RecommendedQuick Review by val

Posted:
17 Sep 2007, 12:51 (edited 17 Sep 07, 15:43 by Cooba)
For: Reign of Blackness
Level rating: 9.7
Rating
10

Super!! :)

[Review changed to quick review. – Cooba]

RecommendedReview by FireSworD

Posted:
25 Apr 2007, 07:36 (edited 25 Apr 07, 09:12)
For: The Chasm
Level rating: 8.5
Rating
8.2

I’m late. Almost a year later and I decide to review this level…

I feel a need to as after a certain period of time standards change and levels can been seen through different lights and I’ve decided to try reviewing levels this way from now on.

Now to begin with the review, this is Blackraptors’ best released level by far. To start off, the main appeal of the level is the theme and look. Now here’s where I start stating my personal opinions. It’s obvious Blacky was aiming for a random chaotic look, and the theme seems heavily influenced by death metal, in that aspect, this level still retains its originality. Even after other levels that have copied certain eyecandy aspects still have not captured the same style presented in this level.

Now here’s where I state the problems with the eyecandy, yes, you heard me, there are problems with the eyecandy. Unlike what other people here may have you believe, the eyecandy was a thin line between being butt ugly and brilliant. To support the eyecandy the level had to be totally reliant on the theme, which justified some of the chaotic uses in the level…HOWEVER some uses simply DID NOT WORK; like the purple pillar tiles did not tile and clashed horribly with the black tiles, and they were used quite a lot in certain places and some other uses around the level were borderline ugly. Ambient lighting helps hide this to some extent but keep in mind the level is relatively big and some people need to free up fps to play seriously in jdc events or in servers where a lot of players will abound, and this level was designed for a lot of players, so turning off ambient lighting will be a common thing and will reveal the eyecandy flaws to a large enough extent where it will be distracting. Now there are a lot of levels that have recieved rather low ratings for simple mistakes like tiling problems.

That aside, the eyecandy and theme were awesome, as Blacky used the complex method mixed in with efficient placing (for example the pulsating large purple pillar at the center of the level) which is rarely seen. Whatever unconventional uses that worked were also quite amazing. So in my opinion this level has a great theme but the eyecandy is not perfect.

Now on to the gameplay, and this is where the review starts revealing important, unstated facts about how the chasm really plays. The two reviews above, although well written, do not state much about the layout and gameplay, which I will go into detail here. The basic layout is two chasm-esque parts at the right and left side of the level, separated by rather long and linear paths. The layout is really quite simple and not very strategic. There are some nice tactics, like the tube which can be used to change direction, but since the paths are so close, this tactic will not produce much of a different outcome if it hadn’t been added, but other than that, the level mostly consists of running and shooting. Ofcourse the level does nothing wrong as far as flow is concerned, but as we all know perfect flow in battle levels means little strategy and more weapon spam. Since most of the level is linear wherever you go, this makes the RF powerup the most powerful weapon in the level and this will cause plently of fake health deaths. The lack of areas in the level being safe means a lot of matches will depend wholly on luck, since the best playing style here is hit and run. So there’s really nothing original or unique you can experience in gameplay here. The level is basically fast paced and although some areas I thought should have been easier to reach, the layout is still easy to navigate. So if you’re looking for fast paced and exciting games with blurry outcomes, this level is for you. If you feel like having a tough match based on skill and planning, there are better battle levels designed for that.

This level is best fit for an anniversary bash like event where there is no serious playing.

Despite giving this the lowest rating, it’s a must to download the level for the fact that it shows eyecandy is not all about just decortating a level randomly with tiles, it is all dependant on the theme and the theme totally determines the personality and which light the eyecandy should be seen. The same can also be said for gameplay, as gameplay is not really just following the standards perfectly and making a level flow right, there are plently of ways to make a fun level that breaks standards in exchange for flow.

I hope to see more levels like this one in the future. Until then…

EDIT: I totally forgot to mention anything pertaining to the LRS version. Oh well, I pretty much covered what I wanted anyway.

-fs

RecommendedReview by cooba

Posted:
25 Dec 2006, 20:27 (edited 26 Dec 06, 13:50 by Cooba)
For: Nuclear Factory Assault
Level rating: 8.6
Rating
8.6

Visual Appeal – 5 out of 5

Long story short, this level makes the best use of the CyberSpaz2 tileset. I have never seen such eyecandy in a level using this set. Said set is basically a few random tech-themed tiles thrown together, but this level does a very good job at not looking awkward. Everything looks as it should, there are no tilebugs and there’s also some inventive tile use (the digits). I also like how this has an in-door feel, as opposed to most of the CyberSpaz2 levels.

