Review by blurredd

Posted:
Posted more than 21 years ago
For: Stinky flag
Level rating: 7.3
Rating
6.7

Well, the name is… something else…

GAMEPLAY:

The balance is mostly good from what I can tell. The flow isn’t bad, but it’s not too Jazz-friendly. I can’t say I like the overall layout, though. The gameplay seems too basic, and I wouldn’t use the top half of this level too often because of where the start positions are located. The borders around the level could be a little thicker as well.

EYE CANDY:

It’s pretty much typical Colonius eye candy. Nothing new, although nothing horrible either. The masking should have been checked, but otherwise the eye candy is average.

CARROT AND AMMO PLACEMENT:

The full energy carrot and the RF powerup are placed near the bottom where the bases are. Not placing both of those so close to the fastest base route would be better in that it would reduce some of the chaos of this level. The other powerups placed on opposing sides are fine. Ammo placement is decent, despite the cluster of ammo above the carrot. It seems to be too much variety in one spot.

HOST THIS OFTEN?

Maybe once if bored. I don’t like this level enough to give it anything higher, so 6.7 it is.

Review by blurredd

Posted:
Posted more than 21 years ago
For: Party beach gang
Level rating: 6.2
Rating
6

This could help just in case I forget to mention something. Sooner or later I’ll make an actual article.

GAMEPLAY:

For a small level, the gameplay is not too bad, but it is a small level. I usually don’t give out high scores for small levels. But anyway, the layout is decent for its size. It requires a lot of jumping, and it would be easier for Spaz players, but I don’t hate it. A spring or two would have been useful in places. The level is symmetrical so balance is not an issue. The top of the level should have a border of at least 2 tiles to prevent the flag bug, which is where “ captured the flag” keeps repeating on the screen. Some extra routes base to base would be better, but, once again, this is a small level so I’ll just leave it at that. I don’t see the point of the warp at the start, though.

EYE CANDY:

The eye candy is alright, albeit nothing special. The textured background in 16-bit could look better, though, and some tiles in the background would help.

CARROT AND AMMO PLACEMENT:

I’m not a fan of carrotless CTF games. At least a +1 carrot would have been something. Ammo isn’t placed too badly considering the size of this level, but use more variety in larger levels in the future. I generally advise not using TNT unless it’s for attaining a powerup through a wall or something like that.

HOST THIS OFTEN?

Nah. Too small for its own good. It’s not even worth dueling in if you ask me. 6.0 is as high as I’ll give this. This needs a next level setting, by the way.

Review by blurredd

Posted:
Posted more than 21 years ago
For: Stuff in the Heaven
Level rating: 5
Rating
5.7

The famous antagonist of the seeker powerup releases another great level.

GAMEPLAY:

The gameplay here isn’t that good. I dislike the way the layout looks entirely. It’s needlessly open in some places while pointlessly narrow in others. The flow isn’t great, either, and it’s a lot easier for Spaz to get around than Jazz in most places. Better spring placement and more open passageways at the bottom would help a lot. As for the balance, it’s almost halfway decent, but not quite. The huge deadend at the bottom right is too long and is not really worth entering. Some extra routes on the right side of the level could solve this problem. The lack of water block events didn’t help much. The warps at the bottom add to the randomness of this level. The water shield—not really necessary, but I’m indifferent. I wouldn’t waste time getting that shield, though. And what’s the point of the 500 bump event above the coin warp?

EYE CANDY:

First impression: wow. I haven’t seen this little eye candy with Agama’s Heaven tileset in a long, long while. I’m not even sure if I ever have. While the tileset isn’t incredibly misused, Agama did a much better job with the eye candy in her example level.

