I promised Scizor CT that I’d review this level and be totally honest. I warned him he might not agree with some of the points a I am about to state but thought it alright if I did. Well, here goes!
Lava Lagoon has been under construction for a while. It has been worked with on and off, according to Scizor CT. Usually this happens when one has little inspiration to start off with; the level work progress is slow, and often the level doesn’t turn out very good when done, I am not totally sure why it happens like that though.
I played here recently in a 2vs2. The gameplay here is different, not greatly original. Most of the levels gameplay seems to be inspired from BBlair and Moree Mines because the layout seems to be slightly symmetrical although there are noticable differences on each side. Scizor CT borrowed a tactic from Zaitox, he put both bases near each other but not to be reached as easily which makes it very balanced, considering the layouts weird design. A shield was added Moree Mines style, which is an…Uhm unnessecary style, but not an issue which would destroy the gameplay to some extent. All you need is one or two bomb sceneries to prevent one from using obtaining the shield by shooting it.
It is a relatively large level with plently of open space in areas. Some platforms are useless and would rarely be touched by anyone in any type situation, for instance: both platforms at the upper right and upper left sides. This is one of those levels that requires you to learn to like it as there are some areas you might find annoying until you get used to them. There is a middle area not far above each base with the two skulls on each side of the walls; Coming out of a base there you might find yourself bumping up against them, they are almost like dead ends. The areas around both bases is very interesting, but the way the lava is placed there will make your eyes hurt! >< However, the gameplay in each base area makes it so that Lava Lagoon has arguably the best base placement, ever. Mainly because of a few small platforms in each base area, they are placed in ways which makes one have to navigate around them to reach the base(s), this makes each base simple to defend, but don’t worry, if you’re attacking a base, there are two routes to choose from to escape when you have the flag. The shield offers Lava Lagoon something really nice: When you’re low on health and have the shield, there’s no need to worry if anyone is at the full nrg, the two +1 carrots, the powerups, or any important place. The +1 carrots are placed at each side of the level, you obtain them only by going through sukertubes. The full nrg placement is typical, the middle not far below the shield (It’s like Scizor CT planned its placement there, for the sake of using the shield to take the carrot without any worries of taking a risk).
I’ve already mentioned that the lava at the bottom is annoying, better use low detail. Some of the “open” areas (Check out the area with the RF powerup at 86,65) may provide a certain feel to the level but many players probably won’t notice.
The ammo placement is good enough. The ammo is organized in cliched patterns though. The powerups: Toaster, Seeker and Bouncer all require you to use electroblasters to obtain them. The levels two most essential weapons, which are Electroblasters and RFs seem to be placed in the level sufficiently.
And finally, the concept, the main feature that sets Lava Lagoon apart from any other level. Hopefully this is a concept that will catch on, maybe we will see it more in the future…Nah. The concept is blowing up walls by using RFs. The +1 carrots, the shield, and even some paths yet to be opened, all require you to use RFs to clear the way and make them accessable. Most of this concept involves just ‘chewing’ up the level by blowing out little chunks out of walls etc, the reason is making the level slightly more realistic. A lazy player can blow small pieces of a wall and leave some destructable scenery behind, which can look quite ugly.
Download Lava Lagoon and make sure you play it a few times. It may bore you at first, but it’s all about its gameplay.
I first downloaded this CTF level, then fired up jj2, ran around the level for a bit in single player…
All the while I was hopping around the level I kept getting the strong feeling of deja vu… Something about it feels so familiar, like the levels layout was made out of that of another. I’m not going to bother talking about stuff like those often ugly b1 edits that only the creatively challenged have to work with. Then it just hit me: I realized that both areas around the blue and red base were designed a lot like “This level is Untitled” by EvilMike. Don’t get me wrong, just because it uses the same tileset doesn’t mean it should look similar. Sure, waste your time and compare the levels if you wish – or just take my word for it.
I am unable to play this level online so I cannot review the level completely. I just wanted to leave this comment. I have nothing further to say.
I do agree it is very overrated. I also agree on most of the points in your review, except the one that states you think 3 carrots would be too much for the level because of its size; it was hard to stay alive with 2 carrots in the earlier version, and when I added an extra carrot, ( re-spawns slower) people still gave suggestions like adding a Full NRG with the other 3 carrots.
