The Unnamed Level
Well, time for me to review this new battle level. I see it’s the second battle level made with the Diamondus Beta Night tileset (the first one was ChristMax by Olsen) and let’s see if this level is good enough. CrashMash forced me to write this review and he reviewed mine, so that would be a fair deal.
By the way, why no music? This will lower the gameplay rating by 0.5, you could have at least included a standard music file.
EYECANDY: 2.1 out of 2.5
Well well… let’s just check the looks of this level. I guess it’s a little bit obvious that I will draw parallels with Garden Brawl, since that level could be a standard for all Diamondus Beta levels that will be released in the near future. The eyecandy in this level is certainly not as good as in Garden Brawl, but it’s not bad either. In fact, I really like the eyecandy, since it’s quite clam and the relaxing. I guess the eyecandy level would be as high as in my Diamondus Beta Night level (Bay Of Diamonds) except this level has additional eyecandy in layers 1 and 2, which are looking good and not annoying. The layer 4 eyecandy is decent, although some platforms could be looking a bit better, and there are some minor tiling bugs (most of them in the walls). The backgrounds layers are almost the same as in Bay Of Diamonds, and I like them. Overall, the eyecandy is pretty good. I like it.
AMMO: 1.8 out of 2.5
I wonder if the placement of all the goodies is just as good. This is another level with a 3-PU system, although there aren’t any majors or minors – you could say the Seeker and RF are both major and the Bouncie is minor. You can reach the RF and seeker by one and the same warp, the first time you’ll get warped to the Seeker and the second time to the RF, which prevents camping a bit and it’s original, although I prefer to know where I’ll end up. The smaller amounts of ammo are not really originally placed (almost all of them are placed in squares or vertical lines) and some places are too empty, but since the respawn time is not too long (just 10 seconds) this won’t be a real problem in big events. There are three +1 carrots in this level (no Full NRG) which seems like a nice option to me. They could have been spread better over the level though, since they are all in the upper half.
STRUCTURE & GAMEPLAY: 3.8 out of 5.0
Structure and gameplay, finally. As I mentioned before, there is no music file in this level, which kills the gameplay experience a bit. I won’t district many points for this but it will cost you 0.3 points. The flow is good, in any case good enough for a battle level. Some of the springs could be placed a little better, but I didn’t experience many problems. A liked the large, open spaces which were all around, and they fit very nice to this battle level. The warp to the PU’s was an original solution, but I don’t really like it since I never will know where I end up. The level had some double pathways on some platforms in the foreground, but there are also a few objects placed in the background, which confused me a bit.
RATINGS:
CrashMash did a very decent job with the production of this battle level. The eyecandy is not as good as in “the other” level, Garden Brawl, but it surely is worth it. The ammo placement is generally good but there could be a little more of it in some places and more originality would be nice too. The flow is perhaps even better then Garden Brawl in some places. I think this level would do nice on a bash event, although too many Diamondus Beta levels would be a little boring. You’ve got yourself a 7.7, by the way.
Score: 2.1 + 1.8 + 3.8 = 7.7
Download: Yes.
Host: Yes, perhaps even on Bash.
Greetings,
~ ChippieBW