Since I promised to give Toni a full review on this pack, shall I do it. Don’t expect much, because I actually don’t know how to review a whole pack. But I’ll try atleast.
Oh, and I see u forgot to upload a tileset. It’s called ‘Persian Paradise’. Add this one to your download files too.
And u uploaded a wrong tileset for Desolation..
Old Jungle Battle and CTF:
Well, you made your xlm tryout into a battle level. That was a cool idea. But let’s do the eyecandy first. The eyecandy is very good, but most people said that already, but it was just an eyecandy what was hardly used in such tileset. The tileset isn’t much used too. So it was a bigger challenge do work with this tileset. It’s a very complicated tileset too. Anyway, the eyecandy was good. The music u made for this level was a good ‘choice’ and fits the level. It wasn’t a choice because you made it by yourself so I have to say: You made a good music for this level what really fits it. So that was the music and eyecandy. And now.., the gameplay.., I miss some flow stuff. If you jump on a green spring, and think you are going to make it to the top and move on, you will actually fall to the spring again, because you have to jump first on another platform, to jump to the one you wanted too. So you get a rebounce effect and is bugging the flow really much. So make the platform lower or just put a blue spring. And there are some really annoying springs in the level with the ‘Keeps’ on. Try to avoid that, it really can be/is annoying. And springs are placed everywhere, just to come up and you can move fast. At some places it is if you really need springs are else u are going to die. But there are some tiles between the springs. This space is kind of useless. I expected some more layer 5 eyecandy for layer 4, but there wasn’t, just 2 flanks. Up is empty and down is full of layer 5. And at some places you don’t see your own rabbit. So if someones has green in his name he can easily hide, and the springs are hided too. And the masks of layer 4 are just too ‘copied’, it looks like you didn’t spend time on it. It’s a good level but it could be much better if there weren’t that much springs.
(I’m not in the mood to give the CTF level of this the same review, because it’s all the same, only the bases are the difference.., so it’s the same rating for me.)
Magic Dust:
I think this level is one of your best levels in this pack of good looking. Well, but probably the worst of gameplay, it is too much Spaz based, and those springs again. You have to take the springs by running in 1 side.. That is really bugging me all the time and I hate it.. And the Spaz based stuff is because if there aren’t springs, u can only take the way up with Spaz. And I see some One Way bugs. Like 144, 25. And some bugs while playing, in the flow, it is really bad sometimes. Anyway, the eyecandy is good, but a bit angular, there could be more sliky tiles in it. And I still see some tilebugs or unfinished stuff. The list is actually too long, but the look of the level was good, but those things make it actually worse. And there are some dead ends. I enjoy the sucker tubes u placed, that makes the flow a bit better. Oh, I forgot to say that the seek pu is easily to get with electro.. And the falling leaves are hyperactive, there is a bug in the animation..
Ride to the Moon:
The first thing what felt on my eye was the eyecandy, I saw the eyecandy before, but this one is improved! And it is well done. But there is a small bug in the background, the black tiles u used, to discover the textured background didn’t work out well, u forgot one tileline. Anyway, the gameplay has been improved, yay! But, this time the looking of the level went down, aah! Layer 5 and 6 are empty! You really have to do something with those layers, u could make the textured background go slower, but didn’t happen. But it isn’t a big deal. And there are still some dead ends in this level, fill it up with warps or tubes. And the way to go to the Seek pu is too complicated, just get it with Electro, is way more easier. Alright then, I miss a spring at the right corner of this level. And a small detail, when you go up at those springs and stay at the right side of the wall, u land at the platform of the spring, maybe you should use there a MCE event. But it’s a small detail.
Sudden Death:
This level is way too platformy, it looks like u just took a 75 × 75 level and plant some platforms in it and you are done. It is way too small either. And with a campy c it finish it all. This level is spring based, as most of the levels in this pack and with the filled up ammo at dead ends it is campier. And with the sucker tubes at both sides, they don’t have much effect, there are springs 10 tiles near them and the doorway to them are way too small. The eyecandy is similar and the textured background is nice, I really enjoyed that. I’m a bit negative of your levels but that’s because I don’t call the good things, well the most of the good things, but in this level there aren’t or hardly good things. I only call the bad things so I can help you to make some better levels. But I almost say that in every review I make. So I’ll say it again.
