RecommendedReview by Superjazz

Posted:
16 Nov 2009, 21:08 (edited 16 Nov 09, 21:15)
For: New Ages IV - THE RAIN
Level rating: 9.1
Rating
8.8

New Ages III was uploaded some time ago, last spring if I remember right. The waiting time has been long since from what we know Snooze from, is the small amount of time which he requires to create a level. I have to admit this level pack came a bit out of the bushes, as it first looked like Snooze was creating and uploading single levels until the last month or so. So even this pack came out with a quick progress, and the quality is even better than the previous New Ages-packs.

These levels draw you into themselves with their original and interesting atmospheres and looks. No level does really feel boring to play because the atmosphere and eyecandy, eventhough some levels just might feel a bit emptier because they are such ‘outdoor’ levels. The author took the effort to create you entertaining environments with pretty limited sets, and that is something that has been accomplished here well. As an example take the ‘Hornet Hive’ (naivbtl05) that uses Woodlands set by Blade. Basically I don’t have anything to complain about in the eyecandy, although it might not be superior in every level.

The gameplay in this pack is quite high-quality as well. The pack includes the earlier uploaded singles which are; ‘The Curse’ and ‘Steam Machine + Landscape.’ Most levels have a simple layout and design, and that way the levels aren’t hard to navigate and are easy to learn. The level sizes and spaces are also variable. The levels are that way quite versatile, as they can fit duels, while also some bigger games. No level here is giant though, so I recommend not to play anything bigger than 4vs4 though.

There are a few exceptions though. While ‘DDRR’ is a nice castle-themed and medium-big sized battle level, the gameplay reminds me about Blade’s old Battle-levels, especially since the tileset used is by Blade himself. The design is just a bit too random, and the level contains too much of holes, easy camp-spots/dead ends. Some levels including this, don’t have that smooth flow either. although I really like when the level requires jumping and isn’t filled with springs, this just feels too much like those Sandstrand ‘O Hazes-levels too. Played a 3vs3 TB here and that proved my thoughts quite right.

‘Neufrlagar’ uses Agama’s Egypt, and while the level looks neat and feels like another decent duel/2vs2 map, it also feels that some areas are just empty and don’t have a real purpose or use. I’m sorry I couldn’t have mentioned this earlier, because I always saw this level as unfinished only and wasn’t sure about the progress. However, this is neither nothing too serious, but it drops the fun-factor a bit.

What I find fun is how the levels also have secret passages and things or tricks you might not find out the first time you play. This is something what the newer level-makers don’t usually do. After all these are like ‘Dream’-levels that can contain anything and be very unrealistic, though sometimes things are just overdone a bit. Personally I also feel that some levels like ‘DDRR’ and ‘The Curse’ don’t have the very perfect music choices, but who am I to tell that alone.

So, 5 battles, 4 CTF’s. A bunch of levels to try and play, huh? Myself I prefer the CTF-levels, since I am for now a bit more familiar with them and they fit the best for duels. This is definitely download of the month so far, and most levels are bash-quality. Well done Snooze! Download!

SJ

RecommendedQuick Review by Superjazz

Posted:
2 Nov 2009, 19:37 (edited 7 Nov 09, 17:17)
For: Planetary
Level rating: 8.5
Rating
8.3

After playing these levels for a longer while, I’ve realized that they need a little time to get used into. I noticed that I underrated this pack a bit, since lots of effort was put into this pack and the eyecandy is far above the average, except for a few levels. Still there are some levels that could have used some better design etc. But GJ Faw!

RecommendedReview by Superjazz

Posted:
2 Nov 2009, 17:49 (edited 2 Nov 09, 17:54)
For: Double Trouble
Level rating: 8
Rating
8.1

Eigus is back it seems, at least in the JCS-side of the game. Seeing how much he has changed in level design, made me glad, even surprised me a little bit. These two battle levels are truly a big improvement considering his past uploads. Let me introduce each level to you a bit.