CARROT AND AMMO PLACEMENT:

The carrot placement could be a lot better. Probably one +1 carrot too many. The +1 carrot in the middle might as well be taken out. The +1 carrot at the far right should have been easier to access. Powerup placement also needs work. For one thing, the toaster powerup is rather close to the red base, but the blaster isn’t nearby the blue base. And the RF powerup just seems to throw off the center of balance even more. Ammo placement is horrible. There’s not nearly enough throughout the entire level, especially at the top, and it could have been spaced out and distributed better.

HOST THIS OFTEN?

No. My rating is 5.7 since this level is annoying, but I’ve seen worse.

Review by blurredd

Posted:
Posted more than 21 years ago
For: Electronic Malfunction
Level rating: 6
Rating
6.2

I think I’ll hit hard just because.

GAMEPLAY:

The gameplay isn’t too bad for a first level. The level is mostly balanced, and I can get around the level without getting too frustrated. Spring placement could be better in certain areas, such as , but it’s overall alright. Where the problems lie are with everything else. Above all, there’s nothing I haven’t see before in this level. The coin warp idea, while could be useful, isn’t new and I can’t say I like it in this level. Some other method of placing coins around the level should have been used, such as five silver coins instead of one gold coin. I don’t really like the layout either. The main routes base to base seem to be dull and tedious.

EYE CANDY:

I didn’t really like the tileset used here, but I won’t let that affect my views of the eye candy too much. I don’t like the eye candy, though. I know I’ve only seen the tileset a couple of times, but this level looks confusing and the tiles weren’t all used properly. The lava tiles don’t look as good as they do in AcId’s example level. Not all of the brick tiles in the tileset were used as they should have been. The green tiles at the bottom right of the level placed in a background layer annoyed me the most; these tiles should have been in layer 4, and they make it hard for players to see the green spring there.

CARROT AND AMMO PLACEMENT:

The full energy carrot at the bottom could be placed a little lower to the ground or at least easier to reach. The powerup placement annoyed me a lot. A bunch of them are just placed around at the top not to far from one another. And too many powerups were used. Three powerups would have been good enough. Ammo placement also needs a little work and probably shouldn’t all be so close to the ground.

HOST THIS OFTEN?

No, but not bad. Maybe a better tileset next time? 6.2 is the rating.

Review by blurredd

Posted:
Posted more than 21 years ago
For: Frag Rat
Level rating: 7.3
Rating
6.7

I somehow like Flag Rat a little more than this level.

GAMEPLAY:

Another platform level. Well, this one doesn’t have too many platforms, so it’s not so bad. The flow and the balance are good enough—nothing unbearable. I know this isn’t the biggest thing, but I would appreciate if that huge area of golden pipe things at the far right of the level was cut down a bit; it doesn’t have be that wide. Anyway, this doesn’t offer anything new as for gameplay, but it does have a decent layout.

EYE CANDY:

This level looks better than the version I saw in the server. Granted it now looks more ordinary, it’s better than the older version with that textured background which looks bad in 8-bit. What I don’t like is the floating tiles in the background and the way the background tiles move relatively too each other—a bit annoying and distracting. I don’t like the way a lot of the sprite layer tiles look either, but at least they don’t get in the way of the gameplay.

CARROT AND AMMO PLACEMENT:

The carrot placement is decent, except that maybe the +1 carrots should have been placed the same way for each side. I have no problems with the full energy carrot in the middle. Powerup placement is so-so. Perhaps three powerups instead of five would have been better. Ammo placement I can almost live with. The TNT and ice don’t serve much purpose here, though.

HOST THIS OFTEN?

I know I probably wouldn’t, sorry. 6.7’s my rating. And maybe the level shouldn’t loop to another level I possibly may not have. A warning would have been nice.

Review by blurredd

Posted:
Posted more than 21 years ago
For: J2vf: Stolid Streets.
Level rating: 7.2
Rating
7.2

But is it quite good? One could only wonder.

