An okay pack, however quite overrated. The general quality is fairly good but these levels are nothing too special and QQ’s central tube is infamous for it’s consistant annoyance to players. Don’t get me wrong, this is a decent level pack but is just lightweight and doesn’t really have anything that makes it stand out amongst other packs.
Introduction : YAY! It’s finally uploaded! This is a CTF pack by ChippieBW and I beta tested the levels and gave some suggestions about them. I’m glad to see it uploaded. I hope this will be the XLM release of the year, or at least one of the best XLM projects. Let’s see if it’s really true.
The Lion Sleeps Tonight
This level uses Swamps of the Sleeping Jaguar, and this is one of the best tilesets around, although I find it hard to make no bugs with it. D=. The eye candy in this level is good enough for the tileset. There is enough in all places, and there is good use of layers. Making EC in a small level ain’t that hard.
The gameplay of this level is pretty basic ; the layout is a bit closed, but it has good spring placement and flow. The layout is not squared-off at least, and the level is 100 × 50 (which isn’t very big, but ok) I don’t see any Spaz-biasing or other bad things in the layout, so I guess this is good. There are some obstacles between the bases.
The level has 2 Power-Ups, and good ammo placement. 1 Full Energy is good enough for this level, and both Power-Ups are in walls (D=) There are some nice shapes of ammo and there is enough ammo in the air and on the ground. There are some fast fires in the level too – no problem.
Rating : 8.
This level uses the Oasis tileset by Blade(who uploaded a new tileset fyi) and Chippie used this tileset well. He wanted people to modify the eye candy of a level before and I was going to do this one, but he decided that he cancels the project. The most amount of EC is in layer 5, and layer 3 and 2 have some as well. The backgrounds are good enough, and I don’t think the eye candy in the level is too unoriginal.
This level is quite big, and it’s almost symmetrical. This is a good 2v2/3v3 level, but the border might be incomplete and cause a flag bug. There are some small dead ends in the level, but I won’t take a point of the level’s rating off or so(yay) The flow in the level is again good, and the copter is quite useful. The tubes might be too long, though, and they cause a lotta camping under it or people try something else to camp. This level is more open than the first one.
The level has 3 Power-Ups. The ammo placement is again quite good and it has some good shapes of ammo again. The Power-Ups are in walls again, but this time the Power-Ups of choice were different. A Blaster, Bouncer and RF were chosen this time. The level has 3 Carrot Energy +1’s, and one of them is invisible. This ain’t a real problem, because you would notice fast. The readme about this pack lied, because I read that this level was supposed to have 1 full energy and 2 +1’s. =P. But I don’t think there are major flaws in the placement.
Rating : 7.9.
EFIL CASTEL WIT WATER LOL!!!111
This level uses the Castle 2 Eclipse tileset, but it was the Night version before. This was a good move by Chip, but now, let’s see how the eye candy in this level is. The eye candy in this level is again good enough, layer 5 has pretty basic stuff and layer 3 has some stuff I saw more times in levels with this tileset. It’s not that the EC is that unoriginal, though. The lightnings and the rain looks quite good. This tileset is used for a lotta levels already(about 4 are made by me) so that’s why I can’t say there is a lotta original eye candy in the level.
This level is 100 × 70, and the layout of it is a bit closed. The middle of the level is open, and you can fall from quite high. There aren’t many ways in the level, but it’s good enough. The level again has good spring placement, and the flow is again quite good. This level is more squared-off than the previous levels, but this tileset is more squared as well. The sucker tubes are quite useful, and there are again some good obstacles between the bases. The level is not symmetrical, but it’s balanced enough.
This level has 3 Power-Ups. These Power-Ups are unoriginal placed, and the PU’s chosen are also quite unoriginal. All Power-Ups are in walls, and the PU’s used are Bouncer, Seeker and RF. These are the 3 best PU’s in JJ2, imo. The level only has some lines as ammo shapes, but some of them are diagonal, others are horizontal, and even other groups are vertical. The level has 1 carrot, and that one is a Full Energy. There was a problem with this first, but Chip solved this quite easy. There is enough ammo on the ground and in the air.
