Unnamed Battlepack Volume2

  • Rating: 8.3

Reviews and comments

    Niels aka ChippieBW Posted more than 21 years ago

    8

    The Unnamed Battle Pack Volume 2
    I Thought you were uploading the XLM Contest level? Ah well, the Unnamed Battle pack Level 2 will also be fine. Yes, I heard the rumours that there was a really good battle pack called UB1, also made by Snooz aka NiQ aka The chair aka Blue Chair etc. Well, let’s see if this pack is worth the same score as pack 1… What?! 6 Levels? Ah man, I guess I have to point them all out. Well, hold on, this is going to be a very long review, I guess my longest, and perhaps one of the longest on J2O… Sigh… I didn’t made my comments on the levels as long as I do in normal reviews, but because this is a pack, it will be sufficient I guess. Here we go:

    Carrotus Clash
    I wonder why the Carrotus tileset is getting so popular last time in battle levels? I wonder, Dx made a battle level with this set too a week or two ago and now Snooz uses it again in his UB-pack 2… Well, let’s check it out:
    EYECANDY: 2.0 out of 2.5
    Yep, this is good. With this eyecandy, you can see the Carrotus tileset at it’s best! Many different layers are used, and with the foreground and background it gives it a nice 3D look… In the game itself, you won’t find any bugs with the eyecandy, but if you look good in JCS you can see that some of the roof tiles don’t mix with the tiles above… Ah well, these are just small problems and don’t distract much from the score.
    AMMO: 1.75 out of 2.5
    Most of the ammo is placed fine, there are three PU’s which is perhaps a little bit too much for a level of this size, maybe 1 or 2 PU’s would have been enough. The smaller types of ammo are placed really good, very diverse and at good te reach spots. One problem about the placement: there isn’t any form of a carrot available in the level, which makes this level probably good for fun games and instagib, but less for serious duels… I don’t say I don’t like it, because battle3 also hasn’t carrots and it is still my favourite battle level, but it takes away a bit of the strategy.
    LEVEL STRUCTURE: 1.75 out of 2.0
    This is good… The structure of the level is very nice, there are many types of movement and there are some sucker tubes which transport you secretly to other parts of the level. Everything is good te reach ands there is quite a good amount of diversity available. The structure is good, perhaps the level is a little bit too small sometimes, but this is also easy because you can access to every spot in no-time, and this adds speed to the level.
    GAMEPLAY: 2.5 out of 3.0
    I liked playing this level and I enjoyed the diversity of the gameplay. The music file used is standard, but of course it fits nicely to this level. The flow is most of the time OK and there is a good balance in the placement, every Powerup is placed on a different spot in the level so you need to walk around to get it. The speed is OK, because you can’t stay long at one place and you will have many encounters with enemies because of the small size (opposite to B3, which is too large so you never meet your enemies) This is a battle level with not really much strategy but surely a lot of fun!
    RATINGS:
    As you can see I liked this level most of the time, and it would be a good idea to host this online. Eyecandy is good, placement could be better sometimes but it’s OK and the structure and the gameplay are OK. This level gets a 8.0, up to the next one.
    Score: 2.0+1.75+1.75+2.5 = 8.0
    Host: Yeah, if you like battle this is a very good choice if you get sick of the old B# crap.