GAMEPLAY:

This level is big, though it’s incredibly open and there aren’t that many alternate routes considering its size. It’s also symmetrical, with ordinary gameplay—nothing special at all. The tube near each base is rather useless, except for helping the flow a bit, but some other method should have been used. The tube would be a little more useful if it was a smidgen faster. Speaking of the flow, it’s good enough; I’m not going to point out all of the microscopic details that could be improved. I dislike the layout of the bottom left and right corners. It feels as if I should be able to take a tube to a base, but I can’t. There’s basically one lousy route to each base. Argh.

EYE CANDY:

The tileset is mostly used well, but there are some flaws here and there. The eye candy is a little dull in places, but it’s mostly average.

CARROT AND AMMO PLACEMENT:

Carrot placement is okay, but I would prefer if it wasn’t behind those tiles in the third layer. This level might be bigger than the previous ones, but the ammo distribution would work better in a smaller level. There should be some more ammo in a lot of places. Powerup placement is good enough as it is.

HOST THIS OFTEN?

I can’t say yes. Maybe once or twice if boredom strikes. Could be better, but it’s getting there. 7.0 is my final rating.

The Edit: I changed my mind. 7.2 is my new final rating. The level is better than what I originally gave it credit for.[This review has been edited by BlurredD]

Review by blurredd

Posted:
Posted more than 21 years ago
For: Defense Of The Castle
Level rating: 7.1
Rating
6.2

I hate when I’m forced to recreate my review from scratch. I should get started… again…

GAMEPLAY:

The layout is pretty much linear, which is pretty much something I don’t like to see. The gameplay is mostly players running back and forth from base to base. The balance and flow aren’t major problems, but they both could be better. I’m not too fond of the warps at the start; they seem kind of pointless. Overall, the layout isn’t incredibly bad, but it is incredibly dull and ordinary.

EYE CANDY:

The eye candy is alright, excluding the annoying textured background. I have no real complaints other than that.

CARROT AND AMMO PLACEMENT:

It looks like there’s just a +1 carrot on the left side near blue base and the full energy carrot in the coin warp. There should probably be another +1 carrot on the right side of the level, unless there already is one. In that case, it shouldn’t be so hard to find. And maybe all of those coins shouldn’t be hidden. The toaster and bouncer powerups are a bit too close to its nearby base. Ammo placement wasn’t planned too well; I can’t find a use for the TNT and the ice, and there are too many crates throughout the level.

HOST THIS OFTEN?

Don’t. Needs work. 6.2=rating.

Review by blurredd

Posted:
Posted more than 21 years ago
For: Frozen Hellhole (CTF/Battle level)
Level rating: 3.2
Rating
2.5

I cringed the moment I saw CTF/Battle. Not a wise idea to make levels like that. It’s either a battle level or a CTF level. Period.

GAMEPLAY:

1 minute of playing and I already wanted to close it. This level doesn’t seem to be resized at all. It would be wise to learn how to do this: for starters, right-click, go to Properties, and change the numbers next to Width and Height. For the CTF half, there’s basically no balance, no flow, no borders at the top, and absolutely nothing interesting in this level. The routes base to base are way too long and dull. The battle half hasn’t much to offer as well; just a few platforms with poorly placed events and vine tiles without vine events. There are some other things, but the basics need to be learned first. Probably wise to start with battle first then progress to CTF (I highly recommend this). Or, use this review for some CTF basics.

EYE CANDY:

It’s not good. A lot of the tiles were used improperly. I would point them out, but there are far too many. Try comparing this level to a good level with the same tileset (such as the official JJ2 single player levels that use the same set) and see how to use the Inferno tileset well.

CARROT AND AMMO PLACEMENT:

There’s that huge clump of full energy carrots and powerups to the right of the red base—not a good thing to do. Even distribution would have been a better idea. Not much ammo was placed on the CTF side. Ammo placement on the battle side needs work as well. Respawning events could regenerate a little slower, like around 20 or 25.

HOST THIS OFTEN?

