Review by DarkSonic

Posted:
Posted more than 20 years ago
For: I named this level.
Level rating: 6.9
Rating
7

Well, it’s me, and I am reviewing this level too, and the reason is probably because I didn’t review in a while.
Introduction to I named this level.: this is a battle level created by the WINNER, which is better than his other levels, and has a seek power-up! I am really surprised to see a seek power-up here. The level uses the BoredSet by Disguise, which isn’t overused, but after the release, it’s used alot.
Gameplay: this level’s gameplay is, at first glance, not really bad. I’ll start with the things that are good. The level has some good springs placed. The level could have float-ups here and there, like Snooz said, which I do when you there are low edges in the way. Adding float-up prevents jumping, and it’s an addition to help the flow. The level’s layout isn’t great, but something around decent. The level is open, but there is only one real dead end, and one small one. This dead end is pretty evil. The level has alot of MP starts which are good placed, but there is one which brings you to the blast pu immediately. The other things are good, so that’s it about the gameplay.
Conclusion of gameplay: this level has some good springs placed, average flow and layout, and it’s pretty open.
Eye candy/tileset use/layer use: let’s start with the eye candy. This tileset doesn’t have too many eye candy, but it looks good, and that’s probably why I can’t give a bad for it. The level doesn’t have too many eye candy, but it has something in the layers 3, 4 and 5. The eye candy in layer 4 is probably the most of the level. There are some flowers, mushrooms and trees there, and there is also that stone with iCeD rules on it. All small things in the tileset are used, but the layers 3 and 5 could have more eye candy, or more cave tiles in layer 4. Layer 3 provides some objects, same for layer 5. The level has backgrounds in layer 6 and 7, and a foreground in layer 1. The tileset is used pretty good in this way. The layers are used good too, because every layer except 2 is used.
Conclusion of eye candy/tileset use/layer use: the level doesn’t have too many eye candy, but because the tileset is limiting about eye candy and looks good, it’s still decent. The layer and tileset use is also pretty good.
Pickup placement: this level has alot of ammo that’s close to the ground, which I don’t really like, and it’s used too many here. The choices of ammo are pretty good, a few ice isn’t bad. There are 4 pu, which is one too many. There is a blast pu at the right-top of the level. There is a seek pu placed in a great place of the level. There is a rf pu placed at the left-bottom of the level and there is a bouncy pu placed on pos 85,21. You get the last three pu with gun 9, and the blast pu is just single at the right-top. There are 3 carrots, which isn’t too little, but probably good or 1 carrot too many for the size of this level. There is one carrot at the left-bottom of the level, in the air. The other two carrots are on pos 46,32 and 89,32. There is one crate in the level, which is placed in the middle-bottom of the level. This has one small dead end, but it isn’t really bad. This level provides alot of gun 9, and gun 9 is probably the main weapon in the level.
Conclusion of pickup placement: this level has alot of ammo on or close to the ground, 3 carrots, 4 power-ups, which is one too many. I give extra points for the seek pu placement, because it just rocked.
Origanility: this level has a music called secret.s3m, which I didn’t have yet. I think that this level doesn’t have a really original tileset use, but pretty good is sometimes original, so it’s decent again. The level has a tileset which is used alot since release, but that doesn’t mean the tileset is overused. The fog in layer 1 was a really good idea, and that seek pu placement was also very original and good. There aren’t many levels with alot of gun 9, and the level’s name is something really strange, but again, original.
Conclusion of origanility: this level has original music, tileset use, some original ideas like the seek pu placement and the fog in layer 1, and a very original and strange levelname.
Playability: this level is not very fun to play, but quite open is sometimes fun, so I’ll have to say that it’s decent again. The level’s dead ends have one con, but it isn’t a major one. The level has many routes, not too long platforms and also some fun in it.
Conclusion playability: this level’s fun is decent, because it’s quite open and some dead ends, but there aren’t too long platforms, which causes many routes.
Conclusion level: this level is decent. It has okay gameplay, good eye candy for the given tileset and also good layer and tileset use, the placement is decent, and everything else is decent too. I think I am the one who has to give this level higher than 6.7 because I just loved the seek pu placement. So, I give this level a 7.
Host this: Maybe once, for fun.
Download recommendation: for people who like battle levels. No download recommendation: for people who rarely or don’t play battle.
Well, cya. -DarkSonic of XSÐ, CC and XLM.