The music is a very good piece, it sounds good and fits this level like nothing else would. Bonus points for not using Mechanism 8 in an Assault level, too. The background fade helps the fast-paced atmosphere, and the slowly moving background layers nicely contrast with the quick gameplay. Overall, I really like the eyecandy here.

Playability – 4 out of 5

I’ll start with the layout. It’s shaped like a rectangle, with horizontal paths cutting it through. Occasionally the paths fork and merge with other paths, so one can move around freely. The corridors are a little enclosed, but it helps out the gameplay because the pace would be slower if the level was more open.

This level also has carrots. I’m not really a fan of carrots in assault levels, but this one makes good use of them. They’re placed in pairs (fully heals the player in CTF) and in places where people are likely to get ambushed. At times I found this level a little lacking in ammo (the attackers don’t start with anything, and the defenders get a Bouncer PU), though it shouldn’t become too much of a problem.

The included map of the layout (PNG file) makes it easier to remember, which is a definite plus because this layout might be a little complicated. It’s easy enough to get the hang of it, though, in my opinion at least.

Summary
  • Very good eyecandy
  • Easy to play, fast paced
  • Enjoyable. This is what counts.
  • A bit too few ammo
  • Layout might be confusing
Overall A very good assault level by Blacky which is on par with Assault3, in my opinion. Go to heck if you disagree. I liked playing here, and if I like something, then it means something. Go play this level now. BR put a lot of effort in it, so don’t neglect it.

RecommendedReview by Ragnarok!

Posted:
22 Dec 2006, 18:43 (edited 22 Dec 06, 19:02 by Cooba)
For: Race for the vodka
Level rating: 8.2
Rating
9.5

Since people like to overrate.. why dont I join in?

Eyecandy:
Rating: 9.7
Comments:
Well, when I first saw it, I was like.. Oh great another Dreempipes level, but after racing through it and going through the different areas of the race, I realised it’s quite good. The tiles fit together, and there aren’t any/many tilebugs. There is a lot of the use of the color “black”, which can look nice when you just run through without looking right into it. The walls look supported as if it were real rather than floating crap in the middle of nowhere. The use of the pink waterfalls is just right.. You dont see too much or too little of it. I usually get bored using this set because I can’t get EC ideas, but Blacky has mastered it. There are new and original eyecandy concepts too. One last random note, when you get dizzy, the background still rotates and random tiles appear… Probably easy to do, but its hot! ;(

Gameplay:
Rating: 9.5
Comments:
This is the sort of race where you shouldn’t go too fast, or too slow. You can’t just hold your button and hope to keep going ahead. You have to turn and change directions, slow down, speed up, shoot stuff. The gameplay isnt just the different for the first lap. There are also different and more/less strategic routes to take at some parts, I played this in a server… Everyone goes everywhere. I guess it keeps it exciting. Also, getting shot might mess you up in some places, but it also really helps you otherwise, it can let you go through pinball bumpers which might just bum you around.

Layout:
Rating: 9.2
Comments:
Well, pretty much everything is covered in the gameplay, but I’ll just run through it for anyone’s sake. ;/ There are 2 routes to take at the beginning, one being where the destruct-blocks are, and the other is just an empty tunnel which you have to reverse to go into.
Afterwards, there’s a little obstacle with pinball bumpers which’ll bum around those who arent shot.
After this obstacle, there’s another split way. One with destruct-blocks and freezies again, and the other has those cool caterpillars that make you dizzy.
After that.. you go up but there is a 6 tile wide path to go through. you have to go through the middle 2 tiles if you wanna keep going, otherwise, back down you go!
After THAT, there’s another path leading upwards then sideways. More freezies and destruct-blocks. Afterwards you go through a really cool looking tube, and BAM, the end of the lap. ;]

Placement:
Rating: 9.5
The ammo is well placed, and so are the obstacles. The ammo can be used to its advantage in various places, like to trap others at the end with bouncers, or chase others with appropriate guns. The freezies can really bum you down. All I can say is run into them with speed so you move or shoot them away. The events are all placed and there isn’t anything that is pointless/makes no sense in the level.

