RecommendedQuick Review by Ragnarok!

Posted:
3 Apr 2020, 18:37 (edited 3 Apr 20, 18:42)
For: Tubelectric from Jazz 1
Level rating: 10.0
Rating
10.0

a perfect 10

highly recommended by someone who has used the NOKA conversion for several completed levels in the past, and kicking himself that this didnt exist back then

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Posted:
6 Nov 2019, 14:17 (edited 6 Nov 19, 14:18)
For: Pot Plant
Level rating: 9.1
Rating
9.1

Really fantastic use of one of my favourite tilesets!

Also, pretty fun layout, particularly a fan of the right-hand side.

Definitely suited for higher numbers of players.

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Posted:
1 Nov 2019, 20:32
For: Ragnarok
Level rating: 8.5
Rating
8.0

Copy pasted from contest feedback, note this is rated on its suitability for 2v2/3v3

+ Visual appeal
+ Very fun & unique Full NRG area

- Some incredibly awkward start positions
- The bottom section of the level feels rather disjointed at parts, similarly, some ammo at the bottom feels very time consuming to collect (namely seekers)
- Top section feels a bit isolated, I personally didn’t have issues with it in 3v3s, but in 2v2s it felt pretty much a defensive haven

Other comments:
I recommend for 3v3, although I would need to test this further in 2v2 to really endorse it for that too
Some flow (particularly at the bottom) can feel very odd and take a lot adjusting
I do like this map, and have rated it higher than others (that I voted for) because I feel like it has a better finish, but felt it wasn’t as suitable for ladders etc

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Posted:
1 Nov 2019, 20:30
For: Percolator
Level rating: N/A
Rating
N/A

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

Other comments:
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

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Posted:
1 Nov 2019, 20:27
For: Galeloch Castle
Level rating: 8.9
Rating
0.0

Copy pasted from contest feedback, note this is rated on its suitability for 2v2/3v3

+ Fun Full NRG area
+ Very suitable ammo/PU choices given the layout, and logical ammo placement
+ Interesting to have ice feeling useful in a level with spring trolling (for once)

- Does feel a bit like there’s not much safety in the level, which is great for 2v2 in fairness, but may encourage double hunting (which I personally like, but I know others don’t)

Other comments:
I recommend 2v2/3v3
I found the EC somewhat distracting in-game, but lowdetail really helped, good job building support for ppl who are blind like me!
I’d like if the small C’s were a bit more easily accessible, perhaps a personal nitpick…
Rating omitted since ez-product

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Posted:
1 Nov 2019, 20:26
For: Faster-Than-Light Starship
Level rating: 9.0
Rating
0.0

Copy pasted from contest feedback, note this is rated on its suitability for 2v2/3v3

+ Fun carrot areas
+ Versatile & fast-paced gameplay
+ Probably most suitable for 2v2 + 3v3, gameplay-wise

- Some minor flow blips (that have potentially been updated):
• shooting gun8 PU seems suboptimal from left-side
• weird suckertube delay at bottom left
• some layer 3 pipes feel a bit bumpier than expected, probably easy to fix

Other comments:
I recommend 2v2/3v3
Rating omitted since ez-product

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Posted:
1 Nov 2019, 20:24
For: Snowland
Level rating: 6.7
Rating
6.7

Copy pasted from contest feedback, note this is rated on its suitability for 2v2/3v3

+ Fun C area
+ Fun to do tricks with the base through the floor
+ Some useful RF climbs that don’t feel forced
+ Atypical PU scheme

- I don’t like the mixed ammo patches
- Ceilings are incredibly bumpy
- Some really awkward spawn positions that allow free rushes
- Generally very cramped, making gameplay feel quite rigid

Other comments:
I recommend as 2v2/3v3

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Posted:
1 Nov 2019, 20:22 (edited 7 Feb 20, 13:43)
For: Byzantine Blues
Level rating: 8.5
Rating
7.9

Copy pasted from contest feedback, note this is rated on its suitability for 2v2/3v3

+ Really fun carrot area
+ Atypical PU scheme, and also very rare to see RF PU being a superpower in a level
+ Very fun to DD at bases with flag ;P

- I feel the level is too horizontal, and could be shrunk ever so slightly to reduce reaction times
- Sad that you can’t get RF PU with gun9 from below
- I think the gameplay is quite rigid on the whole

Other comments:
I recommend 3v3 ONLY

Edit: +0.6 for updates, making the level feel a lot cleaner in general.

