RecommendedQuick Review by DAEMON

Posted:
7 Sep 2008, 18:54
For: [DOM] Lost Onyx
Level rating: 7.4
Rating
7.5

this not bad level I like for me
the tileset good
it music to it appropriate
and the level good !!!NICE WORK!!! :)
now present this “dominating” everybody to this does levels and the others are neglected this does not like… but this new mod not bad I like him :)

RecommendedReview by Ragnarok!

Posted:
29 Aug 2008, 15:58
For: One and a half hour Dr. Pepper
Level rating: 7.4
Rating
7.4

Hi there dudes, I’m mass advertising my super uncool long reviews that serve no purpose other than to make the target sad and really make him or her want to quit level making forever. (Ahaha, you believed me didn’t you?). Anyway, this review was requested in that review my level thread thing, so here goes.

On first glance I thought this isn’t very pretty, but it just takes some getting used to that’s all. It uses the set quite standardly which probably is why I wasn’t too used to it, and also, it contains some very unusual characteristics for a battle level, such as a Full NRG in the level, which often means +4 health in a battle. Anyway, onwards!

ONE AND A HALF HOUR DR. PEPPER

(I didn’t quite get the name, but I’m assuming it follows the same trend as those other levels where I never understood the name, you know, 24 hour coffee, 12 hour tea, 6 hour energy drink and erm, so on) (-EDIT: I JUST REALISED ALL THOSE LEVELS ARE IN THE SAME SET!!! OMG SO COOL! AND THEY ARE TIME INTERVALS IN HOURS AND THEN A BEVERAGE NAME!)

Eyecandy

Rating: 6.7

Well, I’ll start with creating some sort of contents-type thing for Eyecandy. It’s gonna look like this in chronological order: background/foreground, sprite layer, originality, overall theme and finally tilebugs, THE WORST PART OF ALL.
So, the background is (if I am correct) a load of green tiles with holes in it just pulling up, reminding me of some form of elevator. Strange and probably hasn’t been done like this in this set before, although I don’t pay too much attention to the older levels that used this tileset. It seemed to hurt my eyes and confuse only, I dunno why, I just wasn’t very pleased with the background, it just goes up and makes me confused, but that’s probably only me. The foreground consists of some cool small pipe things which you don’t really notice in game, (which is good) but it is there as eyecandy (which is even better). My only complaint though it’s not a major one is that the one going accross the bottom may look like a platform as it stops shifting as soon as you get very close to the bottom of the layer 4. The foreground eyecandy also has many a crystal shard accross various areas of the level such as the bottom, under platforms, on platforms and anywhere you name it. Looks like a load of stalagmites and stalagtites if you ask me. Ah, so moving on, I like the foreground usage.
The sprite layer is a whole ‘nother story. (don’t you just hate it when people say that? A whole ‘nother, god it’s ANOTHER. YOU IDIOTS. Don’t laugh if you read this review or I will incinerate your body parts in a furnace). Alright, I did not like the tubey pipe things because I kept thinking they were walls when they weren’t. I eventually got used to the blue ones being passable and the green ones aren’t. I thought it was a tad annoying but it looked alright once you knew that it wasn’t or was masked. It kinda would have very whacko gameplay if they were all masked. I guess I’m not used to levels in that set. The eyecandy is sufficient, although that is probably merely a limitation of the set and not the level itself.
I guess if you are used to the pipe things not being masked and you saw them as eyecandy like I soon did, it’s quite an original thing when you think about it as I probably haven’t seen it before and I don’t think many of you guys have either. Well done on that. Other than that, I didn’t see too much else originality in the level, and the tubes are probably just scratching it.
The overall theme in the level wasn’t established too strongly, and to me it seemed more like some random green place than anything else, but again I feel like the tileset is restricting and causing that to be like this. To me I think the level was in an elevator (ator), and erm it reminded me a bit of the “Mean Green Elevator Machine” ground force level that Blur made. It seemed to be one strange elevator probably inside some sort of mine area or something, explaining the crystal shards. Yeah the level was very greenie and platformyy. Anyway, moving on…
One thing that makes me amazingly thankful is that after thoroughly searching through the level frantically for tilebugs, I found absolutely none, so I won’t comment on that as you have done me very proud Crimi meh boy. (I bet you don’t want me saying that)

Just to rap up on the eyecandy, it wasn’t too complicated and it wasn’t too special, so I’ll leave you with a 6.7. Sorry if it seems low or anything, it’s just how I work.