Review by snzspeed

Posted:
Posted more than 20 years ago
For: I named this level.
Level rating: 6.9
Rating
7

REVIEW NUMBER 301 v1.1

Ladies and gentlemen, welcome to my 301th review. ;D

I decided to review too, because i felt like reviewing today. yay. pointless information. :) ;D!
Well, let me get started.

FIRST IMPRESSIONS:
Yay. Better what we usually see from you, WINNER.
I like about the eyecandy in this level. It looks good. Too bad that there isn’t much of it. there’s clouds on layer 2 or 1, but those move way too fast, which looks kind of annyoing. background should fade to various colors too, it would give this level a better atmosphere. Ammo placement is fine for me, and i really have no complaiments. Gameplay and flow could be better. there should be more suckertubes, and float ups. running on this level is kind of annyoing because there’s dead ends, and places which need blue springs. yay. this review is gonna be a long one. \o/

GAMEPLAY AND FLOW:
I don’t like the flow at all in this level. some areas are way too small, and there’s stupid stuff in my way, when i try to run. The grey pillar in 62,49 for example. i don’t see any reason why its sitting there. It kinda ruins the flow. Same with the area around 55,57. It desperately needs a sucker tube. same with 89,54. that place is kind of weird. Its there for no reason. Well, it needs a sucker tube, so flow would be better. ;P
The area around 89,24 is annoying too.
Well. You run, and then you hit your head to clump of ground in 89,15. btw, i really don’t like hitting my head into things like that. besides, it needs a spring, or a sucker tube, which would lead you to 87,7, and blaster powerup. Add a red spring to 14,10 and gameplay will improve. when you run, you end to the wall there, and then you have to jump, which costs time. or then add a sucker tube. whatever. 2,48 needs a spring, so you can go to upper parts of the level without having any problems with time. ;P
Btw, what is the purpose of the hole in 1,28?
its the one of the best gameplay/flow ruiners in this level. or something. ;P
2,55 needs a sucker tube, which would lead you to up. ;D
27,61 is kind of annyoing place to put a crate, because you get stuck easily there. ;P
Its the one of the worst things in this level, btw.
Well.. more? yes.
why there’s a spring in 26,48?
it has no purpose. if you run to it, you end at the wall in 40,42.
42,61 and 47,61 need an one way event. maybe you should one way all platforms like that, they would made flow better. =D
Im not sure if i mentioned this above, but area around 32,29 needs a float up, and so does 29,23.
Pros: Well, i’ve seen worse.
Cons:Annyoing places without purpose, which ruin the flow.

EYECANDY AND TILESET USE:
One of the best things in this level. let me start. Author used mostly regular
ground tiles, or then ground tiles with which look boring. Nice to see, that there’s other eyecandy tiles though, like trees, rocks, iCeD rules/SSF signs, and other things like that. kewl.
You used different colored and sized block tiles too, which can look extremely boring, when used wrong. Well, you used different sized blocks, and that gives quite nice result, or atleast in my opinion.
Rock tiles where used too. mostly in area around 82,26. Block tiles were used in 82,16, and somewhere else too, i can’t really remember where. There’s some foreground eyecandy too, like cave tiles, i can’t remember where they were, and im not really sure were those on layer 2 or 1 or 3, but whatever. ;P
there’s some other eyecandy too, like clouds, but their movement annoys me, and so does the transparency, which will reveal an eyecandy bug in area around 69,7. Background eyecandy is very good, there’s some mountains in layer 6 and 7, which would give a good atmosphere, if textured background would fade into various colors. too bad it doesn’t since it kinda ruins the atmosphere. ;P
I guess that’s about the eyecandy. ;D
Pros: Quite nice eyecandy here.
Cons: Some tilebugs, annyoing clouds. ;P

