Review by ThunderWalker

Posted:
7 Apr 2010, 19:07 (edited 8 Apr 10, 13:17)
For: Space Base Batte v1
Level rating: 4.2
Rating
4.2

Allright, allright.

The first thing I want to say is that the setup is orginal but I don’t like it for different reasons, despite camping should be impossible. But yeah, camping IS possible, and that doesn’t make the gameplay better…

Story:
Well, this is a battle map, isn’t it?
0/0

Music:
9/10
Orginal, fits the level. It was again a new music file for me, but it annoyed me sometimes.

Eyecandy:
The tileset wasn’t used as it could be, but everything looked fine. It is almost impossible to make tilebugs with the tileset, altough I found one near the entrance. However, everything was WAY too bland.
6/10

—- Gameplay —-

Level Layout:

Short:
Well, the gameplay is quite bad for several reasons. It has mostly to do with the layout of the level, thanks to momentum- and a little later also camping-issue’s.

Long:
Camping shouldn’t be allowed due to the nature of the map (but it still is, thanks to a design flaw), but that won’t really matter if you already won the very first battle, simply because this map has momentum-issue’s. Once you won the very first battles and have some 400 coins invested in powerups (which took me only 2 minutes to get, which is possible against not-that-good-players) and such, you already won, even if you didn’t have any kills.
You will likely have the momentum when it has came that far.
And because everybody is equally fast, it is pretty much impossible to lose that momentum.
And the one who flees is always at an advantage because he can grab the coins and the one who chases him cannot. And because the guy with the momentum can camp at the gate as long has he has enough health, he can prevent others from gaining momentum as well…
The fleeing player can get to the Full NRG very easy then, if needed at all, or just flee in a different way. Also, Lori cannot escape from several holes in the map, and Jazz might have problems at one point as well thanks to a bug with the red spring near the ammunition, altough it probably won’t happen a second time after you ran through this map for a first time.

To explain the camping issue’s on this map; There is only one main “gate” you always have to pass.
However, you can’t camp for too long because you will run out of health and/or ammo. But after you established momentum and thus grabbed several Seekers and powerups, and the others likely didn’t, you can secure the victory with camping, as long as you saved some coins to grab carrots.

3/10

Pickup Placement:
Coins everywhere on the right side, probably too many, in order to get the pickups on the left side. A good idea, but many coins are very easy to grab… Orginal setup, but it brings some problems with the map.
4/10

Enemy Placement:
N/A

Replay Value:
Why do you want? No secrets, nothing to find besides the shitload of coins this map has.
2/10

24/50
4.8/10

Penalties:
- Lori can get trapped if you aren’t careful: -0.3 (it is avoidable).
- Red-Spring Tilebug -0.3

End with a 4.2/10
Sorry. It is orginal, but has too many flaws. Getting rid of campers can be done on a different way than this.

DR: Considering this is an orginal idea, and you can like the setup or not, you’ll have to decide for yourself to download this or not.

That was my review…

RecommendedReview by ThunderWalker

Posted:
7 Apr 2010, 06:33
For: Brer Tar
Level rating: 8.5
Rating
7.7

Well, a review.

—— Basic stuff: ——-

Story:
None.
0/0

Eyecandy:
Beautiful tileset, and only one or two tilebugs through the entire level. Everything was fluid and looked well.
9/10

Music:
Orginal and fits perfectly.
10/10

———— Gameplay: ——-
Level layout:
Everything worked, multiple ways to do things. The only thing that bugged me was that some crates were hard to find but the level was possible, even on hard, thanks to a thing called camping.
That worked because shooting enemies can provide a carrot once in a while, and with respawning enemies… oh well.
And as BlackRaptor said, you can run out of the map on that spot. I noticed but didn’t want to get down there so I didn’t.
6/10 (camping issue’s)

Pickup placement:
It was more than enough. And it was close to being perfect. However, there were almost no carrots, so that made carrot-camping even more attractive.
8/10.