Deinspirated Mayhem is a small-medium sized electro station level using IC’s Tubelec Night-set. The level design is so different from all the new battle levels people have posted. It is sort of oldschool design in the way that the level isn’t extremely spacious, but solid and does not contain “random platforms.” I remember somebody else fairly new but inactive player/creator to have a similar level design, and Eigus has found the same way sorta. At least the gameplay in Wrath’s Virtues was very similar to this one which was just neat.

However, there are some bad sides in the level as well. Firstly, the flow isn’t very wise everywhere. The author didn’t use layer 3 when he should have, since some spots where the floor height changes by only one-few tiles, there is no slope, but useless springs or nothing. As well, more one way should have been used(especially the ledge above the blue springs.)

The eyecandy, although somewhat decent, leaves more to be desired. The floor doesn’t use the edge-tiles at all, but has just the middle-tiles at the edges always, which looks a bit irritating. Although the sprite layer has a bit of activity as in the form of the animated tubelec-lights, the atmosphere is just too calm and “dead” compared to the music especially. Basically the tileset just offers much more than this. Also the more oldschool design comes with some annoying camp spots. I suggest not to duel here. Rather you should try this in a 3vs3 TB for instance, also due to the amount of carrots (3 minor ones.)

Underworld, although way smaller than the other level, is my preferred one here. I haven’t yet seen Xargon used for this kind of a theme. The level has a vertical gameplay, far better flow, and that way plays much faster and better for duels than the other one. Also the level visuality and audio match better here. The atmosphere is dismal, mystic, and well…Underworld’ish. I have no real complaints about the eyecandy here, it is decent enough. Although the level has much more heighth than width, there are only two springs. You have to rely on your jumping-skills more, or use the warp in the bottom that takes you back to your spawn position (no, there are no pits, as you may have thought. The other level has them.) That shouldn’t be a problem here, since there are no annoying heighth changes and the level is easy to move in generally.

Duels here should be interesting indeed, since there is only one major Power Up. That is TOASTer right in the so-called center of the level. What you basically have to do is to keep it yourself. But don’t worry. In case you lose your health and ammo, you can run away and heal yourself easily if you have a better endurance than your opponent. There are 3 minor carrots, as were in the another level as well. That weakens the effect of the Power Up practically. There is also an Electro Blaster Power Up, but as you know, that weapon does always the same damage, so don’t bother trying to roast your opponent with it in the first place. I’m not very sure, since I haven’t yet tried out myself, but I think a game with 3 other people might work out here just as well as duels would. I definitely don’t suggest to play this level with a big party. It can get quite crowded and chaotic.

These levels were a nice surprise from the author. The levels are now closer to high-quality levels than before, and they should work out in serious games even. If the author only had put more focus into details and made the levels slightly bigger, these could be a couple of really great levels. I would probably rate Deinspirated Mayhem a bit below 8, and Underworld an exact 8 separately, but since they are together, I think they deserve a bit more. Download and try! Well done Eigus!

SJ

RecommendedReview by Superjazz

Posted:
31 Oct 2009, 13:13 (edited 5 Nov 09, 16:12)
For: Golem Landscapes
Level rating: 8.3
Rating
8.5

This is practically a very versatile CTF-level in a while from FireSworD and OLC. This goes well for duels, but also a 3vs3 which I played here once, went smoothly. What can you expect? No disappointment at least.

The atmosphere is ambient, calm, and tranquil. What you see here is a fairly bleached mass of soil covered with moss just like a stone golem could be. The edges of the level that aren’t parts of the golem look a bit bland though. This Carrotus/Easter-edit fits really well for a concept like this. If it only had those top/bottom edges of background caves fixed, it would be perfect. This level is one of those few ones that generally look better in 8-bit rather than 16-bit colour, at least for me. 8-bit mode makes things look more transparent in a neat way and gives you a more lighter background.

