A flying star above us… certainly isn’t a bad level. It uses the tileset nicely and is balanced. Ammunition seems to be placed evenly across the level.
I’m being too kind?
A flying star above us… is also somewhat campy, it’s quite easy to camp the carrot and just jump to the carrot tube if someone approaches from the side.
Another thing is that there are several places where after jumping I frequently slammed myself to the ceiling. [38, 8], [55, 10]. When going up the sucker tube next to the PUs, a Jazzer/Lorier cannot get to the [58, 23] space, because the tube boost is one block short. I also quite often bumped into the block in [55, 23]. After going up the one ways in [37, 25], a Spazzer can use the double jump to get up to [43, 18] while a Jazzer/Lorier needs a pause to get the second jump.
I’m also unsure whether the music fits or not. It feels a bit too happy for this particular level.
But in the end, A flying star above us… is a nice ‘basic’ CTF level that one should check out in his/her free time.
Confirming as a cheat tool, also possible malware; the program kept running even if stopped, and thus couldn’t be removed without killing the task. Jotti didn’t find anything though.
I believe by ‘dark maps’ you mean levels that have low lightning. Have you tried using the ‘ambient lightning’ toggle in the options?
2/10 for trying.
[Review changed to quick review, see the review rules.
this level sucks the bavkround is to simple and it is stolen from battle 1 and you didnt even change the tile of the level so it shows you stole the bavkround from batle1 an you can fall of the level and not die eyou should make a warp in the botom so players could get bak up if they fall
also the level is to small
and dont prevent ratins, its coward
Rule number something on uploads: do not upload unfinished work.
Ok, I have now played through the level. Didn’t complete without hacks, had to use a cheat code to get some seekers to finish the level.
Anyways, the level IS hard, atleast for the first time someone completes it. Now when I have completed the level, it suddenly sounds easy to complete, as I now know what I exactly have to do. Well, replay value does exist, because the gameplay is certainly different for all characters.
The eyecandy is certainly a good use of the tileset, and I didn’t notice any tilebugs. Doing all-nighters really helps ;)And to sum this up: Hard level,
I’ll do a quickie here about this level.
The eyecandy and placement of stuff is good, while the rest (music, flow, gameplay, rushing) is bad. I tested it with a duel against Nerd, and while the level does have a good placement of ammunition and carrots, the gameplay itself unfortunatively is not as good. It is really easy to recap and maybe even rush with the lower team (whichever it was) if the upper team decides to do one single thing other than going the straightest way to the other base. The music also is a bit unfitting, the music could be a bit more techno or ambient based.
finally I got around to do this
So, on with the review.
Nonexistant. The level is split to two sections, one containing the cave background and the other has a clear sky. The layers 6 and 7 were used, but not in a really visible way. Other than that, there is simply no eyecandy, nothing. There are several severe tilebugs present in the level.
There are multiple seeker PU’s located in the level, every single one placed in a campable position. There isn’t really much ammo in the level, so a player has to use the powerups. The lowest part of the level is left completely open, so it’s also open for lots of airs. Also, one of the seeker PU’s doesn’t have a generator in it.
It is impossible to move around in the level without constantly bumping into different things, like corners, walls and stuff like that. There aren’t any spots that I could really say something good of, sorry :(
So, the overall score is 5.0. Please try to review levels before you submit them to J2O.
Edit: Now that you edited the level, I think it still contains the exact same bugs. Bottom is campy, seekers are campy. Tilebugs are still present. Atleast there’s ONE waterfall in the background of the open section, but the level still looks bland. I would give an extra .3 for trying, but those points go away due to the pits. Under laggy conditions, a player might die from simply jumping over the pit…
As a quick summary for the upload, it is a rather campy battle level, with great eyecandy.
For starters, I’m going to say that the level is indeed campy, especially the seeker PU. There is only one way to it, and with the seekers available in the lower left corned, it can be easily defended from the enemy attacks. If, for some reason, the player would get hit, the player can run up to the nearest +1 carrot, grab it, and after this run to the right. Now, with 2h, the player will take the blue spring to the upper right carrot, and get 3h. Then, the player can counterattack the now-occupied seeker PU.
The second thing about campyness is the food tubes. Sure, it’s a great idea that the food falls quickly through the tube, but think for a moment. To get the PU that falls down, player must always be camping at the tube’s bottom, shooting upwards. Forced camping to get a PU? Bad idea.
The level is certainly spaz-biased. There are several spots where only a spaz-player can climb quickly upwards without having to get extra jumps, notably (60, 60). A spaz-player can double-jump without getting a running start to the top of the ledge, but a jazz/lori player has to run right before he gets to jump up.
While testing myself, I didn’t find anything that would certainly harm the player’s movements (if the player is using spaz).
Aah, a good-looking level. You are certainly using the tileset well, I didn’t spot any tilebugs. The only thing mattering is the ground transistions. (72, 40) for example. I know this is due to the tileset, but I’m sure you could’ve just made one of the grounds in layer 3 and one in layer 4 for a bit more complex looking line between the ground types. Nothing other to complain about.
Ookay, so it’s music. That’s a plus, atleast. Not sure though that does it completely fit to the level… Also, you could have converted the .xrns file to a jj2-supported type, so that you could have uploaded it to J2O instead of an external source.
Eyecandy is good, gameplay not so good. Music is music, level seems to be a level.
Final rating: 8, unfortunatively without a download recommendation.
Well, about the thing that you can’t make a tileset… Disguise’s Tileset Resource
Stop continuing this program now, please. There was a cheating program much like this called ‘Radar’, and it was used to identify cheaters (it had spyware hidden inside it). This tool seems to give the main advantage from that program, the radar part. Even if it would work only with another player using the same program, someone could just make some slight modifications and then use this as a hacktool.
E: Ok, that’s better.
The boss is meant to have an unfair advantage, and the minions are planned to die quick, so that they don’t need ammo.
Ok, let’s see…
FLAME FLAME FLAME FLAME FLAME
The level seems to be well made, with effort put into it. There are though some things that I will complain about… For example, the background is completely basic usage of Windstorm Fortress. Maybe consider adding something to layers 6-7? Perhaps a translucent black tile and some additional buildings? Yes, I know you have lightning there :P
Then, there are places where I can complain about moving too slow, and that would be deadly on this level, atleast the places with pepper spray, in the upper part of a chunk. Consider one-ways?
Second-last thing: -64 is too fast at sucker tubes. It already starts to skip events. This happened to me, and I didn’t get the set light event when coming out of a carrot box.
And the last thing, I had to check the location of the blue springs on top of a chunk. They are too well hidden… A pulse light? :D
Ah, that’s the negative part gone. The level has a nice theme, a dark test lab (?). The music fits well, and the eyecandy looks great. On my brief look, I couldn’t find any tilebugs. The system seems to work, though I didn’t place a stress test on it.
Now, lose to me in the competition, please :(
Yes, I feel that carrots would make the level too campy.
Atleast it looks good.
Zerg, music isn’t ran from internal animation structures.
Note: the level’s aren’t supposed to be bad for the contest. They just have to abide the crappy rules.
E: Also don’t upload levels zipped on folders.
Actually these levels are kinda funny.
Thank you for the fix, I might someday post a better review
Eat your lima beans, Johnny.