Enemy placement:
The only issue was carrot-camping, but despite that was a problem it was also helpful, otherwise this level is pretty much impossible (on hard). But it was completable, even on hard, and some enemies were hard to kill, and some obviously weren’t…
9/10

Replay value:
A lot of secrets, but you’ll already need to find them in order to beat the level, which definately lowers the replay value. But it is still an interesting level, so it will be played multiple times regardless.
7/10

49/60 —-> 8,1/10

Penalties:
A few tilebugs and other small avoidable bugs. -0,4

Final rating: 7,7/10

DR: Yes, offcourse!

Review by ThunderWalker

Posted:
5 Apr 2010, 08:59 (edited 6 Apr 10, 11:10)
For: My first map!
Level rating: N/A
Rating
N/A

Pfff, if you really want a review.

Story:
N/A
0/0

Music:
Nonexistant.
0/10

Eyecandy
Nonexistant. Only a yellow background, probably the shore-tile. Even worse, is actually that the entire level consists of tilebugs and incorrectly used tiles.
1/10

Gameplay:
Level Layout:
It is an open level, with loads of tilebugs and incorrectly used tiles.
1/10

Pickup Placement:
No carrots, ammo was cluttered and way too much, but only at two places. Also Seekers are too good in open maps like this. The good thing is that momentum-gaining is impossible in this map, thanks to that,
3/10

Enemy Placement:
N/A
0/0

Replay Value:
None. It is just not a fun battle map. Mainly because it isn’t fluid; you can get stuck for a while when making the wrong moves thanks to all the tilebugs.
1/10

6/50 -> 1.2/10
——————

Penalties:
End level bug: -0.5

1/10

Why should you post a level with loads of tilebugs that no one wants to play?

DR: Erm, obviously NOT.

RecommendedReview by ThunderWalker

Posted:
4 Apr 2010, 21:34 (edited 5 Apr 10, 14:40)
For: Ultimate Game Of Chess
Level rating: 7.2
Rating
7.2

I have made a new review roster to use for myself. This makes it fairly hard to get a high rating from me from now on…

Story:
Single level story. Orginal, has nothing to do with Devan, but lacks creativity and any form of depth – but considering it is a single-level story and because most of the sixteen text strings seem to be used anyway, this doesn’t weigh as much as it could.
Thus, that being said, despite the flaws; 7/10

Eyecandy:
Orginal tileset, but very bland. Not enough foregrounds. Very little use of layer three, only for hiding secrets which is fine when looking to the tileset used. It could still be more.
5/10 —-> 7/10

Music:
Orginal and fits the level. I never heard it before and I liked it. This might be a reason to download the level, just for the damn music file.
10/10

Gameplay elements…
Level layout and such:
The boss in the end failes to come up, and without looking in the editor thanks to that password, the “end level” trigger is nowhere to be found.
Enemies where fine, but could be a lot more; especially on hard. It was a level which is easy to run through save the boll-platform pits which move too fast. Also, there are too many poles near the first pit.
4/10 —-> 5/10 —-> 6/10

Pickup placement:
Ammo was fine, more than enough to deal with the enemies. Enough food and gems. However, carrots and crates were nowhere to be found, even after the level edit.
4/10 —-> 6/10

Enemy placement:
Allright. It could still be better, but it is better than it was when you uploaded the level for the first time.
4/10 —-> 8/10

Replay value:
Secrets, coins, and other stuff are no actually everywhere. You actually can replay this level now to find all the secrets. I found two on the first run but there are likely a lot more. They
Sorry; 1/10 —-> 6/10

35/70 —-> 50/70

Penalties (bugs, unplayable with Lori, and other things like that):
The end-level-trigger was nowhere to be found: -0.5
—- Fixed!
-0

7.2/10

DR: Yes, with the new edit. It is a lot better than before and it has enough orginality, at least to play it once, maybe even to play it a second- or third time.