I intentionally added a death trap for evil players despite people’s complaints, but skilled players should get out of it quickly. As you mentioned, there are a lot of fixed routes in the level, which is good for the size, but I designed the layout that way to make it easy to predict the movements of another player. It’s all for strategy.
The main problem with your review is that it focuses mainly on the looks of the tile-set, not on the level.
Black Ninja uploaded something. Its been a while.
As Black Ninja described the meaning of the title, this level should have vertical gameplay, the level size is 80×80 which is a perfect square shape; However once I got to play it I noticed the way the layout was designed it made you play by moving in vertical directions most of the time. Although this is true most people won’t notice as you still move in horizontal directions quite a bit. Fort Oblivion does a much better job of providing vertical gameplay than this level, and it doesn’t even have a title to try to emphasize it.
Furthermore I am not too fond of the layout as it doesn’t appear to have a design, or at least a very good one. There are questionable parts such as rooms that could qualify as dead ends – I don’t mind them too much though. The room at the top right contains a blaster powerup, some ammo and a coin, the fact that it has a powerup might help justify it some extent. It isn’t another platformy battle level which is good, except I think that a platformy layout with greatly-designed platforms would look better than what was designed here, mainly because the floors are mostly long and unvaried, little use of slopes except for the top area, or maybe the layout is varied enough and I am just picking at the wrong thing, maybe it’s just the lack eyecandy that I find so unappealing about this level. Too many springs were used and some weren’t placed well, the area 67,21 (JCS pos) has a carelessly placed red spring, it may not seem like much, but if I am trying to out run someone who is chasing me and I don’t want to enter the room at the top right which is guarunteed to be a deathzone if your enemy is carrying seekers, I’m toast. So you might be thinking “well then avoid it!” but that’s not always the case when you’re rushed and have little knowledge of the level, especialy if I touch it going from the left side. Another spring that bothers me is by 69,39 – It is placed near the middle and would take a little skill for a rushed player to avoid it, if it were moved a tile to the left it would be perfect.
Coins are scattred throughout the level. So there’s a coin warp which apparently sends you to one of three powerups, not by choice but by order each time you enter the warp. First: Toaster, Second: Seeker and lastly Third: RF – No apparent order applied as you would think that RF would come first, then Toaster and finally Seeker, unless Black Ninja has an odd way of thinking about the power of each powerup. Ammo placement seems alright although they don’t have appealing designs and aren’t placed strategicly. You can see the powerups, in fact Black Ninja really wanted you to see them, even at the sacrifice of adding weird wind events and invisible bomb sceneries just to prevent you from touching them without entering the coin warp. I’ve found two +1 carrots, one at the top middle, the other near the bottom middle – that should all work out nicely. I think I’ve covered everything here.
The eyecandy is, well, unacceptable. The tileset is mostly to blame, basic typical brown colored dirt, basic- looking snow, amatuerishly drawn christmas trees, I like the gingerbreadman though, he looks adorable, really. The background is just weird, it consists of moving candy canes, they must be alive, kinda creepy. A plain untextured background, I hate it. Black Ninja, however did a good job with the lighting. I like the beams of light especialy the one that appears to be coming through the large crack near the candy canes.
I can’t quite recommend this, but host it as I have a feeling it’ll be the only christmas battle level we’ll have this year and the gameplay mostly works.
About time I got around to reviewing this.
I will start off by reviewing the theme and eye-candy.
As always CelL has made a level that doesn’t fail to please the eye, but that doesn’t mean the eye-candy here is amazing. The background is probably the most disappointing aspect: While there’s rain in the background, it’s very hard to see. Using rain in levels is becoming popular, huh? – You can see the dark blue horizon, and the stars that are barely visible. So you just see the sky and rain, but no clouds; what sense does that make?
CelL did not use the yellow colored tiles much for a very good reason. The grass, or moss which would better describe their appearance, is not only on the tops of the bricks, but the green colored brick tiles placed under the moss tiles on the top represent moss on the bricks as well.
