I’m afraid that there are two things wrong with that statement. The first is that this is your level, and you should not rate it. We do. The second is that there is no such rating as 7.9, and even if there was, I would definitely not rate it that. Here is my original review for the beta, which I did while I thought it was battle:
Well, the first thing I have to say (this is a standard thing), is that the general rule is that betas should not be uploaded. They sort of mess up the review system, as technically they have to get low ratings, as we rate what is there, not what could be there. And, as such, this level will get a low rating. But it still shows some degree of promise, although it does half several very major problems, such as how it just stops mid-level. It is small in its current form, although there are a few things that I will point out that definitely show quite a bit of promise. So let’s start the review.
TILESET/TILESET USE: I am honestly not sure what exactly to make of this tileset use. In parts, tileset use is mainly dull and uninteresting for the most part, but in other parts the eyecandy is quite good. What balance is there? Well, there is some. Throughout the level, there are annoying foreground things which go by way too fast and do not exactly fit. However, in many places, the layer 4 eyecandy is actually quite nice. It is too early in this level’s creation (yet again, the beta problem) in order to tell how well it will turn out, but for now, it is actually above average. Nice job, especially for a first level.
Pros: Everything seems to fit together, and some looks quite nice.
Cons: Nothing amazing. Foreground annoyances. Some areas are dull.
Rating: 5.7
WEAPON/ITEM/ENEMY PLACEMENT: This part of the level definitely needs work. The main problem with the entire thing is that there are no generators on the items (click on “Create a generator for this event” when choosing the event from the events list and then specify a delay in order to do this). Therefore, once someone gets the ammo, it is gone for good. Unlike many first levels, ammo is surprisingly sparce. There is only a bit of somewhat useless ice at the beginning and some RF ammo in a secret area. There are no powerups or anything, and since nothing regenerates, most of the time the player is stuck simply using blaster and sidekicks. Generators are definitely needed, and more ammo would be nice, too.
Pros: Not as bad as it could be.
Cons: No generators.
Rating: 2.5
ORIGINALITY: This level is not all that original. But, then again, originality is not expected on a first level. There are indeed a few elements of this creation that are fairly original. Tubes are used fairly well, although the entire design is more or less linear. And then there are springs in the middle of a walkway, Battle2 style. I’m still not sure how hot I am on this. It stops you from being able to go through quickly, although it does fill in space. The float ups are nice, and it is rare to see a lot of these advanced concepts in a first level. The thing about this level is, although it does get a low rating, it shows a lot of promise. The techniques used in this level are generally not the sort of thing most levelmakers use until the first or second level. If this was completed and everything was filled in/fixed, it would probably get more than a 6. Which is, all things considered, very high for a first level. Add more eyecandy, fix the generators, and make the level a lot bigger, and you have yourself here a solid level indeed.
Rating: N/A
GAMEPLAY/DESIGN: This rating gets quite a bit of a hit because this level allows the player to just fall off a cliff. This is not really acceptable, and should have been fixed before uploading if not anything. Other than that, this level has an okay flow. For some reason, this level bares resemblance to both the race and battle levels that use Tubeelectric (the placement of the ice and the springs that bounce you back towards the wall remind me of the race level, and the springs the battle). Whatever, this level has an okay layout other than the whole falling off a cliff thing. Too early to decide, however, whether or not it is really good. Keep on working, though – it is promising.
Pros: Some areas are very nicely done, and if compled, it will probably be good.
Cons: The falling off the cliff thing and size.
Rating: 2.2
REPLAY VALUE/FUN FACTOR: Not much to say here. It’s a beta, and therefore not much fun and fairly buggy.
Pros: N/A.
Cons: N/A.
Rating: N/A.
OVERALL (not an average): This level shows a lot of promise. And I mean quite a bit. However, it is too early to pass much judgement. This beta does get a low rating from me because of the bugs and size, but it still shows good promise and you are on the right track. I would recommend adding generators and such in addition to more ammo and probably more eyecandy. Still, you are definitely on the right track, especially for a first level. Nicely done so far. Keep up the work.
Pros: Shows promise. Not bad gameplay.
Cons: Still needs some work. Small. You can fall off the platform.
Rating: 3.0
GAMEPLAY: D -
Flow: C
Layout: C+
Creativity: B -
Bugs: F
EYECANDY: B+
Tileset use: B+
Eyecandy look: B+
Creativity: B+
Bugs: B -
PLACEMENT: D -
Weapons: D -
THE FINAL GRADE: D+
THE FINAL RATING: 3.0
+ PROS: So far, fairly good and promising. Keep working on this level.
- CONS: Still needs some work. Small. You can fall off the platform.
- Trafton
EDIT: Generally demos are not allowed and I do tend to rate everything. However, I will leave this unrated upon your request. Just remember in the future that demos probably are a bad idea to upload. Sorry if I hurt your feelings. :)
And here is my review for the final. What all has changed? Not a huge amount. It is still a good level with a few problems. But it is now bigger, and there are now a few more eyecandy problems, and a few more gameplay problems. Let’s review, shall we?