What I find the most exotic about this level is the base placement. Your base is located on one of the golem’s hands, and you should attack the opposite hand. Golem’s solid body however, is there between the hands, as obvious. So, you should find a way to either go round the body, or cut through it. The warp on your hand is one of the possibilities. It takes you below the golem’s body, so that you are able to cut through it’s feet to the opponent’s side. Another option is to cut through the golem’s shoulders. You will need a copter or ice-ammo for this though to get through the ceiling springs. Generally the layout is limiting, and I like it that way. It is not a level with a dozen of small passages and mazes. Instead, you have lots of space to move around, the layout is simple enough to be learned fast, and yet you can still survive in bigger games if you know how.
The bases are kinda easy to defend, as well, you can hold flag ready for a score for a really long time against weak attackers, since you have a minor healing carrot right above your base, thus you can keep healing yourself all the time, as long as you keep getting only minimal damage. The flipper pads work great on the hands, so that you can quickly jump away if needed. If you suddenly get a critical hit, you can also go for the full energy carrot at the bottom-middle of the level, which can be very unsafe though. This was very well thought out.
There is also a half-secret shield, though getting it is really…hard. The idea is practically that you can be lucky and abuse a warp exit while an opponent player is camping the exit with seeker-ammo. If you are lucky, and your opponent is dumb, you may try to abuse the seekers so that they push you up to the shield-room. Reaching the warps themselves is already really hard though, since you require a copter for that, again. What is even harder,(barely possible) is trying to reach the shield-room straight with the copter. I managed with this once so far, but it really requires perfect timing and handling of the copter, as well a double-jump of Spaz. Now the problem with this is, that if you get in there with the flag, is that you can just never come down again and thus freeze the game. While it would make sense only if it was a time-based game where you are having the lead, it is still sort of lame, as really nothing can make you fall down, and no opponent is likely able to enter there. Good idea otherwise, though.

If this was all I had to say about the level, I would rate it really high. However, there are still some bad things as well that are mattering me. Unfortunately I’m not sure is it wise to try to fix them without a major change in gameplay.

One is that there is basically very few ammo. You must gain your ammunition mainly from PowerUps. If you try to charge into opponent base to kill the enemy flagholder without any ammo, you’ll be most likely dead very quick.
Another thing are the dead ends. Luckily they are small and contain PowerUps, so they aren’t just useless areas.
The level is also fairly Spaz-biased. Although who am I to care about that, since I am a Spaz-player?
The cut through the ceiling-springs isn’t after all as useful as it could be, because the warp-shortcuts are a bit too fast.
I’m not very sure if I find Powered up seekers fitting well for a level of this kind. They can cause much airhits in such and open level.

In overall this is a really decent, interesting and enjoyable level for everyone. It just could have been very awesome if it didn’t have those minor flaws in it. The layout is strategic, and you need it to master the level, but also you require much endurance to be faster to reach things before your enemy. I recommend this download for everyone, and hope to see it played in both Bash12 and JDC18 duels/2on2’s/events. Thank you FireSworD.

Edit: Thanks for the fixes. With them this level deserves a bit more.

SJ

Review by Superjazz

Posted:
1 Sep 2009, 19:12 (edited 1 Sep 09, 19:13)
For: Jake's CTF Pack
Level rating: 6.2
Rating
N/A

I got some big laughters while hearing bsiika.mp3 used in your level. Good job with that. :D

RecommendedReview by Superjazz

Posted:
6 Aug 2009, 12:12
For: Fort Medina
Level rating: 8.4
Rating
8

I just remembered I had reviewed this level already, but then I checked this and noticed that I hadn’t. It is a decent level that I played once in a JDC event, so it should receive more of full reviews.

The atmosphere is dismal, as is the tileset, although the music choice isn’t. I’m sure there could have been better choices, but I’m fine with this one now. I don’t see any tilebugs here, nor anything that feels too bland either. The background here is default, but since this is a new tileset, it’s acceptable. The textured background has a nice fade colour even. There is also enough details in sprite layer and foreground. Napo’s best eyecandy so far.

The level layout reminds me about medieval skycrapers, although here you have solid ground from top to bottom between the two tall fort basements. The level seems balanced enough and is easy to move in around. The level clearly fits better for 3vs3 and larger games, and I rather wouldn’t try to play a duel here. The level has much diversity, as in where a player can go, and the bases seem to be positioned well.