Gameplay

Rating: 7.5

As with all of the reviews I do, I usually do the game-play part of the review like this… It’s set out accordingly: Bias [teams], Bias [rabbits], Strategy, Layout, Flow, Defense/Offense and how fun it is to play. That section was copied off my previous review, just to show the contents. Here we go.
This is a battle level, so there is no bias between the teams as the ‘teams’ would both spawn in the same places more or less and they don’t have any sort of bases or anything to possibly cause any bias over the other team unless the team just has some awesome players and some really crap players. Anyway, the level for the rabbits, the level has little to no bias, as there are no incredible bonuses Jazz or Spaz get over eachother, and anything Spaz can’t do Jazz can’t do and vice versa. It’s quite well balanced and would promote players to play as both rabbits when they do wish so. It is quite well balanced. Woo.
There are no real strategies in this level, but I did notice some amazing tactics which could be used and abused very well with one gun, my favourite gun, it’s the bouncer! Because of the fact that this level has very thin walls, and quite a vertical gameplay, it almost makes bouncers dominant as you can shoot them down, and through walls, the creator probably noticed this and therefore did not put a bouncer PU as it would have been slightly overpowering. If not, it’s all good anyway. )= The bouncer powerup can be shot through most walls in the level, especially the potential camp spots, like the seeker PU area, the toaster PU area, and the rest. Another little strategy is to camp the Full NRG. To be honest I think the level’s gameplay is probably based on the fact that there’s a full NRG but I believe it somewhat distorts the gameplay as if someone is quite good at avoiding hits and can just hog that carrot once in a while, he has a massive advantage over the rest of the players.
The layout of this level isn’t very solid, however it isn’t quite platformy either. It does however, create several dead-ends, some of which are rectified by warps (which I don’t like too much either but it’s better than nothing). There are some dead ends (which might be warp targets or something but I really don’t like them. These are: [48,07], [22,25], [1,15], however the final one isn’t as much of an issue of the other two, and it has a clever trick to it if you learn it; you can use the spring from underneath to get up, but you can’t effectively get up without it. I suppose its fair enough.
The level flows quite nicely as running off certain ledges would get you directly to the next, as it should, and also, the movement is fairly easy, with the exception of the one area for Jazz, but its not really a big problem, this would be near the top right corner as there is a platform he cannot uppercut to while Jazz can double jump to it. The movement is quite easy and the springs are placed very well. I liike it a lot. =]. I’d do a borat accent but I’m really bad at that. I’ll just… do a happy face =].
Eh, the defense/offense isn’t really for battle, so I’m gonna move right onto how fun the level actually is to play. I like the level but it seems chaotically small to possibly have a Full NRG or a future event or even a crowded server in this level. This partially changes my mind. Maybe 3 carrots MCEd or something on the top would be nicer, but +4 (or more) health is just too much for battle. The two powerups are probably quite suited to how the level plays, and a seeker powerup is always fun. My only complaint is that the bouncer PU would have been really brilliant in this level, but I guess the non-powered up bouncers will do. The level is very greatly designed in terms of gameplay. Take a hi5. hi5. Yeah. That ruled. Im so cool. OMG THAT RHYMED. IM A POET AND I KNOW IT. Anyway moving on…

General Placement

Rating: 7.7

I liked the way everything was placed, probably didn’t like what was placed however. I didn’t like the Full NRG because of the fact that it healed so much and provided such a massive advantage over the other players to the one who would obtain it. I also didn’t like the warps, although they are placed well, they seem to me, to appear as just a way of quickly changing a dead-end to something else. Nonetheless, that doesn’t make it a bad thing, it’s just not to my taste I guess. The powerups are placed in mildly campy locations, but this can easily be overcome with a bit of wits and with use of the warps to do it quicker. I like this a lot, and I guess this does make the warps good. The spring placement is very good, and I like the level a lot, as the ammo is also dispersed quite nicely, and the level only has 4 types of ammo, fun. =]. Love it. Yeah. Weewwwt. Probably just needs a few more seekers. =o

Originality

At first I didn’t find much about the level original but after a while I began to like the tubes and also, the way the level plays is quite unique and different to your traditional battle level. 2 originality points whaha. I like it a lot and the originality is sky high bro. Whew. Yeah. Nice lev.