    Woodland Warfields
    Now we move on to the second level in the pack. Carrotus Clash was a really good opener, and now I will see if this level, called Woodland Warfields, is just as good as the first level in the pack.
    EYECANDY: 1.75 out of 2.5
    If you play the level for the first time, the first thing you will think is: Hey, the eyecandy used here is worse then in the first level. That’s a bad point. But, when you will play It a few minutes, you will see that it still looks very cool. If you open the level in JCS, you will see that this level is completely translucent and you can see through everything, which has a nice effect. The backgrounds are also good, standard thing, but they look really nice. Also, the background layer in layer 5 doesn’t move right along with layer 4, and this gives the level a very nice 3D look. So, this level gets the same score as the first level. Nice job.
    AMMO: 2.25 out of 2.5
    There is very good ammo placement in this level… Much better then in level 1. Just as in the first level of the pack, there are three PU’s placed here, but the placement itself here is better. The Toaster and Bouncer can this time only be get with the Electro blaster, so you need to use more skillz to get it. I’m glad that this level DOES contain carrots, in fact two +1 carrots. This is better, because you now need to use more strategy to achieve them. Other small ammo is all fine, good placement and not too hard, not too easy to reach.
    LEVEL STRUCTURE: 1.5 out of 2.0
    I guess this is the only part in which the level is worse then in Carrotus Clash, because the structure isn’t that great. It is good, though, but not great. The level has an original shape, it is totally made of invisible wood but sometimes the sucker tubes and other points are hard to reach. But overall, the structure is more then OK, the ammo is well divided and it has a good flow and balance.
    GAMEPLAY: 2.25 out of 3.0
    I thought the gameplay would be just as good as in the other level, until I found a big bug which takes away 0.5 points of the score: there is no music file attached to this level. Unfortunately, this takes a lot of fun away. For the rest I don’t have to say much bad about the gameplay, there is a good flow almost everywhere (except the places with the sucker tubes perhaps) and the eyecandy isn’t annoying and there’s a good ammo balance and other things…
    RATINGS:
    This level could probably get a higher score then the other one if it had music in it, now it has the same. Eyecandy is good, perhaps some more eyecandy next time would be fine but I guess you couldn’t have done more with the tileset. Ammo placement is very good, and the structure is also pretty nice. Gameplay could have been very good if it had music in it, now it’s just good. Counted up everything this level also gets a 8.0
    Score: 2.0+2.25+1.5+2.25 = 8.0
    Host: Yes, see the comment at Carrotus Clash.

    Evil Realms
    Let’s move on to the third. This review is now already the biggest I ever made, and I have still 4 more levels to go! Let’s check out a new level, called “Evil Realms”…
    EYECANDY: 2.0 out of 2.5
    Considering the limited size of the tileset, and the eyecandy used here, I can say that the eyecandy in this level is almost perfect! The tileset doesn’t offer really much, but what I can say here is really good. The light settings give the level a dark atmosphere, and the background with the eyes in it give me the creeps… Just as was meant to be. I don’t got to see any bugs in the level, it’s just fine. The only little bug about the eyecandy is that you don’t see that much because of the darkness, and so you might bump up to some things sometimes. No comment further.
    AMMO: 2.0 out of 2.5
    NiQ did a nice job with the placement in this level. Just like the eyecandy was original, the placement is also original. About the powerups, there’s a strange combination of them. In usual levels you very often get to see a combination of Seeker-Bounce-Toast and RF, but here you see a combination of Pepper Spray and Electro Blaster. This is original, but an upgraded EB doesn’t really more damage then a normal one. Also the carrots could be divided a little bit better, because they are both in the upper side of the level now. Overall, the ammo is nice, and the other placement too.
    LEVEL STRUCTURE: 1.75 out of 2.0
    There is a good structure in this level, better then in Woodland and just as good I guess as in Carrotus. Most of the time you can get around without problems, except you sometimes might bump up to a wall or something (because of the darkness merely) The level is quite open and you have lots of moving space.
    GAMEPLAY: 2.25 out of 3.0
    First, I must say that there’s again no music in this level ,which distracts a few points. You can say that most players have the music already, but I just reinstalled JJ2 and I have nothing. So, this is not really an argument. The flow in this level is most of the time good (thanks to the open structure mentioned above) and everything is OK. Despite the fact that there’s no music around, it still has a quite good gameplay.
    RATINGS:
    Probably this is the best level of the pack till so far, perhaps thanks to the open structure and the original placement and excellent eyecandy for a tileset of this use. No music, which is a bug, but still a quite good level. This gets a 8.0 too.
    Score: 2.0+2.0+1.75+2.25 = 8.0
    Host: Yes, see the comment at Carrotus Clash.

