Toxin twister
Looks, high detail
Great. Not overdone.
Looks, low detail
Great^^ Didn’t expect Cooba to put thought into making it work for low detail, but it rocks that he did.
Base-areas
As the level is symmetrical I save time by not having to review two different base situations, yay!
The levels are located close to each other, only divided by a thin wall, perhaps a bit inspired by Zaitox? In any case, this allows sneaky gun9 hits, which is always fun. Staying rts at base doesn’t work for long here, since you will get hit by seekers from the turret/tube, from under or from above, where the fullNRG carrot is a major camp spot, however with lots of space for dodging if the server isn’t too laggy. A bit more successful of a tactic is to camp the area under the bases. Anyway, over all, I really like the base areas, even if they’re not as awesome as for example the red base’s in bblair. In my opinion it’s a bit too hard to avoid getting shot up so you miss scores. So far very good.
Secret Trick Lol:
Carrot placement
There are 3 carrots, one fullNRG and two one heart carrots. It’s hard to get the upper C, since people camp there a lot, and if you go take the lower C, you will have troubles getting back to base, where you rts, safely. I like it – it’s not easy to get C unpunished. People die a lot in the level, so there aren’t too much carrots, and the one H carrots makes the game play not have to be all about the fullNRG, which would be annoying. So far very good.
Powerups and ammunition
Symmetrically placed, definitely fair. Sufficient amount of pickups. Not much to say about it really. Good :)! All Pus are placed for off, except RFs. You really have to prioritize, either get ammo, which takes a long time, or hunt ammo less.
Routes
The level is slightly one-wayed, you just run around in a circle. This could be seen as something bad, but I think it’s rather nice, for some reason. If you want stuff you have to go elsewhere, like getting aforementioned carrots or power ups. You really feel that you’re not where the action if you for example go for the seeker power up.
When rushing from base to base, you win a lot by taking the tube from base, something I hadn’t realized the first games I played. Nice thing. There are alternative ways to run, you just don’t notice them so easily at first. For example there are vertical suckers (or some other event, same purpose at least) which allows you to sometimes be faster than the enemy you are hunting.
Overall rating
8.9. It’s a really good level, and the reasons it’s not given more are:
- A bit too hard to be RTS, even though it’s addicting, I find it too chance based, since you can just get an airhit and end up in the total other side of the level than where you should be when RTS.
- Too one wayed. It doesn’t offer too many variations… learn from semi- or superconductor.
Still, the level is original gameplay wise while still very playable, it has a nice amount of eye candies and is fun to play. Good job, Cooba! I was thinking of giving it a 9, but it just didn’t feel right – so 8.9 it is. Keep making CTF levels, please.
Edit: The symmertricalness makes the level easy to learn, which is good. This doens’t mean that you know it perfectly yet, though – which makes it a good idea to play the level a few more time if you didn’t like your first game too much (which is what happened to me here, when I first played it).