Not even once. Aside from my advice, a beta tester could help a whole lot. And use good beta testers (preferably ones who have made a lot of good levels already). 2.5, but try again.

Review by blurredd

Posted:
Posted more than 21 years ago
For: Salad Dish *finished again*
Level rating: 6.7
Rating
6.5

Another Shade level that doesn’t loop to itself. Joy.

GAMEPLAY:

I pretty much don’t like the layout in general. The flow and the balance aren’t as bad as they gets, but they could be improved by a lot. The start positions should have been made team-based with “Multiplayer Level Start” events (0 for blue, 1 for red). Fewer floating platforms would be better. There’s nothing interesting about this level, and the coin warp isn’t very useful.

EYE CANDY:

Well… It’s a little, ummm, tacky? And it’s a little distracting and it doesn’t look all too good. Try not to make the background layers move unrealistically.

CARROT AND AMMO PLACEMENT:

There are too many +1 carrots placed around the carrot. Using just a full energy carrot or two would have been fine. Powerup placement would be decent if the EB and pepper spray powerups in the coin warp were ignored and if the bouncer powerup was better placed. Ammo needs to be distributed better as well and with fewer crates. And does the TNT have any real purpose?

HOST THIS OFTEN?

Nah. Shade001 was a little better, even though I don’t think that was a great level either. This is a 6.2 in my opinion.

The Edit: Well, the coin warp target area was fixed a little, although it still isn’t worth the 20 coins and the invincibility carrot isn’t too useful (last time I checked it doesn’t work). A few other things could have been improved, such as the start positions and some of the top edges (flag bug related—LRK mentioned it). This level is otherwise decent for a platform level. I’m still not too fond of platform levels, though. Anyway, 6.5 should have been my rating from before.[This review has been edited by BlurredD]

Review by blurredd

Posted:
Posted more than 21 years ago
For: Prime Retribution
Level rating: 8.6
Rating
8.5

This will be good.

Non-Typical Battle

GAMEPLAY: So-so. Has some nice ideas. Focuses on camping a bit (could be good or bad). Jail thing seems more fit for a larger level.
EYE CANDY: Good and a little original, although 8-bit BG looks glitchy.
CARROT PLACEMENT: Decent.
AMMO PLACEMENT: Alright.
HOST THIS OFTEN? Every now and then.

The Melting Point

GAMEPLAY: Decent, although a little limiting. Flow needs a bit work in a few places, but otherwise alright.
EYE CANDY: A little different. Slightly above average.
CARROT PLACEMENT: Okay with the two +1 carrots, considering the size.
AMMO PLACEMENT: Good.
HOST THIS OFTEN? Maybe for duels ever so often.

One Spot

GAMEPLAY: Perhaps the most innovative level I’ve seen in a while. Balance is negligible because of the layout. Might be better if it was bigger, though.
EYE CANDY: Pretty nice and original. I like the BG the most.
CARROT PLACEMENT: Probably the most insane full energy carrot placement ever. I recommend using two players. Good thing there’s a +1 carrot.
AMMO PLACEMENT: Alright, although there might be too much TNT.
HOST THIS OFTEN? Sure, if you can get used to the level. It borders “way too evil” on the evil scale.

Medieval Skyscrapers

GAMEPLAY: Not the most original level in the pack, but it has solid gameplay.
EYE CANDY: Original with a nice atmosphere.
CARROT PLACEMENT: Okay.
AMMO PLACEMENT: Good enough.
HOST THIS OFTEN? Probably.

Overall review: Four good levels. Can’t say much of anything else. Host them a bunch of times. 8.5 is my rating.

Review by blurredd

Posted:
Posted more than 21 years ago
For: J2vf: DS's CTF pack
Level rating: 5.9
Rating
6.2

A CTF pack. How intriguing.

