Review by Jazzero

Posted:
12 Jan 2007, 14:24 (edited 26 May 08, 13:12)
For: Temple Terror
Level rating: 4.1
Rating
N/A

Don’t really see what you mean…First,stonar is a quite boring tileset whith no new enemies, only modifications of ones from other episodes, and it doesn’t have very many sorts of tiles, so I sorta regretted using after a while,but,well…secondly,I don’t understand what the heck you mean by “ A bunch of different looking walls”?!? Sure there is walls, what, should yoou just run straightforward without anything to stop you? now THAT’s what I call linear…Thirdly, I told you it’s a bug in the JCS’94 with those crazy background tiles, so I can’t fix it. There was nothing wrong with my events or anything such.There’s no wrong with open areas either. good to have some space I think. So,think before you write about my levels the next time!
EDIT:

Oh geez…

“Sorry, this wasn’t clear. I meant to say that while the walls are different in visual appearance, their actual designs and shapes do not have much to do with the tiles composing them… there is no clear design reason why one sort of wall might triumph over another for a particular section.”

But…
you’re still not saying anything!do you mean because there are earth high up in the sky?and yes, a theme, if you will, for a small area is preferable to jumbling about all sort of tiles..very much so.

Trying to argue “Bad design” only, in itslef, is quite a pathetic argument or rather lack of one.you didn’t think it looked good.So,nobody’s interested.they won’t see it the way you do, exactly anyway!be much more specific..

Waddya mean, “Thirdly, I told you it’s a bug in the JCS’94 with those crazy background tiles, so I can’t fix it: You did say that, and I did not mention it in my review.”?
You said it was buggy, which it only is in one place which I can’t fix without learning very ,VERY much bout how the game is coded(..which I won’t.)

also, don’t “sigh” when I say your commenting is no good. simply because you cannot appreciate a more elegant, style-based design, rather than ultimately hard levels which the games were never about in the first place, even though some people around here certainly seem to enjoy building such

Don’t be a bully.

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