Y r all yer tilesets CE CR CR+ CT CE+ Ect. ?
I don’t know why CraccoBoy likes upload Ripped tilesets, but he does. This tileset contains nothing more than ripped off graphic from gameboy games and Epic’s tilesets. Thought Craccoboy drew a volcano, which makes the rating going up from 1.
It has some nice shadings on Jazz, but it’s not really haleluja.
I will not recom you download this “improved” version of CraccoBoy’s old gathering of ripped graphic.
Peharps Trafton is right, peharps not, but my rating will not across more than 4 points.[This review has been edited by Moonblaze]
EvilMike’s “Marshland of Evil” has long been one of my favorite levels of all time, and Agamas “Swamps” tileset is probably my favorite tileset of all time, so I finally decided that I should rate this level. And I have to say, it’s even better than I remembered.
EYECANDY
Tileset Use: It is very hard to use Swamps really badly, but it is even harder to use it very well. And this level definitely uses it very well. The lush greenery, which is lacking in many levels using this tileset, adds great atmosphere to the level, as does the shadows cast upon the leaves in different parts of the level. Eyecandy is nothing amazing, but certainally looks as good as this tileset allows. The spider webs are well-placed. In fact, this is pretty much a perfect level eyecandy-wise.
Creativity in Tileset Use: Creativity in Agama tilesets is not that flexible. After all, if you use it too different from the original intended use, it ends up looking pretty derned bad. Still, this level uses it as creatively as possible without making everything look horrible. The interesting placement of the different pieces of eyecandy does not interfier with level flow, nor does it make the level look bad. In fact, it is not very easy to make eyecandy that does not at least slightly interfier with gameplay using this tileset, but EvilMike managed to make eyecandy that even helps level flow, such as the sighing (sleeping) jaguar with the float up.
Tile Errors: If you look really really really closely, you can see a few things in the leaves that are not exactly completely accurate. Regardless of this, the level still does not have as many tile errors as you would expect for a level using this challenging but rewarding tileset. There were no errors in the ground tiles, and the shadows that were casted by the various objects were as near to flawless as you can possibly get. EvilMike did an excellent job with eyecandy especially in this level, and definitely this is the best level eyecandy-wise using this tileset that I have ever laid eyes upon.
PLACEMENT OF STUFF
Carrots: This is a big level. What I am trying to get at here is that I may miss one or two things in the next few paragraphs, but feel a hundered percent free to correct me. I could only find two carrots in this level. Both of them were full energies and located about equal distances from the perspective bases (one was right of the blue base, the other below the red.) They are placed fairly out in the open, and are both about equally as easy to get. This is good placement, and while most EvilMike levels do tend to have a lot of carrots, this one seems to lack a bit. Maybe one more carrot would have done it. This may be because the level is so big or it may not be, but there was sometimes times of carrot drain. However, the generator time was fair, so this was not that much of a problem. Overall, carrot placement was very good.
Powerups: This is the area where I will probably miss something. From what I could find there were powerups for the following weapons: bouncy, seeker, pepper spray, and RF. The bouncy powerup was located in an area that requires some skill in jumping to get to, which is fair placement. The seeker was hidden in an area that can only be reached by use of the warp in the upper right corner of this level. The pepper spray was pretty much out in the open, being that it is a somewhat underpowered weapon. The RF was more out in the open than I expected, but for a level so big, the RF placement was fair. Overall, weapon placement was quite good, but the sheer number of powerups sometimes made me wish that there was another full energy carrot in the level.
Basic Weapons: Basic weapon placement was all-around very good. The variaty of basic weapons was enough to make them so they were not useless in the face of so many powerups. Still, there was nothing that detered the player from using powerups instead of basic weapons, and players that decide to only use basic weapons in this level will probably end up being toasted. Still, it is obvious a lot of thought was put into the placement of them, and points are due where points are due.
GAMEPLAY AND FLOW
Flow/Navigation: Flow was very good, though there are a few annoyances that make the level a little worse flow-wise. The trees, while they do provide good access to the different parts of this level, can be annoying to those who take a run-and-jump approach to playing. This level does not seem as adaptive to different types of play as some other EvilMike levels, but still is no slouch in this area. The more I played it, the more natural it felt. The level, which may seem a bit overwhelming at first, really is not that hard with enough practice. There seems to be several planned routes to follow, but going out of them did not really cause much damage.