PLACEMENT:
Hmm. interesting. Let me start from the powerups. there’s 4 Powerups in this level, i think. many PU’s are covered by foreground eyecandy, like blocky cave tiles. you said getting optical illusion, too bad that i didnt see any, or then i just didnt concentrate. whatever. there’s some ammo packs lying on the ground. i kinda like it, so ammo is easy to collect, and you don’t have to jump much. Powerups are nicely chosen too, and i really can’t find complaiments about placement. there’s 2 carrots, which are kind of easy to grab, and its a good thing. yay. my review is finally finished.
Btw, whats that Rf crate doing in that hole in the down of the level? :)))) =D
Pros: nice placement.
Cons: There should be one more carrot.

ORIGINALITY:
I don’t think there’s nothing new in this level. it has standard design and placement, and its boring to play. music file “SECRET.s3m” was kewl choice too, because jj2 musics make me dance. or something. i would say that music choice is very original. and you’re probably first person who used this tileset, expect maybe BlurredD, who made example levels of this tileset. so i would say that this level is quite original or something. yes. it is original. ;D
wow, i probably mde lots of typos. yay me. i never saw this hosted so i dunno if this is fun to play. ;P
But atleast i think it is.
PROS:originality.
CONS:boring to play.

CONCLUSION:
Its average level. maybe little bit over average. who knows. im gonna rate this as 6.7 for the reasons i’ve told you. ;P
DOWNLOAD RECOMMEDATION:Your decision. =P
HOST THIS:I don’t think so.
RATING:6.7

#EDIT1: Added something to my review. ;D

#EDIT2: Added +0.3 points because of the originality. Its your lucky day.

~$n0oZ
[This review has been edited by Snooz]

Review by eter

Posted:
Posted more than 20 years ago
For: I named this level.
Level rating: 6.9
Rating
N/A

(Unsupported rating removal edit. I’m not bothering with reasons, as you’re obviously just spamming the downloads section. ~Violet)[This review has been edited by Violet CLM]

Review by Ðx

Posted:
Posted more than 20 years ago
For: I named this level.
Level rating: 6.9
Rating
6.7

Hey a new review by me

;p

Okey lets start. the eyecandy. ther mountain son layer 6 and 7, its good and no commands. i miss some yecandy on layer 5. mayby more eyecandy. the ammo/goodies placemand. Its good the powerups ar hidding and you must get ammo 9, the carrots ar also good placemand. but… i miss some coins and a stupid coin bunny :P that will be better when you get in the Coin Warp some other powerup and fast fire and a carrot ( full or something ;p ). BUGS, i saw some. if you look good at that stone part you must use layer 5 to fix, also let snooz or blurredD or labratkid or firesword BETATEST yor levels. okey the size. its not really bug and the platforms ar’t really good. i miss some tiles in the tileset. anyway i saw a other bug at the top. a walk bug. Okey Others: THER AR DEAD ENDS! use suckertube’s or springs. ther ar many deadends, the rest is ok.

Here a ¨-_ 6.7 _-¨

Ðx CC of ><lm

Review by DarkSonic

Posted:
Posted more than 20 years ago
For: Vampire's Scary Land
Level rating: 5.5
Rating
5.5