Rating : 7.7
ChippieBW used Odyssey 01 for this level, which is quite overused(he could pick another version of Odyssey), but this level’s eye candy is very splendour. I was surprised about the filesize when Chip sent this for the first time, and that is already a good sign. The animations are very good, and the eye candy in the other layers is just fantastic, outstanding, marvellous or however you would call it. Chip even made something original out of this tileset, although it was used alot already(like for Galactic Warfare) There is even eye candy on places you can’t come. Chip spent a long time on the EC of this level, and he also said that the EC is almost as good as E.Prime. And Chip wasn’t wrong ; the EC in the level is one of the best I ever saw.
This level is the only level of the pack that’s completely symmetrical. The layout is quite closed, and it’s pretty much one way. However, there are 2 ways to each base(one by tube and one by running) There are warps at the very left and right side, and this layout is not what you expect from Chip. There are some other tubes in the level, and some of them are hard to reach. There might be some small dead ends in the level, but that’s not really a big problem. The spring placement is quite good, but the flow ain’t the best.
This level has 3 Power-Ups(again). This time, the PU’s are NOT in walls. The Bouncer and Toaster are both at a side, and the Seeker in the top-middle. There are fast fires in the level, and some good shapes of ammo. There aren’t many big shapes of ammo. The level has 1 Full Energy. This time, it’s on the bottom-middle of the level. This level won’t bring too much camping, but it’s quite frustrating to have no ammo while playing it in a 2v2 or 3v3. You’ll get killed continously most of the time.
Rating : 8.2
Ending comments : This was a great levelpack with some interesting things in it, like the puzzle. I really liked the textstrings in the levels, you are as funny as me! =D. You didn’t mention every name in it, but if you did, it would be quite irritating =P
Bonus points :
0.2 for this being a pack.
0.1 for the puzzle I managed to solve.
Final rating : 8 + 7.9 + 7.7 + 8.2 : 4 + 0.3 = 8.25 = 8.3.
Download : Definitely.
Host : Yes, this pack consists of some good CTF levels, especially QQ.
Wow This Is Great The Eyecandy Are What Can I Say Only About The Eyecandy SUPERRRRRR!
Eyecandy Rating 10!
Animating Stuff (And Some Diamonds)
You Have Used Not Lot’s Of Diamond Thats
Just Great ALSO!!
You’re A Good Battle Maker
A Very Good One
Download Recommendation = Yes
Bay of Diamonds
The layout of this level is very well. I like the water at the bottom. Some thing I don’t like is that it’s very hard to play with Jazz, that’s just my opinion. But the structure is still very good and balanced, specialy at the red base.
Rating : 8
The gameplay of this level is good as well. It’s balanced and good to play in duels, IMO. The water slows down if you want to get flag, but if u got flag, there is a sucker-tube that will bring you fast at top again, Gj!
Well done as well!
Rating : 8
The replay of this level is average because of the fact there are so many levels wich are played, probably this level wont get it, but, I will still play this level online and I think there are more people who does!
Rating : 7
The eyecandy of this level is good. I like the layer 3 and 5 use, maybe even layer 2 :-) You used the tileset tiles very well, IMO. This part is a good one!
Well done as well(2)!
Rating : 8
Weapon placement is OK. Could be better but okay, it’s good to play together (Xbox) :P. Avarage job!
Rating : 7
Overal rating :
8+8+7+8+7 = 38 : 5 = 7.6 = 7.7 [Because I still like level]
I promised Chip to review this level, so I will. I hope you enjoy this review. =P.
This level was the first level in 8 months that ChippieBW made, but I don’t think he lost his skills when I played the level in his server. There’s something changed since I played it in that server, though.
I can get around the level pretty good, there are some obstacles here and there because I hit a wall. The spring placement is good, they’re placed in a small hole. This prevents that the spring will lead you to above. Sometimes you hit walls when you do that, one of the problems in my levels. The flow is pretty good. I can’t say I dislike the layout or structure of this level as it’s not too open or crappy. The water was a good idea, with the tube near the red base. This is a bit an advantage for red team to defend, because there is only one way to the red base. This is one of the reasons I don’t really like to attack in a 2 vs 2 with one way to the base(like Zaitox). I can’t say alot about the gameplay here as it’s pretty good. The level isn’t very big, but still around medium-sized.
