Hi, long awaited review but I finally startedâŠ
EYECANDY (10%)
I donât intend on writing too much on this section, however all I can notably say is;
- This level uses the set in a manner that is slightly atypical, the level is mostly made of the logs and the wooden structures of the tileset.
- This level features a cool effect using one of JJ2+âs later features (scripting) allowing a âglimmer of lightâ to show from the top of the level, showing the player that they are in some sort of woodland with light showing through the greenery above.
- In terms of distinguishing what is masked and what is not masked, this level is pretty simple once you play it for at least 5 minutes; most of the masks are wooden, and there is one section through the middle (which most existing players) will recognise as passable terrain. There is one section spanning form about 9, 19 to about 29, 29 which looks massively plain but a little amount of carebears are presentâŠ
- Unlike a lot of levels in this type of tileset, the use of greenery isnât overdone and is in fact rather âminimalistâ in a pleasant way. It doesnât clutter the level and it just positively adds to the look of the level.
- Functionally, itâs not hard to distinguish between what is decoration and mask, so the level is fairly easy to navigate, so this isnât a negative factor.
- Cool Devan events in the box!!! And also the text xoxo
GAMEPLAY â (90%)
Okay this is most of the weighting of this section:
- The main balancing factor of this level (in comparison to the remake) is the fact that it boasts a system that makes the team not matter. Itâs not really the âbalancing actâ i was hoping for, but it does balance the level anywayâŠ
- Rather than just one powerup (which the original level pretty much revolved around in the past), this level features three; all of which can be used to different effects and can drastically alter the gameplay from the vanilla version. These powerups are seeker, bouncer and RF. In addition, the level also features a Lightning Shield which can be obtained for the duration of 10 seconds. This also drastically changes the gameplay of any CTF in a dramatically interesting way. The lightning shield has a huge effect on when you have the advantage of the flag, however, 10 seconds probably isnât enough to break a game, but it is enough to âddâ for a few extra seconds (which makes a huge difference) in a team-game.
- Moreover the âboxâ from the original level now has a 20 second timer, by the end of which, Devan âdevoursâ you and causes you to die (and subsequently lose the flag). This removes the quirk of control and camping the box, but adds a further degree of control. What I would have liked to have seen was a range of different warp targets from the box though, as now this poses the problem of making the box as a whole, a hazard to begin withâŠ
- Since the bases follow a 2x âonespotâ system, the level seems, on a glance, balanced between the two colours. While this is a balance fix, I feel it isnât quite the fix I was hoping this contest would sprout but, still a fix nonetheless.
- Thereâs quite a few areas I would much rather be Spaz, but no notable areas I would rather have the ability to copter; not something I penalize, but something I take note ofâŠ
- A lot of the spring/layout changes are very fitting to the level and drastically improve the flow, however there are some areas I kinda donât like as much, mostly around the top right and top left. I feel most of the areas in the level serve no purpose and since this level runs a âone-spotâ system, most of the gameplay relies on finding appropriate places to hide and camp once you have the flag, and then safely rush to a score spot. I feel the small narrow area under the right âspotâ is very very good for this purpose. The âcampinessâ of the bases is still somewhat maintained however, since you can jump around these areas, but the main obstacles which made them safe have been removed, so perhaps notâŠ
- I outright feel thereâs a severe lack of ammo in this level and it would greatly benefit from a slightly higher amount, especially since their delays are quite long⊠Perhaps this level is more suited for smaller numbers, and there are more powerups but I really think the level would benefit from a bit more ammo.
- One of the main layout changes in this level is the giant vertical âlogâ in the middle of which you can drop down. The poles have been removed and I am quite thankful for this change. This makes the level slightly more fluidâŠ
- There is a copter at the bottom of the level which can drastically increase your âclimbingâ speed in this level and I feel itâs a really awesome add to the level.
Thereâs not much more I really wanted to add to this review, but I did like the level all in all. Thank you very much for making this stellar level, FireSworD and I hope the review was mildly worth the wait.
EDIT: I HAVE NO IDEA HOW TO MAKE MY STUFF INTO BULLET POINTS. FU