|NewAgesReadme.txt||1.13 kB||04 Dec 2006|
|ICNA01d.j2l||Question;||7.16 kB||04 Dec 2006|
|ICNA02D.j2l||Complex||7.81 kB||04 Dec 2006|
|ICNA03d.j2l||Persona Lity||9.95 kB||04 Dec 2006|
|ICNA04d.j2l||Radiation||8.44 kB||04 Dec 2006|
|ICNA05d.j2l||The Boneyard||12.35 kB||04 Dec 2006|
|ETs Planet2 v3.j2t||ETs Planet2 v3||83.06 kB||28 Oct 2001|
|ICColon2F.j2t||Colon 2 Fix||164.83 kB||03 Dec 2006|
|ICInfernoW.j2t||Inferno 2.0 Water||246.89 kB||30 Nov 2006|
|Noka - Labrat 3.j2t||Noka - Labrat 3||200.00 kB||07 Oct 2006|
|Top3.j2t||Top secret ][||95.97 kB||08 Aug 2004|
well.. i started some time ago, and now its finished. this pack includes 5 CTF levels and i pretty much said everything in readme file, so read that. ;P
music no longer available
i’m currently very tired so i apologise for any typos or bugs or whatever i’ve missed. thx
Any other members of Impressive Creations are not allowed to rate this upload to prevent possible bias.
Less than a week ago, Snooze told me he was going to make a pack. He worked on this pack faster than ever, and today he is already uploading it. It’s a pack with 5 CTF levels that have small/medium size. He also uses some weird and funny names in these levels.
At first, this level was called ‘Unoriginal Level’ then ‘Satellite One’ and now it became ‘Question;’ it’s a level that uses NOKA’s Labrat.
The layout of the level is pretty good, because it’s really solid. It’s easy to run around. It’s almost symmetrical. Although it’s solid it’s pretty simple as well. But in this pack you’ll find levels with better layouts, so keep reading this. Because it’s easy to run around the flow is good. You don’t have to jump a lot. The bottom corners have small dead ends, but it’s easy to get out of it.
Eye candy is typical Labrat eye candy, although the background is original. Snooze didn’t overuse the eye candy or something, but he just did what he should do. The tileset has been used pretty well as well.
Placement is.. well, something different. There are two Bouncy Power-Ups(so people don’t complain about the choices of Power-Ups) and one Blaster PU. This system hasn’t been used a lot, and I can’t recall a level that had it. The placement of the level is good enough, I like the food that’s placed to fill the level up with events. One Full Energy and one +1 carrot here, with 2 different PU’s it’s good enough. There is no Fast Fire here, that’s not really needed. RF is powerful here because there is lots of free space and straight ways. The other ammo placement is just fine.
Overall, this is a good first level.. but not the best of the pack.
Snooze used this tileset for Galaxia, but now he’s used it again for this level called Complex. ‘I’m going to show my new skills with this tileset’ like he said it when he was going to make this.
Well, as the levelname says, this level is pretty complex. At least its layout is. It’s everything but simple, and very unsymmetrical as well. But it’s balanced. There are some secret ways in the level that took a while to find out. The level feels bigger than it is in my opinion. There are some warps and tubes, and I also a copter that helps the flow, which is good enough.
Like Snooze already said, he wanted to show his skills with this tileset(he referred to the eye candy as well) and in this level you can see that he doesn’t lie. This EC is better than in Galaxia, also more random. On the right side of the level there is something different than at the left side, for example. The top has a red area. The background of the level is also good.
There is one Power-Up in the level, a Toaster Power-Up which looks too close to the red base but that’s not true. Snooze made it so you can’t get the Power-Up from under it. The level has one Full NRG, which is on a nice place. The other ammo placement is pretty nice as well.. good choices of ammo too.
Overall, this level is a bit better than Question; but still not the best of the pack.
Speaking about weird names.. this is one of the weirdest so far. It’s a level that uses Colon Night with masking fixes. The level was called ‘Codename’ and Personality’ at first, but now it became ‘Persona Lity’
The layout of the level is something interesting. The bottom of the level has sewers which is pretty linear, maybe too linear. The other parts of the level are better. Although the layout might be weird, the level flows nicely(again) the bases might be close to each other though, but it’s slowed down by springs and vines.