The eye candy in this level is indeed a nice try. Actually, I really like the eye candy here! Layer 3 has some ground tiles in it, like I’ve used in one of my levels. It also has the trees that became traditional after Garden Brawl was released. Layer 5 has basic eye candy of this tileset, like the waterfalls and cave tiles. Layer 4 has some trees and flowers in it. Nothing wrong here. The backgrounds are pretty basic, one has mountains and the other has trees. There are also some good animations, like the diamonds. The left side under the base could have more eye candy, but you shouldn’t overuse the eye candy. So, nice job.
The ammo placement in this level is a bit like Chip’s last level. It has some nice shapes of ammo, and it’s good spread. There are 3 Power-Ups; Seeker, RF and Bouncer. RF vs. Bouncer isn’t really original or fair, but ok. The Seek PU’s position has changed; the placement of it was very evil when I played the level for the last time. The position of the Full Energy has also been placed; the placement of it is fair. The Full Energy is shoot down-able. It’s not really bad placed, but there can be camped at it. I can’t say alot about the placement, maybe because I’m not in the mood for a long review, sorry. =S.
The level, using a tileset that’s gonna be overused very fast, doesn’t have a very original thing. It wasn’t a bad thing that you placed one base in the water, but it’s not really a good thing that there is one way to that base. A tube that will lead you back to the base would be a good idea. I can’t hear the music, so I can’t say something about it. This is the first level that’s not an example level that uses the Night version. Some shapes of ammo were original, because the odd shapes of 3 × 2 or 2×2 aren’t used somewhere(I hope you know what I mean)
Eye candy: 8
This makes the rating of this level:
7.5 + 8 + 8 + 7.5 : 4 = 7.8. Imo this level was better than Eternal Gardens, and I am waiting for your Assault level too. Download recommendation, and could be hosted sometimes.
I never download the level, it’s because you hosted it and then i played allready. But it’s nice to review it…
Very good, the placement of those animated gems is nice and the background walls are well placed. There isn’t an iritating moving background and likely no layer 4 tiles in background layers, nothing bads to say about this!!
May be something “One Wayed” but nice pathways and many tricks to find out. The water and the sucker tube behind the flag is great (with water) and those powerups in walls are nice. very likely!
Many ammo, that’s good, but may be something to many of those useless Fireworks (they are still handy to get the powerups). shortly, allmost everything a CTF like this needs!
This is one of the “better” CTF levels i have seen on the J2O, a fat 9.0 for you!
First review, yay!
Bay of Pigs is a 120×60 large CTF lvl using the new Diamondus B tileset by Pyronamus. I’m not going to dive into one of my occasional super-sized reviews nor into one of the tiny midget-reviews I write when I’m in a ‘review-spree’ mood. :-)
Bay of Diamonds, also not known as Bay of Pigs, doesn’t look as great as it could have done when considering the tileset used. The eyecandy…well, shrugs, it’s all right, I guess, but absolutely nothing amazing. ChippieBW has not taken heed of my “warning” and the lvl lacks a lot when it comes to foregrond tiles as well as variety. Not all tiles in the tileset are used, which is a shame and given the size of the caves/spaces that exist in-between all of the platforms, it’s a real disappointment to see the spaces unexploited. Bay of Diamonds is not ugly, no way, it’s anything but ugly, although most areas are quite plain and normal-looking. What I do like is actually just good tileset usage. The watery background with the calm, rolling hills and the lush trees look perfect and completely justifies the name of the lvl.
The gameplay of Bay of Diamonds is much better and so is the general flow of the lvl. What’s new or original about the gameplay is that you can easily choose whether to take a spring or not. Two springs are placed in a two-tile wide hole so whenever ppl want to soar into the air, all they have to do is slow down a little. If they don’t want to take a spring up, then all they need to do is to keep running/walking…if anybody still walks in MP, that is. No annoying jumping or positioning poor Jazz/Spaz above a one-tile wide opening before being blown up by your opponent’s 50x seekers here. The springs are well-placed, the platforms, one ways and float ups are also thoughtfully positioned and there are no dead ends. The water in the lvl slows ppl down a bit and ppl just below the surface of the water are quite vulnerable to attack. But since when did submarines fight aeroplanes? :-P
Weapons placement is a bit dodgy. Most of the ammo is floating in air, making it hard to collect them without jumping. The ammo follows the countours of the lvl, but they always stay tantalizingly above your head. :-( It can be hard to collect ammo under pressure. Also, the bouncer and seeker PUs are outrageously close to the red base while blue team has a medium-length trip to the RF PU. Not only that, the red base is under water and there’s only one entrance to it, the thinnest point of the underwater cave leading to the red base is defendable by just one crazy guy with 50x powered-up RFs. Gah! The full energy carrot is well-placed, however, and it’s not too hard or too easy to camp there. ;-P
I haven’t really played a game in this lvl in MP (all I did was shoot Urbs with powered up RFs in the red base underwater cave :-P) but Bay of Diamonds seems to be a very fun lvl with no major faults. A bit more eyecandy, more easy-to-reach ammo and less imbalance between the two bases would push Bay of Diamonds up to 8.0. For now, here’s a 7.5 and a download recommendation. If not for the lvl, do it for the awful, awful music. :-P
Okay, I decided to review this level too. So hold on.
