The visuals and music make unforgettable a map that would still be a welcome moment of gameplay innovation even without their help. Some of the dark pink is a little too bright though, and the bomb could respawn a bit faster imo?? but like overall this is good, good job, get punched.
The density of cool tricks per square inch of level here is out of control! Deeply copter-ear-phobic, of course, but a cool ride. The QoB theming is cute but not enough to derail the gameplay (although the underscore is bad for typing the filename in the server menu), and Mez01 gets to look good and not empty. Platform above RFs maybe unnecessary.
I can summarize this level with one word: Fun!
I mean it for real. So far I find this level to have everything it needs to be both fun to play and also to work out in more “serious” play. The level seems balanced despite being non-symmetric with a lot of room for skillful play, especially with the custom weapons. Download recommended.
The basic maneuverability is fine, but some spots can require complex double jumps etc. Energy blast, thankfully, can counter most issues relating to movement, but it’s not always reliable. RF climbers and wjers can gain a huge advantage here. Some spots here are one tile open, so you may want to play very carefully. A hidden passage is a treat for the initiated. RF climbing up from 47,26 could be easier.
The theme and eye-candy is quite surreal and satisfying.
I don’t have any complaints about the item placement, except there may be some minor imbalance.
Not a bad level, especially if you have some skill. I wouldn’t recommend this level for newcomers or those who want something very easy to play though.
Quite a marvel visually, with the various tileset elements being juxtaposed together very effectively in the level to create a dark, spooky environment. The layout is also pretty nifty, with a cool not-quite-symmetrical design that offers a number of tactical options with the diverse set of weapons available. Download strongly recommended!
Go on! Mr.cooba!
Pro level !
Wow! This tileset reminds me of Pezrock.
I really like this level! Good job Cooba!
Definitely one of the most impressive looking levels I’ve ever seen. I’d probably rate this at least 9.5 for eye-candy, themes and ideas.
However, the level can force you to make rather awkward moves to reach certain places, like using complicated double jumps etc. Wjers have a huge adv here.
The level isn’t for everyone.
Also, no rating. This is definitely novelty.
It’s a perfect level for anniversary bash 22
Very thematical level.
Aliens have invaded Earth
From contest feedback:
+ Strategic layout and very different from other contest levels
+ Uncommon and balanced weapon/pickup placement
- Huge FPS drops in 8-bit mode for some reason
- The level gameplay centers around the fly carrot too much, also because the only way to get rid of it is by going underwater
- The level feels unfinished and empty in certain aspects, there isn’t much visuality nor scenery in the level
- There is only one exit from the bases unless you have a fly carrot, which makes them quite evil dead ends
/ Seems like it could only work in 3v3, partly due the fly c as well
I’m looking forward to see a more finished version later on. :)
Copy pasted from contest feedback, note this is rated on its suitability for 2v2/3v3
+ Visual appeal
+ Unique to have usage of fly-C and water mechanic, although I really wish it was used better or didn’t feel like the only way to play the level…
+ I really enjoy the small oneway climb areas towards the middle, fun gameplay-wise
- Bases feel like death traps
- I’m not a huge fan of the ammo placement, and it’s even lacking at parts. Toaster feels useless
- Whilst I complimented the fly-C/water concept, I think many of the people I played with mentioned wanting copters instead or a limited duration
- Level feels empty at parts
I recommend 2v2/3v3
I like the fly-C/water concept on paper, but in practice it’s a bit annoying in CTF!
I think ammo should have been unmovable given the layout
While this level is pretty good from a design perspective, I was unsure on its suitability for the mappool
A really cool map with stunning visuals. Though the only downside of this map is that the main interest of players tend to go to the special tube in the upper part of the map. So it often leads to a clustering of players near that area.
Overall a solid map with a nice layout. Download recommended.
Really solid level by cooba. The theme is well executed and it has some neat features like swinging vines. Default sprites have been replaced to give this level an extra boost towards being different than other maps. The custom weapons this map features are also helping for the given layout. The only downside for this map would be the fps loss. DR!
Pretty innovative level; the anti-grav takes a lot of getting used to and can feel very slow at times. It is very fun in general and definitely a concept I’d like to see more of. I still feel like this level could greatly benefit from more ammo, and a few minor flow tweaks. – All in all, 8.2!
I really enjoy the coin concept as it adds a layer of tactical depth not seen in many other levels. While visually the sprite layer is quite spartan, the atmosphere crafted with careful attention to colours and small motifs is nonetheless incredible. The layout is also well crafted and facilitates intelligent play as opposed to mindless ammo spam.
Cool level! I like all the stuff done with scripting and while in my opinion it isn’t the heavy mappool quality some players demand, at least it has great eyecandy and you already have fun just by running around the level!
This is a nice replica of the original tileset, but a history lesson is the only reason you may want to download it. As opposed to Diamondus Beta, this conversion is only a palette swap of Castle1N.j2t and actually removes some bottom rows of that tileset instead of adding any new tiles.
Eat your lima beans, Johnny.