Okay, I am bored, so I decided to review this.
First impressions: A level by the WINNER,which is again way too big, but let’s continue the review. The name sounds scary, too.
Gameplay: This level is too big, and the layout isn’t too good. The flow in this level is quite bad, and the level is very hard to learn because of it’s size. Anyway, there is a nice trigger use, I like that. The spring placement isn’t too good and there are annoying tubes, which are way too long. The layout may be confusing, and it’s hard to remember the level(learning), because it’s so big. And, there is that tube that is 86 tiles long! This is way too many for a tube, you should never make them so long or make such a big level like this.
Conclusion gameplay: This level is way too big, some annoying tubes, nice trigger use, bad flow and layout, hard to learn.
Eye candy/Tileset use: This level has average eye candy, like BlurredD said, and I never saw a level with the tileset used, and the tileset is used well. I can’t say it’s a perfect use, but I kinda like it. If the level was not as big as it is, the eye candy could be better. There isn’t enough eye candy at the top of the level, in other places it’s average. There is enough eye candy in layer3, although it are mostly tubes.
Conclusion eye candy/Tileset use: Quite good, but could be better if the level wasn’t as big as it is. Fine tileset use.
Placement: This level has not too many ammo for it’s size, and 4 Power-Ups, which is good for this size. The PU that are there are: Bouncy, Toaster, Blaster and Rf. The placement of them isn’t too good, the Toaster and bouncy PU are team-based, that’s nice, but the RF and Blaster PU’s are closer to the left base. This level could have 5 PU because of it’s size, there should be 2 PU more close to each base, and 1 PU at the complete centre of the level. If would be nice if it was, but anyway. The ammo placement is nothing really special, I don’t like it too much. It looks like the last level. There are a few crates too, I don’t like crates that much, but it’s okay. This level has a full energy too, I think it’s more close to the left base.
Conclusion placement: The ammo placement isn’t too good. I don’t like the PU placement too many. Carrot placement is biased for left team.
Originality: This level uses a tileset I didn’t even know, that’s good for originality. The placement of the team-based PU’s was like in Happy Castle CTF, only a bit else. The music fits the level, it’s a scary tileset with a scary music.
Conclusion originality: I didn’t know this tileset before, team-based PU placement was quite original, music fits the level nice.
Fun Factor: This level is quite fun to play, too bad it’s so big. The way to the base is not a straight way, that’s good. The level is quite open in some places, but ít’s so big. So, I cannot say it’s too open.
Conclusion fun factor: A quite fun level, too bad it’s so big. The way to the base is not boring.
Others: Host this: No.
Download: No.
Final Rating: 5.5.

Review by blurredd

Posted:
Posted more than 20 years ago
For: Vampire's Scary Land
Level rating: 5.5
Rating
5.5

The name alone seems to denote the quality of the level.

GAMEPLAY:

I took a look at the layout, and I’m thinking to myself how crazy it looks. It consists mostly of very long and open areas with a few narrow passages in several places. When I said bigger is better, I didn’t mean extremely big with huge open spaces; I meant something around 130×70. A level sized 200×130 would be pretty frustrating to play with, even with a lot of players. I especially dislike the bottom right of the level with the large, open passageway down and the long tube ride back up. Try to avoid using long tubes and the squared off platforms as much as possible. Furthermore, too many areas were devoid of any events, which can take a lot out of the gameplay. I don’t even want to get into the balance. At a glance, it doesn’t look like it is, and there’s a good chance that it isn’t. With the bases placed at opposite corners, how balanced could this level be? Base placement like this usually makes the level harder to balance. The flow isn’t the worst part of this level, but it could be better. It would be easier to get around if there were more springs in several places. The only thing half-decent in this level are the triggers, but I can’t say they’ll always work.

EYE CANDY:

I suppose it could be considered as average. I might have to blame everything I dislike about the eye candy on the tileset. I’ve only seen this tileset one time before, and the eye candy looked somewhat like it does in this level—maybe a little better. Still, the lighting effect gets in the way, and most of the level looks bland.

CARROT AND AMMO PLACEMENT:

The carrots used aren’t particularly useful for a level of this size, but it’s better than nothing. The full energy carrot should have been at least placed a little further up and not so much closer to the red base than the blue base. I can’t say the RF and blaster powerups were placed well, but I have no problem with the team-based bouncer and toaster powerups. The RF powerup should have probably been placed somewhere around top. Moving on, the ammo certainly could’ve been distributed more evenly. I didn’t like how the ammo was concentrated in random spots throughout the level. Of course, the huge size of the level didn’t help.

HOST THIS OFTEN?

Not a chance. This level doesn’t even loop to anything. I might have overloked something when I was looking at this monstrously huge level, but I’m not going to bother. 5.5, and use BETA TESTERS. Consider that rating me being nice.

