View Single Post
Superjazz

JCF Member

Joined: Jan 2003

Posts: 976

Superjazz is OFF DA CHARTSuperjazz is OFF DA CHARTSuperjazz is OFF DA CHART

Aug 5, 2010, 09:47 AM
Superjazz is offline
Reply With Quote
RESULTS

The contest results are finally here, after a few days of waiting. As I mentioned earlier, I'd let the four best levels the access to the final tournament mappool due to the unexpectedly high amount of entries. The assistant judges were PurpleJazz, FireSworD, and Vegito, who were the only ones to sign up officially, but also met the standards. That way we had a team of experienced JCSer(FS), an experienced player(Veg), and a mix of both(PJ.) We worked with a simple average rating-system, using J2O's usual rating-methods and numbers. We had a careful preview on each level, as well we tested the levels with short duels. That way we made up our mind, and everyone gave each level a personal rating number. The average rating of us four then decided the order. Of course we described each level with positive and negative points to support our ratings, and also to give those who were left outside top-4 some feedback to improve themselves. Now, the winner(s) are:

(Average ratings in brackets)

1st Place: Minimal Duel by Snooze (8.425)

+
• Pretty much an ideal duel-level. Tactical, low camp-factor.
• Easy to learn. Hard to master. Works for any average player.
• Has several useful tricks.
• Looks good and inspiring, although nothing impressively original. Doesn’t confuse the eye.
• Balanced, symmetrical. Well placed carrots.

-
• PepperSpray isn’t very useful here, since there is RF anyway.
• Could have been more open. A bit tunnely.

2nd Place: Wicked Wood by FawFuL (8.2)

+
• Pleasant atmosphere, looks inspiring.
• Tactical carrot placement, lots of freedom and choice.
• Has a high trick-factor.
• Overall wise level designing and useful warps.
• Is well balanced, despite being non-symmetrical.

-
• Has a few redundant areas.
• Some spots are slightly too open.

3rd Place: Employee of the Month by EvilMike (8.075)

+
• Fast-paced level involving several useful tricks. Duel-focused.
• Easy to learn, yet hard to master.
• Simple, but cool and innovative gameplay.
• Original carrot-concept.

-
• PowerUps could be divided better into the level, rather than being all on top of the level.
• A player can pick all the PowerUps in under 3 seconds.
• The level can be very frustrating and evil for a less experienced player.
• Doesn’t give the player much of choice nor freedom. Makes player very dependant on tricks.

4th Place: Light Point by DarkSonic (7.7)

+
• Looks appealing, bright, and colourful, considering the monochromic tileset. Not too confusing.
• Solid and simple layout.
• Aside from the few annoying tubes, there is a good and easy flow.
• Well thought-out carrots. Enough of both horizontal and vertical diversity.

-
• Gameplay is slightly too focused to the bottom-level.
• Not very interesting ammo-concept. Ebs aren’t very useful here.
• The PowerUps can be deadly traps, pretty much literal dead ends.
• Not very useful top-left/right corners.




5th Place: Sterile CTF by stripe (7.525)

+
• Very original in all aspects.
• Excellent use of a self-made tileset-edit.
• Gives players much freedom.

-
• A bit overly complex for dueling.
• A bit distracting ‘bubbles’ in the middle of the level.
• Hard to learn. Might be also too big for dueling.

6th Place: Abandoned Park by Jake (7.425)

+
• Good atmosphere for dueling in overall.
• Has a fair trick-factor.
• Well thought-out tubes and warps.
• Coins/pickups and tubes seem to make a fine eyecandy around the level, although there could be more.

-
• Very middle-concentrated gameplay.
• Campy. Hectic around carrot. There could be more Eb-ammo.
• The flow takes a bit time to get used to, at least.

7th Place: Desert Fight by Laro24 (7.275)

+
• Fairly easy to learn, despite the complexity of the design.
• Good ammo-variety and placement.
• Probably a working carrot-concept.