Layout: This level feels large. I am not sure whether it is actually large or not, but while playing, it really feels like it. This could be attributed to the tileset, but in reality the level is actually only a managable 150×70 tiles (Distopia, in contrast, is 115×60 tiles.) Still, layout was all-around excellent. On paper, the layout even looks better than during play. Still, it is obvious to see that this level was well planned out beforehand. Certain “touches” like the sucker tube trees add to the overall layout and mask some problems that could have made this level be much worse layout-wise. An excellent layout.
CTF SPECIFICS
Balance: Balance, as expected, was quite good. The seeker powerup is still slightly nearer to the blue base, but it seemed that both teams took equal time to access it. It is a bit hard to get out of the blue base area sometimes because it is in a bit of a ditch, but still is not much to Mr. Crow about. Balance was uniformally good, though a few small things seemed like they could be adjusted in order to make the balance a tad bit more equal.
COMPATIBILITY/STABILITY: Naturally, this level, like anyone made since early 2002, lacks the flag bug completely. The real question of levels of this day and age is whether it is easy to get stuck or not. It took some effort to get stuck in this level, but since the tileset has a very good mask, it is not common during normal gameplay. There was no crashing during play, though some of this level does use moderate amounts of animations. Nothing in this category to worry about.
SUMMARY
This is probably one of the most underappreciate levels of all time. I do not see it hosted often, but it really should be. There are no big flaws to this level. Sure, it may not have extremely flashy eyecandy, but everything is still good. There is not much to say about it other than it is a great example of levelmaking at its best. Do not download this expecting amazingly flashy looks or some new gameplay type that you have never heard of. However, this level definitely makes the best use of the tileset that it uses that is possible and also pours on the gameplay value. A definite classic and a must-download.
+ PROS: No major flaws at all. Eyecandy, gameplay, balance – everything is very good. Jazz 2 at its best.
- CONS: None that really stand out. There are a few small errors, but those are forgivable. The real shame is that this level is so underhosted.
VERDICT: What more is there to say about this level other than download now? This level, while it may not be anything new, is JCS at its best. Everything about it is near-perfect. Yes, there are Capture the Flag levels that are better than it in certain areas, but overall you really can not beat this level overall. It looks good, it plays good, and best of all – it is not overhosted. Download this. Now. My verdict is a 9 and a download recommendation.
God’s tileset. My favorite.
I plan to release the big C3 full version before the 31th of December, in 2002. Anyone has any suggestions or ideas for me to put in the christmas tileset C3?
Reviewing everything…
README:
Yeah… it’s a – readme. I wondered one thing… Why the MUSIC was so short? I don’t hate the shortness of it, I hate that the music won’t restart! And I hated the “RABBIT FORCE” sound when you move the mouse to the text.
OVERALL: no rating for readmes(too bad)
Main Menu:
So this is a level, it gets rated.
I can’t read the story because the stupid background!! Why I got a “CHICKEN CHICKEN!!!” thing when I got to RUN. I had to use cheats to not lose a life. Is that a trap?!? Selection “PLAY” is NORMAL!! WOOHOO!!
Overall: 3/10
Carrotus 1 / Level 1
Firstly I wonder where’s the music?
Yeah, yeah. This level is RUSHED. I wonder if you wanted this to be an idiotic level. censored bad level, gotta say. The swingvine thing would be better if my character wouldn’t be so close to the ceiling! I lost 1 heart there. Then I wondered where the hell I must go now?!? After a while, I got out that I must buttstomp the land flat. Nothing in the level said to do so. There wasn’t even any arrow signs to point there like on the first stomp!