Diamond Dusts

GAMEPLAY: Could use some actual gameplay and a bigger layout. And fewer warps. Or at least some indication of where each warp goes.
EYE CANDY: Tileset is slightly misused. Otherwise average.
CARROT PLACEMENT: Decent, considering the symmetrical layout.
AMMO PLACEMENT: Not the worse, but less ammo so close to the ground would be nice.
HOST THIS OFTEN? Not at all.

Morpheus City

GAMEPLAY: Not really balanced or easy to get around. Layout could also be larger. Got stuck several times.
EYE CANDY: It’s alright, although nothing special.
CARROT PLACEMENT: Decent, considering the unbalanced layout.
AMMO PLACEMENT: Could’ve been distributed a little better.
HOST THIS OFTEN? Never.

Castle of Control

GAMEPLAY: Rather bland and confusing at first. Could be less squared off and bigger.
EYE CANDY: Falls short of average. Tiles with the shadows on them should’ve been used.
CARROT PLACEMENT: Actually, not that bad.
AMMO PLACEMENT: Could also have been distributed a little better and perhaps not in dead ends.
HOST THIS OFTEN? No.

Mega-Galactix

GAMEPLAY: It’s like a ripoff of Snooz’s Galatic level only worse. Could use a start position for red team. And I got stuck at top left a few times.
EYE CANDY: Eye candy is either dull or could look better. It’s a poor imitation of Snooz’s eye candy with the same set.
CARROT PLACEMENT: Alright, although the idea was mostly taken from Snooz’s level.
AMMO PLACEMENT: Once again, could’ve been distributed a little better and maybe not in so many rectangles.
HOST THIS OFTEN? I wouldn’t say so.

Overall review: In all, I wasn’t impressed. My number one complaint would have to be all of the unnecessary hidden passages. A few more indications of where a warp is and where it leads to should have been used. All of these levels could be bigger. There are several Spaz-biased issues in some of these levels. More originality would have been a good idea. Etc, etc, etc. I would point out a few other flaws, but the beta testers should have caught them. The last level isn’t even playable. I’m not in the mood of writing a huge review at the moment. Considering everything, 6.2 is my rating. I find this rating to be generous, so take it or leave it.

Review by blurredd

Posted:
Posted more than 21 years ago
For: Galactic Warfare
Level rating: 8.3
Rating
7.7

Aka NiQ? I’m not even going to bother asking. Let me just review this…

GAMEPLAY:

This is another symmetrical level with good flow, and it’s a little bigger than the last few levels (could have a larger playing area). There aren’t any major flaws in the layout, and Spaz doesn’t have much of an advantage. The design of the level isn’t too innovative, but it is slightly different from the ordinary.

EYE CANDY:

I liked a lot of the eye candy, but I think some of it could be much better. There are a few flaws, and some parts look dull, although I’m not one to talk with the example levels I made (I probably should start hosting some of the newer levels I made with this set—much better eye candy). But there was the standard that stripe set, and this ranks up there with it. The eye candy is pretty good and a little innovative, and the effort can be seen here.

CARROT AND AMMO PLACEMENT:

At the top middle of this level, there’s a full energy carrot which can be shot down to the bottom—something I see myself doing on occasion. In general, the powerup placement is good enough. It’s questionable with the carrot and the toaster and bouncer powererups placed on the fastest route between the two bases, but it’s not that big of a problem for me. Still, maybe all of the powerups shouldn’t be so easily reached. Anyway, I can’t complain about how ammo is distributed. That’s all I have to say.

HOST THIS OFTEN?

Sometimes or maybe more often than that. There aren’t enough reasons why I can’t give this an 8.

