy come together to create a really strong atmosphere in the level, and you should get a pat on the back for that.
Layout is pretty basic. Level feels kinda small though, looks like it should be used for duels/2vs2s. I never liked having to stop running and fall into fairly small floor tubes though. I have no idea whats up with the seeker powerup box areas though O.o.
Bouncer and Toaster powerups are pretty annoying to get, especially since you prevented people from being able to get them by buttstomping. They’re pretty much next to each other too, so you can get both of them nearly at the same time, and you’re pretty much guaranteed to always get the seeker powerup since there’s 3 at each side (all in the same spot tho) and have a respawn time of 1, which pretty much means everyone will be running around with powered seekers and not caring about bouncer or toaster powerups as much. I really have no idea why you did this though, since it kinda kills strategy and the ability to keep control of the level by stealing powerups all the time and such. Carrot placement is nice, having two +1s in the bottom instead of a full energy makes it slightly harder to camp them too.
Overall, its a pretty simple level in terms of layout, but really comes alive in eyecandy. Because everyone always has the seeker powerup the level isn’t as stratetic and more of a gorefest, though, so I question your decision regarding the seeker powerup, and those two areas where the seek powerups are are also weird and I have no idea what they’re for (they dont really make good turrets either =/).
I’m going to give this an 8.4. The level has wonderful eyecandy, a pretty good layout (although it doesn’t really stand out), but the seeker powerup pretty much kills ammo placement since it’s the strongest PU and always available. I might boost or lower the rating later on depending on what type of effect it has on the level in the long run. For now 8.4 though, good job.
~A very tired and sleep deprived Blacky
As being bored and actually having the feeling of giving a review for all, or nearly all of the contest-levels for j2mc. This level seemed to be a good startout point to begin reviewing with as Helldome isn’t uploaded to the downloads that got the first place. I will review the rest of the levels at time but that is going to be some time because of holidays. However…
The level has a grey ‘n black “palette” everywhere, mostly because of tileset choice too, but also the background has a fitting grey fadeout. This is all pretty nice nevertheless. The rest of the background is only rather simple but doesn’t really need a lot to be added as during gameplay the non-solid wall-tiles block the vision there anyway, so you will get to see just some pieces of it. ‘The tube’-eyecandy, mainly fills all the solid part of the level, but then again with this palette there isn’t really anything else that would suit really well. And that P4ul did make it carefully and the result was really neat is extra. All the rest, flashing lights showing your current side for instance, were allright.
The layout isn’t as interesting at all. It is a pretty linear everywhere like back to the 2004 Galactic Warfare by Snooze. This isn’t really a direct ripoff at least like it would first look like, but I do prefer the layout in GW over this. The fact that you barely need to jump when moving through level anywhere makes it dull. It could feel like a level for old Jazz-grandfathers sitting in wheelchairs or how are they called that who have to use SLOPES or ELEVATORS, instead of STAIRS. Or then the greater elevator to the middle with float. A bitter jump required. The paths don’t have too much of open area luckily. Then the narrow tubes meant for getting to the lower levels don’t fit a lot. The bases were placed into closed rooms with two quite small entrances/exits(and a third entrance as holes below bases in the updated version.) It is innovative, but doesn’t impress me so much. At least the layout doesn’t remain very spaz-biased.
Pickups are placed evily. Perhaps eviler then Evilmike would. Meaning ammo is placed all in large flocks, still not in boring-looking squares. Talking about the upgraded version of the level, having a more reasonable amount of Seeker-Powerups in the ex-turrets, as the turrets would be more useless in duels. The gun8-Powerup in the middle is fine, but the way the two other Powerups are to be reached in the bottom is irritating. They are supposed to be shot with bouncers, and with the sharp edge accurary has to be perfect. I guess overall the included seekers and rf’s are the most preferred weapon here during games.
I was thinking to give this a little below 8 but probably an exact 8 is more accurate since it got the 2nd place in the contest. The level looks decent by it’s cover, could be better by its layout, and is somewhat ok about its stuff content. Recommended for a try at least.
A nice duel level, made for some contest I think.
Eyecandy: Very good! The tubes are everywhere, not a place is left empty and there are lots of used tiles in the eyecandy, like different tubes and lights and lots of animations.
Gameplay: Very simple, yet it’s nice to play in. There is some kind of deathtrap I think, in where you fall into a thing and you get stuck for a while, this is a nice touch. There are no deadends, and lots of ways to escape. The flow is nice here, though you sometimes fly into the wall because of some springs, like the springs close to the base.
Weapons: Nicely placed, there is plenty of these for duels and they are in nice shapes. The PU’s are all of them really close to eachother though, making it easy to get them all at the ame time.
Bugs: The carrot at the top is harder to reach with Jazz… that’s all.
Comment overall level: Good flow, great eyecandy and a fitting music.
Eat your lima beans, Johnny.