    The Food Facility
    This level name reminds me of The Food Factory, where have I seen that level before? Ah well, let us check out the fourth like in the good Unnamed Battle Pack. I wonder if it is just as good as the other ones…
    EYECANDY: 2.25 out of 2.5
    The eyecandy in this level is really owning… If you open the level in JCS, you will directly be swallowed by the beautiful eyecandy used and you can see that Snooz really has put a lot of work in the eyecandy to get it this beautiful as it is now… The background layers are truly terrific, just as the foreground layers. The only reason that I don’t give as much points for the eye candy as the maximum is the fact that you can’t always see what’s a platform because the background layers almost have the same colour as the sprite layer.
    AMMO: 1.75 out of 2.5
    Another example of good placement you can see in this level, and it truly honours the level name. There is a semi-usual combination of Powerups, with 3 Powerups (Toast, Bouncy and EB) You’ll get the EB directly when you start the level, in a isolated room where you can’t to normally. The rest of the ammo is placed fine, sometimes it’s a little bit hard to see where it is because of the huge amounts of food spread over the level. Another point of criticism: no carrot in the whole level. It could have been placed on a ideal spot at the point where the suckers cross each other, but it isn’t. For the rest the placement is just fine.
    LEVEL STRUCTURE: 1.75 out of 2.0
    About the structure of this level I really don’t have much to say, it’s just good, sometimes very good. There is a huge diversity in moving around, just look at the sucker tubes and other original things (ropes, water blocks, sucker tubes, springs, etc.) perhaps a little less springs could have been used.
    GAMEPLAY: 2.0 out of 3.0
    The points above were very good, but after I all I didn’t like this level as much as the previous 3. There are just as fine, but there are a few problems that swallow away points from the gameplay rating. Again there is no music used, which again distracts 0.25 from the gameplay score. The flow in this level is OK, not as good as in the first 3 levels, but it’s decent. Just like the balance.
    RATINGS:
    I didn’t like this level as much as the other levels in the pack, but it’s still a good level. I wouldn’t prefer to host it above the three other level in the pack, but it’s at least better then numerous crap we see every day.
    Score: 2.25+1.75+1.75+2.0 = 7.75
    Host: Perhaps, not as good as the other three in the pack, but it’s nice. Host a a few times as battle level.

    The Space Fortress
    We are reaching the end of the pack, only two more levels to go! Now let’s check out the Space Fortress, the fifth level of the pack.
    EYECANDY: 2.0 out of 2.5
    I don’t really know what I have to think of the eyecandy here… Let me say I just give it 2 points. There’s lots of animation and movement visible and the starts background is nice work, but the space ships in the front layers are really annoying and the only disturb the gameplay. But, there are no errors and almost everything is worked out fine, so I will give 2 points for this.
    AMMO: 2.25 out of 2.5
    As you can see in the score there’s some very good placement in this level. This time a two PU strategy was used, which is more then enough for a level this size. The ammo that has been placed is probably the best so far, but sometimes there are too huge blocks around. I’m very glad that there’s a carrot in this level, this is really godo for the strategy.
    LEVEL STRUCTURE: 1.75 out of 2.0
    The structure here goes back to level 1 and 2 of the pack, because it’s not too big and easy to navigate. You can get around easily and all places are good to reach. The level is quite open and there are some sucker tubes which lead you around through the level. A good structure, in other words.
    GAMEPLAY: 2.5 out of 3.0
    In gameplay, this level is possibly the best level in the pack so far, because it offers lots of good things. Again, no music, and I will distract again 0.25 points for it. For the rest, there are almost no problems with the gameplay in this level. It’s just good. The level is open and thanks to this the flow is really good. The balance is fine
    RATINGS:
    Thanks to the open structure, the good eyecandy, the speedy gameplay and the nice placement I can say that this is the best level in the pack in my opinion, even with the very annoying spaceships floating over your screen. This level would really get higher scores when you left them. Now, the level is (very) good, the best level in this pack so far. It gets a 8.5 form me for that reason.
    Score: 2.0+2.25+1.75+2.5 = 8.5
    Host: Yeah, this probably is the best level in the pack.