The Edit: So maybe I don’t like the eye candy as much as I first thought. Those gray tiles aren’t exactly just random eye candy tiles; they’re really suppose to be destruct scenary tiles. I didn’t like the way they were used in this level—probably the thing about this level I dislike the most. There’s also that eye candy problem at 45,52 with the red blinking tiles, which annoyed me a bit. Everything else I can live with. My rating is now a 7.7, but it’s still a decent level.[This review has been edited by BlurredD]

Review by blurredd

Posted:
Posted more than 21 years ago
For: AGP 4&5
Level rating: 3.2
Rating
2.7

Hmmm… Where to start…

A Great Place 4

GAMEPLAY: None. Just two CTF bases at the top.
EYE CANDY: Barely any with tileset misusage.
CARROT PLACEMENT: None.
AMMO PLACEMENT: None.
HOST THIS OFTEN? No.

A Great Place 5

GAMEPLAY: I’m not even sure how this is suppose to work as a treasure level.
EYE CANDY: Nothing much with tiling errors.
GEM PLACEMENT: Just one respawning red gem only reachable with Spaz. Argh.
AMMO PLACEMENT: None.
HOST THIS OFTEN? No.

Overall review: This is like Captain Spam’s Stupid CTF—only a whole lot worse. The first thing that should be changed with both of these levels is the size. The second would be adding an actual layout. A layout where players can move around easily without everything so close together. The third step involves adding additional events, such as ammo, springs, and maybe a powerup or two.

Aside from those basic mistakes, there are more flaws. AGP4 loops to AGP5, and they don’t even have the same gametype—generally a very very bad idea. I should also mention that AGP5 loops to AGP1, but I don’t want to get into that.

So… How is this “A Great Place” anyway? To be honest, I’m not sure if this is a real attempt at making a CTF and a treasure level. Read my review here for additional help in making the basic CTF level. Or PM me, and I might be willing to help in another way. Otherwise abandon making CTF/treasure levels altogether and start with making good battle levels first (I highly recommend this). After mastering that, then work up to treasure and CTF levels. My rating is 2.7, but use my advice.

Review by blurredd

Posted:
Posted more than 21 years ago
For: J2vf: Mez-Tastic
Level rating: 6.2
Rating
6.2

For a second there, I thought I might have actually almost sort of liked this level.

GAMEPLAY:

This level looks more suited for a melee than an actual CTF game. I came to this conclusion based off of the small layout and the limited routes base to base. There simply isn’t much to this level. I can’t say the layout is too original. I dislike the warp target over the red spring (players could get stuck on that spring when hit while warping). The only decent part about this is that it’s balanced, but that’s only because it’s symmetrical.

EYE CANDY:

The eye candy is probably the best feature of this level, although it isn’t perfect and looks odd in various places. The lighting could also be better.

CARROT AND AMMO PLACEMENT:

Here lies a few more things I rather dislike. I don’t like how the full energy carrot is so close to the RF and toaster powerups. I know it’s a small level, but that’s not an excuse. My other complaint has to go with the ammo placement. While there is enough ammo throughout the level, it seems a bit too easy too access. This isn’t a big problem, but it does help make the gameplay a little more chaotic.

HOST THIS OFTEN?

I can’t say yes. Bigger is still better. And add more routes next time. I’m making 6.2 my rating, but this level is better than the last one.

Review by blurredd

Posted:
Posted more than 21 years ago
For: J2VF: Universal Spacebase
Level rating: 6.1
Rating
6.2

Another level to review. Hooray.

GAMEPLAY:

Well, at least I don’t have to complain about balance too much. But I have to say, I don’t like the way the layout looks at all. Either it’s a squared-off corner or a hideously shaped platform. I couldn’t bare to look at it anymore after several minutes of hosting it. But… I must. Another thing that annoyed me a lot was the platform above the carrot. The platform is thin, so it naturally looks like the entire thing would be covered with one ways. Some different tiles should have been used where there aren’t one way events. A few of the narrow passages annoyed me, such as around 37,20 and 63,20. As for the flow, it could be better, but considering all of the problems I mentioned, it’s not half bad.

EYE CANDY:

The tileset was misused throughout much of this level. If the set wasn’t misused, it just looked dull and ordinary. And I detest the way the background looks. I also detest the yellow and black tiles pointlessly placed in front of the carrot.