I got into a hall. This place had the most tile-errors. There was just the wrong tiles. Then I had problems in the “WATCH OUT” place where two rocks fall. I saved the game and that was a good place to do so because I died there. You know what? I didn’t just know where to go! Then I found out: Just buttstomp the land flat! After the rock place, I saw two crates: What to do for them? They are in a place where I can’t go! After I started to explore the place, I found some TNTs and destroyed the ground with them. My idea was to destroy the crates but good as this. I butt stomped the crates. Then I got a big problem! What to do to the tree??? I thought that it was blown up with the crates! I needed to think a 5 minutes of that and at last I tried TNT. It worked. I got to the checkpoint and a spring system. I just got the coin. This is a thing I wondered: Why just a COIN in a LARGE room? I got to the end of the spring system, got the bonus and got everything there. Then I wondered AGAIN what to do. A dead end. I saw the land COLLAPSE and oof, that were there!
OVERALL: 3/10
Carrotus 2 / Level 2
Carrot hunt? Where are all the carrots? Haha, there’s no point of this level! I saw some carrots :P lol!
After the cliff and the trees, One thing what I hated was the FlowerCam. Why the flowercam warps were surrounding the flower??? I would put only one warp and that would be in the flower! Then I didn’t know what to do.
OVERALL: 2/10
Diamondus 1 / Level 3
Yes, This rules. YEAH!!! At last a GOOD or even TERRIFIC level so far!
There’s wind and ambient sound… what a good level needs. The “wide screen” were some spikes… After the platform, I got to a hallway. Then a spring system… and coins.
OVERALL: 9/10
Diamondus 2 / Level 4
The music rulez, I got to say it now.
It’s the same as the first diamondus level. Wind, ambient sound and more!
This is the first JOKE I have ever seen! A text string: “BEES? THANK GOD FOR THAT FLAMETHROWER!” :D. Then I got to a starblock place. I got stuck there many times. Then I got to an “almost 0% ambient light maze” I hated that place, had to use JJLIGHT to pass it. I hated the bees in there.
Star jumping was funny.
OVERALL: 6/10
Colonius 1 / Level 5
Nope, this is not a good thing. I don’t get the story at this point. I got thrown out of a house and told to never come back. I think that I got into a house but I don’t know what did I do! The more of the level is a sewer running. Trigger crates (?), and then I got into the city again and then the sewers again! Why I didn’t get hurt by the fire?!? By the way, this has good quality…
OVERALL: 6/10
Colonius 2 / Level 6
This is a censored LOLly level. I took almost 10 minutes to find a way to open the sewers and find the crate!
But this has good quality too.
Go to the sewers and out of there and you’re finished
OVERALL: 8/10
Castle 1 / Level 7
LOL? I am in a castle! But how? Why? I don’t know! The story should be known always. So there’s some halls and some platforms… This is a good level.
The ambient sounds, spring systems, stomps and more gets it to be a terrific level!
OVERALL: 9/10
Boss / Level 8
A pure boss level. I hate those. Just fight the boss to the end. By the way it has good eyecandy and a good quality.
OVERALL: 6/10
BONUS / LEVEL 9
YUCK. ´Bad quality and eye candy. I don’t do anything with the bonuses because the game won’t continue so why that?!?
OVERALL: 2/10
CREDITS:
Shows the credits :P[This review has been edited by Trafton AT]
Something more for fun. Perhaps its not really worth a rating. Its just DW but then a bit more smaller.
Nice tileset but small.
And song is nice.
I thing this tileset will be more bigger.
When i open it,there is nothing in there i don’t know why
GamePlay: 0,8
choosen: 0,4
Event placement: 1
Eyecandy: 1,2
General: 1
4,4
I see much improvements in this lvl coparing to your others, try to ake it bigger, more eyecandy, always use music, use a good tileset, and dont use to uch powerups.
Gohan erm did you rate this a 8 ( its a bit to high ) because spear is also in XD ?
Umm this dosent sound good, so im not gonna rate this :\
I’m being too tired for write an explanation why this is unwrothy to upload.
Sorry, no download here.
Ten (I think) basically random single player levels, with (AFAICT) no real plot. At the start (assuming you’re able to read the story text on top of the background), it says Devan’s on the loose, and you’re sent to stop him, but after that there is no inkling of plot. You just play the (often quite short) levels.
The Carrotus levels are quite badly done in the graphics department, and their gameplay isn’t all that good either. Having bats come out of the ceilling would be nicer if you weren’t so close to the ceilling.