Introduction to Eternal Gardens: this is the fourth level ChippieBW made by himself, and the level uses the great JJ1: Diamondus Night conversion by NOKA. The level is created for the XLM contest that I set up, and I think it has a good chance for winning that contest.
Gameplay: this is another symmetrical level, and the layout looks quite good. The level isn’t squared-off, and I am glad with that. The level has an okay flow, but the spring placement could be better, like BlurredD also said. The spring placement is okay, though. This level has the bases placed left and right-top, and it has some tubes in it. There is a tube next to each base, and there is another tube more left or right and you can get in that without jumping. The level has float up on that small edges, and that’s a good idea. There is a copter above the seek power-up. This is a good idea, and that’s why I recommend to play and host this level in 1.23. The level isn’t too closed or open, but also, it doesn’t have perfect space. Some places are more open than others, though. There is a warp at each side, and it leads you to a carrot.
Conclusion gameplay: this level has an okay spring placement and flow, but all other things are good.
Eye candy/tileset use/layer use: the level’s eye candy is very nice. The level has alot of cave tiles placed in layer 6. The level has waterfalls placed in layer 3 and 5. The level has alot of trees in layer 5. There is also something in layer 4, but not really many there. The tileset use is nice too, the level uses alot of tiles from the tileset. The layer use is also nice, every layer is used except layer 1. Layer 2 has one thing, but I don’t know why that’s placed.
Conclusion eye candy/tileset use/layer use: the level has nice eye candy. The tileset use is also nice, same with layer use. No complaints.
Pickup placement: this level has some creative ammo placement. Like NiQ said, that groups of 7 × 3 ammo were placed alot in this level and they look creative. The other ammo placement is good too. The thing I like the most is that there is no ammo on the ground in this level. Some ammo on the ground is no big problem, but nothing on the ground is really good. The level has some fast fires too, and also 3 power-ups. Seeker, toaster and bouncy. The toaster pu is placed at the left side, and you can get it with gun 9 or bouncies. The bouncy pu is placed at the right side and uses the same method. The seek pu is placed in the middle of the level, with a copter above it. This is a good idea. There are 2 carrots in this level. the full energy was placed well. It was a good idea to make it visible, because it was evil the first time. The other carrot is a +1, and you can get it when you enter a warp. There is 1 warp at each side, and they lead you to the same place.
Conclusion placement: there is some creative ammo placement here. The level has good power-up placement and carrot placement, and also some fast fires.
Originality: the level is quite original. The seek pu idea was original. This tileset isn’t used alot for CTF levels, I think only 1 time. The full energy placement was a good idea too. The way the tileset is used was quite original too. The music in the level is nice. I like it alot.
Conclusion originality: this level has some original ideas, original tileset use, the tileset isn’t used alot, and has an original music that I like.
Conclusion level: this level is better than Chip’s other levels. The level has nice eye candy and placement, and a decent gameplay. All in all, I give the level a 7.7. Download this level if you are a CTF freak or if you collect good levels.
- DarkSonic of XSÐ, CC and
I saw this level only 1 time , but it rox!
(Unsupported rating removal edit. Please explain why it is that this level rox – is the eyecandy good? The design? What strikes you as particularly new and original about the work? etc. ~Violet)[This review has been edited by Violet CLM]
OMG THIS LEVEL IS STUPID I RATE 2 LOL
Chippie wanted me to review his upload, and he reviewed mine, so i will review this.. let me start.