-
• Slightly red-biased.
• A bit too open, not too tunnely, though.
• Not really an interesting layout. Lacks flow as well.
• Possibly too big for duels. Feels more like a 2vs2 level.

8th Place: Shadowless Encounter by Sir Ementaler (6.975)

+
• Cool atmosphere, eyecandy and use of self-made tileset.
• Interesting base-placement, although that might as well turn out pretty annoying.

-
• A few irritating dead ends.
• The bottom-floor of the level seems to be quite redundant.
• A very campy carrot and middle-zone.
• Flow leaves more to be desired. Most players will probably bump into things a lot.
• Placing loose ammo all around the level wasn’t really necessary.

9th Place: Harlem by Robee (6.875)

+
• Much freedom to do anything.
• Suitable base-placement.
• Cool PowerUp-, and Carrot-concepts. Problem is that the Seeker PowerUp works only for the hosts, because of a bug with water. (The host can't see clients' diagonal shots underwater, thus can’t register the PU being taken. Thanks to Veg for pointing this out.)
• Otherwise could work for duels. Also contains a tactical warp to reduce camp-factor.

-
• Sort of imbalanced.
• Few dead ends, such as the coin-warp in case you forget the coins.
• A bit distracting layer 5-eyecandy, such as the tubes. Mediocre eyecandy.
• Slightly too platformy. More solidness would be appreciated. Not too good flow.

10th Place: Bridge with a big hole. by Ktos (6.775)

+
• Somewhat decent ec.
• Interesting and fairly original theme.

-
• Despite the original theme, it’s not executed very well. Where’s the “big” hole? For what purpose?
• Rather weird base placement. Not sure is the balance ok.
• A really campy Toaster-PU.
• Carrot-placement might not fit very well.
• Overall quite unconventional level.

11th Place: Space Shuttle Arena by TropiCCo (6.15)

+
• Suitable base placement and balance.
• Incredibly easy to learn.

-
• Far too open. Very chaotic gameplay.
• Excessively campy carrot and Seeker PowerUps
• Has a very low trick-factor.
• Has some very redundant areas.
• Gives player the “arena-feeling.” Not a major issue, but this could fit something like ODT better.

12th Place: Camelot by Merlyn (5.875)

+
• Easy to learn. Could have potential for fun duels.
• A fine carrot-placement. Fits.

-
• Lacks both RF and EB-ammo. Both could be very useful.
• Rather useless top of the level aside from reaching Seeker PU. Only seems to be a place to hide.
• Blue-biased. Basements are also very painful dead ends.
• Oldschool level. Lacks eyecandy. Bland for a 2010-level. A few tilebugs.
• Limited, too easy to master. Low trick-factor.
• Overall would have been a much better duel-level if it had more variety of ammo and it was less campy.

13th Place: Subterranean Apocalypse by NekoMithos (5.5)

+
• Decent, surrealistic eyecandy. Not very original though.
• Partly interesting level designing.
• Mainly good flow and easy to navigate.

-
• Horrible base placement. Obvious dead ends. Also, why the triggers doors?
• The top of the level feels squared-off, unrealistic.
• Weird and random pits. Why is there one at the top of the level? On a loose platform?
• High camp-factor, not much tricks to do. Simplistic.
• The minor carrots could have been placed better. Picking them requires a visit in base.



Also a few final notes for everyone; In the tourney-rules I clearly stated that the levels must be 1.23-compatible. At least Laro's level seemed to be TSF only. I forgot were there any others. I also adviced to make levels have as few camping-spots as possible, but some levels just seemed to be having more than easy to control-parts. Some levels had very deadly dead ends if a player got in there, while I stated to avoid them. But still, I am satisfied how people still saw the effort to make their levels at least decent-looking and mostly practical even. The main focus was still the gameplay-part, so of course we commented more on that.
__________________
Find It Out
SP: https://www.jazz2online.com/downloads/9371/find-it-out-single-player/
MP: http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=5021

Last edited by Superjazz; Oct 18, 2010 at 12:58 PM.