The Diamondus levels (you go to Diamondus after finding carrots in carrotus (as I said, there’s no real plot)) are noticably better. I paticularly liked the place where you climb up through lots and lots of trees.
The Colonius levels aren’t as good as the Diamondus ones, but not as bad as Carrotus. Two short levels going in and out of the sewers. Lending strength to the “no plot, I just wanted to try this” idea, is that they start with you being thrown out of the window of a house and being told to never come back. How did you get there? What did you do? Sorry, there’s no explanation.
I’ve never been a big fan of pure boss levels, but I’ll admit this one was better then it could have been. You fight Bolly, with two generating Tuf Turtles, and maybe crash into some platforms.
The bonus level is poor. Tileset use bad, and you go through a layer 5 maze (so just use low detail) before going to the credits level, which I won’t talk about.
Overall, this pack had potential, but the lack of plot, poor eyecandy, short levels and annoyingness prevented it from getting a higher rating.
I really can’t rate this level. It’s pretty much a replica, except for a few minor changes and the size. I personally don’t like it as much as the original, the gameplay seems a little off. I suppose it would be good for a 1vs1 match or something, but nothing else. I didn’t really put too much care into looking at this level, I saw pretty much all I needed to see.
Anyways, there’s one of my shortest reviews in a while. It means pretty much nothing, so I’ll give it a N/A mostly because the whole concept doesn’t fit into Diamondus Warzone.Lets start with the mini-tileset aka Dark Marshland. It has a nightish theme which i like, and moonblaze tried his best to make the backround layer eyecandy fit into the tileset. The backround, considering a warp backround wouldnt fit, is ok, and fits into the tileset. There are very nice and blue sucker tubes included, and some blue distruct blocks, which look cool but sometimes hurt your eyes. Other than that, there is some strange, but well made ground, although i wouldnt have used that brownish color. As well, there are interesting hooks and poles in the set, and brown arrows (to bad moonblaze couldnt make ones pointing down or up), and ropes used for vines. There is a text sign, and an exit sign, with a color that fits into the set.
Now, for Dark_MarshlandEX
The warp backround is ok, not the best it can be, but still very well done. The stars and moon look a bit cartoonish, and the clouds are carefully done. The black backround eyecandy is good, but could of been better as well. The ground here is donewell, i like the color, and there are strange eyecandy things that can be used to decorate the ground. The set includes the important tiles, and has rain in it. It also has invisible tiles, and some colored text. In this set, the up&down arrows are included as well as the left&right ones, and it has green animated bubbles??? Whenever i look at the blue ground, it reminds me of a well textured waterfall, and its a shame there isnt any waterfalls in both sets, but you cant expect everything in a set… There are green and blue animating circles which can be used for warps, and text blocks.
OVERALL: Both of these tilesets are well done, and both relate with night. Although they have some downfalls, they are still a good addition to any tileset collector’s jj2 folder. Good work moonblaze and keep it up.
W00t. A Capture the Flag level to sink my teeth in. And judging by the ratings, it’s a good one, too. Let’s hope that this lives up to it’s lofty rating. It would be nice to have a new level to add to server rotation.
EYECANDY
Tileset Use: Unsurprisingly, this level uses Agama’s Heaven tileset. Levels using this tileset often turn out to look pretty good no matter how bad they actually play, though there are some exceptions. This is not one of them. The level looks very good, though there were some small annoyances. Some areas had a lot of eyecandy while others seemed to have significantly less. Still, during normal play, this would not be very noticible. What was noticable was an annoying jerking motion by the background of this level. The clouds went by at a pace that for one reason or another was just at the right speed to annoy me. I’m probably the only one who thinks this, but I believe speeding it up a bit would have maybe bettered the atmosphere.
Creativity in Tileset Use: I can not say that this level used the tileset in any way that is new or fresh, though it still is used well. This is not surprising. Because of the way Agama made the tileset, it leaves little to no room for changing how tiles were meant to be used. The background is supposed to be used a certain way, and using your imagination and trying a different method will usually just make it look very bad. This level pretty much uses the tileset as creatively as it is possible to use the tileset. I can not detract points for creativity, but I can not add them either.