Review by Niels aka ChippieBW

Posted:
Posted more than 20 years ago
For: Vampire's Scary Land
Level rating: 5.5
Rating
5.5

Another level of The WINNER. Yay.

EYECANDY:
Hmm…. well, I can’t say that the eyecnady in this level is beautiful. I guess more the opposite, however the tileset has enough eyecandy but the most parts of the level are boring… Maybe that is because the level is too big. There are also a few errors in the eyecandy, for example the tiles in the upper right corner near the blue base in layer 3… where is that good for?

AMMO PLACEMENT:
There is a little bit too less ammo in this level, especially when you look how big it is. There are four PU’s in this level (of course no Seek PU) which is the least I expected for a level this size. Unfortunately, the bouncer and toaster are nearly impossible to get, in the first place because the EB is thousand miles away and in the second place because the walls around the PU’s don’t let the EB’s through. This is really a big fault! The carrot placemnet is so-so, there are too much of them.

LEVEL STRUCTURE:
Well, as I said few times earlier, this level is too big and empty. You have to walk around for ages to find something in this boring mess and the sucker tubes last ages. I recommend a much smaller size next time (more like 125×75 instead of 200×130) Now, this level is only meant for big games such as mass events and 4vs4s, but actually the level is too bad to qualify for such a thing.

GAMEPLAY:
Because the level is too big and empty, I never reall yenjoined the gameplay. If I didn’t have the red arrow, I would have searched for ages to find the red base. The music file is fine, but it doesn’t improve my bad view on this level.

————
RATINGS
————
Well, I have said it a few times now. This level is not good, but not really bad if you see what crap gets uploaded to J2O last weeks… I hold this level somewhere in the middel, and because a few good points in it, it gets a “sufficient” rating from me. 5.5 is what I’m giving this.; Perhaps use a smaller size next time, use a betatester or fix this level so it becomes good.

Score: a 5.5
Download: No.
Host: No.[This review has been edited by Niels aka ChippieBW]

Review by SuckaTube

Posted:
Posted more than 20 years ago
For: Stuff in the Heaven
Level rating: 5
Rating
N/A

EXCELLENT!

(Rating removal. Do NOT do this again. -Trafton)[This review has been edited by Trafton AT]

Review by DranzerJ4E

Posted:
Posted more than 20 years ago
For: Stuff in the Heaven
Level rating: 5
Rating
N/A

BAD TILESET USE!

Review by Niels aka ChippieBW

Posted:
Posted more than 20 years ago
For: Stuff in the Heaven
Level rating: 5
Rating
5.2

Let’‘s review this, it will probably be my sixth or so.

Level: Heaven Stuff (?)
By: The Winner

EYECANDY:
Very hard to say somethign about the eyecandy. There isn’t hardly any decent eyecandy in this level, except some clouds in the back and the foreground, but these are only confusing. It’s almost a rape of the tileset by using this low eye candy.

AMMO:
What? No seeker powerup? LETS EXTRACT FIVE POINTS FROM THE TOTAL RATING!!! Nah, I don’t want to go that path, I respect Winner’s opinion of hating the seeker. By the way, it’s some kind of lazy weapon after all. Well: about the ammo in the level: Not bad. Not too much powerups, not too much ammo. Except the fact that there are four carrots in the level (1 full and 3 of one heart) which I call too much. One of both would have been more then enough. Also there’s a shield in the level (you can reach it by getting 50 coins of one cold coin respawning) so I don’t tkae it too bad, but I hate shields.

LEVEL STRUCTURE:
The level is semi-symmetrical, and quite big. There are a few events in the level which could make the gameplay better, but the levle itself is too empty. Maybe next time you make the level a little bit smaller, with some more events?

GAMEPLAY:
Not that bad. There is quite a good flow in this level, and you can run around it well. Sometimes however the corridors are too short or too narrow to navigate correctly.

————
RATINGS
————
Score: Heaven Stuff gets a 5.2 from me.
Download this: Maybe.
Host: Nah.

