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#1 |
Permanently Banned
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Welcome to the May/June 2012 SRB2 Official Level Design Contest voting topic! In this contest we have six single player, two match, and two capture the flag entries.
To vote, play a few games of each stage in a division in the intended gametype for judging, and give each map in the division a vote from 0 to 10, no decimals and with 5 as average. You can not vote on your own map, but if you vote on the rest of the stages in a division the lowest score on your map for that division will be dropped. For votes to count, the voter must vote on every map in a division (excluding their own entry if they have one). Votes where the voter obviously did not play the level in its intended gametype, or where the voter did not play the multiplayer maps with other real players will be discarded. Please be as unbiased as possible for the author or the look of the map. It's all about how good the map plays, nothing else. For reference, the scale is as follows: 10 - Epic 9 - Awesome 8 - Great 7 - Good 6 - Decent 5 - Average 4 - Mediocre 3 - Bad 2 - Awful 1 - Horrendous 0 - Unplayable Although it's not required for votes to count, it's very helpful to make comments about what you liked and didn't like about the map, so the author can improve his skill for future attempts. If your votes are dramatically different from the rest and you don't describe why, you may be asked to justify your reasoning. Judging will end July 18, 2012 at 7 PM local time in the eastern time zone of the United States. Like the entry deadline, this counts the United States's daylight savings time between March and November. Votes submitted after this time by the forum timestamp will NOT be counted in the average, so if you want to be counted, don't vote at the last minute. After the deadline, the scores will be then averaged, and the person with the highest score in each division is the winner. The entries are as follows: Single Player: Industrial Valley Zone Act 1 by Zipper Azure Temple Zone by Mystic & Prime 2.0 Sonic's Schoolhouse by Boinciel Frozen Hillside Zone Act 2 by Blade Chemical Facility Zone Act 2 by CoatRack Lightless Labyrinth Zone by ShadowHog Match: Green Match Zone by Root Marble Zone by CoatRack Capture the Flag: Glades of Serenity by Scizor300 Fungus Forest by RedEnchilada As a note, do NOT load multiple single player entries in a row. Especially in this contest, the various stages have significant SOC work which will conflict if multiple stages are loaded at once. Make sure to quit the game before loading the next stage. Prime 2.0 was involved in helping both Boinciel and ShadowHog with their SOCs, as well. Last edited by Mystic; 07-03-2012 at 11:44 PM. |
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#2 |
Permanently Banned
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As an addendum to this, Azure Temple will not work properly with character wads using SOC'd abilities. Not that you could vote based on playthroughs using character wads anyways, but I still felt the need to give a heads up about this.
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#3 | |
Dutch word-doer
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Looks like this is going to be an interesting OLDC. Anyways, downloading maps now...
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My YouTube MOTHER 3 Dutch Quote:
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#4 |
ms reflec beat stan
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Single Player:
Industrial Valley Zone Act 1 by Zipper - 3/10 For starters, your music choice sucks and your decorating style is as lackluster as 1.09.4 maps were. Disregarding those, however, the map is unfun in a lot of places. Taking the left path from the first split, I come across a chunk of metal that, when stepped on, triggers insta-kill acid to rise in a manner that makes it impossible to see until it hits you. When the paths come together, there's a fake platform that crumbles away over a pit, which is a HORRIBLE IDEA AND YOU SHOULD NEVER DO IT. Taking the left split again takes us into a confusing room with slime waterslides that run into inescapable crevasses. A path that isn't immediately apparent can sometimes be used to good effect as the central gimmick of a map, but definitely not when it's used in this manner. When the paths merge again, the bustable block that has to be spun through leads straight out into a death pit with no warning. The rest of the level was quite mediocre, with no real standout areas to speak of. Azure Temple Zone by Mystic & Prime 2.0 - 8/10 I'm going to forever associate this with Super Meat Boy, because the style of level design (at least, on the action path) is highly reminiscent of it. Specifically, it's the kind that infuriates you until you pass it once, and then becomes amazing fun. The puzzles were also nice, even if they're seriously not as bad as I've seen people say. But UGH, those fire gauntlets. Prime, I am going to kill you in your sleep. Sonic's Schoolhouse by Boinciel - 4/10 It... has its charm, I guess? It definitely made me laugh, so I suppose it served its intended purpose. It's even funnier in netgames, though; particularly getting crushed by math by Prime. :( Frozen Hillside Zone Act 2 by Blade - 6/10 There's certainly nothing wrong with the level, and speedrunning it's hella fun, but it doesn't have the same charm the first act did. There were a lot of hallways that did little other than add length, and the enemies weren't used as well as they were in the first act. The area in the ice palace with the buttons was fun, though. Chemical Facility Zone Act 2 by CoatRack - 5/10 This map alternates between really fun and really tedious. Most of the orange gel gimmicks were pretty fun to bounce around on, while the blue gel gimmicks seemed useless. (You got the colors mixed up if you were trying to reference Portal 2, by the way.) Meanwhile, the timer room is way too strict and relies on proper timing to match the moving platform at the very beginning of it, leading to frustration. Stupid gimmicks such as that dragged the map down for me. By the way, that secret had charm. The small bit of level design it had showcased a good use of the orange gel gimmick, and I would have loved to see more. But cut down on the explosion objects in there, will you? Lightless Labyrinth Zone by ShadowHog - 3/10 A maze of a level that drags on way too long and is only harmed by its main gimmick. I didn't even see most of the buttons until I had run by