New Ages II - Tale of a Snooze

  • Rating: 8.9

Reviews and comments

    Superjazz 9 Mar 2007, 15:44 (edited 16 Aug 07, 15:32)

    9Recommended:

    Here we see another project of Snooze within a rather short amount of time from his previous piece of work. Expectations were set higher than with Vol 1, yet they weren’t still broken too much. Well, how come?

    The eyecandy and decoration in each levels is just really well taken care of. It’s after all really smooth, meaning some level doesn’t just lack something major that would make the eyecandy there look really worse than in others. The backgrounds in these levels were sometimes the default of the tileset, but still made nicely, so they wouldn’t distract, confuse, or just cause a level to look ugly. Nevertheless, the sprite-layers weren’t left unimportant at all. Nothing looks unrealistic, repetitive, or unrealisticly repetitive. The amount of tilebugs/misplaces is very minimum. Just the eyecandy overall, with ambient lighting give these levels an enjoyable atmosphere, so you might fancy playing them really often. The most impressive eyecandy I would find ‘Gloriania’ and ‘Dreaming..’ as. ‘The Cliffhanger Ending’ instead would need the most improvement(for the sprite at least).

    None of the levels are really full-symmethrical, so the layouts have been sort of just…improvised it seems. But that’s quite refreshing, isn’t it? Although there might be some imbalance in some levels still, for example ‘Gloriania’. Few levels contain greater or lesser interesting concepts like the base-placement in ‘Saint Zipcode’. However some levels have sort of boring layouts, and what r3p’s review made me to notice, some levels just don’t work practically. The much-offering ‘Twilight Park’ was used for a level with horizontal gameplay and tunneling paths, and it doens’t quite fit. Especially ‘Durance Of Hate’ is annoyingly linear and it’s “floors”-design has been used several times in a way or another. The author put some tubes/warps to nicely improve the tactical sides of levels. Some of them might be still a bit questionable though. The Flow in levels overall needs the least improvement.

    Ammo was placed quite carelessly at places. What ammo-types to use in each level, wasn’t thought about a lot either, it seems. Just for instance ‘Dreaming..’ contains only three ammo-types, and lacks of gun5/gun8, which this level would need the most. Ammo there is also flocked in large groups, which might not be so good thing. I also wonder why carrots happen to be very close to each other in levels with multiple ones. PowerUps should be finely placed, though in ‘Durance Of Hate’ they could be all in open as well because of the level size. The ammo was placed well in ‘Friendship’, but already in ‘Gloriania’, it was far worse. So it’s kinda variable between levels.

    So how were the levels? Here are some short explanations;

    ‘Friendship’ has a fine default background with a magenta fade. Looks nice overall, but the gameplay is limited and the full-carrot should be placed differently. After that a minor carrot for red side wouldn’t be a bad idea for the sake of balance.

    The eyecandy in ‘Gloriania’ is nearly the finest of the pack. Looks like there was some inspiration while designing this kind of a layout. However it will confuse many people for long with it’s warps. The upper full-carrot should be removed, ammo-types replaced, ammo-flocks modified.

    ‘Saint Zipcode’ uses a tileset-conversion, that offers some nice additional eyecandy for levels using this tileset. It was used well here, although I would wish some more foreground eyecandy. Music fits. Impressive layout and base-placement, lesser carrot to be removed/moved.

    ‘Trademark’ has an easy, horizontal gameplay. I don’t find the way carrots are placed exotic here. Better sprite-eyecandy here. The background is OK.

    The background seems to be a little bland in ‘Durance of Hate’. The sprite eyecandy instead is more filled and looks great. Layout isn’t very innovative, but at least there’s a chance to move between levels with warps/copters. PowerUps for once more could be in open, instead of wall. Ammo-placement doesn’t make sense.

    There’s a simple, but good-looking background in ‘Tainted Heaven’, where is probably also the best layout in this pack, not overwhelmingly though. There could be one more PowerUp, most likely Bouncer would fit. The lighting is used in a nice way. Only what I dislike, is the music that freezes after played once.

    ‘Dreaming..’ could be easily my favorite quality-level in this pack if it had more types of ammo, placed better, and few more PowerUps. Great eyecandy, the lightning doesn’t distract me at least, because it’s in layer 7 and there’s much sprite-eyecandy to cover it. Carrots are both fine, but the warp to the upper one should be moved further from the full one.

    ‘Cliffhanger Ending’ quite continues the theme to have a “tunnel-level” in the end of the pack, like ‘The Boneyard’ of New Ages vol 1. It anyway doesn’t remind about it much. The background here is original in fact. However, this level might not impress some people at the first sight very much, like me. This layout isn’t confusing(once you’ve learned the warps), isn’t imbalanced or anything, unlike some other levels of this pack. The ammo and PowerUps aren’t so bad, but yet again the full carrot was placed clearly closer to the other base.

    I actually expected this to easily beat New Ages vol 1, but it did only by a little in my opinion. The amount of better levels would be as much as in vol 1, related on the amount of levels. These better levels, mainly #3, #6, #7, and #8 have some nice tactics to be used on, and I recommend anyone to give these levels a try. There wasn’t unfortunately any levels that would have a really nice and balanced layout like the two awesome levels from vol 1, ‘Persona Lity’ and ‘Radiation’. The rest here I would consider as filler-levels, that just didn’t manage to have too great quality to be played with joy. I would rate the levels separately between 7.5 and 8.2, but because of Snooze’s patience to save them all for a compiled pack, they deserve more together. Also for the sake that Snooze can create epic multiplayer-levels even.

    EDIT: I decided to give a +0.2 for inconvenient justice in placement back those times.

    SJ

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    Technopauluz 5 Mar 2007, 13:54

    Ill almost never play CTF games so ill dont say anything about the gameplay.. Die hard CTF-ers can rate this better :)

    But wat I saw was a pack of very nice looking levels!! Some where Average and some where Awesome! I am sure about one thing, and that is that u spend a lot of time in it!

    Ill give N/A but i am sure this gets a nice rating that it deserve!

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