This is a small CTF level by Snooze with a fairly simple design that you can learn in mere minutes. It’s a fairly typical level in terms of quality: nothing special, but good enough to enjoy.
The first thing you might notice when playing this level is that the eyecandy is quite detailed, with no parallaxing background. In other words, the entire level, background and all, has a single scroll speed. Unfortunately, due to the tileset having a limited pallete of colours, this makes the level have a very “busy” look to it. This winds up adversely affecting gameplay; it becomes common for players to not see stray seeker missles and other hazards heading towards them before it is too late, unless they are really paying attention.
While this level is very small, I do not reccomend dueling in it. The level contains only a single full nrg carrot, and while that is not a bad thing, it makes the level much more suited to 2vs 2 gameplay. Anything larger though, and the level would be too crowded. The level thus has a very limited scope, unless you don’t mind dueling in levels with a single carrot.
One major problem I noticed in this level, which is present in almost all of Snooze’s levels, is the prominince of float up events. Using these sparingly is a good thing, but in the case of this level, the authour simply goes too far. These events are used in places where they are very easy to notice, and almost seem like a replacement for springs. There is a reason jj2 has a “jump” key. Throwing float up events all over the place is completely unnecessary.
Similar to the problem with float ups, I noticed that there are a few pits where if you run directly into them and fall, you will go through the side of the pit and hit a spring that takes you back to the top of the platform on the other side. If I run into a pit, I EXPECT to fall through it, not be magically transported to the other side. If I wanted to get to the other side I would JUMP. Several times while testing I ran into this problem, and while it is easy to get used to, it is annoying and pointless.
The level contains a single toaster powerup. Pepper spray and seekers are also prominent, both useful in this level. Finally there are a few electro blasters to get the toaster powerup, and rf missles. I found both of these weapons to be mostly useless. The electro blaster is only good for getting the powerup, and the rf missles are hard to use because the level is so enclosed, not to mention being inferior to pepper spray in terms of range and speed. For some reason I couldn’t find any bouncers, which would have been a great weapon in this level.
Speaking of weapons, I found the location of the electro blaster to be very spaz-biased. They are located in a pit, where spaz could jump down and double jump to get them, while jazz would have to fall all the way through. The lack of bouncers also makes this level even more spaz-biased.
Overall I rate this level a 7. I was considering giving this a 6, but the level was enjoyable enough to warrant a point higher than that.