Overall

7.4. It would have been 7.3 but I felt the level deserved more. I liked it after playing it more. It’s quite a fun level and I hope to see more from you in the future Mr Crimi. That review just took away fourty five minutes of my precious time. Now I feel bummed out. Oh well. Rag was here. Nice level.

~*Rag*

RecommendedReview by Lark

Posted:
20 Mar 2008, 15:30 (edited 20 Mar 08, 15:33)
For: TITLED
Level rating: 7.3
Rating
7.3

Ok, we’ll do a quick review here.

This level’s fairly solid, and has an interesting concept that I’m not sure if I’ve seen before, especially in a battle level like this. When you spawn, you are assigned a random class, rather than choosing your own. There are a few classes that are assigned. Great Ballz of Fire gives you bouncy ammo and a toaster powerup, wallhacker gives you RF missile ammo and a bouncy powerup, Rocket N00b gives you seekers and an RF missile powerup, and napalm gives you toaster ammo and a seeker powerup.

I’ll have to add that I am very satisified with the balance of the classes. The way the level is layed out, you may get a powered up weapon that works great with the level’s layout, but then your secondary weapon that you simply received ammo for will be fairly useless. Take the napalm class for example. Most people agree that powered seekers are pretty much the ultimate weapon in any level. However, along with the powered seekers, you get toaster ammo, which is pretty useless in this level because it’s so open, and there are so many slopes.

As for the overall gameplay and the layout, it’s not bad, but it’s not great, either. I was a little disappointed by the overall layout, I think all in all it seems a little too open and boring. Nothing too special going on with the layout. I mean, like I said, it’s not bad, but it could be better. The level flows nicely, overall. It’s more than milk, but not quite a milkshake, ya know what I mean?

Eyecandy.. Well, it’s certainly interesting. I didn’t design this tileset to be used this way, let’s put it that way, hah. I kinda like it. Anything wrong with the eyecandy in this level I take partial blame for. All in all, everything just looks really weird. Like funny shaped trees, and cave formations all over the place. It works, it looks kinda cool, to be honest.

Overall, this level plays pretty nicely, and I wish I got a chance to play it online. But I didn’t. So that’s really all I have to say on this. Overall, I give it a 7.3 out of 10. Slightly leaning towards 7.4, but we’ll do 7.3.

RecommendedReview by ZAPPER

Posted:
23 Dec 2006, 21:01
For: Lethal Liquid
Level rating: 7
Rating
7.5

Lethal liquid. Sounds dangerous.

Gameplay: 8/10
First off, I found the level very easy to navigate. And it did NOT have a mirror base. (The level was not symetrical.) There were some interesting warp placements, that actually made a bit of sense. Bad? I think there might have been too many sucker tubes used. But not really, because it fits well.

Eyecandy: 7/10
Looks very nice. Layers were done well, and animation was smooth. There was a bit too little eyecandy in an area or two, but other than that, good.

Placement: 7.5/10
Everything fit where it was placed. Only one seeker powerup, with no extra ammo. That is a good thing in multiplayer. The bases were far enough apart, and there were interesting warp uses and placements.

Overall: 7.5/10
A very nice level that I will keep around for that LAN Party, or maybe to host online someday. Either way, I think it has a good mix of gameplay and eyecandy, while still staying CTF at the core.

Download Reccomendation: Yes.

Review by DanYjel

Posted:
10 Jun 2006, 16:50 (edited 31 Jul 06, 13:57 by Cooba)
For: Lethal Liquid
Level rating: 7
Rating
N/A

Quick review, as I promised.

The level is way too empty. To make you sure that I don’t lie, this image could help.