    Crystal Mania
    Finally, the last level in the pack! I’m getting really tired now, so I’ll keep this a short one. Here it comes, will this be a climax or an anticlimax of the UB-pack 2?
    EYECANDY: 1.75 out of 2.5
    I guess this is the only level that has a visible parallaxing starts background, but this is only a good point, because otherwise this level would be nearly invisible. I don’t like the tileset of this level, because it’s too plain and hurting my eyes. Moreover, I don’t like the eyecandy that much in this level as in the other levels in the pack, in my opinion it’s the worst of all, but it’s still OK.
    AMMO: 1.75 out of 2.5
    This level has some weird placement, due to the annoying level structure which I will point out in later parts of the review. There’s a usual combination of powerups in this pack (Seeker, RF and Bouncy) and there are all placed in the upper side of it. The ammo ammo is allright, but it’s spread in an unlogical way so it’s hard to collect it.
    LEVEL STRUCTURE: 1.5 out of 2.0
    I really didn’t like the structure used in this level; it’s really hard to navigate because of all the sucker tubes and the eyecandy makes it even harder to navigate. Perhaps you could have deleted some eyecandy in this level to make the paths more clear, or you could have deleted some sucker tubes to make the level a bit more open.
    GAMEPLAY: 2.0 out of 3.0
    As described in the point above, this level has worse gameplay then in the other level in the pack, mostly because of some bad points in the level structure and other problems, like the confusing eyecandy and unlogical placement at some places.

    RATINGS:
    As you can read in the points above I didn’t really like this level as much as I did like the other levels in the pack, because of the all the 4 elements of the level weren’t just as good as the other levels in the pack. I could say that the level pack UB ended in a anticlimax, because this level is the worst (however this is just in the order I played them, you also could have started with this level and ended with level 5, which is the best)
    Score: 1.75+1.75+1.5+2.0 = 7.0
    Host: There are better levels in this pack, but if this was a standalone level, then perhaps one or two times.

    FINAL RATING (finally)
    Oof, that was a heck of a review. I spent more then three hours on it, but it was really the worth. Overall I can say that this is a level pack with a lot of ups and downs, it has certain really good sides and also a few less good sides, but overall; this is really a battle pack you can’t miss. I didn’t play UB1, but I’m sure this pack is a good sequel. Perhaps not as good as his prequel, but it will be surely just as funny! If I count all the scores of the levels up and divide them by 6, then you will get the final score of 47.25 / 6 = 7.875, which I will round up to an 8.0. Good job. Now, I’m going to drink some coffee. Goodbye.

    Score: 8.0+8.0+8.0+8.5+7.75+7.0 = 47.25 / 6 = 7.875 = 8.0
    Download: Yes, it’s a good battle pack and something else then the ordinary.
    Host: Yes, it’s a good battle pack and something else then the ordinary.

    Greetings,
    - ChippieBW of XSÐ, CC and XLM

    1 person found this a good review. Did you? Yes/No

    Ðx Posted more than 21 years ago

    8.7

    Niq wanted me to review

    good anyway great battle :D:D:D:!!!!!1!!11111111111111

    EYECANDY:

    Good i like it. that level with 7th lava fall
    rocks also that Mezemerize or something
    level.
    the eyecandy was good…

    GAMEPLAY/ORIGINALLY/OTHER:

    Great you dont get bored.
    thats all. and its not really originally.
    some bugs fixed i saw..
    but its quit good.

    AMMO PLACED/FOOD/CARROTS/

    Good in that food factory was it really fun :D
    i liked the ammo placed.
    also good.

