STORY: No story. A lack of story is acceptable in multiplayer levels, and while having a story can potentially raise the rating, having a lack of story is not a – point.
Pros: Not applicable.
Cons: Not applicable.
Rating: N/A
TILESET/TILESET USE: The author uses “Forest” by Blade, but I can not say too much for the tileset use. It is all fairly bland and uninteresting, to tell the truth. There’s a lot of tile repetition in the ground, the background is very same old, and about the only thing I found that interested me was some of the layer 3.
Pros: No noticable tile bugs other then one of the cave windows.
Cons: Rather dull. Some of this may be caused by the fact that much of the level is flat, all four sides.
Rating: 6.5
WEAPON/ITEM PLACEMENT: No items other then the full energy carrot (near the blue base), but like a story, this is only a potential rating increase for multiplayer levels. Most of the ammo, with the notable exception of the blaster powerup and fastfire, seems situated near the blue base. It does have the feel of trying to be somewhere in the middle, but doesn’t quite suceed. Interestingly, the author gives Blue the Bouncy Powerup and lots of ammo, while Red gets a Blaster Powerup and lots of Fastfire. This is actually rather fair, and I like it.
Pros: Fairly fair.
Cons: Just a Little more ammo on Red’s side would be nice, though.. and maybe some on the top path..
Rating: 7.0
ORIGINALITY: Hmmm.. I like the chicken on the far right, despite it taking up way too much space. But other then that, except for the toaster ammo cache (an arrow might be nice here, as it feels distinctly like a bad pit), there is nothing much very new in this level. Yes, it’s fun to hit a green spring and go up for a long time, but it’s not anything new.
Pros: Some originality.
Cons: Not enough, executed kind of poorly in some places.
Rating: 6.2
GAMEPLAY/DESIGN: This level is very flat and straight. Most of the ground, walls and ceilling are straight lines, and the level has an unusual number of pits which go straight down. All but one of the pits (this one leading almost directly to the red base, bad) can be gone through in either direction, but it still is kind of disorienting. As for the gameplay, the design makes it all feel kind of dead, and the paths are often a bit too long. If you’re being chased, this level will not be your best friend.
Pros: It does have a CTF level design.
Cons: It could be executed better, a little less flatness, say..
Rating: 6.5
REPLAY VALUE: The main thing making me not have much wish to play this again is that the level seems so very dead. I can’t see demonic chickens living here, or for that matter, anyone else. Not to mention it doesn’t feel like a forest. But I’m getting off subject. While you may want to play this level if there aren’t any other servers up, or you’re tired of the classics (I AM!), you may want to play this, but otherwise this may be a bit too dull.
Pros: The music helps to make it feel a bit less dead.
Cons: It doesn’t do that good of a job. Maybe if it was a little more active..
Rating: 6.5
OVERALL (not an average): This is a not very amazing CTF level with a few flow problems, which is a wee bit biased towards blue. It’s also dead.
Pros: Not a newbie level (like most levels I’ve reviewed lately), CTFish, some interesting parts.
Cons: Uneven, takes too long to get around in, seems dead (maybe it’s just the size of everything….).
Rating: 7.0
By the way, just because having a Jazz Start is a bad idea, doesn’t mean players should have to use FlyNowalls in SP. Jazz starts (if there’s no start position for him) at position -1,5. Put a few warps underneath there leading wherever you like, and you’re fine. (I looked, and there doesn’t seem to be anything wrong with doing this)