CARROT AND AMMO PLACEMENT:

Carrot and powerup placement actually isn’t that bad; it’s the surrounding areas that irk me. I can’t say I like that huge open space near the RF or the toaster powerup. The placement of ammo needs much improvement. Too much ammo is too close to the ground, and distribution needs refining.

HOST THIS OFTEN?

Nope. And the last level was better. 6.2 is my rating.

Review by blurredd

Posted:
Posted more than 21 years ago
For: J2VF: Megatropolis Warzone
Level rating: 6.9
Rating
7.2

I would say it’s “kind of boring” no matter how many players.

GAMEPLAY:

The flow is mostly good; I sort of liked it. The balance is almost decent, aside from a few flaws. It feels like there should be something else at the top left, like some more space to play in. Overall, there’s nothing new with the gameplay. This is pretty much a typical CTF level.

EYE CANDY:

The eye candy is good, although nothing incredibly innovative, but I’m glad to see an underused tileset was used here.

CARROT AND AMMO PLACEMENT:

The full energy carrot is at the top middle, though it’s a bit closer to the blue base. Powerup placement is probably the worst part of this level. The toaster and bouncer powerups are too close to each other. Also, the blue base has the RF powerup near it while red base has nothing. I probably would have placed the toaster powerup closer to red base if I made this level. As for ammo placement, distribution could have been a little better, but it’s mostly good.

HOST THIS OFTEN?

No, but at least play it once. 7.2 it is.

Review by blurredd

Posted:
Posted more than 21 years ago
For: Swampie Flags
Level rating: 4.8
Rating
4.2

I would say it’s “kind of boring” no matter how many players.

GAMEPLAY:

I look at this level and I wonder WHY. Well, it’s not much of a level. It’s small, unbalanced, and bland. The size of the level restricts the player limit to about two, although this wouldn’t be much of a dueling level. The layout is incredibly unbalanced, with the blue base near the top, the red base near the bottom, and nothing to make it equal. To make matters worse, there’s a bridge directly above the red base, making that base even harder to defend. Avoid using bridges as often as possible since they tend to cause “Divide by Zero” errors. The poles are just another pointless obstacle—might as well take them out. There’s also the issue about no borders around the level to prevent the flag bug. The flag bug is when the text saying that someone captured the flag keeps showing up across the screen repeatedly. A border of at least 2 tiles (3 tiles recommended) can stop this from happening. Despite all these flaws I mentioned, at least this level has team-based start positions.

EYE CANDY:

While the tileset wasn’t used extremely badly, the eye candy isn’t really good. It would be average eye candy if it wasn’t for all of the tiling errors. I especially don’t like the way the leaves were placed thoughout the level.

CARROT AND AMMO PLACEMENT:

A full energy carrot instead of three +1 carrots, two of which are hidden, would have been a better idea. The bouncer powerup and the nearby carrot should have been placed a little closer to the blue base. Ammo placement needs work; a little more would be better, and the TNT ammo isn’t needed.

HOST THIS OFTEN?

Definitely not. It’s a 4.2, but keep trying.

Review by blurredd

Posted:
Posted more than 21 years ago
For: J2VF: Over-Wasted
Level rating: 7
Rating
6.5

Another level to review. Hooray.

GAMEPLAY:

The layout isn’t particularly interesting, but it isn’t a bad one. I can get around easily enough, but spring placement could be a lot better in places, such as with all six of the blue springs near the middle of the level. I never really liked the placement of a lot of tiles with one way events on top of one another mainly because players can stop halfway through. The stacks of one way tiles below the full energy carrot could possibly be used strategically (i.e. camping midway up this passageway), but that’s nearly suicide, since seekers can go through one ways, and players can only go up through them. The biggest problem of this level has to be the fact that when I’m close to the full energy carrot, I could take a nearby blue spring and just double jump towards a base while Jazz players will have to take a longer route. This level seems a bit too much on the Spaz-biased side.