This is Napo’s best level yet, and I’m looking forward to see more. It’s solid, balanced, good-looking, and fairly easy to learn even. Download and host recommendation.

SJ

RecommendedReview by Superjazz

Posted:
6 Aug 2009, 11:06 (edited 6 Aug 09, 11:36)
For: Path of Desolation
Level rating: 7.8
Rating
7.5

Well, this is a level that practically works well. I played a round of 5vs5 here, guessing it wasn’t yet too much for a level of this size. This is a fairly small level, but it’s quite decent anyway.

Not much to say about the eyecandy here, the background feels rather empty, and doesn’t give the player a ‘living’ atmosphere like a level with good background does. There are also some tilebugs that irritate me a bit(See the first screenshot above.) It is far from the best use of Desolation, but I appreciate it at some rate anyway, since sprite layer and foreground look alright.

The gameplay does work well, probably the best for duels, but a 5vs5 here didn’t feel too crowded yet. There are some tricky dead ends here and there. Especially the bottom-middle of the level where an RF-PU spawns. You can get yourself busted over there by your opponent if you’re not careful enough. Also there are some quite random slopes and walls that annoy me. I often found myself jumping past the carrot for example since the flow isn’t actually very wise. Also I’m not sure if the PowerUps should spawn as fast as they do, since they are actually four.

This is a level that can be fun for a couple of times to play. It’s better than DitS, and is actually quite balanced because the semi-symmethric layout. However, I agree with people that Fort Medina is still better, because it just made more sense in every way. Bonus points for the music-choice though. I’d recommend to download and giving it a try anyway. GJ and Go on Napoleon. :P

SJ

RecommendedReview by Superjazz

Posted:
5 Aug 2009, 23:05 (edited 19 Aug 09, 17:47)
For: The Curse
Level rating: 8.5
Rating
8.4

I decided to change my review to a full size, since this didn’t yet have any, although it does deserve a few. It is probably Snooze’s best piece of work so far, in such a short time.

This level is just art. It has a theming and decoration you couldn’t even dream about. Or actually you could, this is a dreamland, or a fairytale with influences of surreality in it. It is colourful, yet it doesn’t hurt your eyes, unless you play on 8-bit perhaps. I’d recommend not to. The background might feel a bit strange at first, but it clearly fits to this really open level in a creative way. It’s actually fun to know, that layer 5 wasn’t used AT ALL.

The level has the best theming and eyecandy done in a while but it also plays quite well. The layout is 0ldschool. Platformy, yet it has some solid parts, like the edges. It reminds me about Sandstrand ‘O Hazes, but it is of course far more open and better than that. The level fits well for both duels and big AYCR or TB-games. I played out a 2vs2 TB here and it was a really fun and entertaining experience. The choice of ammunition and PowerUps was good, except for PepperSpray that feels a bit useless, since there is RF spread over the level anyway. I also like how the float ups work as elevators around the falls here.

This is one of Snooze’s best levels of all-time. A bizarre music choice adds atmosphere too. I recommend you to download and host it often.

EDIT: Looking at the rest of the reviews I noticed that I overrated this level slightly, since the gameplay isn’t after all very special. It’s still a really good level by the looks, but it can be just a bit too platformy, since there isn’t any logic in how they are placed.

SJ

RecommendedQuick Review by Superjazz

Posted:
29 Jun 2009, 13:42
For: Episode Five: The Fortress of Ruin
Level rating: 9.8
Rating
10

This is an episode where a stunningly interesting storyline and overall excellent playing experience meet. As a betatester I must admit this episode might just be a bit too hard for an average solo-player, which is the only bad thing about this episode. However, for me the difficulty was a fun challenge, and I finished it with Medium in 5 evenings.

