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|xlmElecD.j2l||Ã‰LÃªCTrÃŽc DÃ£Ã‘GÃªR||8.96 kB||05 Feb 2006|
|tub1.it||Tubelectric: Ext. Club RMX||925.98 kB||05 Feb 2006|
A not too big Tube Electric CTF with 2 full NRG’s , 2 blaster PU’s , Bouncer Pu , Seek Pu and RF PU. There’s also a coinwarp which gives you acces to a room in which you can choose to which base you want to go(like in bblair).
Yasco asked me to review this (several times…;P) so I’m finally going to.
Okay, layout isn’t symmetrical so that’s a pro, but base placement is kinda weird. Having the bases like that could lead to a lot of problems having the level be fair for both teams, but I haven’t had a chance to play this online with another player thus so far I cant criticize the level for biasness until I find a reason to. Eyecandy was nice enough. The middle of the level was rather boring though as I’ve seen eyecandy like that done a lot, but I like what Yasco came up with on the border walls in the level with the foreground layer.
Ammo needs creativity. It’s placed in large chunky squares. Maybe make less of those and place ammo more creatively (and more accessibly so you wont have to stop to collect all of it in the level, and can just pick all of it up on the run).
Next, carrot placement. Two full energies, both next to each base. I guess it could work, and I haven’t seen it done for a long time.
Flow is kinda meh. Wasn’t too easy moving around, some stuff shouldve been unmasked completely (like some metal poles near a gold coin which were half masked), and some places could’ve used alternative tiles in the set for better masking.
Why does blue base have an RF powerup right next to it that’s not even in a wall? Makes me want to be on blue team if I ever play seriously in this level.
Few more points about eyecandy: Backround could be more detailed since it’s dull right now, and sometimes eyecandy gets confusing since you cant tell what metal pipes are in level 4 and which are in level 3.
Rating for the level: 7.7 for now, until I play this level in more depth. Download reccomendation? Yeah. The things you did with the side walls and foreground layers inspires me to do something like that.
One woord: AWSOME! Keep this up dude! I like the background pipe’s in it.
Well placed, mayby a little more.
Flow is good but it’s spaz based ( srry jazz ;< )
overal: jdc lvl! :D ( bash? )
Like birdie said nice eyecandy!
The flashing light thingys seem like they go on and off with the beat of the music. Also I like the asortment of ammo and it’s well placed. Good job. ;D
Why is it in a seperate folder?
I see no reason why it should.
Se, my “JCS User’s Guide ot Bad level making” would be useful if people actually studied it, and avoided doing anything in it(Like having the level unzip into a seperate folder).
I liked this level. It doesn’t have many pro RF climbing places, but it sure is a good level. I like it becouse it has a weird and extraordinary gameplay. It might not be fun for duels, but in teamplay this level rocks. Good job Yasco!
Good job!We made a good level.But i cant find powerups.
They are in the wall and hard to find them.
Good job so 9.2
[Inappropiate (9.2) rating removal. No actual reasons for why the level was good were given – FQuist]
Eat your lima beans, Johnny.