Final Comments:
This level fucking owns. Go play it. NAO

[Self-filtering makes your inner care bear cry :’( ~Cooba]

RecommendedReview by SPAZ18

Posted:
3 Sep 2006, 09:51 (edited 11 Oct 06, 14:50 by Cooba)
For: A Generic Single Player Level
Level rating: 8.9
Rating
9.3

OK, I finished it. So here’s the review.

A GENERIC SINGLE PLAYER LEVEL REVIEW:

EYECANDY: Tileset is from a fantastic game called Xargon. Backgrounds and foregrounds look like they would in Xargon. The lighting effects are cool. I love the use of the “Flicker Light” events. 10/10

GAMEPLAY: There are just 2 levels but these levels are HUGE and LONG. First one took me about an hour to finish. 10/10

PICKUPS: There’s not that much food but it was used for decoration to look like the food from the Xargon game. There was lots of coins in the levels. Finding them all would take you to a Bonus Area and they were hard to find. Not too many 1UPs and they are very well placed. 10/10

ENEMIES: There was a bit too many placed everywhere. Especially, in annoying places such as on end of cliffs. 8/10

OBSTACLES: There was 4 Trigger Crates to find in the first level and they were very well hidden. The doors opened EXACTLY like they did in Xargon. But there was a bug with 3 of the doors in the first level. When I was in that area with the trees and went into the warp, the first 3 doors didn’t seem to open. There was a problem with the Trigger Zone. But all the others opened correctly. 9/10

DIFFICULTY: I was playing this on easy and I still found it REALLY HARD. So that’s good. 9/10

MUSIC: Even though there wasn’t Xargon music, the music used here went very well with the levels. 9/10

TOTAL: 65/70 (9.2857142857142857142857142857143)
Rounded to 9.2 since scores like that are impossible. I would have done a 9.3 if I could.

DOWNLOAD RECOMMENDATION?

YES!!!

[Rating edited to 9.3 upon review author’s request. You’re able to give such ratings with selecting Use a textbox for ratings in your user profile. ~Cooba]

Review by cooba

Posted:
2 Sep 2006, 14:06 (edited 2 Sep 06, 14:08 by Cooba)
For: A Generic Single Player Level
Level rating: 8.9
Rating
N/A

LF, there is a boss battle at the end of Part 2. It appears only on Hard mode (my wonderful suggestion ).

RecommendedReview by LittleFreak

Posted:
2 Sep 2006, 14:01 (edited 2 Sep 06, 14:20)
For: A Generic Single Player Level
Level rating: 8.9
Rating
8.5

O.o

I started playing, like, three hours ago. Now I’m finally finished with it. Oddly though, reaching the first checkpoint made up about two thirds of the total playing time.

Gameplay:

Very fun. Interesting enemy placement and fresh ideas kept me playing. There are lots of secrets to be found, challenges to overcome and enemies to slaughter. Even though the level is very long, it always offers something new. Crate puzzles and different sets of enemies throughout the whole level keep it from getting boring. The second part was a bit dissapointing, because it ended surprisingly early.

Rating: 9.0

Difficulty:

Hard as heck. The first part until you finally reach the checkpoint, that is. I died again and again until I did it, strangely, after that it became a lot chillier. This is probably due to the fact that I had fully powered fast fire at this point, and enough weapons to kill whatever tried to make my life harder. I only died once more, and that was right after I reached another checkpoint. It still wasn’t easy of course, seeing as I had to keep myself on constant alert throughout the whole game to make it through. A safepoint right before the vine part would have helped a lot to balance it out though.

Rating: 7.2

Creativity:

Very very creative. Other people would create a whole pack with the ideas that have been implemented into this huge level. You travel through a lot of different environments, from the hot jungle to an ice cave to some kind of underground dungeon. There are many gimmicks to keep you playing, like the possibility to get a fire shield with lots of clocks nearby, lots of secrets and bonus areas and little puzzles involving the finding of crates. I would have enjoyed something like a great final at the end. Maybe a boss battle or something similiar.

Rating: 9.0

Eyecandy:

Beautiful. The level uses a tileset which looks like one from an old 2D platformer, though I don’t know which. Still, the rather shabby graphics of the tileset don’t hinder the view at all, it still looks great. Every area looks different, and some nice effects have been used. I especially liked the underground dungeon, which had nice lighting.