My first comment to CelL when I tested the level is “Nice architecture”, which is relating to the usage of most of the layer 4 tiles like the pillars and bricks. I especially like the way the area that leads to the pit is designed.
I like the overall atmosphere. Nice music, which doesn’t exactly fit the atmosphere, but it’s alright. The name Sanctuary is brilliant and adds to the feeling… And that’s all I can say about the theme and eyecandy, which is this level’s strongest point.
The layout is relatively easy to learn, but I found the platforms to be weirdly designed (although still look decent), and weirdly placed. Although I am not fond of the layout’s design, I think the game-play here works; the flow is good, and the springs are placed well. I think the pit is annoying, but CelL had to keep it there despite my complaints. Some tiles would appear to be solid, but weren’t – not a big problem since they were placed under platforms. Balance between the bases is good, even though the level isn’t symmetrical.
The placement of ammo is strategic and solid, but not very interesting in my opinion as they are used in mostly line patterns. CelL added two pepper-spray power-ups, which is not a problem in my opinion; It’s funny, as I recall CelL told me a couple of years ago never to put two of the same power-ups in a level. Toaster power-up at the bottom left, and a Seeker power-up near the bottom right – all works. CelL pulled an EvilMike by adding a secret; I wouldn’t think of putting a secret in a CTF level, since it’s such a fast paced game-type, but whatever. Two Full NRG carrots are placed beside each other, but getting from one to another isn’t so easy: it’s generally faster to go from the carrot on the left side to the one on the right side than the other way around; smart players can use that to their advantage.
If you want to add to your CelL collection, download this. If not, download it. It’s a nice medium-sized CTF level for 2vs2s, and I have a feeling this would absolutely rock in 3vs3s. I suggest you host this whenever you are stuck on deciding what level to host, or are thinking of hosting the same ol’ classic CTF levels – Sanctuary would be better, much better.
First of all I’d like to thank LRK for asking me to test this level. I like the general atmosphere of Myriadus the most. It uses an original concept with the beach tileset – rain is used in the foreground. We’ve all seen levels using rain but the music which is taken from Donkey Kong Country 2 features the sound of wind and the subtle sound of rain when it hits upon the ground is what really makes the atmosphere of this cool and unique level. Although the rain tile was taken from one of the ships as LRK informed me; the rain does not look out of place, perhaps maybe a bit big though, but looks superior to what BlurredD did with rain in one of his recent levels Anarchy Inn. :P
LRK used the same style for making the layout as he did in polyglotics. A style I am not particularly fond of but it works, very balanced. It’s basicly very linear, huge platforms, the flowing is, as with all of LRK’s levels, excellent.
My first impressions on the eyecandy (not including the rain) when I first saw the level was very, very bland. The background looked horrible, although the layer 4 eyecandy was improved since the last time, the background still looks dismal. Use of water at the bottom left, can’t swim in it but looks a little nice, like it’s a large puddle of water. The placement of alge on the wooden structures was surprisingly well done and almost makes up for the dull background.
LRK placed the ammo well, all I can say really. Some of the placement of other things were interesting, in fact, the two +1 carrots were placed on opposite sides of a platform is one of the best reasons to try this level online. Download it now!
You should write a review on it after. ;)
EDIT: Ever seen a Hurricane DS? Oh, and Cooba, you will have to jump around to some extent if you’re going to play this, unless you’re one of thoose people who believes obstacles or little challenges in competetive CTF levels make them better you may want to redefine your way of looking at CTF levels.
I played this level some while ago on Strato’s server, it played alot like an average, good CTF level (6.5-7.5).
Although the level uses Ancient Riches, a tileset by Spazzyman, the originality in tile use and eyecandy had that been-there-done-that feel, however it still looks decent.
The Gameplay had nothing that special either, in fact the layout is the worst part of this, although it’s quite playable, blue base was easier to score and attack than red. It feels complex even though it isn’t, and the bottom area bothers me, I guess because it’s so plain, it’s basicly a straight path and a couple of medium-sized hills.
The size, for a CTF level, is about right, not too small nor too big.
Ammo and Powerup placement was acceptable, no complaints. The carrot, a full NRG was placed near the middle, no complaints here either.