Tileset you used was jj1: Diamondus night,(by NOKA) and i really like it. Eyecandy was really good too, and i really can’t find tile errors. btw, i saw this hosted couple of times, and this was really fun to play online. im just wondering why the sucker tube ( upper middle ) is bit longer in other side. ;P
(Sorry for my bad english)
But i don’t remove points from that since it dind’t disturb me much. This level was fun to play. i also like layout alot. its not linear. and eyecandy rocks… trees, waterfalls.. caves, suckertubes.. animations.. etc.
really good level.. download recommedation…unfortunately my review isn’t finished.. its time to continue.
Like i mentioned above.. its great. really good. multiple ground tiles were used, and the result is awesome. i like the way you used suckers too, and waterfalls.. and other eyecandy.. by the way, i really can’t find tile errors in this level.. well.. my conclusion is that this level’s eyecandy is l333t.
This level has really good gameplay. i like this level’s gameplay a lot. carrots are nicely placed. one is on own, and one is on upper suckertube, which makes that suckertube useful. spring are nicely placed too.. and youll can navigate around easily. i really have no complaiments. i was just wondering why that sucker is longer onother side.. but whatever. good gameplay. Layout is nice too.. In other words, level is nicely layed out [ i hope i spelled that right ] and i like it. there is some oneway events on bottom section, which lead youto upper section.. or something like that. i hope that the j2o users who will read this understand what i mean.. whatever. really nice layout.
Placement is nice. its something really original. there is lot of weapon packs, which are shaped like, * * * * * * *
which can be really good thing. Powerup placement is fine too. i can’t remember powerups.. i think this level had 3 Powerups.. bouncy, seeks.. and something else. whatever. bouncers and seeks are good choice since most people use them… myself i couldn’t live without powered seeks.. ;P
well. in my opinion placement is great. no more comments / complaiments
This level is very original… or atleast eyecandy and atmosphere are.. i liked this level alot. Is this level fun? i would say it is. i saw this hosted two times, and this really was fun to play. or atleast it was in my opinion. yay, long review. ;D
Yay, I finally finished my long review.. well. in my opinion this deserves a 7.5, which is good rating. i hope i gave enough reasons.
~NiQ a.k.a SnooZ [This review has been edited by NiQ]
One thing I hate about music from DreaMSectioN is that it never repeats. But anyway, my review:
Here’s another symmetrical level, so The flow isn’t atrocious, but needs improvement. Several of the springs weren’t needed, though, and spring placement could be more sufficient. And the some of float ups need better placing. The thing that I dislike the most is the tubes at the top middle since they aren’t particularly useful. They aren’t much of a shortcut, and they could possible help players get killed faster since they won’t be able to fight back while in the tube. I kind of liked the copter above the seeker powerup, although I think it could regenerate a little faster. The level in general isn’t very original, but it’s decent.
The atmosphere and everything is good and I haven’t noticed any major tiling errors. The 16-bit textured background could look better, though.
CARROT AND AMMO PLACEMENT:
Apparently a +1 carrot is suppose to be enough. Maybe if there weren’t three powerups it could be. I still wouldn’t really like it, though. A full energy carrot would’ve been a lot better. Powerup placement is alright, and ammo placement is good enough. I don’t feel the need to go into detail with anything else.
HOST THIS OFTEN?
Perhaps once or twice. I liked this level more than everyone else in the server I was hosting. 7.2 is what I’m giving this.
The Edit: Adding the full energy carrot helped in two ways in that it allows players to actually get full health, and it gives the tubes at the very top middle a purpose. The horizontal tubes near the seekers there still aren’t too useful but don’t necessarily have to be taken out. This is only a 7.5, though, since much of the spring placement still needs work.[This review has been edited by BlurredD]
Ok, here I go again.
First impressions: A level by ChippieBW, that seems to be good for a 3rd level. Let’s review it, shall we?
Gameplay: Good/Very Good. This is quite nice, but not too special. There is a good spring placement, but some one way above it would be better. For example, at the bases, you should put one way under the platforms. That would be nice, though. This level is big, and it has a nice layout in my opinion. The flow is quite nice too, good job to that. It’s easy to get around in this level, I like that too. There are tubes at the bases or under it that lead you to the top area, and when you go down you will be at the base(right and left of course). There is a warp that leads you to the full energy, I saw that many times, but this time you will mostly fall down. There is also good balance and the level is symmetrical. There is wind near the bases, too.