RecommendedReview by Superjazz

Posted:
12 Apr 2009, 10:17 (edited 1 May 09, 13:01)
For: Rollercoaster Park
Level rating: 8.8
Rating
8.9

This is another Moonblaze tileset in…how long? I can’t remember. It has been ages. However, this tileset is really unique and was surely worth the work, so it must be worth some level creation and reviewing also.

Now the first question is, what kind of levels does this kind of theme fit in the best? I would say all, but especially Solo-Player and…tests? There is plenty of usability in this set, but there could be also much more. You are able to create your hyper-speed coaster tracks with this set, and make your ballistic bunny a real rocket. Then again, I expected the set had some kind of 360 degree loops for the coaster, like in Sonic, where this idea came from. Also, this set is basically only about ‘park’ and ‘coasters.’ I wish there would have been a few more thrilling rides included, that would of course have something to do with gameplay, not only eyecandy.

I have to say the tileset graphics fit quite perfectly to JJ2. Although it is cartoonish, it is cartoonish in a way that makes it feel like it’s a true Jazz-tileset. There are also lots of animated tile-series that can make your levels feel more ‘alive.’

It is pretty easy to learn the use of the basic tiles of the tileset, but it will surely take time to master it entirely. The way to reach the master-stage is experimenting, of course. Once you’ve mastered it up, you are able to go even more creative with the set than it would have been even realistic.

I’ve got to say this is definitely number 1 nominee for the Featured Download of the Month, so great job MB or sth. Now get your hands on this thing and start creating! Download and experience yourself!

RecommendedReview by Superjazz

Posted:
29 Mar 2009, 09:53
For: TITLED Trije
Level rating: 8.4
Rating
8

Another collaboration level! I’m not sure if that worked out properly this time.

The level looks and plays a lot better practically than it would seem when looked into JCS. Still, there is stuff that could be improved. The level has been made as colourful as possible with this tileset, which truly offers a lot of colours. The background is mostly visible only at the top-left region of the level, right where it doesn’t really have that much scenery in it. On the other side of the level there is a lot of caves and closed areas that have non-solid wall covering the background, where it would look better. This is nothing very major, but better remember to avoid it in the future, I guess. I have no other complaints about the looks of the level. At least it doesn’t confuse my eyes, but if does confuse you, you should probably reduce the colours of your screen or something.

Gameplay is as well different at the top-left region than everywhere else. And it’s actually good that this level isn’t entirely a ‘cavern’-level. However this area, while it is more open, is also pretty much squared off(could it be just a problem with the set?) Then, a lot of float ups were used to make the movement easier. It sometimes rather distracts than helps, though. Especially around the blaster PowerUp it becomes harder to shoot it with EBs while you are on such float ups. Also, while things like ‘x’ are a nice add of personality, I don’t think it really fits to the layout there. At least, not to the very top-right of the level. The cavern part seems to be playing pretty well anyway.

I’m quite wondering why is the seeker ammo that rare in this level as it is, while I don’t find any real purpose for that(except PrupelJazz.) However carrots(3 minor) and PowerUps are placed wisely, so that makes the level playable with more than just a few players too.

So yeah, I pointed out more of the flaws and bads of this level in this review, but you may suppose what I didn’t comment on was alright. Just improve the things I mentioned in the future, and it’ll be great. ;)

Also I’m thankful that you made a rf-climbing spot for me, although you didn’t mark it with text!!! Okay so, I guess these kind of ‘Prupel place F0R PrupelJazz’-things are getting a bit 0ld already, so in the future rather just reduce the amount of them or replace them with something fresh, please.

I recommend this level to be downloaded and hosted often. Also I recommend it to be a part of the upcoming Anniversary Bash, since it is a decent level in overall anyway. Well done CC&DS.

-SJ

Review by Superjazz

Posted:
18 Mar 2009, 14:54
For: Mt. Helens
Level rating: 8.4
Rating
N/A

Well, I had an imaginary/fictional volcano in my mind while doing this, so that doesn’t really matter.