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Posted:
1 Nov 2019, 20:19 (edited 1 Nov 19, 20:22)
For: Time's up
Level rating: 7.2
Rating
7.5

Copy pasted from contest feedback, note this is rated on its suitability for 2v2/3v3

+ Unique PU scheme
+ Layout actually complements roller very nicely
+ Intuitive flow

- The PUs in the top corners feel a tiny bit too isolated
- Some strange asymmetry at parts, namely missing oneways at 64,24
- Bumpy ceilings at 74, 14
- Would have preferred slightly more meaningful ammo placement, less gun9 perhaps? Could have also been cool if gun9 was easier to use to shoot the top PUs
- I don’t like the use of floatups instead of slopes

Other comments:
I have only tested this in 3v3, but assume it’s too big for 2v2s
Roller PU might seem really clowny for CTF, more a criticism on the gun than the level
Also firework gun seems quite fitting for the layout
For the record, this would have been my 4th vote

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Posted:
1 Nov 2019, 20:17 (edited 2 Nov 19, 03:54)
For: Riparius Ridge
Level rating: 7.9
Rating
7.7

Copy pasted from contest feedback, note this is rated on its suitability for 2v2/3v3

+ Some unique layout in aspects (great mix of open and closed spaces)
+ Cool use of pinball
+ Cool PU scheme, although I’d like to see more fastfires if you wanna balance blaster out
+ Best flow of all the entries I’d say

- Perhaps too tall as a level, although the pinball events do remedy it directly at the middle
- Some ammo placement could definitely use reworking;
• two bouncer patches pretty much right next to eachother, above and behind bases
• seeker ammo patch at 108, 29 (and corresponding symmetrical section) in a pretty powerful chokepoint… not really too counterable
• don’t really like mixed ammo patches in the level
- I personally don’t like the areas below/behind bases and feel like truncating or removing them slightly would make this level feel less massive

Other comments:
I recommend 3v3 ONLY
Seems to cause a lot of crashes

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Posted:
26 Sep 2019, 19:07
For: Mighty Switch Test!
Level rating: 8.4
Rating
9.0

Just had the good pleasure of playing this for the first time.

Big fan!

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Posted:
22 Sep 2019, 23:59
For: Scarwood
Level rating: 8.5
Rating
8.5

really cool layout in some aspects, and fits in line with the needs of modern level design and what is good for 3v3 maps etc.

HOWEVER, I am irked by the imbalance of the tornado gun! Somehow it makes the lower base feel like a much more powerful position than the higher base. Sadly, that happens without a tornado gun too for higher bases

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Posted:
22 Sep 2019, 23:51
For: Isla de Muerta
Level rating: 9.5
Rating
9.0

A very strong level that was tremendous in the bash. I particularly like that every part of the level feels quite different and that the level makes great use of space without forcing anything.

My only concerns are towards the lower half of the level, although probably personal nitpicks.

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Posted:
22 Sep 2019, 23:49
For: Bushido
Level rating: 8.1
Rating
8.5

great tileset usage, although I fear the tileset itself suffers from a lack of shading etc – though not your fault.

cool layout, and pretty interesting theme, good work.

I particularly like the Full NRG area

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Posted:
4 Sep 2019, 20:40 (edited 22 Sep 19, 23:51)
For: Tech Tree
Level rating: 7.8
Rating
9.1

Very fresh and innovative.

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Posted:
5 Apr 2019, 00:36
For: h?
Level rating: 10.0
Rating
10.0

does exactly what it needs to…

i can see why SJ said what he said but personally i think it might get a bit spammy. this is great.

thank you violet!

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Posted:
13 Sep 2018, 17:54
For: Re-Purposed Offshore Platform
Level rating: 8.9
Rating
9.5

Personally I really like this map and think it should have gotten more recognition.

Great use of a small layout with pretty quirky gameplay.
Uses semi-symmetry in a way that everyone can enjoy!
Great amount of ammo for the level too, although I’ve never liked gun9-ing powerups.

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Posted:
13 Sep 2018, 17:50
For: Orbital Barrage
Level rating: 9.1
Rating
9.0

This didn’t get as much recognition as it should have;

by far one of the best uses of Orbitus I’ve seen, as well as a very unique use of the diagonal tubes + custom weapon.

a highly innovative layout that doesn’t have a single spot that i’d call out for being more boring.

my only complaints are probably only nitpicks that id care about

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Posted:
12 Sep 2018, 18:50
For: Nidavellir
Level rating: 7.9
Rating
8.0

Nice level, although I think a touch too big for purpose, and I think the pickup placement could have been ever so slightly more intuitive!

I think if the top layer was removed this would actually serve as a pretty good 3v3 level. Nonetheless, I look forward to seeing this in a JDC event.

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Posted:
12 Sep 2018, 15:47 (edited 12 Sep 18, 18:54)
For: Red Rose v2
Level rating: 6.8
Rating
7.0

Pretty much agreed with FS, the layout is decent but the level itself suffers from poor flow in areas, and the bottom section feels very closed off from the rest of the level. The powerup corners are a bit lame since they’re a spot for seeker ammo.

I did however very much enjoy the use of RFs off slopes here, something you don’t see much of!

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