Sanguinary Sanctuary

  • Rating: 8.2

Reviews and comments

    EvilMike 30 Oct 2010, 18:59

    8

    I like this level. It as a decent layout, it’s big, and it looks good. I’m not going to go into too much detail on these aspects, since other people have. So instead of just describing the level, I’ll look at a few of the things that don’t work and comment on those.

    I’ve played this level quite a few times, and so I know the layout about as well as I can. However, I still find that I often have no idea where I am. The problem here is partially one of size, but also because much of the level uses the same style of eyecandy. Whether I am on the left side or the right side, it all looks about the same. To give an example: I know where the warps go, but if I didn’t, I would have no idea which side of the level they took me to. The only thing I have to go by is the ctf arrows.

    This level really could have benefitted from some “pointers” in the eyecandy. What I mean by this is stuff (usually in the background) that the player can use to get a good idea of where they are. For example, this level could have used more of those gargoyle statues, which conveniently point left or right (and used them so they always point toward the middle of the level). Other levels do a similar thing with colour, although waz18 doesn’t really have much in that area. There are even subtler ways of doing this – for example, in my most recent CTF level, I used waterfalls to indicate which side of the base is towards the edge of the level (the wrong way to go).

    Another problem is the ammo. Most of it respawns fairly quickly, but there isn’t very much of it for a level this size. In large games (6vs6 or larger) it’s quite easy to find yourself using the blaster 3/4 of the time. This can be fixed a bit by turning fast ammo respawn on, but it’s still an issue. I would have liked to see more ammo placed along the common routes here, with things like seekers being kept more out of the way.

    A final, more minor comment has to do with the placement of the springs. This level goes out of its way to make you not use them – they are put inside gaps in the floor (forcing you to stop if you want to hit them), or put above bridges so you literally run underneath the springs. I understand why this is done, but it runs counter to what pretty much every other level does. Generally speaking, if you see a spring in front of you which you don’t want to use, you will jump over it. You do not expect the level to have an invisible bridge event that will let you run underneath it. And likewise, if you want to use a spring, you usually will expect to be able to use it if you just run into it (no jumping required). Basically, this level messes with your regular intuitions when it comes to how these things work. This isn’t a major issue, but I feel like this feature, which I assume is intended to make the level flow better, is having the opposite effect it is supposed to.

    Aside from all of that, this is still an enjoyable level and I recommend it for any large CTF game. It’s also a good level to look at if you want to see how this tileset ought to be used (it’s probably the best use of it I’ve seen, or maybe tied with medieval skyscrapers).

    3 people found this a good review. Did you? Yes/No

    FireSworD 14 Feb 2009, 06:38 (edited 16 Feb 09, 12:47)

    8Recommended:

    The level size is 245×64, and yet you once thought a level of 200×200 was only fit for sp. It’s heavily patterned ec-wise. The gameplay does not justify the level size, and the layout may be too overcomplicated (UNLESS THIS IS IN A BIG GAME/EVENT). Some parts are amazing but others are redundant.

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    DarkSonic 15 Feb 2009, 23:11 (edited 15 Feb 09, 23:12)

    8Recommended:

    this is very scary how make you it
    this IS GREAT i give it an 10

    No, but seriously, this is a pretty good level with some nice EC tricks and smart use of bridges. The layout is a bit different, and has some interesting stuff (like the warps above the Bouncy PU) and some nice RF spots (always good to have)

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    Superjazz 16 Feb 2009, 15:28 (edited 16 Feb 09, 15:30)

    9Recommended:

    This level has got the best eyecandy I’ve yet seen with this set. The level might look insanely large in JCS that would fit only like 8vs8, but practically it’s probably fine for a 5vs5 even. Fastest route from base to base takes under 10 seconds even! Thanks to a neat flow too. Pickups come with a reasonable amount and variety. D/L and host!

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    SR iR 21 Feb 2009, 22:43

    8Recommended:

    I don’t like this tileset, Reminds me MS lvl =/ But It’s great one, CelL did enough Review so..

    This is a short review. It has less impact on the upload's score.

    Bluespaz7 23 Feb 2009, 21:08 (edited 23 Feb 09, 21:08)

    9Recommended:

    Very nice. =]

    This is a short review. It has less impact on the upload's score.

    Tereza Pánová 12 Mar 2009, 18:10 (edited 13 Mar 09, 15:44 by cooba)

    cooba (All files by this user)

    [I see. ~cooba]

    riley-online 29 May 2009, 05:11 (edited 29 May 09, 15:05 by cooba)

    this is the one that i want to download

    [Rating (6.5) clearance. You might want to click the \“sanguis.zip\” link at the top. – cooba]