The eye candy in the level is very good for the tileset. Snooze tried something, and succeeded. The tileset has been used nicely, and Snooze didn’t overuse anything. I haven’t seen a Colon level with better EC, I think. There is more in layer 5 than in the sprite layer, but together it looks really nice.
The level has food, which fills up the level. The ammo placement is good again. Some ammo is close to the ground(like in the sewers) and other ammo is in the air. 3 Power-Ups here. 2 Power-Ups are partly hidden, but can be seen easily. The main Power-Up, the RF Power-Up, is in the sewers and it’s in the middle of the level. Three carrots here. 1 Full NRG and 2 +1 carrots. Because the level has 3 Power-Ups that’s good enough. Some shapes of ammo are boring, but it’s hard to make new shapes nowadays.
Overall, this level is the best so far. Snooze made the beta version of this and Complex in one day, so JCS NOLIFER AWARD TO SNOOZE!!1
Again a weird name here. The level uses ET’s Planet 2. It was called ‘Radiate’ at first, but ‘Radiation’ is better.
The level has a medium size in my opinion. This time, there are no tubes. But at the bottom there is something that will shoot you up. The bases are close to each other, but the walls prevent that. It’s possible to RF climb to them though. Again the flow is good.
The eye candy is very good, to say it short. Why? There is lots of stuff in layer 5, like the waterfalls and caves. And that thing at the right-bottom of the level is funny. Layer 4 also has lots of stuff, and it looks very good together. It’s just very nice, dunno what I still have to say about it.
The level has 2 Power-Ups, a Seeker Power-Up and a Bouncy Power-Up. The right side of the level has a Full NRG carrot, which is something different. The left side has a Seek PU and so the right side has the Full NRG. Interesting concept. Snooze was also inspired by All Your Base CTF for this, that’s what I can see if I look at the Seeker Power-Up. Ammo placement has been worse before, but it’s much better now.
Overall, this is a really nice level. I give it a higher rating than Teacup!!1
The last level has been made pretty fast as well. The name is finally something that fits the level, and not a unusual name like the previous ones. This uses Inferno 2.0 Water, a new tileset conversion.
The layout is something different compared to the other levels. This level is pretty closed, with not so many ways. It’s linear, but solid. That’s good. Bases are placed in the top-left and bottom-right, with warps near them. Again the level flows nicely.. just like the other levels.
Eye candy is very good, just like in 04. This time, the Inferno 2.0 tileset has been used like it should. Lots of waterfalls and caves are placed in layer 5 and 6, and the things from (-) have been placed as well. They’re in the sprite layer and layer 2/3. There is water in layer 1, so Snooze used every layer here. Very nice!
Placement is a bit biased towards the right base. At the right base there is more ammo. The only Power-Up, the Toaster Power-Up, is closer to it as well. In a 2v2 you probably don’t really care about that. There is one Full NRG that might be close to it as well, but the warps make that good. The other ammo placement is good, there are some boring shapes again but oh well. The placement in 04 was better.
Overall, this is a nice fifth and last level of the pack. I give you extra points because you used this tileset.
Well, this pack has really good levels.
7.9 + 8.0 + 8.2 + 8.3 + 8.2 = 40.6
40.6 : 5 = 8.12 = 8.1
Pack bonus: 0.3
Music bonus: 0.1
Overall rating: 8.5
Download recommendation: YES
Host: 03, 04 and 05 are really nice. 01 and 02 are a bit worse, but are good as well. So yes
But next time, please don’t be so fast.. even though I said that once. You can get an 8.7 or maybe even higher next time!!1
Here goes Snooze again with a pack of levels. The things I saw about the levels already in the testserver were pretty promising. And what is obvious, is the inspiration and productivity the author had got while creating the levels, yet they still ended up being decent. I just wished a few more levels still if those ones were finished in just a few hours.
The eyecandy is something I don’t really have anything to complain about. An amount of creativity was used and all it adds way more of suitable atmosphere for the levels. Nothing looks confusing for me at least. It might be still a little repetitive, but is barely noticable during gameplay.
The gameplay’s quality is a little variable between the levels. I mean both the quality of gameplay in overall, as well the good thing, which is the variableness of layouts. It’s also good that there is a nice mix of solid and thinner platforms in the levels to make it all exotic and interesting. There’s some floating also to help you to move easier between some platforms. The levels can be learned fast, except ‘Radiation’, that might feel a little confusing at first.
