Ok, so this on is better.But again i would like to point on a few things:
The 2 platforms below the CTF Bases don’t have a “One Way” Event, which i found a little bit annoying
The “Sucker Tube” that allows you to get to the CTF Base is only on 1 tile (you should have put the tube on 2 tiles)
ONE VERY CRUCIAL THING:
The place where the CTF Bases are is surrounded by walls, and tubes. It’s a perfect place to camp. You shouldn’t have put that because if someone is camping, it will be hard for other players to kill the camper and the game will last longer. So please make another way in or get arid of the tube below.
Eyecandy/Background:
WOW. The background was hurting my eyes. There are 2 many stars in the background. But there were some
As I noticed the ambient light on the start is 100%. The level is praying for a lower ambient light. If you make an ambient light smaller you also must put some other lights like: Steady Light, or Pulsing Light, which will add a little eyecandy, and it will be more fun to play
Music:
I’m very well impressed with the music which gave you’re level an improvement. to me it very well fits the level, so that was 1 good choice in this level.
If I’m not mistaking, I only saw 1 Power Up, and it’s a Toaster PU, which is not good for a CTF level. Instead you should have put a 3Way Rocket PU.
All in all i hope you improve very soon (and i think you will), and I’m waiting for your next map. :)
Background: 2,50
Eyecandy: 2,5/10
Music: 10/10
Ammo: 8,9/10
Power Ups: 1,5/10
Playfulness: 5,8/10
Total: 6,2/10
Well Roxel I’m very well impressed with your level, since it’s your first.
As i See you’ve divided the map in 3 sections: Red, Yellow, and Purple.
But i would like to point on some things:
You did made a nice level, but I’m the person that doesn’t like that much of an ammo, and that little of an Power Ups.I more like the balance between the Ammo and The PU’s. And as Rabid Rabb said the Ice PU is useless, Plus its hard to hit the Seeker PU
I liked the music but somehow i have a felling that, it doesn’t fit to this level.
I would also like to indicate on the stares in the middle section. They are pretty much annoying (for me), and there’s to much ammo on them
I didn’t have much time to write the long review like Rabid Rabb’s (also he said everything you need to know)
Background: 8,2/10
Eyecandy: 4,0/10
Music: 5,2/10
Ammo: 5,1/10
Power Ups: 2,0/10
Playness: 7,5/10
Total: 5,2/10
Foreword
People mostly dont review a new person’s first level, but i tried it, and i came to think that it deserves some feedback.
Eyecandy(look)
It’s quite simple, and similar to the basic design of Tubelectric, the background is nice, even if it looks like a copy of the original, least you was smart enough to do so. The edges of the walls and platformars are correct, and the walls themself arent mostly made with only one tile, you seem to understand how to make such. Anyway, if you put tiles to non-moving forground layers, make sure to put the nearby walls to it too, to make it natural. You even used some animated tiles, and used them fine.
Rating:17/25
Layout
With the walltypes, the level is separated to 3 near equal parts, alrtoung the things in it are’n like that. The two useful powerrups are close in the middle (horizontally) there are two carrots sort of like that it’s allright. However the corners on the level are a little useless, ammos are over the level, so you dont need to go there for that. Every place should have use in the level, it can be to get powerups, health, get ammo, hide or such. Yet the corners arent really good for even hiding. You should plan the level on the siginciant things, and the ways between them.
Rating:8/15
Gameplay
I didnt play on this level, just ran around like 3 times, and i think that it would be bad for battle because if you get hit with a 2dmg ammo, you slowly can get 2 carrots, and you become very vulnerable, with 5 hearts, it might be okay but still it would be just around the important parts of the level. However, i think it could be pertty good for pestillence or lrs, these gametypes can be good with places to hide, where people less likely go because it doesnt have much in it. The flow (the smoothness of moving) is generally fine, but in some cases are annoying, one to point out: the stairs with toasters. There are lots of random start positions, could be less, in my opinion. Oh, and one more thing, dont leave the very edges of the level open, its buggy.
Rating:17/30
Pickups
The first thing came to my mind was that there are too much ammos all over the level, moreover, all of them mixed. You should use like: one type, a big pile, in a room of the level, so if your low, of that ammo, you go there and reload it. Yet the placement of the PUs are pretty accurate. The ice PU is useless, you should put an RF or Toaster PU instead, and should’ve put it into the box of the fastfires. The carrots are placed right, but they are not enough, i would say the minimum is 3, but it could have 4 without any problem, too.
Rating:13/25
Music
I personally like it, though it doesnt really fit the level in my opinion.
Rating:2/5
Ending
It’s not bad, you are in the right way to become a good levelmaker.
I give you some notes:
You should play, and check other people’s nice levels, like FireSword’s Garden Brawl or Purplejazz’s Triton Armory to see how a good level is like, how it works, what makes it is good.
You could also read articles about how to make levels, of course if you understand english well. For example Blackraptor’s How to make decent (or better) MP levels
If you are determined, you can win the joy of having played levels!
5.7 out of 10
~RabidRabb
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