Quick Review by Superjazz

Posted:
21 Feb 2009, 22:12 (edited 22 Feb 09, 17:53)
For: Death in the Sahara
Level rating: 7.4
Rating
7.3

A very small level, that works for small games though, of course. Probably 2vs2 rather(which I played once here), since there are two full nrg’s. There’s sort of a major imbalance problem though. While red base is easily campable, blue base is just really unsafe. As well, blue team can reach Powerups faster. Eyecandy is your average one. Try it?

RecommendedQuick Review by Superjazz

Posted:
16 Feb 2009, 15:28 (edited 16 Feb 09, 15:30)
For: Sanguinary Sanctuary
Level rating: 8.2
Rating
8.7

This level has got the best eyecandy I’ve yet seen with this set. The level might look insanely large in JCS that would fit only like 8vs8, but practically it’s probably fine for a 5vs5 even. Fastest route from base to base takes under 10 seconds even! Thanks to a neat flow too. Pickups come with a reasonable amount and variety. D/L and host!

RecommendedQuick Review by Superjazz

Posted:
8 Feb 2009, 20:32
For: Dubbed Marine
Level rating: 8.1
Rating
8.5

I really encourage people to make more levels like this. There are too many open and tunnely levels already. This one uses narrow paths and gives an ‘indoor’ feeling. The flow might just not fit everyone, but the purpose of water in this level makes the gameplay interesting. I also have nothing to complain about in eyecandy or other environment.

Review by Superjazz

Posted:
2 Jun 2008, 13:54
For: Slayer Test
Level rating: N/A
Rating
N/A

A fairly difficult test level that will take more than just a while to finish from begin to start. After beating the Easy test, (in case you need the easy test at all) every level is a piece of challenge in the hard test. Even the first level requires skills of a good player, or more likely a good TEST player. Sure, it isn’t anything extreme like the Yaxish Test for example, but this needs just as much concentration. After finishing it myself, I quite felt that it was a really useful experience in all ways. It didn’t have anything really revolutionish gimmick in the gameplay, but most levels were innovative and interesting in their own way. Download recommendation.

RecommendedReview by Superjazz

Posted:
17 Mar 2008, 18:27 (edited 17 Mar 08, 18:31)
For: Desert Trench Warfare 2
Level rating: 7
Rating
7

This level would be probably more popular if it wasn’t for TSF only. Anyway, it seems to be a quite decent piece of work, using the JJ1 Deserto tileset conversion.

In ‘Desert Trench-Warfare’ the gameplay is mostly molesting narrow tunnels or fighting above large sand dunes. The flow of course in a level like this wouldn’t be the easiest. The fact that there isn’t a certain spring or float up assisting you with moving might make you wonder; “how the heck am I able to move in a level this large then?” Well, the level only feels large because of it’s width. There isn’t really a lot of heighth in it. But even in the tunnels you will be needing your jump all the time, because stone bricks and other scenery slow down your movement. As well, there are triggered tunnels that give a nice twist to the layout. Outside, you instead are able to move easier, but then you are already in a dangerously open area, especially if you are chased. Bases lie in the very edges of the level obviously, meaning you come to a dead end when capturing or scoring. Technical problems are the lack of complete mask on the edges of the levels, causing capture-bug, as well badly masked walls that are easy to get stuck into.

Eyecandy is appreciateable, but could be improved a lot. There isn’t a textured background, which doesn’t matter everyone though. The default mountains are in the background as well. Solid wall seems often just bland plain sand, although there are dunes here and there. More waterfalls could probably enhance the looks of the black tunnels, but perhaps that wouldn’t fit to the theme.

Healing yourself here seems to be quite a hard task with a lot of players. There are 3 PowerUps for Toaster, Bouncer, and RF-missiles. Also those are the only ammo you will find from the level. Mostly from your path in the tunnels, but also basements contain ammo wisely for defending. As ammo can be that effective, you will find it really difficult to heal yourself with just two minor carrots, eventhough they spawn during ten seconds.

After all, this level could work for real games and stuff, would be just have to be made sure that no player touches the edges with flag. Luckily that is unlikely to happen accidentally. I would probably like this level much if the technical bugs were removed, eyecandy was boosted majorly and the tactical side of the level was more balanced. So far this good. I would say it is worth it for fun-gaming anyway, so download it this once. Keep up progressing Valco!