Good level, however nothing you haven’t seen before.
Download Recommendation: Yes.
Host Often: Sometimes.
Carin Refinery? that was my first impression when I saw this, only this has a slightly bigger layout, some dfferent eyecandy (although it’s still quite similar).
The gameplay here is good, no complaints, except that it really feels unoriginal, it has a lot of that been-there-done-that feel to it. The flow was good, although some places felt a little difficult to move around in until I got used to it (which didn’t take long, at all). One thing that was strange about the layout is that at first you think it’s a common symmetrical layout seen often in solid CTF levels, however both sides have some small variations, this made me worried if it’s slightly unbalanced, however through playing this I didn’t encounter any huge troubles with balance, that is usually better tested with a 2vs2 match.
Eyecandy is little different from Cairn Refinery by CelL, however the BG here is slightly original so it’s quite a noticable difference, the tileset usage was pretty good for most of the level except the top area around the Seeker Powerup, I noticed it was quite bland-looking up there. Nothing really creative or original looking in eyecandy.
Fun Factor is here, but because of the conventional layout it’ll feel slightly repetitive(I did an instagib CTF match here on Blacky’s server, it was a blast, however there may be other CTF levels that’ll be the same, or perhaps better for that unusual setting).
Ammo placement is the best part. I had no problems getting the sufficient ammo I needed, even afer I had died, and the way it was placed was pretty good too.
The music choice was ok, when I first heard it, I thought it was a pretty sloppy song but when I played with it, it went very well.
Originality is where this level fails, I don’t feel the need to explain further as I have explained earlier in my review.
Overall: A good CTF level by Blackraptor, nothing special, I would’ve givin this a 7.5 but I’m in a good mood today.
8.2 is my final rating. Truly.
-fs[This review has been edited by Fire Sword!]
A very nice program, the layout is user friendly, and looks great.
1 – You can instantly create a server as fast as joining one by going through gip.
2 – You can join a game fast without downloading from J2O or other JJ2 sites which support that, and you can even use IP’s.
3 – A quick way to change your name, fur and character.
4 – An easy way to check who’s on certain servers without JazzTool.
Overall: It makes doing internet related things on JJ2 much easier and faster. I found no bugs nor anything that annoyed me about the layout, if I’ve missed anything in this review, please notify me.
-fs[This review has been edited by Fire Sword!]
Labratkid makes a race level. Not exactly a popular avenue in the J2O downloads. Does it compete well with the small amount of others? or maybe even some of the more ru><0r ones hosted online? (Mainly by Violet and some foo races by Spoy) we’ll see…
The gameplay, for a race level, is average and too easy, Not much varies here, which means it’s basicly the player ahead ALWAYS wins, unless he makes a mistake or something… there were some very small challenges that may help that situation like the poles but there’s a very, very easy way to avoid the springs. The infamous pole bug is existant here, which makes this levels rating crushed from 6.2 to 5.7.
The fun factor is existant, but I wasn’t having a blast through this.
The layout and design of this level is mostly poor and straight, and up and down… Blah, the layout as well as the design is basicly average compared to most race levels.
The eyecandy is a bit below average, when I’ve played this online, I see a black BG, I’m not playing in low detail or have a monitor that bad. When I look at it in JCS I see just rain and the sky, that’s it, really. Eyecandy reigns the worst aspect here and the same goes for originality. The author asked not to have it rated so I won’t.
Overall, I guess this is an ok race level, but the bugs kill the rating a bit.
-fs[This review has been edited by Fire Sword!]
I believe this is Scizors first level. Well, this is easily the best one I’ve seen.
The layout and design of this level crushes most of it’s competetion in battle levels, it’s just the right size, not too hard to learn or confusing. Not platformy like I see in most battle levels. Even a bit of strategy is involved. In short, this level has all or most of what you’d want in a battle level, layout wise. However it doesn’t give off a good first impression, the first look at this and I thought it was just an average battle level due to the eyecandy which I’ll explain later.