Rating: 9.0

Story/Design:

No story. That reduces the fun a bit, but it’s not ultimately needed. Awesome design. There really is a nice atmosphere while playing. Everything looked realistic too.

Rating: 8.5

Overall:

This was, despite it’s shortcomings, a very fun level to play and a huge challenge. Also, it gave me something to do this afternoon, which is always a good thing. Once you get past that annoying vine part and reach the checkpoint, this can give you a fun time playing. Some may be scared away by said part though.

Final Rating: 8.5, download recommendation

~LF

edit

O.o
That’d mean, I’d have to replay it all on hard? XD

Too bad I have no time today. =b
Seriously, I’m looking forward to replaying it on hard sometime.

RecommendedReview by Ischa

Posted:
1 Sep 2006, 13:32 (edited 2 Oct 09, 06:59)
For: A Generic Single Player Level
Level rating: 8.9
Rating
9.1

Rating A Generic Single Player Level

To start:
Splendid level with all my requirements to be for good level: nicely, long, not too easy and with sufficient bonusses.

Eyecandy: (20 pts)
Although I didn’t see it in the levels, but this level does have a forefront. The paths are beautiful, but most beautiful nevertheless the context, it has been decorated with for example water falls, mounts and a splendid sky.
Result: 18 pts

Gameplay: (20 pts)
The level is gigantic. It is 700×175. in this level you must climb in trees, walk through caves and swim. At that last two you must really go through mazes. And enemies will make it very hard. That are the best levels!
Result: 19 pts

Story: (10 pts)
There is no story. So this factor does not count your end figure.
Result: N/A

Obstacle placement: (20 pts)
The enemies have been well placed. There are a bit many enemies, but not too much. Especially for experienced jazz Jackrabbit-players this is a real challenge.
Result: 17 pts

Bonus placement: (10 pts)
In difficult levels you need many bonusses. Well, and there are many bonusses. From food to extra lives. There are also lots of secrets hidden…
Result: 9 pts

Total points: 63
Maximum number of points: 80-10(story)=*70*
Calculating: 63/70*9+1
Mark: 9,1
Download recommendation:

Review by Blackraptor

Posted:
1 Sep 2006, 08:55
For: A Generic Single Player Level
Level rating: 8.9
Rating
N/A

Thanks for the review :). If you find the difficulty challenging, play in easy mode as there’s more carrots available to you. If anything, I’m happy that it turned out to be so hard because I didn’t want the level to be beaten in one try.

RecommendedReview by Janus aka Jahari

Posted:
1 Sep 2006, 05:58 (edited 4 Sep 06, 05:32)
For: A Generic Single Player Level
Level rating: 8.9
Rating
8.7

Granted I played in hard mode, but these levels were a bit frustrating. I didn’t finish them.

Eyecandy 4/5: Pretty good. I liked the cave areas, but some of the walls seemed plain. The food was well placed decoration-wise.

Gameplay 3/5: There were a few too many enemies, and some of them were placed in annoying spots (edges of cliffs, under the foreground layer, above springs). The part with the vines was simply frustrating. Once you get to the final vine and try to jump up to the next one, you end up jumping off completely because you don’t quite “Stick” to the next vine. There could have been more food/ammo, but that was used mostly for scenery purposes.

Originality Bonus: I didn’t get through much of the second level, but the design was nice. You did a good job making the player backtrack.

Fun Factor: I really thought I was going to like the level until I got frustrated and gave up. I may play it again someday, though. Good replayability.

times 42 divided by the speed of light and ground into pie shell crust = 7.7. You put some good effort into these levels, but I think you should use less enemies and more pickups to reward the player. You might try making the level design itself more challenging rather than putting enemies in tricky places.

Oh, one other thing: ADD CHECKPOINTS D:

Edit: You know, I keep playing this level, and it’s fun each time. I’m raising the rating for leet replayability.

RecommendedReview by Superjazz

Posted:
11 Jun 2006, 11:06 (edited 11 Jun 06, 13:23)
For: The Chasm
Level rating: 8.5
Rating
8.7

Hello, it must have been actually a while again from my previous review when I had that “review-fewer” and got to finish a whole two reviews. Anyway, The Chasm, by Blackraptor of OLC, has a quality of very high gameplay and other and being a genre of the LRS-type, which just remains to be an underused one from people that aren’t belonging to the JDC staff for instance. Seeing a piece of it in a somewhat private server awoke me and made me evil. Evil enough to review the level by now.