    Its really good and nice updatded.

    here a 8.7

    Byeaa

    Ðx

    Did you think this was a good review? Yes/No

    DarkSonic Posted more than 21 years ago

    8.2

    When I saw Chip’s review, I thought: I want a long review like that too! Anyway, let’s start.
    Introduction to Un-Named Battle Pack volume 2: this is a new pack by NiQ aka Snooze, and volume 1 rocked, so I was going to check this new pack out. This pack has 6 levels, and 4 of them were the ones in UB volume 1. The other 2 levels are new, and this review will be long too.
    ‘Woodland Warfields’
    Gameplay: this level’s gameplay is really great. I didn’t have to jump alot, I could just run right or left. This is a very good thing. There are sucker tubes in places where you are forced to jump, but just run right or left and there is a sucker tube. I liked this alot. This level has a great layout, and the flow in it is almost perfect. The bad thingy is that the level is quite small, and that’s probably the only reason why I don’t give a perfect at the gameplay here.
    Conclusion gameplay: one of the levels with the best gameplay I ever saw. I really enjoyed it. The layout and flow is excellent, and you don’t have to jump alot, thanks to sucker tubes. The level is small, and that’s the only point here.
    Eye candy/tileset use/layer use: I saw that this tileset doesn’t have too many eye candy, only mines. This level’s eye candy reminds me of ‘Moree Mines’ and I think that this is a good point. There are alot of mines in layer 5 and 4, and there is something in layer 3 too. In that case, the tileset use was good. The layer use was also good, like I already said.
    Conclusion eye candy/tileset use/layer use: This level’s eye candy is good. That mines are probably the only eye candy here, although I don’t like this tileset too much. The tileset use was good too, and layer use was also nice.
    Pickup placement: The level’s ammo placement is really good. The PU placement is also nice. There are 3 pu, bouncy, toaster and seeker. The bouncy pu placed at the left side, and you get it with gun 9(again). The toaster pu at the right side and you get that also with gun 9. The seek pu placed in the middle of this level, and no complaints about it. There are too many carrots in this level. There is a carrot +1 at each side, and there is a warp with another 2 carrot +1’s. I don’t like it that there are too many carrots here. I think some ammo is too close to the ground, and there is some other ammo placed in the air. Less ammo that close to the ground and more in the air would be better. Anyway, the ammo is good spread and there were good choices of ammo.
    Conclusion pickup placement: the ammo placement is good, but too close to the ground. There are too many carrots in this level. Good choices of ammo, and it’s good spread.
    Originality: I can’t say this level is original, but this tileset isn’t used too many. The music in the level fits the tileset not very good, because that music is more for a tileset like Wasteland. It’s kinda ok, so don’t bother. The way the tileset is used is kinda ok too, but nothing really special.
    Conclusion originality: this is a not too original level. The music fits the level ok, but not too good. The way the tileset is used is nothing really special.
    ‘The Space Fortress’
    I already reviewed this level for volume 1, but that was very short, so this will be longer.
    Gameplay: this level is small, but still has great gameplay. There is alot of one way, and no dead ends. There is a great spring placement, and after that springs, there is one way, so that you don’t have to jump at that places. The level is kinda open, but still has a good layout. The flow in the level is also nice, there is no biasing and like I said, the spring placement is also very good.
    Conclusion gameplay: this level’s gameplay is very good. Great spring placement, layout and flow, the level could be more closed, but it’s still ok.
    Eye candy/tileset use/layer use: this level’s eye candy is, at first place, very good. I liked it alot when I reviewed volume 1. I think that it’s confusing now. It’s still very good, but the confuseness makes it worse. The tileset use is very good when the eye candy is too. The layer use is also very good, there is alot in layer 3, and there is something in every other layer. I really liked this.
    Conclusion eye candy/tileset use/layer use: The level’s eye candy is very good, but confusing. The tileset and layer use is also very good, no complaints.
    Pickup placement: this level has a great placement in it. There are large groups of ammo, and they are good spread again. There is probably a bit too many, but I can live with it. There is a seek pu at the right side of the level, with a bouncy at the left side. There are mp starts above that power-ups, so you can get them when you just started this level. I don’t think that’s a good idea. The choices of ammo were again good. This time, the ammo is not close to the ground, but all in the air. I really liked this.