Conclusion gameplay: Pros: Good layout and flow. Cons: some one way would be nice at some places. The wind may be annoying sometimes too.
Eye candy/Tileset use: Good. Nothing really special here, it’s probably good enough. The tileset use isn’t as good as in better levels with this tileset, like Galactic Warfare, but that level didn’t have the best eye candy too. There is something at the left side in layer 5, and that’s also at the right side. There are also that moving things in layer 5, they look nice, but it’s not too good for eye candy here. There could be more in layer 5 and there is a thing in layer 3 that seems to be quite big. But at least, I liked the background
Conclusion eye candy: Pros: Nice background. Cons: Not too original eye candy and nothing special.
Pickup placement: Good/Very Good. This is much better, there is a nice ammo placement. There are 3 Power-Ups, and you get two of them with the Electro Blaster(gun9). The third PU is a RF PU, and it’s placed in the centre of the bottom area. There is also some fast fire in this level, and it’s probably enough. There is also a full energy, like I said, you get it with a warp. You need to know that warp, but it’s not too hard, that’s why there is good flow here. About placement again, the groups of ammo are mostly placed 6 × 3 ammo. There is more at some places, but there is also less at some places.
Conclusion pickup placement: Pros: Nice ammo placed. Cons: Power-Up placement could be more original.
Originality: Good. This is not too original, like R3ptile said, but I like the music here. And it’s also never used. This tileset isn’t overused, but after Galactic Warfare, it’s used alot more. That PU placement is also not too original, but what new can you make up? I don’t know, but I will probably have some idea.
Conclusion originality: Pros: Nice music. Cons: The others is not too original, but it’s decent.
Fun factor: This level is quite fun, but the way to the base is quite easy. It’s a big level, so that makes it harder to score faster. There may be too many space at some places, but I think it makes this level quite funny if there’s enough space.
Conclusion Fun factor: Pros: There is enough space. It’s a big level so you can’t score too fast. Cons: the way to the base is boring.
Host this: Sometimes.
Final Rating: 7.4-7.5.
Conclusion level: A nice level by ChippieBW, with nice gameplay and placement, but could be more original and could have more eye candy too.
- DarkSonic of XSD and CC(or just da man) – [This review has been edited by da man]
Not bad some backwalls and the
on the blocks ar little bit originally!
I Liked it really i mean it
Not bad good ammo placed.
I found some powerups but its
Here a 7.7
Host it: Yes
DOwnload reccommed: Yes
I would probably complain if it was something other than two bases since anything else pretty much can’t work.
The layout isn’t too original, but it’s a little different from the oridinary. The level is big, but it’s easy to get from corner to corner with the warps and everything. The balance is alright since the layout is symmetrical. The flow is good enough, though it could be much better in places, especially with spring placement. Several of the springs ran me straight into the ceiling when I used them. The wind events near the bases tended to get in the way. There are some other small flaws, but I don’t feel the need to point them out all out.
At first, the eye candy seemed alright aside from the tiles that were used incorrectly. The part I disliked the most was the gray tiles in the wall. I failed to mention before (like in my review for Snooz’s Galactic Warfare level) that those gray tiles are actually destruct scenary tiles, but I do think it is a little obvious. I especially disliked the area around the carrot since it uses destruct scenary tiles as normal ones and background tiles as if they were masked, which leaves part of the top with no border. In addition, I think the eye candy gets a bit dull in several places, but I’m not one to talk until I start hosting some of the newer levels I made with this set. Anyway, the more I played this level, the more I realized I didn’t like the eye candy.
CARROT AND AMMO PLACEMENT:
The full energy carrot placed in the warp is so-so; it’s not too hard to access, but it can make camping too easy on occasion. Powerup placement is alright with the toaster and bouncer powerups accessible with EB’s and the RF powerup out in the open. I can’t say the ammo placement needs any work; it’s good as it is.
HOST THIS OFTEN?
I know I wouldn’t go out of my way to host this on TSF, but it’s not bad at all. If the eye candy was better, this could easily get a higher rating. 7.5 is what I’m giving this.
IT ROX. The bg looks like 3d, although it isn’t, but it still looks like. The level has a goood lighting. Just like DARK.