SJ

RecommendedReview by Superjazz

Posted:
16 Mar 2008, 12:53 (edited 16 Mar 08, 12:56)
For: Impressions ع: Evolution
Level rating: 8.7
Rating
8.8

Alike New Ages had it volume 3 recently, also Impressions-series continues on with a third level pack. The pack here is a bit smaller though, as well it is more focused on battle-levels. As the title says, there has been some sort of Evolution.

The pack kicks off with ’6 Hour Energy Drink’, a rather small and solid battle-level with it’s neat looks. DarkSonic has been creative to keep you interested to play here. ‘Energy Drinks’ that in the end will make you rush at your opponents. Flow seems good, as well the rest of the pickups. The layout though isn’t anything special and the level itself would be just another random level using this tileset if it wasn’t this solid, and if the background wasn’t as innovative.

‘Darker Remains’ is pretty good use of the fresh Castle-set by Blade. That one is probably the better battle-levels out there, cause it’s excellent visuality and limited enough gameplay. Positions for Pickups is suitable in overall as well.

In ‘Scrap Brain’, the thing is to use your brain. It is mostly about controlling the two MCE-carrots at the top-level, as there are PowerUps placed very close to them. The level is somewhat different compared to the previous level by DS using this tileset, ‘Panic!!!’. Still, the eyecandy is what makes this remind me about it.

‘Mixxed Up’ seems to be relative to ’6 Hour Energy Drink’ with it’s name. Using also a new, fresh, Waste Treatment Facility-tileset by Cooba, it goes far to the better side of battle-levels, because it’s nice eyecandy and more tactical layout. The level utilises pits. Just too bad they are only few. Pickups are where they should be, and I don’t see ice useless either, despite the pits aren’t that risky.

My favourite level in the pack is ‘Unreal Surreality’-CTF, that is very unconventional. You could imagine the top-area is the warground mainly here, and below are pits, but instead the bottom-area is what makes this so abnormal. The bottom-area is where the only PowerUps lie, and is also the fastest route to travel between the narrow bases with flying-ability. That way the gameplay is well spread around the space here. I would probably know a better name for this level, but guess I’ll save it for one of my own.

‘Colourful Compact’ is a more default CTF-level. The PowerUps are placed somewhat unwise, and I was already looking for some variety instead of the very usual Bouncer and Toaster. I’m not either sure if two minor carrots fit here. Eyecandy is colourful, only barely not too colourful to confuse your eyes. Unfortunately this one seems to be the worst level in the pack, not by a lot, but still.

What I was most interested about in this pack at first, was the Street Pass No. 3, using the new FlagRun-gametype, and fairly new Desolation-tileset both by BlurredD. After fixing the few minor glitches here, the level seems to work fine, probably in practical use as well. It is going to be sort of crowded here in big JDC-events for example, so I guess this suits 2vs2/3vs3 FR more. The flag-spot could be less campable though, and bad is that this level is just too much like all other flagrun-levels. I can’t either find any “street” here.

Yet another VIP (Very Important Pack) from this month, or something…Alike NA III, also Impressions 3 has gone through improving, just not as much as it could. Download the pack and have a try of each level. It might be after all more like taste with the Energy-drink concepts and all, but I’d say not all the levels here are evenly decent. All work out though, and definitely ‘Unreal Surreality’ is the big diamond of the pack that raises the pack’s worth even more. I would say this month is one of the greatest with that result of upload quantity-quality comparison. I believe this is promising for the whole year, and upcoming Anniversary Bash 10 as well. DS is one another we can thank for that.

SJ

Review by Superjazz

Posted:
15 Mar 2008, 13:37
For: Find It Out (Multiplayer)
Level rating: 8.9
Rating
N/A

I put in ‘The Fights of March’ to be a level for those, who thought the levels in my pack were way too big. However, I don’t myself consider it to be much related to the pack since it was finished so long time ago. You could possibly call it ‘a bonus’, yeah.