    Conclusion pickup placement: the ammo placement is very good, there are large groups of ammo placed here. There are 2 power-ups, but they have a mp start above them. The ammo is good spread, and every ammo is in the air.
    Originality: this level’s music is one I like. I don’t think this music is overused, and it fits the level nice. The tileset used is kinda over-used by some people, because CelL made alot of levels with this tileset. The way the tileset is used was very good, and also original.
    Conclusion originality: this level is kinda original. Although the tileset is over-used, the way it’s used is original. The music fits the level good.
    ‘The food facility’
    Gameplay: this level’s gameplay isn’t as good as the previous two levels, but it’s still good. The level is quite open in some places, and it’s changed since I saw the last version of it. There is a new tube now. This one leads you to the toaster power-up, which is new in this level. And of course, there is a tube that leads you out that place. The level’s flow is good, but I don’t think that horizontal springs around 60,24 are necessary. It’s a good idea, but I don’t really like it. The other springs are good placed. I saw there are 2 small dead ends. There is one at the left-bottom and there is one small one with that horizontal spring that are near the toaster ammo which starts in 49,26. Other than that, the gameplay is good. Good layout, too.
    Conclusion gameplay: good gameplay, spring placement, layout and flow. 2 small dead ends, and some tubes here and there.
    Eye candy/tileset use/layer use: when I saw the eye candy of this level for the first time, it wasn’t as good as I think now. This level has a bunch of good eye candy. There is alot, but still not perfect. I can’t say alot about it. The tileset use is nice then too, and about layer use, only layer 1 is not used, but it doesn’t matter that many. The level’s backgrounds looked good, I especially liked the background in layer 7.
    Conclusion eye candy/tileset use/layer use: this level’s eye candy is just good, I can’t say alot about it. Tileset use is nice and layer use too.
    Pickup placement: the level’s placement is nice, but nothing creative about it. The level has 3 power-ups, toaster, gun9 and bouncy. I don’t know why gun9 pu is needed here, and I would prefer if it was not near a start position. There is only one mp start, which is not really nice. The ammo in this level is mostly in the air and some on the ground. There is also ammo on vines, and you get some ammo by going down on that vines too. Like the name of this level said, this is one of the little levels with food in it. There are still people who put food in their levels, but this was mostly in the past. But I see it’s still going that way. Anyway, about pu placement, it’s good. A bouncy pu placed at the right side and that toaster pu is placed in a place where you need to take a tube to get there. There are no carrots in this level, and I wonder why there isn’t.
    Conclusion placement: the ammo placement is nice, there is not too many on the ground. Power-up placement is also good. No carrots, and I wonder why there isn’t. This level has alot of food in it, like the name tells ya.
    Originality: I remember this level’s music. I used that one for my Wasteland levels. This music fits this level, though. The way the tileset is used was kinda original, and that horizontal spring idea was also quite good, although I didn’t like it. But still, it’s some idea.
    Conclusion originality: this is a quite original level with some ideas, and an original tileset use. The music fits the level ok. The way the tileset is used was kinda original too.
    ‘Evil Realms’
    Gameplay: this level’s gameplay is kinda good again, with alot of springs placed. This level is not too open, but it has too many platforms. The level’s layout is kinda squared-off in some places, but the flow is really good. Other than the squared-off layout, it’s still okay. I think more springs than one at one place is too many. I’d just put one spring at one place except there are 2 tiles between 2 platforms. Other than that, the spring placement is good enough. This level has no real biasing, and that area at the left-bottom is changed too. I think that this area was very bad first, because it had alot of horizontal springs in different colors first.
    original ideas again, and also a good music. The way this tileset is used is not one to be rated, because it’s so small too.