Wherever you travel in the level, you’re mostly having a really neat vision around. All layers were used, and to bring a nice look for the entire sprite-layer, all of the foreground layers were used along with the sprite layer.
The three layers in front of sprite did their job anyway. I think there isn’t really anything that would fit as a separated foreground-eyecandy to the level. It could just make things look confusing. Blacky added a nice amount of stuff here and there within the lava, and still not blocking the vision to the players moving there, and showing that there actually IS LAVA. I’m just pleased that the sprite layer was focused a lot after all too.
The background is a very amazing part of the level also. It’s already hilarious to see what kind of tile the author used as a tile for the background, which does fit it perfectly in texture mode. The other background-layers, 6 and 7, have both old and new stuff involved and they are moving in a nice velocity to opposite directions horizontally.
But an impressive bonus is the layer 5 definitely. The black caves do end to linear, sharp edges, unfortunately, but Epic just did not design the tileset for this kind of eyecandy. At least I am not distracted by it a lot, especially when I would be playing a game there. The dripstones look good as they are. The advanced use of lightning give extra atmosphere for people who use ambient lightning. Only what I wished was tweaking the kinda black walls with a little more decent details…especially in the top-left region. I did like the blinking figures by the way, as well the tall Stalagmite in middle.

The level offers both solid and separate platforms. At times the level is a little bit like mountain-hiking with springs as help, but the level being wide with suitable amount of routes to places makes the level really exotic.
Spaz is being biased on some spots of the level. However, what would levels become in case all was focused on both-character friendliness? I don’t want to say. And still Jazz got quite and advantage at the left side of the level to land from high safely to the ground, meanwhile Spaz has to watch out a little where to fall.
Also the level being a Last Rabbit Standing-type gives a pressure during fighting right above the lava for instance.
A useful spot is the launcher in middle. You can fly yourself to left or right cavern. In case your at low health you could choose right which is a good place to hide with cure involved it seems. You may also bring ice from the small hole at top-left for the spring and go into the tube that will randomize a destination of two choices for you. Too bad both of them are quite close to each other.

The amount of ammo is quite alright. I have a thought the level could have larger groups of single ammo, especially if thinking of the amount of players in the begin. Then again it’s more exciting when you’re just slowly collapsing your opponents one by one, not crushing all at once with infinite overwhelming seekers.
The level includes a powerup of gun2, gun5, gun6, and gun9. As a tiny tile-masking bug, I could get stuck when sidekicking towards the wall at the gun9-PU.
Food is also included…kind of few. Probably to make some places to look even less dull. At your final life of 3 you will get a shield within yourself including 15 seconds of usage-time.

The level is entirely fantastic. Good the author decided to (finish?) and upload the level during the begin of JDC-season. It is a definite one to be counted in for an LRS-, or multiple-event.
Just a tip for the non-knowing; wherever you see lava, just do not touch it.

I’m sure I spent nearly 3 hours for reviewing the level, and admit it was a hard time for me deciding what order I’m going to go through things with the review, etc. Please do rate it and review the level yourself too. There’s not much time until it disappears from the downloads first page.
From me, the level gets a 8.7 and an extremely recommended download-recommendation. Well done Blacky!

-Sj

RecommendedReview by cooba

Posted:
10 Jun 2006, 09:59 (edited 18 Nov 11, 12:11)
For: The Chasm
Level rating: 8.5
Rating
8.5

Theming and Eyecandy – 5 out of 5

There could be entire paragraphs written on just the eyecandy here, but I will keep it short. The eyecandy here is the best eyecandy ever made in a Damn level, period. The amount of detail is marvellous, I found myself walking around the level with my jaw literally dropping in awe. Blacky managed to give this tileset a far more evil feel than ever like he wanted, and I salute him for that. The background is brilliant, the large glowing purple pillar in the middle of the whole structure, vanishing skeletons, the perfectly designed lava pits (especially the ones at the rightest part of the level), and, of course, the very right part of the level. It was seemingly rushed by Blacky as it seems, since it doesn’t have the amount of eyecandy the rest of the level has. And guess what? That’s what makes it the most awesome part of the level. It gives the brilliantly exact feeling of a chasm, it perfectly contrasts with the rest of the level. I never thought I’d like use of Damn 1 more than its blue/yellow counterpart. Using the alternate palette version would ruin the feel (and masking!) here, so yay. Great job, Blax.