TILESET/TILESET USE: I am honestly not sure what exactly to make of this tileset use. In parts, tileset use is mainly dull and uninteresting for the most part, but in other parts the eyecandy is quite good. What balance is there? Well, there is some. Throughout the level, there are annoying foreground things which go by way too fast and do not exactly fit. However, in many places, the layer 4 eyecandy is actually quite nice. It is too early in this level’s creation (yet again, the beta problem) in order to tell how well it will turn out, but for now, it is actually above average. Nice job, especially for a first level.
THIS TIME AROUND: Well, there has been a lot of stuff added. Most of the eyecandy is alright, although there are some fairly major annoyances. The entire level looks okay, although there are destruct block portions that are, for all intents and purposes, ugly. Everything looks like it would work one way, yet works another.
Pros: Everything seems to fit together, and some looks quite nice.
Cons: Nothing amazing. Foreground annoyances. Some areas are dull.
Rating: 5.5
WEAPON/ITEM/ENEMY PLACEMENT: This part of the level definitely needs work. The main problem with the entire thing is that there are no generators on the items (click on “Create a generator for this event” when choosing the event from the events list and then specify a delay in order to do this). Therefore, once someone gets the ammo, it is gone for good. Unlike many first levels, ammo is surprisingly sparce. There is only a bit of somewhat useless ice at the beginning and some RF ammo in a secret area. There are no powerups or anything, and since nothing regenerates, most of the time the player is stuck simply using blaster and sidekicks. Generators are definitely needed, and more ammo would be nice, too.
THIS TIME AROUND: There are still a little too few ammos, but now that I know this is single player (sheepish smile), that is not such of a big problem. Rating raised accordingly. However, there is one problem – the enemies, they are often right below you when you exit the suckers. There is no way to avoid this. Better placement would have been nice.
Pros: Not as bad as it could be.
Cons: Enemy placement needs work.
Rating: 5.2
ORIGINALITY: This level is not all that original. But, then again, originality is not expected on a first level. There are indeed a few elements of this creation that are fairly original. Tubes are used fairly well, although the entire design is more or less linear. And then there are springs in the middle of a walkway, Battle2 style. I’m still not sure how hot I am on this. It stops you from being able to go through quickly, although it does fill in space. The float ups are nice, and it is rare to see a lot of these advanced concepts in a first level. The thing about this level is, although it does get a low rating, it shows a lot of promise. The techniques used in this level are generally not the sort of thing most levelmakers use until the first or second level. If this was completed and everything was filled in/fixed, it would probably get more than a 6. Which is, all things considered, very high for a first level. Add more eyecandy, fix the generators, and make the level a lot bigger, and you have yourself here a solid level indeed.
THIS TIME AROUND: Nothing much to add.
Rating: N/A
GAMEPLAY/DESIGN: This rating gets quite a bit of a hit because this level allows the player to just fall off a cliff. This is not really acceptable, and should have been fixed before uploading if not anything. Other than that, this level has an okay flow. For some reason, this level bares resemblance to both the race and battle levels that use Tubeelectric (the placement of the ice and the springs that bounce you back towards the wall remind me of the race level, and the springs the battle). Whatever, this level has an okay layout other than the whole falling off a cliff thing. Too early to decide, however, whether or not it is really good. Keep on working, though – it is promising.
THIS TIME AROUND: The gameplay is more or less the same as I previously said, minus the falling off the cliffs thing.
Pros: Some areas are very nicely done, and if compled, it will probably be good.
Cons: The falling off the cliff thing and size.
Rating: 5.5
REPLAY VALUE/FUN FACTOR: Not much to say here. It’s a beta, and therefore not much fun and fairly buggy.
THIS TIME AROUND: Not much more to add, although it is no longer buggy. Yay.
Pros: N/A.
Cons: N/A.
Rating: N/A.
OVERALL (not an average): This level shows a lot of promise. And I mean quite a bit. However, it is too early to pass much judgement. This beta does get a low rating from me because of the bugs and size, but it still shows good promise and you are on the right track. I would recommend adding generators and such in addition to more ammo and probably more eyecandy. Still, you are definitely on the right track, especially for a first level. Nicely done so far. Keep up the work.
THIS TIME AROUND: It is finished and thus vastly improved. However, it still needs some work. Good job so far, although you may be a little too proud of your work. I hope you will not act like others and only look at the negative things I say and the rating instead of the positives. No one can be good so early in and while having a competitive additude is good, become egotistical is not. Not that you have, but just something to keep a look out for. It is easy to slip into.
Pros: Shows promise. Not bad gameplay.
Cons: Still needs some work. Small. A little easy.
Rating: 5.7
GAMEPLAY: B -
Flow: C+
Layout: C+
Creativity: B
Bugs: B
EYECANDY: C
Tileset use: C
Eyecandy look: C
Creativity: C+
Bugs: C
PLACEMENT: C
Weapons: C+
Enemies: C -
THE FINAL GRADE: C+
THE FINAL RATING: 5.7
+ PROS: So far, fairly good and promising. Keep working on this level.
- CONS: Still needs some work. Small. Enemies are placed annoyingly.
- Trafton