8
Time to review this…
EYECANDY:
Good/okay. You used good background layers, and the foreground is interesting. Although, some tiles in the sprtie layer are wrong placed, and the mud is sometimes a little bit boring.
AMMO:
Good ammo placement: three PUs: Toast, Seek and Bounce. The seeker PU is not to be found, but not’s not so bad. The ammo is placed well, not team-biased, and the full NRG carrot is good to reach.
LEVEL STRUCTURE:
The level is symmetrically, good structure, and nicely divided. Not much wrong, except the sucky base entrances. You have to concentrate on one spot to enter them, so you can not really run through them.
GAMEPLAY:
Actually I like this level. It’s fun to play when you got too now it, good combination of graphics, ammo and structure. Probably one of Sonic’s better levels, I guess.
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RATINGS
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Score: I give this a 7.7
Download this: Yes.
Host this: Yeah, a few times, it’s something new and refreshing comparing to the old and overhosted CTF levels which really begin to annoy me.
blurredd
Posted more than 20 years ago
7
This was the level I was suppose to beta test. That’s a shame.
GAMEPLAY:
The first thing I would have pointed out while beta testing this was the hidden bases. I would have suggested at least making it so that players can see the flags to be able to tell whether it’s there or not. As “innovative” as it may be, I don’t like the base placement as it is at all. Next, I would have mentioned the sucker tubes. It would be better if the gameplay didn’t have to depend on them so much. Also, I found the tubes that stuck a tile out of the walls to be quite annoying, especially the ones near the powerups. Then, I would have complained about the way the layout looked. It still seems a little too cleancut with the mud and everything. I especially dislike the area all around 74,6. There are some other things I don’t like about the layout, but I can’t put my finger on it; it’s related to the platform placement, though. The flow could be better in several places, but it’s nothing that will kill the gameplay. Everything else I can live with.
EYE CANDY:
Once again, the tileset wasn’t used well enough. Various tiling errors can been seen here and there. And the groups of four tiles placed in a square on layer 3, like the one right under the carrot, don’t add much of anything to the eye candy.
CARROT AND AMMO PLACEMENT:
The full energy carrot placed at the top. Despite the tubes near the two powerups in the side, the powerup placement is good enough. I can play with the way the ammo is placed, but it seems so commanplace and all. That’s all I can say.
HOST THIS OFTEN?
I wouldn’t say so. 6.7 is my rating.
PS: It’s interesting how the “space choon 57” mod is included but isn’t used. I can’t say I like it a lot more than “Jupiter Trails”, but at least it wouldn’t be the same old song once again. A different music choice other than TRAILS.S3M would’ve been my other beta test suggestion. I also don’t understand the name of this level. “Haties” doesn’t seem to be a real word, and I’m not sure as to what it refers to.
The Edit: I just remembered that the tubes on the sides of this level, especially the left side, are prone to cause the flag bug. 6.5 is my new rating. Fix it.[This review has been edited by BlurredD]
A cute Capture The Flag level, but the sucker tubes really made it lose the entire concept of capture the flag because they went really far, and we all know that you cannot stop someone while they’re in a tube! The tileset used was basic custom stuff, cute though it may be. There’s really nothing to it.
(Unsupported rating removal cute edit. ~Violet)[This review has been edited by Violet CLM]