EYE CANDY:

The eye candy is meant to be original, but it comes off as confusing and annoying. It’s not horrible, but I can’t say I like it. Over-Wasted should have been named Over-Used. I’m getting tired of seeing this tileset, and it has just about reached its limit.

CARROT AND AMMO PLACEMENT:

The full energy carrot and powerup placement don’t leave much use for the bottom half of this level most of the time. The only thing particularly useful at the bottom is the +1 carrot, although naturally, it wouldn’t be my first choice if I wanted a carrot. I would rather have the RF and bouncer powerups closer to the bottom, and perhaps the seeker powerup not so close to the full energy carrot. Ammo placement could also be better. I would say too many bouncers and RFs are placed at the top; some different ammo should have also been added. There’s also too much variety in ammo at the bottom middle and not enough variety at the bottom left and bottom right corners.

HOST THIS OFTEN?

Nope. And the last level was better. 6.5 is my rating.

Review by blurredd

Posted:
Posted more than 21 years ago
For: Polyglotics
Level rating: 7.8
Rating
7.5

I tried something different once more.

GAMEPLAY:

The layout is mostly balanced aside from it being a little lopsided. There’s is a larger playing area to the right of the carrot than there is to the left. I would prefer another method to make the flow work other than placing a lot tubes in the walls everywhere. The level also looks like it should have a lot more in it. It feels restricting, and I probably wouldn’t want to duel in a level like this, but the gameplay isn’t bad.

EYE CANDY:

It’s average eye candy, but it looks good, and I like the atmosphere. Nothing too original, but it gets the job done.

CARROT AND AMMO PLACEMENT:

A full energy carrot and a seeker powerup are placed at the center of the level. This arrangement makes the central area perhaps the most important part of the level. I wouldn’t suggest changing it, even though I would like it better if the seeker powerup and the carrot weren’t so close to each other. I almost like the placement of the other powerups. It would be better if the blaster and the RF powerups weren’t so close to one another. Better yet, one of those two powerups should have been taken out. And the ammo placement is questionable. The ammo on one side of the level isn’t completely balanced with the other—perhaps because the level is lopsided? Lopsided or not, it seems that the type of ammo in each cluster should have been better chosen.

HOST THIS OFTEN?

Once or twice. I didn’t really like it, but others may differ in opinion. 7.5 is my rating.

Review by blurredd

Posted:
Posted more than 21 years ago
For: A CTF LEVEL BASED ON SPACE
Level rating: 6.4
Rating
6.5

That level name is teeming with originality.

GAMEPLAY:

Here’s another one of those levels that I could replicate in no time. It’s a small level that severely limits strategy. I could probably describe the layout as squared-off and dull. The flow is surprisingly not that bad, aside from the occasional obstacle and the one-tile high passageways. The one thing I dislike the most is the warp target above the spring at 29,19. Players who get shot just before or right after warping will get stuck bouncing on that spring indefinitely. And about getting stuck near the toaster powerup: it would make more sense to prevent getting stuck entirely instead of just placing a few warps in the ground. That’s just what I think.

EYE CANDY:

I can’t say I really like the eye candy. It isn’t bad, but it’s so average and ordinary compared to almost every other level I’ve seen with this tileset.

CARROT AND AMMO PLACEMENT:

I’m not going to say that there should have been a seeker powerup or something like that. I would say that a full energy carrot would’ve been a better idea than two +1 carrot, but it’s not that bad as it is, considering the size. However, the ammo isn’t distributed well, and all of those crates at the top aren’t necessary.

HOST THIS OFTEN?

Nope. Bigger is better. 6.5, and that is that.

  1. 1
  2. 2
  3. 3
  4. 4
  5. 5
  6. 6
  7. 7
  8. 8
  9. 9
  10. 10