Interesting filename. The “1a” is a nice touch.
GAMEPLAY:
The layout is mostly balanced, aside from some questionable powerup placement (I’ll get back to that later). The flow is decent, but since the level is restrictive, there isn’t much place to go. The close base placement and start positions will probably make this frustrating for duels since it won’t be too hard to capture. I wouldn’t trust this level enough for a duel or a 2on2.
EYE CANDY:
The tileset was used in a slightly new way, but the transparent bricks in the foreground might get in the way or add confusion at first. The eye candy is mostly average, though some of the wrong brick tiles were used in various places.
CARROT AND AMMO PLACEMENT:
With the way the layout is, the full energy carrot at the top middle can offer the first person to score a major advantage. I liked the powerup placement the least out of everything. This is what hurts the level the most. I simple don’t see how it could work. On the right side of the level, there’s the bouncer and toaster powerups, while on the left there’s only the blaster in the wall. The coin warp, which leads to the seeker powerup, might be better with a few less coins since the level was designed for a low number of players, though it’s not bad as it is. The ammo seems too easy to access in places, but I can live with it.
HOST THIS OFTEN?
I know I wouldn’t. It’s too small for my liking, although that isn’t the biggest problem. I’m rating this a 7.2 for all the reasons I’ve mentioned.