Revieuw editted at 5th April because the level has been changed.

Not recommendedQuick Review by ThunderWalker

Posted:
22 Feb 2010, 08:43
For: Best level
Level rating: 1.6
Rating
1

It sucks. Hard. I don’t feel it is needed to explain this.

Put more time in your levels, try to use more layers. Put some layer three in it, make more secrets, add some puzzles, whatever

Also, getting a nine or so from me is a daunting task.

Not recommendedReview by ThunderWalker

Posted:
9 Feb 2010, 20:57 (edited 9 Feb 10, 20:58)
For: My first level
Level rating: 1.1
Rating
1.2

Hmmm, not much at all. Just only a few Bats you can’t dodge and other stuff.

Try putting more time in your level. Also not that bad should be placing your Warps on smarter places and not next to walls… you get stuck in that case.

Ammo was only TNT, and enemy placement was quite bad. Just only… a crapload of badly placed Bats and Spike Bolls. No other enemies.

This level also lacks any kind of secrets and Trigger Crates.

All pickups were placed on bad spots. No secrets, no use of other layers than layer 4 and 8.

I also ran up against a few errors which could crash the game, and that isn’t good for the gameplay of a level…

DR: No, for obvious reasons.

I’d give this level a 1.2 .
However, a lot of improvement can be made. A LOT. Download a few other levels first and put more time in your levels.

The only good thing I noticed is the Spike Boll near the Queen and that there are two paths to do. But one of them doesn’t work due to Warp Exit placement.

When I made my first level (Mines of Diamondus), it took me nearly two weeks (and eighteen hours spend on the damn thing).

Review by ThunderWalker

Posted:
10 Jan 2010, 20:29
For: Mines of Diamondus
Level rating: 8.3
Rating
N/A

I appreciate the reviews.
I have already made a few changes and I got the text working. Also some collapsing scenery, boll platforms and Spike bolls are added in. I’d re-upload it soon.

Also note that this level is supposed to be narrow with a lot of spikes. You are moving through caves, through mines!

Review by ThunderWalker

Posted:
8 Jan 2010, 11:32
For: Spaz Is Wanted In Carrotus
Level rating: 6.4
Rating
5.7

Story:
Non is given
0/0

Gameplay:
A lot of secrets, but with some of them, i’d still see body parts of the rabbits because there wasn’t enough Layer 3 in front of those secrets. The enemies were too easy too kill and the Tuff Boss was too easy as well. The tuff boss isn’t an interesting boss alone – you’ll have to place other (respawning) enemies around him.
And:
- Lori can’t copter
- Dragonflies in a snow level?
3,5/10

Pickups:
There is way too many ammo. Carrots are fine but food is quite useless because this level isn’t that large that you will get a sugar rush.
5,5/10

Eyecandy:
The eyecandy fits the level. Sometimes it isn’t executed that well though,. like the two carrot-christmas-trigger-crates; the “carrot” is removed, so you can pass through, but the top part is still visible – it’s ugly.
7/10

Music:
Fine but not orginal.
7/10

23/40 ~5,7/10

DR: Well, the level isn’t difficult and there is no difference between easy and hard. If you like hard levels, the answer is no, if you like relatively easy levels, download it.

Review by ThunderWalker

Posted:
3 Jan 2010, 20:23
For: The Forest
Level rating: 2.4
Rating
2.7

Story:
Don’t have one.

Eyecandy:

Well, quite boring. The background is done quite badly and has some tilebugs. Nothing special either.
At least he gets the text to work (+0,5 because I didn’t).
2/10.

Gameplay:
Enough enemies, altough the piranha’s are rather pointless because you can avoid them. The skeletons and dragonflies don’t fit the tileset, but more important, the theme of the map.
However, there is too many food and ammo.

The worst part is, however, I’ll run up into a few bugs which will crash the game.
2,5/10.

Music:
No music is activated.
1/10

5,5/30 = ~2,7/10

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