Tile Errors: This level contained very few tile use errors. In addition, it contained very few parts of the level that looked off at all. The bottom clouds are a bit vision-obscuring, but not as badly as I have seen them used in other levels. If you look extremely closely at the ground (again, something that you would never see while playing it) you will notice that some of the eyecandies (skulls, etc.) inserted into the ground break the pattern of the cracks in the cement/dirt/whatever the floor is made out of. This is nearly impossible to avoid, but it is still a tile glitch, albeit one of the smallest possible ones. Eyecandy overall was very good, but nothing you have not seen before.
PLACEMENT OF STUFF
Carrots: Call me a conspiracist, but this level reminds me of Diamondus Warzone in many respects. Heck, I know that it is hard to make a level that does not at least borrow one idea from the classic Capture the Flag level, but there are certainally some disturbing resemblances, possibly the biggest being the carrot placement. The carrot is in a box in the middle of the level only accessable by warps, one located on each side of the level about equal distances from the bases. Suspicious, eh? Well, this has never been my favorite aspect of Diamondus Warzone, as players tend to get in a loop of damage opponent, go to carrot box, wait for damaged opponent to come, kill them, score a point. While I have been unable to do extensive testing on this level, there is probably a good chance something similar to that may happen during regular course of play. Whether it is a conspiracy or not, this is certainally something to keep in mind while playing. And remember – the truth is out there.
Powerups: Just as I started to think that maybe, just maybe, the carrot box was a coincidence, I noticed a seeker powerup very close to the carrot box, JUST LIKE IN DIAMONDUS WARZONE. However, there are a few things in this category that make it certain that this is not Diamondus Warzone’s evil twin. First of all, this seeker powerup is just out in the open, as opposed to somewhat tucked into a narrow alley like in Diamondus Warzone. Also, there is another powerup – a gated bouncy powerup. I would probably have preferred to have the two switched, with the bouncy out in open and the seeker a bit harder to get, but I can see how this works. Overall, powerup placement was good, but a little unbalanced.
Basic Weapons: Basic weapons are an aspect of the level that many authors of CTF levels these day seem to miss. In fact, when looking at some levels, it seems that a few CTF level makers regard basic ammo as decoration, just waiting to be made into interesting patterns, as opposed to an interesting part of the level that should be placed very strategicly. Thankfully, this level does not take that attitude towards basic ammo. Instead, careful planning seems to have gone into how to align the ammo and where it goes, as opposed to how well it will contribute to the feng shui of the level. This kind of attention to detail is good to see, but unfortunately rare, in even the best CTF levels these days.
GAMEPLAY AND FLOW
Flow/Navigation: When it comes down to it, a heck of a lot of my rating is based on flow. I often have people join my server and claim that “this level is great” or “this level stinks” without ever playing it. Most people judge on eyecandy above all. While it is important to have a good-looking level, in the long run flow is the most important aspect of a level. After all, no matter how pretty it is, if players keep bumping into walls that should not be where they are, aggrevation is a given. While it does not have perfect flow or anything, this level still has very nice flow that is suitable for playing over and over. The more I played this level, the easier I find it to adapt to the interesting layout.
Layout: Layout is sort of an overall rating of how well everything is placed in the level (an extreme simplification.) This level has excellent layout through and through. On paper, the layout looks just as good as while playing. Though it is not predictable (this can be frustrating when you are first playing the level but really makes it more worthwhile in the end), the layout still manages to be effective and flexible, allowing for all different types of strategies. This variaty in options is what makes this level so great and why it is so fun to play over and over again.
CTF SPECIFICS
Balance: At first, I had a lot of trouble finding the red base. Instead of having the bases fairly the same distance up, CelL and Rage elected to have the blue base and the top left and the red one at the bottom right. I kept going to the blue base over and over, which was quite infuriating. In fact, several times, I entered it by accident. You can literally just run right through the blue base, capture the flag, and be out of there in less than a second. The red base, which has a wall behind it, requires turning around, but the level was still fairly well balanced. Both powerups seemed much closer to the blue side than the red, but balance was O.K. during normal play. Still, the blue team felt like it had a very slight advantage. Balance was not as good as I would have hoped for, but still not bad at all.