I really expected more from the pickup-placement. It was improved only slightly after the betas. I was looking for something else than linear or squared loose-ammo flocks. Neither do I fancy those flocks with mixed ammo-types. The pickup-choice for each level, and the additional food were a little strange at times. Not much wrong with the carrots, but are the PowerUps questionable perhaps?
But I’m not done yet at all…
‘Question;’ is a level with four levels of height I would say, thus making it very linear. The background seems to be quite alright but not too original. There’s no sprite-eyecandy for some areas like the carrot-spot, but would that make it too confusing if there was? The level has the placement at it’s worst indeed. The two Bouncy-PUs are maybe nicer than Bouncy and Toaster, but they could have a different position in my opinion. The level contains a Blaster-PU too, in open. The author still hasn’t fixed the float-bug next to red base, that I requested during testing, although not many use that route to get up. I neither recognize anything that would make this level “made for Viv-”, except the replaced text-string maybe.
In ‘Complex’ there is a rather empty background, and with it’s current music, and mild lightning, the level gets an ambient atmosphere. There could be a little more of special eyecandy for solid walls. The layout itself is okay, but I don’t get the point of all the tubes. The level isn’t after all very special. Toaster-PU seems to be the only PU here.
Now we come to ‘Persona Lity’ which is my favorite of the pack with it’s great music that I suggested to the author. It was probably a nice idea to use the textured background as transparent for layer 6 instead. What makes me quite like this level that much anyway, is the sprite-eyecandy with darker(distant) and lighter(closer) wall-tiles(might have been used before). The layout is anyway something that just clicks, and I do like the situation of carrots. Ambient lightning is somewhat suitable and sewers are a nice bonus. Even placement is slightly better here than in previous levels, with two somewhat hidden PUs(Bouncy and Toaster) and the shared RF-PU in sewers. A bad thing in the level is the few weird dead ends, in sewers for example.
In ‘Radiation’ the red base wants to be blue in single-player, eek! The level has a decent background with a yellow hue. Eyecandy probably the best of the pack in overall. The top-route between bases is very short, and there’s no obstacle even, so moving between bases is very fast. The match I had here for once proved that it could be actually more a tactical thing about the level. While you’re ready to capture from enemy base, and in case your opponent’s flagcarrier died, you could quickly go back to middle of the level and wait for the new flagcarrier to come out of the basement. And so, you could possibly hurt/roast him immediately, as some people often choose that way to exit the base. The rest of the layout was quite nice after all. The carrot-concept was somewhat a good idea, that let’s you restore health with halfcarrots, while hanging out in either base. You can also go to the somewhat bottom-middle for a fullcarrot. I also liked the PU-choice, and the rest of placement is just as good as in ‘Persona Lity’. You might want to take a bath in the soup also, except it pushes you up, if you try that.
Like r3p said the level, ‘The Boneyard’ has a tunnel-feeling mostly. With P4ul’s special tileset this level succeeded quite well however. Eyecandy is fairly good, but this is the level that has the most of “repetitive eyecandy.” With this I mean for example the “mushrooms” at ceiling or just the solid wall, that has the same tile used for large areas. This might be because of the original tileset though. In this level there’s some linearity, but it seems to be okay this time. There are a few warps to help you moving in the level. I’m just wondering why was the Toaster-PU placed as the only one again. Top basement could be more open too.
Now a summary about the pack would be, that it had quite awesome eyecandy, nearly as good gameplay, and not as good pickup-placement. I was looking for some more creative placement for loose-ammo, and perhaps a little difference with PowerUps or something. This is probably because of the rush the author had while doing the levels, that placement was left rather unimportant. The levels would have separately been worth of 7.5-8.2, but together they deserve more! 8.5! So I also suggest you to download this pack. Each are worthy enough to be hosted or played sometimes too.
P.S. (You know to not do this. At least not here. ~Cooba)
DS covered everything, so I’ll just give him credit for that…
The levels are stuffed with eyecandy, but are still fairly easy to play…
Although it might at first seem a bit different, especially 05 (Radiation), which has an abhorrent amount of eyecandy. =D
The pack completes itself,
There’s a level for every thinkable taste and the flow is good enough everywhere.
“Betatesting” the levels was a lot of fun. It seemed as if Snooze can just poof and there goes another level…
I think we can safely call Snooze a JCS Hall Of Famer (or sth) by now…
This is definately worth downloading
and is likely to also be a good pack for tournament use.
Eat your lima beans, Johnny.