Review by blurredd

Posted:
Posted more than 20 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 DarkSonic

Posted:
Posted more than 20 years ago
For: Stuff in the Heaven
Level rating: 5
Rating
5.7

Ok, I want to review this. I dont know why, maybe because I want more reviews;p.
Gameplay: Okay. I don’t like the gameplay here, there are many dead ends and not too many springs, but there are some events that make the gameplay not horrible or bad, so it’s okay.
Eye candy: Bad. I can’t say I like it, but there at least is some, I have to agree with LRK here.
Pickup placement: Good. At least, this is good. I cant say it’s special, but its good, though. There wasn’t many ammo, like LRK said, but it was good placed and there were not too many power-ups. This level is very big, so 4 PU would do it. Only, the Toaster Power-Up is close to the right base, and the other side doesn’t have that. Thats quite bad IMO. There is 1 gold coin and a 50 coin warp to get a shield. I dont know if it’s a good idea, but it’s probably for originality.
Others: Host this: No.
Download: No.
I will give the level a 5.7.

Review by Lark

Posted:
Posted more than 20 years ago
For: Stuff in the Heaven
Level rating: 5
Rating
5.5

I don’t like this level all that much either, but I don’t see why MB would give it such a low rating. It’s decent.

Eyecandy – Bad
Some stuff in the sprite layer, minimal stuff in layer 3, an ugly textured background in layer 8, some extremely bad looking clouds in front of layer 3, and some bad looking clouds behind layer 4.
Pros: There aren’t really any tile bugs…
Cons: Minimal eyecandy.

Gameplay – Okay
Decent gameplay. The level is rather big, so I’m automatically going to think higher of it since big levels usually take more work. I fail to see how one could do this in 30 minutes. Then again, MB also said that he could’ve done the palette edit of the Inferno set I did in one hour, which means he can rip the entire tileset and mask, edit all of the palette entries individually, fix some poorly masked tiles, make sure the pinball events and such work, make an example level, and get it all beta tested in one hour. This level is 256×50. Nobody on this planet could make it in 30 minutes. Anyway, back to this level, the flow is sort of okay, but it could be much better. The layout is also really confusing.
Pros: Decent flow, big level.
Cons: Bad layout, boring gameplay.

Ammo placement – Okay
For a level of this size, there isn’t too much ammo. There could be more. What is there is okay. It could be better, though.
Pros: Okay.
Cons: Not enough ammo.

Download reccomendation: Nope. But keep trying. Most people find single player levels easier to make than CTF levels since you don’t have to focus on gameplay quite as much, which is never easy to perfect. Well, atleast you don’t have to work on the flow much since you’re not going to be running through a single player level at full speed the whole time.

Review by MoonBlazE

Posted:
Posted more than 20 years ago
For: Stuff in the Heaven
Level rating: 5
Rating
3

When the WINNER said there wasn’t more to say, he was completely right in his sentence. There’s really not much to describe about this very plain level.

Stuff in the Heaven is an empty level with only ground to fill the masking out, it has really no good details that gives an unbelievable impression or the beautiful eye candy that makes you not wanting to close Jazz2. Hence even the layer 7 moving background clouds haven’t been set to transparent so they doesn’t fit the textured mode.

Specially for Heaven, who even have a road to its ubber detailed and variant ground, the WINNER has only used one kind of ground tile in the entire level. Not even the columns or the pot plant have been used. That’s lag of creativity from the level athour, I bet this could’ve been done in less than 20 minutes.

Game play: The Winner made it hard to get around while running, you often have to stop up for getting through the weird paths and springs.

Weapon placement: Randomly set I guess. Some places it’s easy to collect under your run, most of the times you need to search and/or stop for get it. It’s difinately not very balanced and the Red team clearly has an advantage.

What are you waiting for? Hit backspace already![This review has been edited by MoonBlazE]

Review by Lark

Posted:
Posted more than 20 years ago
For: A CTF LEVEL BASED ON SPACE
Level rating: 6.4
Rating
6

I am not biased or anything. I wasn’t going to review this at first because I felt bad giving it the low rating I thought it deserved, but Winner pushed me to the level of not feeling bad reviewing it. So, due to popular belief, I am not rating this any lower because someone who I am not particularly friendly with made it.