BUGGINESS/COMPATIBILITY: This section notates any problems (bad shield use, getting stuck, flag bug, etc.) that I noticed during play. I am happy to announce that this level pretty much passes with flying colors. Heaven, a tileset that really could have had a terrible mask, is not easy to get stuck in unless you are trying. There was, of course, no flag bug. There were also no shields in this level. I have never had stability problems with this level, and since it does not use anything fancier than triggers, I doubt there are many.
SUMMARY
At first, I thought that this was overrated hideously. After playing for a while, however, it turns out that indeed, this level deserves near the rating it has. While the eyecandy may be nothing new and the level may seem slightly annoying at first, this level has such a high replay value that it is really hard to get bored with. This level is excellent for any number of players. The best part about this level is how flexible it is, as I have already stated. You are not forced to adopt a strategy to do well in this level, nor does the level prohibit certain playing types. The only thing that caused me concern was the carrot box. It seems that this is not as strategically important as in Diamondus Warzone, but it still is probably fairly easy to get into the same loop that often decides the outcome of DW battles. Overall, an excellent level that will probably be played often in the future.
+ PROS: Allows for a great variaty of playing strategies. Also looks good. High replay value.
- CONS: The balance is just a little off. While it does look very spiffy, it is not anything that I haven’t seen before. The carrot box, while not as important is in DW, still could cause annoying “loops” in gameplay.
VERDICT: This certainally is a great level. It is enjoyable no matter how many times it is played. While it may seem fairly run-of-the-mill, underneath, it shows that great thought has gone into it. Sure, it may not revolutionize Capture the Flag as we know it, but that doesn’t matter. The truth is that this is probably the best Capture the Flag level that I have played in ages, and will find itself being played a lot if fate is fair. A definite recommended download and an 8.7. Great job, CelL and Rage.
-Trafton aka NOT AIKO, DARNIT.[This review has been edited by Trafton AT]
Nice gameplay but especially there was a bad eyecandy in the carrotus lvls. In Diamondus 1st lvl, the screen view was very good; also i liked the first Colon lvl. There were “RF/” letters in the next level and music settings which were not avaible with the original names of the files. Because of that the lvls were not connected each other. Also the new music files were not playable. And the last Tube Electric lvl was too complicated. But, the gameplay and idea of the game (like the first level which tells the story or etc.. and the last credit level)
A 8.0 for the good gameplay and idea!
Wow. A 9.3 for just a smaller version of Diamondus Warzone? I can not say that I like this level that much, but I suppose I will have to do a rating. Meh, it will not be easy.
EYECANDY
Tileset Use: Tileset use was, well, shrunken. This level is completely the same as the original Diamondus Warzone except much smaller. I have to give points here for retaining the original Diamondus Warzone eyecandy as opposed to messing it up grandly. I can imagine this was hard to do, and props go where props are due. Still, this level does not offer anything extra special in the realm of eyecandy.
Creativity in Tileset Use: Well, the level was pretty much as creative in tileset use as the original Diamondus Warzone. I mean, this is an exact carbon copy of the original except smaller. Still, again, points are due for not totally messing up the level by shrinking it to a minute size. There are many different ways of doing this (all of which involve more effort than you would think), but the final product seemed to turn out fairly well. Epic did do most of the tileset use, but the shrunken version did not ruin their work.
Tile Errors: This area was actually surprisingly good. Sure, the level had a few things that looked a bit off, but in general they did not mess up the eyecandy of the original, which, when shrinking a level, is pretty easy to do. Some things just did not look normal and other visuals took some getting use to, but all in all I was impressed by the accuracy of this recreation and how little it sacraficed for becoming such a small size.
Creativity: This is an interesting idea to say the least, and I am not quite sure whether this level is just a novelty or actually a really playable level. Creativity in eyecandy is in the eye of the beholder in this case. As mentioned in nearly every paragraph of this review so far, it does take quite a bit of effort to make such an accurate conversion. Then again, since they did not make the level, I can not reward them for all the eyecandy points. This is what is making this level so darn tricky to rate.