Gameplay/fun factor is certainly here, and like the layout, it’s better than in most battle levels, however the gameplay does take some time to get used to, you’d easily get owned no matter how good you are at JJ2 if your new to this level with a bunch of players who know this well, how ever this is a very minor aspect of this. Carrots were done well here, with 3 perfectly placed carrots, or are they? well they are certain placed in good areas, BUT 2 are hard to find due to layer 3 use, Which is why I say it’s easy to get owned here not knowing the level, and this affects the rating a little.
The ammo and powerup placement is ok, nothing really interesting to add more fun or any problems to speak of. Lack of a seeker powerup may shock some players that rely on it’s power too much, but I’ve actually had fun without it, since it has Bouncer and RF pu’s which make the game more skill-oriented. I liked the powerup placement and choice, although that’s imo, some players may not like it at all.
The eyecandy was average, this feature was the worst here, and one of the reasons why it fails to reach 8, which I believe this level deserves. The eyecandy isn’t bad, it’s just seen that a-million-times, that is, if your familiar with colonius.
originality factor is non-existant, this is also a reason why it fails to reach 8. Nothing more to discuss.
Overall, nothing really more to say here. It plays well, it’s fun, but nothing special. I’d recommend downloading it, but only if your really into battle levels, since there’s nothing really special to see, or anything original in gameplay.
-fs [This review has been edited by Fire Sword!]
Well, Blacky sure did make a nice little battle level, in my opinion.
First Impression: Good, I must say this level reminds me a bit of BlurredD’s battle level, Dungeon Ruins part of his SC battle pack, but not too much as the eyecandy differs a bit from that level, which I’ll explain later.
The layout was good enough for my tastes in battle levels. Most battle freaks may not like it but if your a huge CTF fan this layout might be to your likeing. It doesn’t rely too much on platforms like most battle levels it’s easy to flow through and a bit symmetrical but not really copied as both sides are quite different, but they also have similarities like the carrots for example. I feel Nothing further needs to be discussed here. The layout is good that’s mostly what counts.
The gameplay was great, I enjoyed it most of the time. (Ok, I was winning the whole time and my opinion might change if I was losing) However there were a few quirks like the carrots being too easy to get(3 carrots… A bit much for a level this size, imo) and made the game a bit too easy (At least for me) and got boring near the end. I believe a couple of players dueling here who knew the level well would make the duel last very, very long due to this, this is more my opinion though, so if you don’t like getting frustrated in duels because it lasts, I recommend not dueling here.
The eyecandy was good, Nothing special but still above average. The BG as well as the layer 4 use was excellent. Overall nothing more to discuss, Blacky did a well done job with the eyecandy (as always).
The Ammo/Powerup placment was ok. Certainly no problems here.
Originality factor is non – existant. No new tileset uses to discuss here.
Overall: Blacky made a good battle level but this isn’t amazing, neither does it dare to uncover new breakthroughs in gameplay or eyecandy, but heck, if your a battle freak or just someone who’s bored and is in the mood for a good enjoyable battle level to host, this is certainly for you.
[This review has been edited by Fire Sword!]
Yet another Diamondus level that gives off a good first impression. Will it last? let’s see…
The gameplay was good but not flawless. The rock bridge at the top right gives red a small advantage as they can reach blue base by either going through the top left or down left paths, and blue can only reach red through the down right path, very big problem here in my opinion and even caused me some trouble playing it while online.
The seeker pu was placed in a coin warp, i’m not a big fan of coin warps anymore and don’t believe that they should be in CTF or battle levels IF you have to put a carrot or seek pu (like here) in it. The area with the seek pu is neither noob friendly if your new to jj2 of simply a noob to the level itself. Since you have to go up the poorly marked middle to reach the poles. I know FoD and/or [GpW]Electric put a red arrow to tell you but it doesn’t work too well, and even made me panic and actually thought the authors forgot to add an exit. Poles are, in my opinion, only for single player, however this isn’t much of a problem here.
The ammo placement was decent but I would suggest more. In fact, there were probably more food placed than weapons.
The eyecandy was average, nothing really to discuss. Same goes for the tileset use too.
The general atmosphere exists. I was surprised at how the dim lighting, blowing leaves to simulate wind and music combo added such a great feeling to this.
