Full review after playing here, which is obviously more accurate.
Eyecandy: The eyecandy is very good. Everything works and Loon used some interesting tricks with the background. In singleplayer there is a huge layer 8 tilebug, but I don’t really care considering it (somehow) does not appear in any form of multiplayer.
9,5/10
Music:
Great choice. It fits the level very well.
10/10
—-Gameplay—-
Flow: I had absolutely no issues with the flow. A few RFtricks scattered around, and there is no bias between Jazz/Spaz/Lori though I found not much use for the Copter (but that’s normal in duels, anyway). Base placement is allright.
9/10
Pickup placement.
Most pickups are well-placed. However, upper C and Seek PU are in close proximity to eachother, just like the lower C with the Bouncy PU. Both tend to be campy, but the Seek PU more because it is placed in a deadend, while the bouncy PU can be taken from the other side and then you can run to the warp. But at the Seek PU, a good camper can get a decisive advantage, especially if he just killed his opponent. However, he can’t keep camping because this level has two C’s.
7/10
Replay Value:
It is a good level. Everything works and this level is fast-paced (except that upper left spot with the Seek PU) once both players have all PU’s and have an aggressive nature in the game.
Still, lack of real orginality in this level and especially its flow shows through at moments. It is just another assymetric CTF level well-suited for duels, but it is a good one nonetheless.
7,5/10
43/50
Penalties: Zero.
8,6/10
DR: Yes. Like most entries to the Duel level tournament, the level has a high-quality, and no really serious issues.