I’m taking a small break from my Wii as I do this review so it may be abit short.
Diabolical Darkness (CTF)
Eyecandy
Average eyecandy that was placed well throughout the level and wasn’t very squared off, lighting effects too. The level could have used abit more eyecandy though especially near the bottom corners and the areas near them where there was a rather large lack of it.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 7.6/10
Gameplay/Layout
It was good flow with no real large obstructions or annoying little nooks to get stuck in, It was slightly too smooth though because you could get from one base to another holding down just one arrow key. There was also another way to get to the bases with the copter, I like to see things like that. The two bottom corners are abit empty though.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.1/10
Event Placement
There was nothing wrong with the ammo placement, good amount of ammo and it was in the path that people would normaly take. Although some of the clusters of ammo could be abit more dense like the RF and seeker ones near the middle of the level just above the carrot. The two non neutral powerups (seekers and RF’s) were placed rather nicely allowing one to jump off them if stomped back to the left or right, or stomp and then return to the base via warp. As for the carrots, they were
rather close, and you could collect one of the +1’s then the full NRG.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.3/10
Overall
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.0/10
Trouble Ahead (CTF)
Eyecandy
Good amounts of eyecandy evenly throughout the level, the eyecandy wasn’t squared off, and it wasn’t in such huge heaping amounts you could never see anything. This level had something I really don’t like to see in the eyecandy though, A dark fade color (Black to be exact) on a light textured background, other than that the eyecandy was good all around.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.6/10
Gameplay/Flow
Like xlmdd this level is symetrical. Unlike xlmdd the flow was good without being too easy. The layout was abit confusing at first but it was easy to learn. I found a few good tricks for this level too like RF climbing to get the +1 carrots, or shooting them down through the wall with bouncers.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.3/10
Event Placement
The event placement in Trouble ahead was fine, nothing really to complain about. The density on the clusters was good, and there were good enough quantities. My only complaint is that there weren’t many RF’s near the top.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.1/10
Overall
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.3/10
The light returns (CTF)
Eyecandy
Looks like a level with noka’s tube electric conversion, it also looks like you took advantage of the new features in the tileset. Adverage eyecandy everywhere, but the ground could defiantly use some more variation.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 7.8/10
Gameplay/Flow
Yet again symetrical. This one has very good flow, its not too easy either. There are warps to the bases from the top which are quite handy, and the triggered base system prevents very easy scoring. One thing that bothered me though was that the two sucker tubes that went from the top to the middle were abit slow.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.4/10
Event Placement
Nothing to complain about. Nothing useless and it all had a good density and quantity. Both carrots were in the middle, so because it was a symetrical level it was very fair. The problem with the placement of the full NRG carrot was that it was very close to the seeker power up, which was also the all around weapon of the level.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.1/10
Overall
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.1/10
I’ll continue this review later, but this short break from my wii has already been too long.
Hypergenerated Shocks (Battle)
Eyecandy
This level’s eyecandy isn’t like the other levels, it is rather random. There are sufficient amounts of eyecandy, but just clustered up in the floor mostly so it isn’t that even. There are a few tilebugs, nothing to serious though. One of the things I disliked about this level’s eyecandy was that you could rarely see the textured background.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.0/10
Gameplay/Flow
The layout at first seems very random, and it is, but this isn’t a problem because it works anyways. The flow isn’t an issue either it’s easy to navigate without being effortless. It isn’t very platformmy either.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.2/10
Event Placement
The carrot placement is good, the +1’s aren’t too close together and are rather hard to camp. The power up placement is good too although the toaster power up is rather close to a carrot. As for ammo there could be abit more throughout the level but it’s not such a big problem.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.0/10
Overall
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.1/10
Secret Base: ID20516 (Battle)
Eyecandy
More of a minimalist with the eyecandy in this level, this doesn’t really bug me though because there is still enough. The eyecandy isn’t all clumped either which is a good thing, especially if you aren’t going to have vast amounts of it.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 7.9/10
Gameplay/Flow
The flow is good, but it suffers from the same problem that xlmdd did, it was a tad too easy to get around the level. The gameplay was nice, but it was very easy to seeker/rf spam because of all of the open space.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.0/10
Event Placement
The quantity of ammo in this level was insufficient for the size of it, the clusters of ammo could have also been bigger. I’m not sure if it was just me, but there was about the same amount of food as ammo. Although the ammo placement wasn’t that great the PU placement was rather nice. They aren’t too close to anything else like PU’s or carrots. The carrots were also well off, they wern’t easily campable.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.1/10
Overall
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.0/10
ENTIRE PACK
Bonus
-Awesome PU placement in xlmdd +1
-COPTARS +1
-Good atmosphere +1
– 0.3/0.5
Overall
The pack was a good play, and the battle levels would probably a good choice for the battle server too. As for the CTF’s they’re good too and could be played semi-often, everything has good flow and good eyecandy.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.5/10
Download recommendation?
=D