I promised jake to review this. (even though i almost forgot exactly what I had in mind).
I wanted to clear this up first:
I’ve received some backstabbing lately because of the harsh way I gave my opinion on this. No, I am not trying to bring this level down to the ground. No, I am not trying to claim i’m a better levelmaker. No, I am not trying to act pro here. But this review will not be entirely positive. All levels have their downsides. Most of it is said in the quick reviews already. I will try to expand this review a lot more compared to the quick reviews and bring it in different ways.
Flashback: This reminds me a bit of what happened to me in the past, Planetary pack. I think talking about this might help you since it also helped me after that.
While this is a lot better than the eyecandy or layouts from my levels back than (or both in some cases). I feel it has the same gimmick problem, and this is not coming out of nowhere. The rest of the reviewers seem to share the same opinion. The idea’s are interesting but the question is, is it a good idea to mix it all together? This level is intended to be a serious duel level. But you should ask yourself if it adds anything great to the gameplay. I know some parts will sound a bit harsh but I’m only trying to be helpfull with this review.
Getting someone stuck in the pit with the crate can be fun, but remember it can be used against you aswell. And then it’s not that fun anymore. In fact, i don’t think people like to take that into account, same for the rest. It’s like you play a game with obstacles while you don’t want to focus on obstacles, I think this is what people frustrates as soon they lose their focus on gimmicks and Die or get hit because of that. This is the same for hor-springs and copters. If they accidentaly hit a hor spring you can’t stop running, It’s fun if you see someone else making a mistake like this, but the other player probably feels like this shouldn’t have happened if “that stupid thing would not be in his way”. Copters are kind of the same, you can be very depended on the copter but you can be unlucky with the spawn. If you need it fast and die while waiting the killer probably feels good because he was fast enough, and the other player feels like “why the hell couldn’t that fucking copter spawn on the right moment”. And then they will eat their clothes and shoe’s etc.. you know the drill :).
I think the advice I can give is that the player shouldn’t be too depended on the map but the map should be depended on the player. Gimmicks only lose the players focuse, if you have to jump around pits than your focus goes partly for not falling in a pit. Of course you can tell those players to concentrate better and it’s their fault for not having a good focus. But if you give players the choice of focusing on stragety and playing itself or doing this while paying attention to gimmicks like not falling in the pit or accidentaly miss the copter. Then they go for the more clean maps. I personally think the more idea’s you make in a level the more attention needs to go to these and the less focus stays on playing. That’s why I think that excessive usage of idea’s isn’t a good plan. Because the more means the less they can handle it. (keep in mind that they also need to learn it). A player also feels more bad by getting killed by the level than by the player -> he can blame the level. The player is not easy to avoid because players are the reason to stay online, but maps are easily avoidable by picking another level.
Imo since it’s duel related I won’t say anything here about the tubes with bases, since in duels that can work. But I think it’s less liked for teamgames -> because you can miss timing because of that. But since it’s duel related and that you don’t need to time RTS I think this is a good idea for a duel level. The music in this level is good and the eyecandy is pretty good aswell, Sorry i keep the good parts short but when there is nothing to blame then there is nothing to tell either :). The layout is simple but good. After all you did these parts very well.
All in all I can conclude the good parts outweight the bad parts, and it’s not a very bad level at all. But it probably starts to frustrates people after a while. Even without the gimmicks and the map being completely gimmick-empty I don’t know for sure if the layout makes the level spicy enough by itself.
The reason I compared this with planetary levels is that in the past i liked gimmicks too, and I still have a soft spot for gimmicks honestly. I think you and some other jj2 players have no problem with this either. I am not saying that excessive amoun of idea’s and gimmicks are bad out of nowhere. They are bad because they drive most people on jj2 in a negative feeling. And I think you got to understand where that negative feeling exactly comes from to understand what makes a lot of gimmicks in one level bad. I think you for example need to understand where Purplejazz and CelL are talking about, why it’s hectic and so on. That’s the whole points of this review and I hope you get it.
You show impressive skill and I look forward to see more levels of yours!
Cheers,
young boy nr.2 =d