    Conclusion originality: some original ideas and good music.Conclusion gameplay: this level has a good gameplay. The spring placement is good, okay layout and good flow. There was something changed that I didn’t like before, so that’s good.
    Eye candy/tileset use/layer use: it’s hard to rate the eye candy here, because this tileset has only some stones and pipes. That pipes were in layer 5, 6 and 7, and that’s probably the only eye candy here. About that stones, they weren’t used alot, although too many of them isn’t good. I think there was only one here, with text on it. That was 1 r.i.p. stone.
    The tileset use is nice in that case, because it’s just so limiting. The layer use was good too, layer 3, 4, 5, 6, 7 and 8 were used in this level.
    Conclusion eye candy/tileset use/layer use: this tileset is so limiting, that’s why I can’t give bad or good eye candy here. The layer and tileset use were good enough, though.
    Pickup placement: this level has alot of ammo in some smaller and bigger groups of ammo. Most ammo is in the air and you can get it without and with jumping, and some of the ammo is on the ground. The level has 3 carrots, one at each side, and one full energy in the middle of the level. The level has two power-ups, which are gun8 and gun9 ones. This should be original, and yes, it is. There are more types of ammo than that power-ups, because only that two types was already an idea in another level.
    Conclusion placement: the placement of this level is good, there are large and small groups of ammo in the level. There are 2 power-ups, gun9 and gun8, and 3 carrots.
    Originality: the level has some original ideas again, and also a good music. The way this tileset is used is not one to be rated, because it’s so small too.
    Conclusion originality: some original ideas and good music.
    ‘CrYsTaL MaNiA’
    Gameplay: this level’s gameplay isn’t as good as I thought first, but I still like it. The level is changed since the last time, and it’s not too open or closed, it’s just good. There are no dead ends, when there could be a dead end, there is a tube placed that prevents a dead end. This level has a good layout, and the flow is also quite good. The level has a good spring placement, and I don’t think there is some biasing in it. the only thing that should be better are that small one-tile platforms with one ×3 ammo on it. I don’t like that part of the level too much, but there is one way placed under it(not everywhere) so it’s still a good gameplay. There is a tube added to a warp that leads you to a seeker power-up, but it was else when I saw this level for the last time I think. This level is quite small, but it’s not really bad.
    Conclusion gameplay: this level is not too open or closed, has a good layout and flow. There is no biasing and a good spring placement. There are some one-tile platforms, which I didn’t like that much.
    Eye candy/tileset use/layer use: the eye candy in this level is great. Although the eye candy is confusing, I could see all the things here. The level has alot of eye candy in layers 3 and 5, and also something in layer 1 abd 2. This level has every layer used, and that’s why the layer use is very good here. The tileset use is also very good. I think the eye candy is slightly overused, but if it was, I couldn’t see anything.
    Conclusion eye candy/tileset use/layer use: this level has a great eye candy. It’s slightly overused, but I could see everything. The level has great layer and tileset use, which is very good.
    Pickup placement: this level has really a good ammo placement. The ammo is quite good spread, and the groups of ammo are small and bigger, but still not alot. This is good, though, because too many ammo in one place isn’t too good. The ammo doesn’t look very creative, but still, it’s good placed. There is one carrot in this level now, and that one was a full energy first. The level has a good pu placement. The level has 3 power-ups, which are bouncy, seeker and rf. The bouncy pu is placed at the left side, and there is a warp under it, which leads you to the place where it is. the rf pu is placed at the same place, but then at the right side with also a warp under it. The seeker pu is placed in the middle of that two power-ups, but the warp that leads you to it is placed at the end of the tube that was added in this version. You enter that tube in pos 75,38. The level has 4 food things, and I think a few food is good in a battle level, but not too many, like in ‘the food facility’
    Conclusion placement: the level has good ammo placement, quite good pu placement, 4 food things, which is enough, and 1 carrot +1.
    Originality: this level is quite original. Although the tileset is overused by CelL (again) and some other people, this tileset is used very originally. I’ve never seen that good eye candy with this tileset. The music in this level is a decent one, which is used more times. It was a good idea to put all the power-ups in warps.