It’s also kind of unbalanced. The main problem is in flow, this kills the level. PU placement is good, not the same with rest of ammo. Eyecandy is okay, but could be even better. It’s medium size level, maybe optimal for 2v2s. I don’t like the level much.

[Rating (5) clearance. There was no actually explained support given for the rating. Why does the flow kill the level? Why is the eyecandy okay? ~Cooba]

Review by Quickz

Posted:
6 Jun 2006, 12:04 (edited 6 Sep 06, 14:21)
For: Lethal Liquid
Level rating: 7
Rating
6.5

Since my first rating was cleared, I will try it again now.

The first thing I noticed was the tileset. It hasn’t been used much, so that’s a positive thing. The eyecandy is decent, maybe even good, though that isn’t too hard with this tileset. I like especially the background – it fits the level (and sometimes the foreground). He used all layers really well.

It’s nice that this level has three carrots, it avoids camping. The warp targets are at good places, so they aren’t that campable. I don’t like the ‘hook-warp’. When I tried the level out, I got many times warped by accident. That brings me to the bases. Especially the right base is at a questionable place. It’s harder to reach and when you’re at that base, your moves will be very predictable for the opponent. Actually, the same counts (maybe a bit less) for the other base.

Well, the ammo fits the level. The placement isn’t really good, or at least – I don’t like it. You just pick it up when you’re running around – which isn’t a positive thing imo – shapes would have been better. On the other side is the PU-placement really well, so good job for that.

The level isn’t that big, but it definitely feels so. I don’t like the combination of all the platforms combined with the large open spaces (too large imo). The flow is well, you can walk properly at all places.

I won’t give a download recommendation, just because I’m a bit indifferent about this level. It’s a level that’s nice to play once in a while probably, so well, you might have a look and maybe you like it.

Final rating: 6.2

Review by axe

Posted:
5 Jun 2006, 19:14 (edited 31 Jul 06, 13:56 by Cooba)
For: Lethal Liquid
Level rating: 7
Rating
N/A

the level really got great eyecandy the deadpoints that we discoverd were away so its trully a 8.2 worthy this is really to say download and play recomadation no full N.R.G cars but some normal cars the gameplay is fantastic for 3 v 3

[Rating (8.2) clearance. There was no actually explained support given for the rating. ~Cooba]

RecommendedReview by Ðx

Posted:
30 May 2006, 17:30 (edited 30 May 06, 17:30)
For: ZAPPER McHalibut Lair
Level rating: 8
Rating
7.5

Well done Crimi! :D!!

Eyecandy

Awsome! I like the mist, and it’s full with stuff. The layers are good used.

Gameplay

Hmm, the flow is… uhm kind of good but… the blocks that you HAVE to jump is’t that handy. Change it?

Overall good flow, but still it’s spazz based i think.

Ammo<

I think at the bottem of the level with all the bounchers and all the RF’s is too much. The rest is good placed, and the PU are well placed.

Overall: Good level for 2 vs 2. The size of the level is very huge for a 1 VS 1.

7.5

RecommendedReview by Yaxo

Posted:
29 May 2006, 15:48 (edited 2 Jun 06, 19:05)
For: ZAPPER McHalibut Lair
Level rating: 8
Rating
8.5

When I first played this level , I got confused by the layout. But after Crimi made this wonderful map , I started to understand this level’s layout. It didnt take long untill I noticed that I actually liked this layout a lot! :D On first sight this level seems to be way too big for a duel , but after getting used to everything I found out that it’s suitable for duels , since there are a lot of open spaces.I also think this layout is quite original , because …well , just original. Now , for the eyecandy…all the layers are very well used and the mist makes this level sooooo coolnish.! There are a lot of Power-Ups in this level , but that’s okay since this level is big. This big amount of power-ups is compensated by 3 carrots , which is a good thing.

Conclusion : very nice level , Crimi! :D
Download recommendation.