Eyecandy – Okay
Not much… what is there is not good at all. There’s a background, which is good, but the blocks for the ground are laid out very poorly. They are done in a simple way.. you should add more randomness to the block layouts of tilesets like this. When you’re behind layer 3 and you jump, you can sometimes see your head poke out, too. I also think that the cannons in layer 3 toward the bottom of the level (that you can’t get to; they’re in a wall) look very ugly.

Gameplay – Okay
No matter how I look at this, the gameplay does nothing for me. The flow is decent, but the layout and gameplay are rather dull. I also don’t like the fact that you can get stuck easilly in a place that you knew you could get stuck in beforehand. The sucker tubes actually move a bit too fast. They make it too easy to get from base to base; you can get to the other base in 3 seconds less time than you could by running. The red base has a block in their base that could be useful for taking cover behind. The blue base doesn’t have one. The powerup that is closer to the blue base is closer to the blue base than the powerup that is closer to the red base is close to the red base. (that makes sense; you’ll just have to read it a couple times). So, in other words, the teams are rather biased. You should also put one ways on the tops of the cannons so you can get out of them more easilly. (you forgot to do that with the cannon near the red base… more biasing? Oh, dear.)

Ammo placement – Okay
Omg! There are 3 seekers near the red base and 4 near the blue base! I’m taking off 2123321 points for that! =O! No big deal, actually. I do think the ammo placement just seems rather… strange. I can’t explain why I think so, I just do. =P I am also rather against putting several ammo crates near eachother. As Strato would say, they are lag crates. If you’ve noticed that in Battle1, there is a lot of lag, it’s because people enjoy camping by the seeker powerup, shooting endlessly (and probably reading books at the same time.. I don’t know how people could take just standing there pressing the fire key) and getting lots of seekers and taking the seeker powerup endlessly so they get cheap wins. This creates lag, because they make more seeker ammo come out of the crates than they use, and there are only two crates in Battle! Just think of how much lag there would be if there were four. The toaster powerup is a little too close to the blue base, too. You can get there in three seconds, and the powerup which is closer to the red base (the bouncers) takes 7 seconds for you to get to from the red base. In other words, the ammo placement isn’t very balanced.

Overall – Okay
Download reccomendation – No

Review by snzspeed

Posted:
Posted more than 20 years ago
For: A CTF LEVEL BASED ON SPACE
Level rating: 6.4
Rating
6.2

Yay, my first reviw using “NiQ” account. lets get started. This will be a quick reveiw, since im busy.
FIRST IMPRESSIONS:
Well, a CTF level by: the WINNER.
i don’t think eyecandy is to good, and i wouldn’t give a download recommedation, but lets continue,
TILESET USE/EYECANDY
Pretty standard,and i don’t like it too much. standrad, linear eyecandy, but at least this is better than your other levels.
GAMEPLAY
Pretty linear… level has nice size though… but still bit too dull gameplay.. no more comments.
ITEM PLACEMENT
Hmm. average. things are nicely placed. but i think there should be more ammo.
CONCLUSION
Well, an average level by the WINNER.
RANK: average level
DOWNLOAD RECOMMEDATION:hmm.. no.
HOST THIS:your decision..
RATING:6.2

~NiQ of j2vf[This review has been edited by NiQ]

Review by Sacrush

Posted:
Posted more than 20 years ago
For: A CTF LEVEL BASED ON SPACE
Level rating: 6.4
Rating
6.7

let me give this a fair review.

Eyecandy:
Fine!!! The eyecandy is not bad at all the background has multiple layers and in those layers there are mountain (looks like mountains). There are also rocks on the foreground that falls down and those rocks are good animated. Too make the level look better there are also some other tiles used like those 2 turrerts by that bunker. I didn`t find any big tilesbugs but they are there look at the red base for excample there are 2 black/yellow pillars one is on layer 4 and one is on layer 3. The one on layer 3 is bad because if you stand there you can see jazzs or spazz feets in the ground and if you jump you see there heads. Another excample is that bunker you can also see jazz or spazz`s feets. The rest is fine but the eyecandy is a little bit basic though.

