Ðx
Posted more than 20 years ago
7
oke.
1-little good eyecandy.
2-I FOUND VERY VERY MUCH BUGS.
3-good ammo placed.
4-nice background.
oke its good next time make it bigger, but its very big you think
i know but you can make good CTF levels.
but find the bugs ar betatest yor levels, ( i am an betatester )
if you whant to betatest somthing just put me on msn:Ruwandx12@msn.com.
and make yor levels better!
an 7.2 from me.
Originally posted by dx dc:
oke.
1-little good eyecandy.
2-I FOUND VERY VERY MUCH BUGS.
3-good ammo placed.
4-nice background.
oke its good next time make it bigger, but its very big you think
i know but you can make good CTF levels.
but find the bugs ar betatest yor levels, ( i am an betatester )
if you whant to betatest somthing just put me on msn:Ruwandx12@msn.com.
and make yor levels better!
an 7.2 from me.
You found very much bugs, and its not to big, why you give then a 7.2? i gonna review it later, when i have time
Review :
Your levels gonna be better and better, this one is nice. Maybe you can make it next time easyer for Jazz, this is – i think – only for spazz, with Jazz you cant get Up to other flag, but its nice enough for a 7.2[This review has been edited by ~BunnyBee[TF]]
blurredd
Posted more than 20 years ago
6
Third CTF review this week. Let’s begin, shall we?
GAMEPLAY:
I’ve seen worse. I can’t say this is much of an improvement. There are once again useless deadends, questionable spring placement, and even more deadends. One can imply that there are more deadends than before. Furthermore, there’s a slight lack of flow, a spaz bias, and a huge empty so. This level reminds me lot of Death Castle CTF which is not really a good thing. Some more variety would be nice, wouldn’t it? There’s still poor base placement (and generally in the same places as before) and it’s still unbalanced. Bases in each corner of the level are hard to balance so I advise avoiding this.
EYE CANDY:
“Explosive Garden CTF” isn’t exactly exploding with eye candy. The eye candy would have been average, but once again the tileset is misused in a lot of places. This is a bad sign. Please take my advice and try to make eye candy like that seen in good levels (not just any level). Also, try not to hide too many things with foreground eye candy. Doing that will annoy players a lot.
CARROT AND AMMO PLACEMENT:
Carrot placement is like how it was before: a full energy carrot in a warp. Not too bad, but it just makes this level more like the last CTF one. As for ammo placement, it seems to be too random. Good thing: ammo placed througout the level for easy access and strategical reasons. Bad thing: ammo placed around the level for the sake of placing ammo around the level. I might have lost a lot of people who are reading this review with those last few lines, but it is true so go ask someone who’s made a lot of CTF levels for a detailed explanation (I’m too lazy to do it now myself, although PMs can be useful). The powerup placement isn’t as bad, though. If the RF was placed a little further to the right, it would have been a little better (assuming there won’t then be an empty space where the powerup was). Of course, they are just out in the open and rather easy to access, so it’s pretty dull and all. Something like a powerup only accessible with some Electro Blasters through a wall is a nice change from the ordinary.
HOST THIS OFTEN?
That answer is still a no. This is worth about a 6.2, so next time try even harder.
is tired of reviewing the same level for such a long time once again