RecommendedReview by cooba

Posted:
27 Mar 2006, 18:23 (edited 27 Mar 06, 18:24 by Cooba)
For: Foo Breakout
Level rating: 8.1
Rating
7.9

Theming and Eyecandy – 4 out of 5

This level uses the somewhat unpopular and overlooked Hocus Pocus EP1 tileset. Not many levels use this set, but for some reason all the levels using this set wind up looking good or at least moderately good. This level certainly falls under the first category – some of the eyecandy is pretty and creative, for example the translucent “signs” on brick background walls. However, that’s about the only one kind of decoration you may find on the layer 4 background – the rest of the brick walls are somewhat bland. So are bland the masked tiles on the layer 4 – there’s barely any different kinds of bricks used there rather than just the typically used 2×1 light brown brick from the ep1 forest levels. The background layers are a different story though, the color the background fades in looks natural and nice, and the background layers also look good enough. One thing bugging me is that layers 5 and 6 remain unused. So much could be done with those! Like changing the layer 7’s tile colors into something else with some translucency tricks. Too bad D=

Gameplay – 5 out of 5

The gameplay was done well. The flow was decent (aside from one place in the level where there was a lot of springs). The level was actually quite smallish, but it used its space well for the most part and wasn’t cramped. Actually, most of the level was rather open, and that allowed to easily dodge the available weapons. Also, both teams should be rather balanced overall in a match. Not much else to say here.

Eventing – 3 out of 5

This is where this level falls prey. First of all, why is it the defending team who has access to the control room? I’d say that’s what the host has to do, not some random players. Also, one thing I also didn’t quite like is carrots in the playable area. Carrots by themselves are okay, but this time they seemed to be just scattered. If you’re going to put in carrots, put them in a team’s spawning place. Speaking of the spawning places, the attacker’s spawn spot seemed unnatural. If the level is about breaking into a dungeon, why do they warp in the middle of the dungeon itself? There’s the roof of the castle where BN resides, that could have been a good spawning place for the attackers. Also the powerups seem to be also quite randomly scattered. You could have made it so that both teams spawn with a few PU’s on their own and don’t get anymore ammo from that point.

Summary
  • Pleasant eyecandy
  • Decent gameplay and flow
  • A logical layout
  • Somewhat illogical carrot placement
  • Mildly scarce ammo

Overall
This is a pretty decent Assault. Aside from some placement problems, it’s a level worth an occasional hosting. I wouldn’t be surprised to see it used in a JDC event either… so go download.

RecommendedReview by Ðx

Posted:
8 Feb 2006, 15:32
For: Foo Breakout
Level rating: 8.1
Rating
8.2

Hey my friend! :D

Eyecandy

There is enough eyecandy. I like the windows and stuff. Can’t really say more about it ;<

Ammo

Nice placed! Really, it fits with the flow! I like the part with the Springs =D

Gameplay

Awsome flow!! It think spaz can move easyer in the level, but that’s not a very big problem.

Overal: Nice level, big and it can be used in JDC?

8.2

Review by DanYjel

Posted:
19 Dec 2005, 18:23
For: Have a CrimiClown Christmas! V 2.0
Level rating: 7.4
Rating
6

i’ll do some three-sentence review…

Same things as I wrote to your Battle1 remake (except for better placed blaster power-up and less tileset bugs).

Still, it’s only retilesed, they are just some little changes such as power-ups in Battle2, nothing special. But we have winter versions of our original battle levels… Not much more, nothing less. If you like original, you’ll probably like this ;p.

RecommendedReview by Odin314

Posted:
14 Dec 2005, 23:10 (edited 15 Dec 05, 02:26 by RoW_Odin314)
For: Have a CrimiClown Christmas! V 2.0
Level rating: 7.4
Rating
8

First Glance: More Christmas levels! \o/ Christmas levels are having a high turnout this year, which is awesome.

Gameplay: Firstoff, i’m awarding a BONUS 0.5 point to be added after I average just for remaking Battle3. Anyways, the gameplay is almost identical to the battle levels, but Battle2 has powerups. 7.5/10.

Eyecandy/atmosphere: The eyecandy looks better than before, but still nothing too original. The music adds a nice touch. 7.5/10.

Tileset use: These tilesets are really annoying, so good job for dealing with them. 7.5/10.

Tilt: Not as clean as i’d like them to be, but they’re fun. 7.5/10.

(7.5 + 7.5 + 7.5 + 7.5) ÷ 4 + 0.5 = 8. Reccomend highly. They’re awesome.

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