Meganis Meryasta

  • Rating: 7

Reviews and comments

    Lark Posted more than 20 years ago

    7

    I’m extremely bored, so I guess I’ll review this. I’ll go with a relatively short review compared to my others since Violet has toned down the rating removal policy a bit, after many people, including Trafton, asked him to.

    Gameplay – Okay
    The gameplay is decent enough, I guess. It’s not platformy or linear, which is a good thing. There’s also no flag bug to my knowledge. The flow isn’t bad, but it could be better. In some places, it would be nice to see a floatup or two. For example, you could put one at 18, 45 to help the flow out a bit. But never overdo floatups. It’s good to have to jump, but it’s better to have to not jump sometimes. It’s bad if you have to never jump. The level is on the small side, so I wouldn’t try to cram more than six players in here. It’s probably better to be used as a dueling level, or MAYBE a 2v2 level. There are some balancing issues, though. For example, the blue base is bigger than the red base, height wise, or so it seems. See the ammo placement section for more details and complaints. There are some places here and there with tile bugs, too, mainly in layer 5.

    Eyecandy – Decent
    For a limiting set like this, the eyecandy isn’t too bad. It mainly consists of some blue cave walls and translucent slim tiles. The background is some mountains and some purple tiles above them, with blue tiles above THEM. One of my suggestions for the eyecandy area is to experiment with making the sucker tubes translucent. Oh, and the tile above 39, 46 looks kind of bad.

    Ammo placement – Not so good
    The ammo placement isn’t all that good… although there were some good ideas, such as putting a TNT down and then surrounding it on all four sides with bouncy ammo. It looked kind of like an atom, or a molecule, or something. Very original and sxy looking. The main reason I dislike the ammo placement is because it’s not exactly easy to get. I can’t really explain what I mean. If you understand what I’m talking about, that’s good, I guess. The blue base also has the coin warp on their side, which means the blue base gets a place to hide, a seeker powerup, AND a supercarrot on their side. The red base gets a carrot barrel on their side. Never put carrot barrels in your multiplayer levels. The barrel will regenerate after you smash it, even if you don’t get the carrot, so it’s possible to have ten carrots lying under the barrel at the same time. If you have enough free time, you can put thousands of carrots down. It’d be nice if there were more more powerups, too. A bouncy or a toaster powerup might be nice here.

    Overall, this level isn’t bad at all, but there are some severe balance issues. No real download reccomendation, but since this is a 7.2, it’s really your choice if you download or not.

    Oh, and as always, I did not proofread this. ;D

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    DarkSonic Posted more than 20 years ago

    7

    Time to review this new Ðx level.
    Introduction to Meganis Meryasta: this is another CTF level by Ðx, and it’s better than his last one. I didn’t review that, but I will review this now. This tileset is one I knew, but never saw a level with it. At that point, the tileset chosen is pretty original.
    Gameplay: this level’s gameplay is pretty good, you don’t have to jump alot in this level. This level doesn’t have too many springs, but it has tubes to prevent alot of jumping. That low edges left from the red base should have float up, to prevent jumping, or a green spring at pos 77,50. The level has some poles, and it slows down the gameplay. The poles in this level aren’t all unnecessary, but the ones under that bridge are. The other poles in this level are at the top, where you get to when you start this level. I think this isn’t too bad, but more MP starts should be good too.
    Conclusion of gameplay: the gameplay is pretty good, but that poles aren’t really needed and there is only 1 mp start. There should be float up in that low edges.
    Eye candy/tileset use/layer use: the eye candy is fairly good, Ðx mostly over-uses the eye candy, but this time, it’s not really over-used. The level has many waterfalls and cave tiles in the layers 5 and 6. There is a background in layer 7 this time, and I am glad it is there finally. The tileset is quite limiting, but the tileset is used good in that case. The layer use, like I said, is good too. The level has every layer used, which is a good thing.
    Conclusion of eye candy/tileset use/layer use: the eye candy is pretty good, no complaints. Same with the tileset and layer use, so good job this time Ðx. You didn’t over-use the eye candy this time.
    Pickup placement: well, here is something Ðx did in his last level too. He put a full energy in the bonus again. There is a carrot barrel at the right side, but it’s not a good idea for multiplayer levels. The barrel regenerates to fast too, which is another bad point. The ammo is placed well, but that long rows looked like the ones in my Bricky Town level, especially the RF row near the red base. There is too many ammo on the ground or placed somewhere that you can get it without jumping. Of course, jumping alot ruins the gameplay, but it’s not fun when you don’t need to jump for all ammo in a level. This is too easy. There is alot of fast fire in the level, and 1 power-up. The level isn’t big, so 1 power-up is something I can live with, although 2 power-ups is better for a level of this size. The other ammo placement is pretty good, and also some original and creative looking groups of ammo are placed here. This level has a bonus with a seek power-up and a full energy, but I think that the bonus is too expensive.
    Conclusion of pickup placement: the pickup placement is pretty good, with original groups of ammo, but no full energy carrot in the middle of the level or somewhere that you can get it without paying the bonus. The bonus is too expensive, too.
    Originality: like I said, this level is pretty original because it has some ideas. The level’s tileset used isn’t used that many times, and the way the tileset is used is also pretty good, because waterfalls are always original. I know the music of the level, which is decent.
    Conclusion of originality: the level has some original ideas, decent music and an original tileset use.
    Conclusion level: well Ðx, this level is the best CTF level you ever made, so good job, and continue with decent levels like this. Next time, be sure you add a full energy carrot in the level that’s possible to reach without bonus or something else. More power-ups would’ve been nice too.
    Others: host this: not really, but it’s a good TSF level.
    Download recommendation: for people who only have TSF and like CTF. No download recommendation: for people who hang around on 1.23 mostly, and know much better levels than this one.
    Final rating: 7.1, rounded up to 7.2.
    - DarkSonic of XSÐ, CC and XLM
    Edit: accidentily pressed 9 as rating. [This review has been edited by Da man]

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    blurredd Posted more than 20 years ago

    7

    I don’t know what to think about the theme. It seems a bit odd.

    GAMEPLAY:

    Neglecting the placement of the coin warp and the carrot barrel, which isn’t too useful anyway (read below), the balance isn’t that bad. Although this isn’t that big of a level, it could use more coins since it’s hard enough to get 20 coins without interference from other players. This level is playable, but more springs should’ve been added so that I don’t have to jump in so many places. I don’t see myself using the poles at the bottom of the level too often just to get one coin. Furthermore, I wouldn’t recommend using bridges too often if they don’t help gameplay all that much.

    EYE CANDY:

    While I disliked the way some parts of this level looked, the eye candy is overall good. The waterfalls were used well and everything, but I don’t really like all of the ground and tube tiles in the background. Everything else I can live with.

    CARROT AND AMMO PLACEMENT:

    The barrel carrots are useless to everyone but the server since they give clients fake health. Carrots in barrels are always a bad idea. So pretty much the only useful carrot is in the coin warp. In addition, the only powerup is in the coin warp, so either gameplay will be slow and boring at the beginning or extremely biased towards those who get the seeker powerup first. Ammo placement is okay, but it could’ve been distributed more evenly, and I can’t find the purpose of the TNT ammo.

    HOST THIS OFTEN?

    I can’t say yes. It’s a TSF level (which doesn’t look like it has to be one), and it has rather ordinary gameplay. It’s nothing special and has several bugs, so 6.7 is my rating.

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    eter Posted more than 20 years ago

    blured bad no 6.7

    (Rating removal. Please provide a reason for giving ratings when you review. Original rating 9.2. -Trafton)[This review has been edited by Trafton AT]