Gameplay – 4 out of 5

The gameplay is the finest battle gameplay I’ve seen since Villain Village The Corsair’s Coast (which, notably, was also Blacky’s). This level flows perfectly, the springs take you where you want them to take you, no dumb obstacles all over the place. This level features the (simplified for whatever reason) Last Rabbit Standing concept, which, as the name says, makes you lose a life when you die and you’re out of the arena when you run out of lives. One fine twist here was that the lava pits (which abound here) make you lose a life too, which adds an extra gameplay element and makes the level feel even more evil. Unexperienced players are prone to lose two lifes at once, when they fall with 1 heart and are killed when they respawn. The pits aren’t too exposed (maybe except in the lower left corner of the level) and are fairly easy to avoid, so if you fall in, it’s ultimately your fault. The only reason which keeps me from giving the gameplay a 5 is that the rightmost part of the level doesn’t add much to the gameplay value. Sure, it looks great, but doesn’t play as great.

Eventing – 4 out of 5

This part of the level isn’t as strong as the rest, but still fairly awesome. Anyway, the powerups were kinda lacking here. There’s the usual Bouncer/Toaster/RF mix here, although it didn’t stick in mind as much. RF does a very evil job here, since it can reach insane lengths in this level (as well as Pepper Spray) and tends to push people straight into lava. Bouncer, and its long range nature technically should work well here as well, and they’re arguably eviler here than RFs. But at what price? It took a while to find out where they are and how to get them (I should have figured it out straight out, stupid me…), and there seems to be few +3 Bouncer ammo in general. By the time one gets the PU and full ammo, other people will own with Toasters and RFs. There’s also an ambush/gambling element in this level, and it’s straight above the rightmost cavern. The tube requires Frostbiter (located at the very left) to get pass through, and even then one has no way of knowing whether they will be spit above the +1 carrot room
(which is THE perfect ambush spot) or if they will be passed down. I like the ambush part, but the randomness kinda ruins it. And as usual, there are food events there and there. They’re mostly grapes, though (note that this doesnt affect the rating!) I’d definitely prefer them to be apples, as a symbol of the primary temptation, the first incarnation of evil.

Summary
  • The best eyecandy in Damn, EVER
  • Awesome gameplay
  • Perfect implementation of the LRS system
  • The randomness ruins the ambush part
  • Bouncer PU gets annoying
  • The rightmost part of the level isn’t quite polished gameplay-wise?

Overall
Best level by Blacky since Charnel Keep. Download and admire immediately, or Cthulhu will eat you in your dream :(. This level will be perfect for BlurredD’s built-in Pitfall LRS, so yay.

Unfunny Facts
  • This level used to go through a lot of revisions, gameplay wise. Originally, it used to be Treasure, and then Blacky decided it to be SP and then CTF. It made it way onto the LRS path though, as you see.
  • Blacky originally wanted death metal music to go into this level, but the musics which fit the level best (in his opinion at least) were mp3’s.
  • Blacky missed the 6/6/06 when he uploaded the level. The funniest thing is, that user Sacrush (formerly Satan) uploaded a level on 6/6/06 by a fluke. That level is also a brilliant place to 2vs2, so download immediately.

RecommendedReview by cooba

Posted:
29 Mar 2006, 19:03 (edited 29 Mar 06, 19:04 by Cooba)
For: Reign of Blackness
Level rating: 9.7
Rating
9.6

I am technically more than a year late with this but whatever >O. Since the SP levels included with this aren’t really the forte of this pack and since they’re more of a bonus than anything, my rating for this pack will not include those levels’ quality in account. Anyway, here goes:

Theming and Eyecandy – 5 out of 5

The levels’ atmosphere is possibly what Blacky excels on, and it shows. Those levels are a real pleasure to look at, I have found myself stopping running to look at things; and given that I am really picky on eyecandy, that should mean something ;). There’s a lot of detail everywhere, many original and interesting effects… not much to say here. Best marks for the eyecandy.

Gameplay – 5 out of 5

The gameplay is for the most part as good as the eyecandy. As an experienced levelmaker, Blacky obviously knows how to lay out a level well; none of the levels will get too crowded nor too empty. The flow is also really close to perfection – it (as the author says) finds the balance between a sloppy flow and a fully automatic one. Also the levels are good enough in their size… not much to say here as well. This is just some very very good gameplay.