Overall i’d say this is a good CTF level by WWInc. If it wasn’t for the bridge and seeker pu placement I would give it an 8.0. However, even though this level has problems. I like it enough to give it a 7.7 as my rating.
- fs[This review has been edited by Fire Sword!]
Probably DarkHelmets best level so far.
This level has a very nice first impression, however the more you play it, the more average this level seems.
The gameplay was certainly average for a battle level. It’s playable but nothing really special as it doesn’t dare to uncover any new, good concepts.
I noticed some areas that were open/wall – less, this isn’t good considering players can hide there and not be hurt/killed. I wouldn’t say this is a serious problem but it certainly is quite evil.
The tileset use was average for this set. No new uses to speak of.
The ammo and powerup placement was OK but the coin warp is cheap as you only get pepper spray and fast fires. That would be good for chasing but only very skilled players would consider it.
The carrot placement was ok. No problems to discuss here.
The eyecandy was a tiny bit above average. I can’t quite describe why. You’ll just have to see for yourself.
Overall, this is an average battle level. There were a few tiny things that were above average but still nothing spectacular.
- fs [This review has been edited by Fire Sword!]
Well, a level that was started before his first and finished after his first. Is it better than his other? lets see…
The gameplay was ok, I enjoyed the few times I played this, however it’s based on the concept that most battle levels use: running around randomly shooting. And this level takes that to a high level as it’s platformy and small. It would be good for a mindless brawl but not for serious situations like duels, in my opinion.
The ammo and powerup placement helps the gameplay I described above. Although it’s not bad.
The eyecandy was average but there were some tiny things that caught my attention for a matter of seconds like holes in the walls and a thing that’s normally used in layers 5-7 that was used on 4. That’s about all.
Little strategy is involved here. It’s platformy and forgiving layout eleminate most of this aspect from the level. This is easily the worst part of this.
The fun factor is existant but like I described in the gameplay, it’s good for a little brawl every now and then. However compared to other battle levels i’d say it’s average.
Overall, this is an average battle level.
Download reccomendation: nothing really interesting/new, I wouldn’t reccomend it to thoose who have little time to waste it on something that’s a been there done that. However, I reccomend it to all battle fanatics to add it their collection.
Also try: unimatrix zero
- fs [This review has been edited by Fire Sword!]
Probably Blacky’s best battle level, however not his best level overall (that was Circut Plug imo)
Anyway, the gameplay here is good for a battle level. The layout and flow (I know flow isn’t considered an important aspect of battle, but it is to me, therefore, it’ll apply to this review) may not be all that but it’s ok as it’s not too rough and frustrating to navigate like in some battle levels.
The eyecandy was a bit above average for this set. Still, nothing really spectacular. Even considering how Blacky spends most of his work on eyecandy this however, was a disappointment.
The ammo and powerup placement was good. I must say this is one of the best aspects here. In my opinion it’s one of the key features that makes a level fun, and this level doesn’t fail to provide it. Sure, it may not look like much from just seeing it, but it’s actually quite fun once you play it.
Carrot placement is either a like it or hate it, personally I like only 2 carrots in a battle level. I’ve always believed battle levels with 5 or more were quite boring because they don’t have as much camping involved, however this is also why I say it’s like it or hate it. Because some players prefer the camping gameplay while others will despise it.
Strategy exists, but probably nothing more than your basic camping. However the warps at each side may add something a bit interesting here.
Overall, this is a good battle level. Nothing special or something that’s a must see/download but I still reccomend it to the hard core battle players to add it to their collection as it’s worth downloading.
- fs[This review has been edited by Fire Sword!]
This is one of thoose rare first levels that is worth seeing/playing for a few seconds.
The gameplay was ok, nothing special, no new gameplay concepts or anything like that (not like any first level has ever had thoose ;P). The carrots were placed well, no problems I noticed here, the layout is average for a battle level but very playable.
The eyecandy was average – below average and needed a bit of work. It is good for a first level but it’s the worst aspect for this. Basicly the background layers were the same as in the default levels and the layer 4 eyecandy appeared bland and boring.