RecommendedReview by Superjazz

Posted:
15 Mar 2008, 11:43 (edited 15 Mar 08, 11:50)
For: New Ages III - After Dark
Level rating: 8.9
Rating
9.1

The New Ages-series seems to continue on from Snooze. This time the step of improving is long. The ‘story’ doesn’t apparently go ahead anymore though, but instead the levels themselves are epic alone. Which makes it much more entertaining for me at least.

‘Land of Kaamos’, that is probably supposed to be the first level of the pack, creates a very dark and cool atmosphere over the level, that the name stands for. You can barely see the background in fullscreen, windowed players might think it’s just plain black, until the effects of ‘northern lights.’ This level though has it’s fun moments with the gameplay. It might be a bit limiting, but isn’t too crowded at all. Luckily it doesn’t get too tactical since carrots are placed far away from each other.

‘Kurast Bazaar’ is my favorite battle-level of the pack, being another dark level with a mysterious and creepy spirit, enhanced by the good music choice. The level just looks neat everywhere, despite the darkness. I also like how the gameplay doesn’t just stick to the center of the level, but you are able to hide as well. Here you may indeed look out for secrets…secrets that contain PowerUps for instance!

One of the smaller levels in the pack is ‘Water.’ Perhaps the name means a Water Pumping Station, possibly something else. Eventhough it’s smaller, it isn’t much worse than the other battle-levels in the pack. The moving background is a nice effect, but might bore for a longer playing-session. Gameplay is solid, to say at the least. I consider the positions of carrots, PowerUps, and especially ammunition balanced.

‘Desolate Chemistry’ has a very similar concept to the previous level. The gameplay is entirely different though. PowerUps have been thought about well, but instead the carrots are both to the right side of the level. I would have liked another of them to be placed into the empty bottom-left room. For a change, it is nice that this level utilises pits as well.

‘Echo Isle’ is a good use of the Islands-tileset by Blade. Background is very original, though solid walls look bland mostly. The layout is simple, although so it was in WC3. Bonus is though the decent placement and the fact, that the level is only partly symmethric.

‘Northscar Needle’ is probably my favorite level in the whole pack. It is the only symmethric level, but with this gameplay it works. I haven’t seen this tileset used a lot before, especially not this well. This level should be the most practical from a player’s view. The tubes above bases could be easier to reach though.

‘microcrack’ has a more classical Snooze’s layout, that contains two full energies. It reminds me a bit about ‘Teacup’, although this one is just way more open and better-looking. Some electroblaster would be useful here, but it still works with more than 2 players.

At this point you would possibly start wondering, when is he starting to recycle his previous levels? Well, that would probably take a while, since the only unnamed level of the pack is completely different apart from the rest of the pack, and is still fun to play in. Never does the author bore to decorate the levels the way like this either. This level has the bases separated more in vertical dimensions, yet the layout is still horizontal. That explains the situation of the full energy in the somewhat “middle.”

The last level, that is named ‘After Dark’ is perhaps a bit too Eyecandy-focused. That doesn’t mean the level is bad by it’s layout nor that it would be practically useless. It is a more tunnely level of the pack and that way reminds me of ‘The Boneyard’ from NA I. This one is still much better than it. I feel a little unsure about what the name exactly means here, but since the previous levels were mostly dark or twilight, this must be the lighter side of the pack. Refreshing.

I quite much liked the eyecandy-side of this pack, giving a boost to the gameplay-side that wasn’t left unimportant, since the pack finally had some original concepts and stuff to bring with it. The way that pickups were put in satisfies me as well, because it is after all quite important that an imbalance or hard-to-pick-up stuff are sometimes things that ruin levels a bit, or a bit more in general.

This pack is so far easily the best in the New Ages-series. What can I say? Download, host and play this often. It isn’t just about a few good/neat levels, but the entire pack is worth a try. Nice work etc.

P.S. Up for a duel in ‘Echo Isle’? ;0

SJ

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