Some places have spaz biased stuff and some places just lack springs. Place near bouncer powerup is a good example of lack of springs. He used RED SPRINGS that can’t reach the powerup, but Spaz can easily run from the right and reach the powerup. The secret isn’t obvious at first. Anyway, there aren’t dead ends, at least many.
AMMO / CARROT PLACEMENT: 7.7 (-1.0)
Seek powerup killed one point =(. Evil seekers. The level isn’t balanced and is blue biased. Red has bouncies and blue has RFs. What is this? Anyway, the ammo is otherwise placed fine and I see no point for the electro blasters.
This tileset has been used many times and the music is default. You can still access the red base from the down, but you can only go up from there. One of these original ideas.
OVERALL: 7.5 (-1.0)
HOST?: If you hate stup annoying games, no. But yes, if you don’t think so.
A not badddddddd at allll lvl!
Oke lets start * getting sitteeeeeeed *
Not bad, i like the water and other eyecandy stuff…..
Not bad placed some powerups, but no coins warp :(
Not bad at all! i like it anyway!
Not originally but its not kinda bored anyway!
Quick review =p
Host this: Mayby
Download recommed: Yes
Ok, time for a review.
First Impressions: This is a level created by ChippieBW, and it’s better then his last one.
Gameplay: Good. The gameplay here is decent. There are some springs in some places, but there are also unnecessary events. There is also 1 dead end, thats not too bad but no dead ends is always better, of course.
Eye Candy: Good/Very Good. ChippieBW told me that if you use this tileset good, you will make very good levels with it. The eye candy here isn’t perfect, but I can say I like it here.
Placement: Good. This is nice, but some places could have more ammo. There are 3 PU, one RF, Bouncer and Seeker. There is one Full Energy, and the blue base has a warp that leads you to it, but the red base doesn’t have that. The other ammo was placed nice, and there is not too many or too less.
Originality: Good. I can’t say this is original, because the music could be better for a level with the day tileset imo. The base placement is interesting, you need to go up before you can get it. It’s probably original, and nice. The tileset is not really overused, but also not underused.
Host this: Sometimes.
I give the level a 7.2. It’s 1 point better then your first one, and I see some potential in you with your next level.
To be honest, I’m surprised.
The layout, while small, isn’t as bad as I expected. The balance is good enough, but I find the warps to the carrot to be a little too convenient. The level is small, so it shouldn’t have too many warps in it. The flow could be better and less Spaz-biased in a few spots, but I can live with it. Granted there are a few pointless areas, it’s not enough to lower my rating. The border around the level could be a little thicker, though.
It’s better than I thought it would be, but it still has its problems. For example, the water and the leave tiles weren’t used correctly—as seen at the bottom of this level. The eye candy is almost really good, but not quite. It has a nice atmosphere, though.
CARROT AND AMMO PLACEMENT:
No carrots or powerups. I don’t mind the placement of the RF or the bouncer powerup, but the seeker powerup is questionable. It seems easier to get to the seeker powerup with the warp at the bottom right than with any other route. Not only that, but the tube near the powerup leads right to blue base. Some other arrangement should’ve been used. As for ammo placement, not too bad.
HOST THIS OFTEN?
Maybe once sometime. Not bad for a small level, but I wouldn’t trust it for a duel. This is a 7.
Hmm? low ratings? i like it to play, good eyecandy, not to much.
It has a good/avarage gameplay.
The layout is good, i think its not to small too.
I dont rate cuz i think its then overrating :S[This review has been edited by DranzerJ4E]
Ok, I saw this level in Blur’s server and it was passworded and I dont like to host, so I will review it now.
Gameplay: Okay. This isnt good, but there are some nice tubes and some springs, the balance isn’t too good, because there is a blue spring at the left side and no one at the right side to get the Full Energy.
Eye Candy: Good. This is good, although the background is confusing. The other eye candy was quite good, though.
Pickup placement: Good. I cant say I like it, there are too many power-ups and too little amount of ammo. But, I think of it’s good, though. There was a full energy, not really good placed, because you need to jomp to get it. The left side has a spring to get it, the other side doesnt. Also, you can get it with Spaz the easiest. I dont know if you can get it with Jazz, I haven’t tested.
Others: Download this: No.
Host this: No.
I can say this is a quite good first level.
I give the level a 6.2.
Eat your lima beans, Johnny.