The ammo placement wasn’t too good but not too bad either. Basicly, they’re just placed in squares. Not an important aspect but one that should take notice. The powerups go well with the level, and were placed in “ok” locations, nothing to discuss further here.
Overall, good first attempt. Probably one of the best first levels i’ve ever seen. Keep making maps/levels. As I and others have said, you show a lot of potential.
Download reccomendation: Depends, maybe if you have some extra time to waste.
This is your typical Disguise tileset. The style looks similar to his others but the theme is semi – original (and the strong use of psp effects written all over it).
What makes this set stand out from the rest is that it is designed to almost completely use transparent tiles (used on layer 5 in the example) and some weird looking ground tiles or if you would even call them ground. You’ll know what I mean when you see them.
It looks cool but makes it quite difficult to use. It forces you to use layer 5 like Agamas Swamps of the Sleeping Jaguar.
The masking is superb. Nothing else to discuss here.
The overall eyecandy was a bit good but sorta weird with the light red and blue compared with the brownish ground, sky etc. It’s not very colorfull so that’s one of the down falls of this.
I couldn’t find any innovative uses for this tileset. I don’t even see a way to make it look like something different from what you’d expect. This is the worst aspect of Eternal Agony. Tilesets like Diamondus, Swamps, Carottus (worst of all) and so many others suffer from this, and imo doesn’t make it such a great set.
However, this is still a good set. I reccomend it to all, try not to overuse it since there doesn’t seem to be very many uses out of it (or at least from what i’ve noticed, dare to proove me wrong, if you wish).
-fs [This review has been edited by Fire Sword!]
41… Ahem, AI Falcon creates a semi – original gameplay concept. Is it good? lets see…
Well, all i’ll say is that it’s just pretty basic. You hop on ships over and over again… Until you reach the end. It’s long and repetitive, however the ships aren’t placed in patterns it just gets to the point where it’s the same ol’ same ol’. The eyecandy was ok, but nothing that caught my attention, in fact the fast, very fast, too fast background layers were annoying. I know the author was trying to give a great sense of speed but this goes a bit too far, though this isn’t one of the bigger problems.
The fun factor is here however, though it can get boring after the first for second try. Most of the fun I could imagine would be bumping/shooting (which would be very difficult to do with out ice) other players to the ground which also makes it quite frustrating if your a very competetive player.
The tileset usage was boring but I guess it was ok for the tileset (though I noticed one tile error).
This is an ok race level, it’ll be fun maybe for a few rounds of play but you may get tired of it after that.
Download reccomendation: If you like race or need something to do when you have a lot of time.
Well, this turned out exactly the way I expected, especially for a first CTF level. However, this levels gameplay is barely playable and not the slightest bit enjoyable. The layout is mostly straight and totally unbalanced.
They’re no borders so you know what that means… FLAG BUG. Next time you make a CTF level make sure you border the edges with at least 2 or 3 tiles to prevent this.
The flow was ok, but with the straight layout what do you expect? the layout is just too flat and uninteresting for CTF or any gametype for that matter.
Event placement was probably the worst aspect here as the way it’s placed both to unbalance the teams/bases and the evil hurt events (That can kill the server unlike the client)and another problem is that there’re two +1 carrots placed some what in the middle, this would be ok for a full NRG but not this way. Also, you can shoot the +1’s to the bottom of the level below the warps with are in the same area, I haven’t fully tested this, but they may be impossible to reach this way.
No new strategies in this level or hardly any strategy at all, your best bet is to camp at the 2 +1’s (risking them being shot to the ground. Probably out of reach).
The eyecandy is below average since it only uses layer 4 and 8, the tileset use is average. No new interesting uses to talk of. The eyecandy is simply below average and and really nothing new about it, however, i’m glad it’s not in any way ugly (though the gems aren’t very pretty when overused like that).
I feel no need to further explain this level, for a first attempt at CTF all I have to say is good try. Keep making CTF and other levels of any gametype, just take the adivce of the reviewers, practice, and you’ll make decent or even good levels in the future, don’t be afriad to try new concepts with gameplay and eyecandy (If they are good ones ;P).
Sorry, no download reccomendation.
[This review has been edited by Fire Sword!]
Eat your lima beans, Johnny.