Placement:
Fine!!! Let`s just say that the ammo is a little bit unfair placed. Near thebleu base there are 2 powerups if you play for the red there is only one powerup close by. The ammo is good placed though but there could be more of a kind. There are 2 powerups Bouncers and Toaster. Carrots are good placed a 1 energy by each base.

Gameplay:
Medium!!! The level is a litte bit too linear so it`s hard for somebody too escape and to hide somewhere. The turrest are good you can take cover there and attack somebody. The bases are fair placed. I don`t really like those warps to go too the other base because you can go from side to side to easaly. This is not a level for 3 against 3 it`s mostly for 2vs2 or 1vs1 because the lvel is lenear and small.

Other:
Fine!!! The level is a little bit to small. The tileset is good chosen. Music is also good chosen. Should do a jazz and spazz levelstart though.

A okay level a *&6.7*&

-SáTäÑ

Review by blurredd

Posted:
Posted more than 20 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.

Review by DarkSonic

Posted:
Posted more than 20 years ago
For: A CTF LEVEL BASED ON SPACE
Level rating: 6.4
Rating
6.7

ok, I am first rater.
Gameplay: Good. It is good, but I saw many warps on JCS that are unnecessary. Spring placement was good, and the level is small.
Eye candy: Good. There was not that many, the background was good and the sprite layer and layer 3 didnt have alot. layer 5 also didnt. Other layers were used too, except 1.
Pickup placement: Good. This is the best point in the level , although there was not many. There were 2 +1 carrots, which one at each base. Its not that good, cause one full energy in the middle should be better. There were 2 power-ups. There is not many space between them, the bouncer is closer to the red, the toaster to the blue.
Others: Host often: Not often, 1 or 2 times maybe.
Download: maybe.
I give this level a 6.7[This review has been edited by da man]

Review by blurredd

Posted:
Posted more than 20 years ago
For: Persian CTF
Level rating: 5
Rating
5.2

Late CTF Level Review Number 08: Persian CTF OMB

(Against my better judgment, I will review this level offline. I may later on adjust the rating when I finally get around to hosting this online.)

GAMEPLAY:

I had low prospects after seeing how small this level was. Small and boring. I can’t really say too much about the balance, the flow, or the base placement, but the small size and the simple layout is enough to make this level no good. Actually, I can say a few things about the balance: the level should have been completely symmetrical. Since it’s not, it’s easier to climb up on the right side with the vines than on the left side with the palm trees. On second examination, it looks like the entire middle area of this level should be moved a few tiles to the left. I also don’t like the sudden pause in the tube. Slow tubes would have just been enough. And maybe there should be more coins required to use the coin warp. Or maybe those two coins should just be moved to opposite sides of the level or something like that. To conclude, this is basically the kind of level I could have made in less than five minutes.

EYE CANDY:

The eye candy has to be as boring as it could possibly get without actually being horrible. On second thought, the eye candy isn’t any good at all. Barely any tile variety is to be seen. The background is completely missing aside from the textured BG. This level also has its share of tiling errors. Make an attempt to add good eye candy next time.

CARROT AND AMMO PLACEMENT:

Seeing that there is a full energy carrot accessible through the warp, I’m not going to say anything bad about this. On the other hand, I will complain about the horrendous ammo and powerup placement. It’s all either near one of the bases or near the coin warp. This leaves the bottom left and right completely empty of anything whatsoever. How fun. I could also question Blaster powerup vs. Toaster powerup, but this level is bad enough so I’ll just stop here.

HOST THIS OFTEN?

I doubt anyone would anyway. 5.2 so try again.

PS: I don’t know if you’re actually trying to make good CTF levels or if you’re just trying to lower your average level rating. Use more effort in the near future. And this is TSF and it doesn’t use the Beach tileset, BTW.

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