King487
3 Feb 2011, 20:20 (edited 3 Feb 11, 20:39)
Featured
6
Ah, when i saw the screens i was like “wow this looks good, the lvl must be great”. But instead…
Eyecandy:
The map suffers rather from the lack of a few tiles and EC. Somewhere there is enough of it, like at the bases. There it looks pretty good. But in the middle… I feel like i’m crossing some empty rooms. It appears the name suits the map quite nicely, if u get what i mean. There were highly any tiles used there…But hordy did use this tileset pretty good. Like ron said, there aren’t any tilebugs,but there are some platforms that looked rather weird. In my opinion in some places there isn’t enough EC. You shouldn’t use repititive tiles, it looks boring.
Overall: 7/10
Gameplay:
Map is rather big. It would be suitable for more players(3 vs 3) if it would actually be playable. The map is obviously spaz biased, and even with spaz its a bit hard to move since some platforms can be far and/or high. Which is why map contains a lot of springs which slows the game and completely ruins it. I also ave to mention some sucker tubes. Well the tubes in the middle, i wouldn’t know if they are helpfull or not… like i said the map is rather big and the sucker tube contains the events with speed 25, which is very fast. However that means u can pass 1/2 map in like 2 sec. It would be like passing 250 miles in 10 min. But still if i decide to walk, and use the route below the tubes, i could go out with my friends, before i get to the other side… Whatever. Basicly you just run around an empty map and u encounter a lot of springs which is annoying, few sucker tubes and warps here and there….
Overall:5/10
Ammo placements:
This is the worst part of the lvl. Ammo placements are rather bad. Lets start with the fact the there isn’t enough ammo at all, and most of them are hidden behind layer 3. Toaster and Bnc pu placements wouldn’t be so bad… if u hadn’t put a “MP start” event right next to them. RF pu placement also isn’t really good. It is an advantage for the team on the right side since they are closer to it(forgot the colour >.<) . C placement seems okay, but for such an enormous map i would have placed atleast 1 or 2 Carrots+1. The lack of ammo actually affects the eyecandy a little, because now it seriously looks like its completely empty. Hehe i do like the texts tough ;d.
Overall:4/10
Music:
This increased the rating a lot, music’s not bad, alltough for something that has the name “dark zone”. i’d say there are better choices than this, but not bad at all
Overall:8/10
Total rating:
Summary: 7+5+4+8=24, 24/4=6
Rating:6
DR?
Hmm, even tough you typed that you fixed a lot of things, the lvl still has a lot of flaws. Prehaps you should work on it a bit more.
where the hell are nicks on these screenshots? ;p
Ron97
3 Feb 2011, 19:10 (edited 3 Feb 11, 21:59)
8
I have decided to download and rate this level,and I must say I was disappointed. The eyecandy seems nice and I haven’t seen any tilebugs,but the other parts of the level aren’t that good. The level itself is too platformy and IMO it has no real flow. There isn’t enough ammo and it seems the gameplay is on powerups,which isn’t really a good thing. I cannot give more than 7.5,sorry.
EDIT: Lowered a rating a bit for some useless stuff. Sorry.
PT32
22 Mar 2011, 20:23
7
This was an interesting level, in that it had good eyecandy, workable mechanics and decent eventage. It seemed a tad bit big (In my opinion), but oh well.
There were a few parts that seemed a little symmetrical (Which I don’t really like), but overall, quite notbaddish.
I would’ve liked to see a more futuristic “spacey” song, like maybe COSMIC2.xm or Intruder.xm, or heck, even INTRSPEC.s3m, but I suppose the one you used is adequate enough.
In short, I guess I would give this a DL rec, since it is playable, looks fun, and has excellent eyecandy. Take a shot at it. Or at your opponent, whichever you prefer…
8
Another full review:
Music:
Free points ftw.
10/10
Eyecandy:
Well, it is like Odyssey is used normally… nothing too special except those tubes which I found pretty orginal and a few other things rarely done before.
Not as many lights as suggested by Sean’s review though.
7.5/10
———- Gameplay ———-
Flow:
Again, unlike Sean, I hadn’t much trouble running from one base to another. This level feels Spaz-biased at times but is well playable with both Jazz and Lori and the most vital weapons are reachable with all characters anyway.
There are however a few campspots (one somewhere in the middle where you can sit in the wall, and the Toast PU which is also fairly obvious.