PLACEMENT OF STUFF
Carrots: The same as in the Diamondus Warzone original, this level contains one full heal carrot in the box with RF’s. However, the box may not contain as much strategy because of its diminutive size. Yes, it is hard to lurk in the box waiting for an opponent and battles in it are nearly impossible because it is so easy to accidentally fall into the warp. This may or may not be a bad thing depending on where you are coming from strategicly, but many people would probably prefer a normal-sized carrot box. This is probably where scaling caused the most change in the level, for good or bad.
Powerups: As always, this level contains only one powerup, the seeker powerup. This has always been one of the more important parts of the level, and getting it is now even harder since the area is miniturized. It is now about double the size of a character, so there will be a lot of colliding between players while trying to get this powerup.
Basic Weapons: There are many many basic weapons in this level. All of them are placed relatively close to the way they were in the original Diamondus Warzone, though some of them seem a little off. During normal gameplay, this never seemed to be a problem, but when making side-to-side comparisons of the two versions of this level, the difference was somewhat noticable. Thankfully, before this level was released, the shield was removed and the flag bug was patched, so there is nothing to crow about there.
GAMEPLAY AND FLOW
Flow/Navigation: Flow is where this level could be considered inferior to the original. Because of the diminutive size of it, it is not hard to bump into objects while going through small areas of the level. This feeling is akin to that of playing Super Smash Brothers Melee in giant mode. While it does feel “off” from the original, it is still fun, but mostly as a novelty. Flow generally was fairly good, but still not up to the original’s standards. Regardless, it did not severely detract from gameplay, and it still was not very hard to get from place to place after you get use to the smaller proportions.
Layout: Layout was extremely good, though a little bit small. Obviously, this level is going to be smaller than the original in overall size, but it still does not quite fall into the “small level” category since Diamondus Warzone was actually a fairly large CTF level relatively. Layout, as it went, was very nice. Still, I prefer the layout of the original to the miniture version, but that is a given. There was enough room to move around but not too much that it did not seem small.
CTF SPECIFICS
Balance: As usual in Diamdonus Warzone, balance was well-done. The smaller version did slightly benefit the blue team, but not significantly enough to complain about. Balance was overall quite nice, though it was slightly distorted by the seeker powerup’s easiness to get in this particular version. Regardless, it is balanced enough for fun play.
SUMMARY
Wow, this is going to be really, really hard to rate. After all, this level was not originally made by the author, but then again it took a lot of effort to do this. It is a great novelty level, but little more than that, and I can not say that it will probably find much popularity in the long run beyond a few oohs and ahhs on first sight. Still, it is a fun “party gag” if you will and maybe even a good level for some late-night sleep baked play. Anyway, this level does not deserve a rating, but I pledged to give it one, so an eight will suffice. There are plenty of other novelty levels out there and (eww) level edits, but this one probably takes the proverbial cake. It is fun to play and there was effort put into it. It may not deserve an eight, but that is what it is getting. Do not ask me why.
+ PROS: Great conversion. Proportions well done. As good as novelty levels get these days.
- CONS: Not really a new work to speak of. The seeker and carrot box areas have changed majorly. Some players will be forced to adopt a new strategy if they want to play in this level seriously, though I doubt that this level will be used for competition.
VERDICT: An excellent novelty but little more than that. It is fun to play in moderation but probably will not find itself being hosted very often after a short period of time. Yes, it is unique. Yes, it took effort. Yes, it has never been done before, but there is only a small niche of people who have probably said “boy, I wish I had a miniture version of Diamondus Warzone.” But for those who have said that, an eight and download recommendation will seem quite low. For all the rest, go ahead and flame the socks off me. But it is about as good and effort-created as novelty levels get, and there is not more to ask for. After all, it is Christmas, and on Christmas I give high ratings that I just end up editing later. Oh well.
EDIT: Removed rating.
[This review has been edited by Trafton AT]
Wost ever seen, take this off.
wut were u thinking when u made this?
Ofcourse it works in TSF if its a 1.23 level..
Very nice and fun! a 8 will do.
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