Alright, I expected the battle levels a bit better. The gameplay is badly and it’s angular in some levels. But some levels were dramatic, and I say dramatic for you, because you are in xlm, what means you can make better levels then this pack. But I have 3 levels to go, and I’ll finish it for you. I’ll review the CTF levels later, this rating is for the battle levels!
Alright, next part of the review, my butt hurts so i’ll make it impalpable. I hope my mood is not going to blow up the next levels, because that won’t be fair, so I’m going to do this fairly (and painfully, oops!). Part 2: CTF!
Winter Landscapes:
Ok, this one is pretty good, but the eyecandy is some weird lines what you normally use in layer 4. The music is nice this time but if it fits..? I don’t know, I thought more about some rough music with a winter effect what probably would fit the level. The flow is improved but there are still some places where you bump into, the springs are just the ruler in every map it seems. The level itself is really symmetrial, it’s almost done with ‘Control F’, so it looks like you didn’t spend much time on it. The flow is in some ways bad. The one ways of the trees, at the 1 health c in the middle, and at the bases (how the hell can I go up there?), at the houses (all of them..) and at other places, but the platforms are flank too, just too horizontal. But it’s a small issue where no-one has to deal with. And in the level itself there could be more layer 4 eyecandy(!), I told this in almost every map, but, there is need to! Because it would like an empty old map. There atleast no tilebugs or something.
Monument Valley:
This is the biggest, emptiest level of all. This is actually the weirdest of all too, because of the eyecandy. The last layers move faster then the privious ones. There is just one way to go to the enemy’s base. Going down.. And in the middle of them they’ll meet eachother, how nice! Easy to say ‘hi’ with a seeker, but this seeker makes you sad because you lost health, and maybe you are the poor guy with lag and it will be an air. So there should be more ways to go to the enemy’s base, not only one, but more. This level is again (!) spring based and doesn’t has any layer 4 eyecandy (!). (By all those ‘!’ is my butt going to hurt..) The level is based on much ammo and really and I mean really much flat platforms, that is getting bored. Even when there is at the bases not much ammo, but more down, is the battlefield down, but most PU’s stands at the bases or near the bases. And in this level there is ammo at the left, but not at the right. A small detail.., and the level is pretty big too, there should be more sucker tubes and warps. But it’s a good level if you would like to play with low detail and love/like to play 3v3’s and bigger.
Ancient Persian CTF Arena:
I have to say, this is a weird level too. This one needs more explanation I guess. I’ll start with the eyecandy. The eyecandy is weird, u made the desert in the background too low and the houses and palmtrees are just tiles from layer 4 and would bug around. And the Y speed of the layers are too low, there could be bigger houses and a bigger desert. It’s only weird and not well used.., you also could use a trans tile and make a desert in the background and make it just like an oasis. But I guess that is more about inspiration then a good or bad thing. It was a late tip maybe. Alright, the gameplay is again spring based and if there aren’t springs it’s Spaz based, springs flue the flow too much and make you go slower, when you jump you have more power and create a good flow. But, you should mix these things. It sounds hard but it isn’t. Use the diagonal tiles a bit more. Anyway, the c placements are way too dangerous, you have to grab a fly carrot to take the low c and you’ll keep jumping on springs at the other c, it’s a bit weird constuction, because the space between the springs is just something weird. There are some double doorways, and some tilebugs in layer 3 and the building is really f*cked up, too many torches and windows. And again there should be more layer 4 eyecandy. The music isn’t fitting the level at all., but it is something in an Egyptian style, that is some good point. I made too many bad marks I guess, but if I’ll call the good things too, I won’t sleep this night.
But I promised you something again, and because u are a clanmate I’ll help you. Oh, and my conclusion is:
This whole pack needs more work and more reality, because it feels rushed and a bit weird in some ways. The musics are good, the layouts are mostly good, only the gameplay is a bad point in this pack, I’ll recommend this pack anyway, because this isn’t a bad pack either and he worked on it and has atleast the guts to upload the pack and that the people feel free to rate and review this. I only said the bad things so he could avoid those problems next time and that he doesn’t make these misstakes again.
~Loon..