7.5/10
Ammo & Pickup placement:
Not too many flaws here either. What however does bug me, is the Toast PU placement which is nothing but a huge campspot with a toast powerup AND bouncer ammo, and to make matters worse, if you leave with the warp, you get almost warped into the full RNG straight away!
7/10
Replay value:
I haven’t played here yet. Let’s just give no points here for now.
I dunno if I want to play a serious game here though…
0/0
32/40
Penalties:
None.
8/10
DR: I dunno. It is a nice level but has a few issues.
@Hordy: Don’t make campy rooms with PU’s and place a Single Player starting positiion somewhere.
Sean
6 Apr 2011, 03:58
7
Random review.
Eyecandy
Rather normal use of the Odyssey tileset. There are lightbulbs here, broken lightbulbs there, and dead lightbulbs everywhere. There are some interesting moments, though.
7/10
Layout
The layout (and here I mean placement of platforms and stuff) is good, but there is one problem with it: flow. It is tough to reach from blue to red and vice-versa. It took me 10 minutes to figure out the path (and I still haven’t quite gotten the flow of the level yet). There are also some campy places (the Toaster powerup can be guarded with seeks at the tube and the bases are too easily guarded with bouncers).
6/10
Gameplay
There is a reasonable amount of possibilities for gameplay. You can spam bouncers or seekers at the warp target to hit someone coming from the powerups. Sadly, there are no RF climbs/jumps/tricks areas around here and no RF powerup. There are also no carrot tricks (on Happy Semiconductor CTF you can shoot the carrot down and take it from the bottom/on Jungle’s Edge you can shoot the carrot down all the way from the top of the level to the bottom).
7/10
Music
I couldn’t hear it on this computer so let’s skip it.
0/0
Extra points
First level, I always add points for that :P +1
A little too little ammo. -0.5
Overall
7.26666666 or rounded to 7.3.
DR? I want to half recommend it but that’s not allowed, so it’s neutral.
Nice first level, Hordy :)
PT32
4 Apr 2011, 23:32
this is just a comment, so please don’t downvote it.
Hordy, we weren’t being rude with our comments (At least, I wasn’t). In fact, I thought I gave you a pretty decent review. The level is what it is, so please be careful when you go venting on J2O. Take it from me, it doesn’t work.
King487
22 Mar 2011, 22:54 (edited 22 Mar 11, 22:55)
As i recall i made a review for this before it was edited, and if i remember correctly it didnt really turn up nice. I can see this was really improved a lot. Eyecandy has been expecially looking a lot better. Alltough i found a few tiles bugs at the lower left corner. Also i dont really know what is that layer 3 usage at the lower left MP start(4 platforms with a “wall?” between them), it looks a bit weird. Also ammo is also improved. Last upload had most of ammo hidden behind layer 3. Nice to see that fixed. You also added a carrot+1 which is nice for such a huge map. still i dont think it was a good idea to put a MP start at the power ups. Also i find it extremly unfair how the blue base has a RF pu and a c+1, while the red has no C+1 and no RF pu, or anything else that would make it more fair. Gameplay was also rather fixed. the map certantly became playable its nice to play in it and easygoing. But its rather spaz biased. However there is one MEGAR flaw i noticed in this level. Left from the red base there is no wall. Now many might not know what does this have to do with gameplay but most also didnt play a lot of pestilence levels that are crappy made, in which u can find some interesting bugs.
Here’s what happens if there is no wall:
http://upload.digiex.net/viewer.php?file=l8anmietm9fsyzzufkf7.png
It appears that if u go as left as u can on the end of the screen u became invincible. As you can see i used a splitscreen and tried to hit myself but for some reason it doesent work if im at the edge of the screen. Well im not completely invincible, i can get hit by stomp/sidekick, but i can surely forsee if a player is gonna hit me that way and i can easilly escape.Anyway im not going to rate this. This map is quite good but still there are few things that should still be fixed. Once you fix them this should be an amazing map, and i’l write a full review for it.
Thanks for voting Sean :)
But i have to say that there is RF powerup under the blue base in wall.About carrots,there are 3 of them (one full energy and 2 +1) and you can shoot all down,you just have to discover how :P
Test
21 Mar 2011, 13:00
OK, You know It’s very advanced?
Try to make an easy one ok?