Eventing – 4 out of 5

Rating placement of events gets really annoying when you need to sum up 15 levels ;|. Anyway, nothing was too wrong with the eventing in the levels. No amateurish stuff like a 40 second shield put in all the open, or Jazz starts in a ctf level. However, there wasn’t anything overly original about the eventing either (aside from the SP levels, but they’re not mentioned like I said), so that’s why the eventing doesn’t get a 5/5. Sorry blax ;D

Summary
  • Eyecandy pwns, gameplay pwns
  • The eventing doesn’t pwn too much but too bad ;D

Overall
This is a pretty much pwnage pack which you all OUGHT to download and host. Blablabla my head hurts I’m done with the review now >O

RecommendedReview by fearofdark

Posted:
17 Feb 2006, 17:46
For: Race for the vodka
Level rating: 8.2
Rating
8

A race??? I havn’t reviewed many of those. So why not???

The race is very interesting but the main element is that there are many traps. But rewarding in a way because they have ammo (prehaps to persuade). I won’t rate this, but I like the traps.

I’ve changed my mind. I rate this an 8 because:

1) Traps

2) Wierd music use

3) Not many races use JJ1 tileset.

RecommendedReview by DanYjel

Posted:
9 Feb 2006, 11:41
For: Race for the vodka
Level rating: 8.2
Rating
7

The quickest review ever.

It’s typically high quality level, what else can you expect from Blacky.

Again. First thing you notice is abstract, simple, hillarious eyecandy. That rocks and I just don’t know where Blacky gets the ideas.

It’s one of the faster races, there is not many of hard obstructions. Also, you can memorize whole level in like second, third round of the game. It’s short race. The level itself is not much original, for that we have good gameplay reliance. As always, Blacky built in like milion of details.

Music is absolutely great, normally I never listen to level music, but this one rocks. It extremely fits to the level and it makes everything even more abstract. Grandious.

That’s all. Next time, be more original, make it longer and… You could make the best race ever. Download recommendation, you’ll like it. For sure.

Review by Yaxo

Posted:
5 Feb 2006, 21:45 (edited 2 Aug 06, 15:09 by Cooba)
For: Race for the vodka
Level rating: 8.2
Rating
N/A

Like jarno said , not many Races been uploaded lately. This one is really cool,though!!!!!The obstacles in this races are really good. The eyecandy is also very good ,nice color-use too , but that might be the tileset. And also , the music is very funn! I really fits in this level! Good job , BlaX! Download recommendation for sure!

[Rating (9) removal. There clearly wasn’t enough support for the given rating. ~Cooba]

RecommendedReview by Jarno vos

Posted:
5 Feb 2006, 12:10
For: Race for the vodka
Level rating: 8.2
Rating
8.5

Starting Comment
I like this level and as many people know when levels are good i review them so here is the review.
Game type
Race levels arent much played but some of them are good this one will appear in that group.
I think its really good cause i won 10 times from my dad here!
Game type rating 8.7
Eyecandy
Good,I always liked eyecandy.
You added tubes acid and more its really fine.
Eyecandy rating 8.1
Music
Hehehe,When i heard you used this music i did know at the beginning you had a good sense of humour!
this music is really funny and i like it.
Music rating 8.6

Donwload recommendation
Yes, u get one sure.

Final comment
I liked playing this level and i hope u liked this review.
The final rating is an 8.5 and i hope many people will download and enjoy this race.

Review by n00b

Posted:
2 Jan 2006, 22:39
For: Charnel Keep
Level rating: 9
Rating
N/A

Danyjel, Blacky remade Battle1 by changing it’s concept and moving stuff around. Stop saying it’s not a remake.
Review coming soon.

RecommendedReview by DanYjel

Posted:
2 Jan 2006, 18:24 (edited 2 Jan 06, 19:40 by Danyjel)
For: Charnel Keep
Level rating: 9
Rating
9

Well. From beginning, you should know this is not remake, concept of the level has nothing to do with concept of Battle1, no main idea, nothing. Just few copied details, which could contain really any level. It won a remake contest maybe unfairly, but the thruth is that this is one of the best CTF levels ever.

First Impression
Ladies and gentlemen, wow. The level uses BlurredD’s very night version of Castle tileset and I wonder what is, and always has been possible to do with it. But you need to Blacky. The abstract work with anything how Blacky does it, it’s awesome.
Eyecandy is in one word fantastic. The main part of the eyecandy is fruit, probably. The contrast between extremely dark, black level and those bright limes and lemons works greatly. The main color combination is awesome, I think all levels before just had to be as colorful as possible… Eyecandy is completed by ammo, by just two or three pieces of seekers or fastfires in the area, so it doesn’t have any bigger functional meaning. Just Blacky’s system of eyecandy. Cool.