    Conclusion originality: this level is quite original. It has decent music, has an original tileset use, and that idea to put all power-ups in warps was a good one.
    Finally, up to the last level.
    ‘Carrotus Clash’
    Gameplay: this level’s gameplay looked like the one of ‘Woodland Warfields’, which had very good gameplay. This level has the same method as that level, when there is a dead end, there is a tube above it or next to it. I think that the gameplay here is again very good. This level is again not too big, wbich is no big point. This level might be too open in some places, but it’s not too bad. The level’s flow is good, so is the layout. This level has some small platforms again, like ‘CrYsTaL MaNiA’ also had. The level has one way under that small platforms. There are more good things, there is one float up above a bridge, and it’s placed that way, that you can get up that low platform without jumping. This is a good idea for a low platform, and it helps the flow too. The level has a warp to a seeker power-up, which is a tradition now.
    Conclusion gameplay: the level’s gameplay is great. There are tubes above or next to a dead end, the level has some one way, and one float up for one low platform.
    Eye candy/tileset use/layer use: this level’s eye candy is really good. This is how you should use Carrottus, it looks like the eye candy of Carrotus Squash, the bad is that this level is smaller. The level has something in layer 1, 2 and alot of stuff in layer 3. This level has every layer used, and that’s again a great layer use. The level’s tileset use is also very good, like I said, this is how you should use the Carrottus tileset.
    Conclusion eye candy/tileset use/layer use: the level has alot of eye candy. The tileset use is very good and the layer use is also very good. Every layer used, which is a very good point.
    Pickup placement: this level has some un-original groups of ammo, 3 power-ups, and no carrots. The ammo placement is good again, and there is nothing on the ground. There are a few ×3 ammo that you can get without jumping, but that should be all. The power-up placement is quite good. This time it’s toaster, bouncy and seeker pu. The toaster pu is placed at the left side of the level, with a tube above it. The bouncy pu is probably placed too close to the toaster pu. The seek pu is placed in a warp at the right-bottom of the level. There are no carrots in this level. This is sometimes a good idea, and this time, I think it is. The ammo is good spread and there were good choices of ammo.
    Conclusion placement: the level has a good ammo placement, no carrots and 3 power-ups. The power-ups are placed good, too.
    Originality: this level has no real ideas, but the way the tileset is used is good. The tileset is, of course, overused, bit it doesn’t matter if you use it on an original way. The music in the level is just the standard carrottus music.
    Conclusion originality: this level uses the tileset original. The music is just standard.
    Conclusion: this pack was great. Although I over-rated the first version, I think that was still worse. I am too lazy to change that now, because I am tired of this long review.
    Host this: Yes, you should do this.
    Download recommendation: for everyone, especially battle freaks.
    No download recommendation: you should download this, so no-one shouldn’t download this pack.
    Final rating: 8.2.
    -DarkSonic is tired of this thingy.

    [This review has been edited by Da man]

    Did you think this was a good review? Yes/No

    Superjazz Posted more than 21 years ago

    I don’t basically review battle-levels but this was again an interesting pack so I wanted to review some but not to rate because I haven’t done a special rating-system for battle-levels so that I could know what to rate in them. But I say some things about the levels which I liked and which I didn’t like.

    Some levels you took from your first UB-pack, you should have made just new levels only for the next battle-pack, not edit old ones and post them. Of course you made some new levels also. I also don’t like about that the name of the pack is Unnamed battlepack. It should be something more innovating.

    Well, you had still nice music in your levels and just awesome eyecandy. Gameplay was also one of the best sides in your levels, and there’s no complaining with ammo-placement or other placement.

    Overally I would give this something like 8.5. And if I remember correctly, I also reviewed your first UB and rated it like that also. But I’m not sure about this so I let it be N\A.

    PS. YAY!! This is my 100th review, let’s party!!!! :DDDD:DDD[This review has been edited by Superjazz]

    Did you think this was a good review? Yes/No