First, let me congratulate the author on actually deciding what the name of this level is. Now, I am rating this as a bug fix, and not a seperate level, because I’m too lazy to type out everything again.
TILESET/TILESET USE: The author has, since the last upload, added some more eyecandy. However, I liked the white rings in the background better then the very prominent gems in the foreground.
Pros: Things do look better then last time.
Cons: Still not used very well. Choose a tileset with more possibilities, Gen.
Rating: 4.0
WEAPON/ITEM PLACEMENT: There’s a full energy carrot, two powerups, some fastfire, and a little Bouncy/Toaster ammo. There is, simply put, not enough ammo and too much of everything else.
Pros: A little more thought seems to have been spent here then last time.
Cons: Still not very good. Seekers are kind of a must for a level like this.
Rating: 3.5
ORIGINALITY: The level is decidedly more original now, because I’ve never heard of using springs/vines to move vertically, and sucker tubes to move horizontally. :P
Pros: It’s original.
Cons: The originality doesn’t really work (I’ll explain soon), and I still can’t say I care for it.
Rating: 3.2
GAMEPLAY/DESIGN: Ok, here’s the main problem (Bjarni was right, btw). The sucker tubes do not work. You can not go through them. Thus, both teams are condemned to stay on their own side of the level, unable to get at each other.
Pros: None.
Cons: It is simply NOT playable.
Rating: 1.0
REPLAY VALUE/FUN FACTOR: In the level’s current state, there is no replay value.
Pros: None.
Cons: It is, again, NOT playable.
Rating: 1.0
OVERALL (not an average). This is an interesting level, but I must say I liked it better before. Especially because you could play it then.
Pros: It’s interesting.
Cons: You can’t play it, the gems in the foreground are annoying, and there’s not enough ammo.
Rating: 3.2