The… Level itself
Two bases at two ends of the levels, weird, isn’t it? The level is, as we are habituated in Blacky’s levels, symmetric, but today it’s like 10 times more symmetric than anytime. Not the eyecandy (the occasional ammo is mainly the eyecandy, as I said), but all gameplay stuff. Warps to bouncer power-ups at both two bottom corners of the level, seeker power in the middle of whole level, RF above seeker in the wall.
There are three totally different ways how to get to the base (in one you are using vines, in second copter, in third warp), which makes the games a bit more interesting ;)… It’s much bigger fun etc. There are also shorcuts to the bases, but… Skill needed ;p
Flow… Well, it’s probably the main reason why I didn’t give 10 to this level. Although the level is symmetric, you will need to train here long time for knowing the terrain perfectly. There are things like six-tiles wide hole near the base. It looks like you can just run, but if you’ll do so, you will fall down and you may lose a point just because of this. You’ll often jump to the walls, which you will not like ;p. But if you’ll learn the level and you will use springs in way you have to and jump where you should, you’ll love the flow. It’s just made for experts in the level, that’s that.
Ammo placement. Sometime it’s placed in spring holes, as it was in battle1, there are also two gun barrels, which will not cause lag, in my honest opinion, because they will not be used much ;p. There are also gun crates, here it will be worse.
Balance of the level. Horizontal balance is total, absolute, etc. Vertical balance – well, the main powerup of this level, RF one is placed at the top, same with bases, +1 carrots and bouncer PUs, but the players are mostly in the bottom, more open and “airful” part of the level. I am a bit scared they will camp near to full energy carrot and seeker PU, which are placed really, really near to each other. And mainly, for going from one part to other, you need to go thru carrot or seeker. That’s not well, really.
It’s impossible to play this level with Jazz, Spaz biasing is way too big. Music choice rocks, unfortunately I use WinAmp. Few Battle1 places like +1 carrots or ammo tubes (which were near bouncer PU) looks nicely ;p

Let’s duel… Or do you want 4v4?
I tried duel couple times and the level and it works, although it’s really big. Duels are possible, but expect longer games than normally. It’s fun to play 2v2s here, 3v3 games are okay also. It’s the big plus of the level, you can play it in number of players that you want.
There is milion of other things, cool details in gameplay, which I haven’t mentioned just because I don’t have infinity of time.

Go download it. Now. But don’t call it a remake. Okay?

(it contains some bugs but I am going to tell Blacky about them as soon as he will be online, so I am not counting with them in the final rating and I, as you could notice, I haven’t mentioned them in the review ;p)

RecommendedReview by Lark

Posted:
28 Dec 2005, 19:38
For: Charnel Keep
Level rating: 9
Rating
9

I’m gonna make this as quick as possible…

This is a CTF remake of Battle 1. The changes are very dramatic, however. In fact, when I first saw this level, I didn’t know it was a remake, and I didn’t realize and resemblance at all, but after replaying it and knowing that it was based on Battle 1, I could easilly see references to the level throughout.

This level seems to flow very nicely. It makes you have to jump a lot and maneuver yourself manually while still not making it a pain to get around. That’s a big plus in CTF levels. The layout is very creative, there are a number of ways into each base, but you’ll probably usually be using a respawning copter to get onto the platforms that the bases sit on. The level is mostly symmetric, so it’s not too hard to learn, yet at the same time the layout seems complex enough to keep games exciting and chaotic. It’s also constructed in such a way that a two player match here would work just as well as an eight player match.

The eyecandy is very creative, I’ve never seen the castle set used quite like Blacky used it in this level. It seems very nice. Maybe a bit confusing at first as some of the pillars and blocks are in the foreground and you may expect them to be solid at first glance, but you should be able to adjust to it. The background works great, there’s plenty going on in the foreground to keep the level interesting, and the music fits perfectly.

Overall, this level gets a 9/10 and a download reccomendation. On a closing note, please don’t ask me to review your levels. I reviewed this because Blacky’s special. Not that you’re not, but Blacky’s just really special, okay? He’s like heroin sipping through a little glass. Understand?

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