EDIT:
I see you’ve made some positive changes to the level. Generators are present now and have their respawn time set quite low, which works fine in such a small fast-paced level. Just remind yourself to set it higher if you ever build a bigger MP level. Next we have the much desired vertical space in the form of the upper platform and a big ‘chimney’ wall in the middle.
I generally like these changes, but my biggest concern lies with the chimney in the middle as it blocks off the entire path. Maybe try making an opening in it and/or in the upper platform? Death ends and linear movement can easely kill a CTF level.
Another (tiny) problem I found has to do with the PU’s in their enclosed areas on the upper left and right. Now that there’s a platform inbetween them, skilled players can use Bouncers to shoot the PU’s through the wall, making the coin warp obsolete. You may choose and keep it that way, or thicken the walls a bit to make coins absolutely necessary.
Also try and look at the tilebugs in the walls. I know the Holiday tileset can be a pain to do fully right, but this level has some masking problems that adds unnecessary gaps that players can stand on. Just enable the masking view in JCS’ editor window and make sure all walls are straight lines.
My original rating was a 4.0, and I believe the current changes are worth half a point extra. Keep up the good work and I’m sure it can get better!
Original review:
First things first, merry christmas and a happy new year! Now that that’s out of the way, let’s review this teeny weeny level.
The layout is as basic and simplistic as it can get. Well, it’s no ‘Best CTF Party Good Luck’ yet but you readers get the point (haha). One base on the left, one base on the right, the middle contains vines above spikes, a little secret passage, and that’s about it. I missed any form of vertical movement in this level.
Some things felt unexpected concerning tileset usage, especially the houses’ layer-3 usage and the choice of using the ?-block as a coin warp. There are also tilebugs in the ground and an overall lack of variety in available tiles (all spikes have their star animation, not all xmas light colors were used, etc).
Weapon choice is okay for a symmetrical level. Both sides have a weaker and a stronger weapon, and teams are used to switch sides after a round nowadays anyway.
Also, don’t forget to put in Generators in multiplayer levels for all events you’d like to respawn. This level is currently drastically broken due to the lack of them.
I give a 4 and can’t really recommend it in it’s current state. It’ll need some big changes before it reaches the amount of simplistic fun Mulch/Malch style maps do. Please don’t see this review as being too harsh, but take it as a way to improve the level! ;)