them three times, and the last of the crushers were impossible to time to the point that I just god-modded through them. Then the boss at the end, right when I was getting sick of the map. The music also really didn't work with the theme, and honestly started to grate on the ears after a while. Match: Green Match Zone by Root - 2/10 Yeah this was shit, sorry. There were only two weapon rings, the actual rings were way too sparse, and don't use opaque water over death pits. Marble Zone by CoatRack - 7/10 The map was a bit on the big side, and the crushers made getting around the place hard, but the rest of the design was great. I particularly liked the Knuckles balance. Capture the Flag: Glades of Serenity by Scizor300 - 5/10 The map was way too big for the eight-player netgame we were in; people were impossible to find. Pretty good otherwise, though it was nothing outstanding. (also cutei mraks) Fungus Forest by RedEnchilada - sexy crawlas wow why did I even bother submitting this. Haha, it's so bad looking at it right now. Also I find it kinda funny that Sciz's map has a pony reference and mine doesn't. (I swear I would've if I hadn't lost motivation to keep working on the map. Count yourselves lucky?) Last edited by fickleheart; 07-14-2012 at 05:45 AM. Reason: correcting some confusing wording |
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#5 | |
footure semen
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SINGLE PLAYER
Industrial Valley Zone Act 1 by Zipper - 6/10 - Seems a bit drawn out for its good - Instakill Slime is the devil's work - Not really that much detail - A good amount of the FOFs don't have death pits under them Azure Temple Zone by Mystic & Prime 2.0 - 8/10 - Too short - Puzzle route at the end is too easy compared to the other - Bubble Buzzes over death pits are the bane of my existence - It provides a tough challenge and is a solid map. Sonic's Schoolhouse by Boinciel - 5/10 - glorious but the extremely short length kills it Frozen Hillside Zone Act 2 by Blade - 5/10 - Not particularly spectacular, but not bad either. - It's a good map, but it lacks what made the first so good. Chemical Facility Zone Act 2 by CoatRack - 6/10 - The visuals are nice and the level design seems solid enough. - However, there are times where the enemy placement and gravity flip gimmick are downright cheap - Creeper's kind of buggy but works okay - Remove the death pit after the first conveyor belt once you've been flipped, it's too hard to see and someone can easily thok into it. Lightless Labyrinth Zone by ShadowHog - 7/10 - The gimmick is incredibly interesting, but a few of the rooms were a tad too drawn out. Otherwise, the map is pretty good. - mother of god that boss MATCH Green Match Zone by Root - 1/10 Well, at least it works. Marble Zone by CoatRack - 8/10 Pretty fun, not really much else to say except why no tunes 129? :( CAPTURE THE FLAG Glades of Serenity by Scizor300 - hi there whee Fungus Forest by RedEnchilada - 6/10 It's a decent map, but it's also a bit flat and the item placement's a bit iffy.
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#6 |
Developer
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Single Player
Industrial Valley Zone By Zipper - 8/10 I like the style you chose and it fits very well, and i also like the idea of getting to the top before the acid reaches it first. Azure Temple Zone by Mystic & Prime 2.0 - 10/10 Nice level design, badinks in a bubble and you get air from them. But there are some parts that require Tails or knuckles for it. Sonic's Schoolhouse by Boinciel - 10/10 It's something new, and i like it. Guess this shows how the real game would be if i played it. Frozen Hillside Zone Act 2 by Blade - 9/10 This is good for a ice level, but i keep getting hit by the snowman robots, and for all of you bronys he used winter wrap up as the level's music. Chemical Facility Zone Act 2 by CoatRack - 8/10 It's a good map, and i also like the custom soc badniks. Lightless Labyrinth Zone by ShadowHog - 10/10 Another original idea, it took me awhile to find the exit, Keep up the good work.
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How can you combine steel and titanium? |
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#7 |
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Single Player
Industrial Valley Zone Act 1 by Zipper - 3/10 The first room with the sudden acid rise from nowhere is very cheap and impossible to see coming. The red springs aren't positioned correctly so you have to floor the down key to stop from careening into the acid, and that only works if the camera's in a good enough mood to face ahead of you. The next room isn't much better with a platform that crumbles on touch for no reason. The rest of the map is really boring and what is the deal with that tube room that just sends you in circles endlessly until you decide to give up and backtrack? Azure Temple Zone by Mystic & Prime 2.0 - 9/10 Challenging without crossing the line into cheap. Not much wrong with it other than that the bubblebuzzes are slightly buggy and the puzzle path doesn't give you any hints that the gargoyle flames can pass through lit switches, which makes the third puzzle very frustrating. However, said third puzzle is very fun once you actually know how to do it. In other news, the colormap makes it almost impossible to tell you added a custom shield in. Sonic's Schoolhouse by Boinciel - 4/10 no comment Frozen Hillside Zone Act 2 by Blade - 6/10 The heavy snow gimmick is a bit overdone, and it's not really clear you have to break the ice to move on until I broke it by accident. I liked everything in the ice palace section though, shame it didn't last long. Chemical Facility Zone Act 2 by CoatRack - 7/10 Tone down the turrets, please. Especially at the jump up the waterfall near the end, which is hard enough to figure out without the turrets harassing you. The chemical gimmicks are hit and miss, though I liked pretty much everything involving the bouncy orange chemical. The reverse gravity also feels a bit out of place, and the camera has a few issues in those sections. The map in general though is solid and has enough gimmick variety to not be boring. Lightless Labyrinth Zone by ShadowHog - 1/10 Uh.. to put it nicely, I really don't care for this at all. It drags on way too long, it's overly tedious, the spotlights look really weird, the path tends to be almost impossible to find, anything with the fire guys past the first encounter with them is a massive chore that usually had me noclipping through the door because it was just sooo boring. Seriously, this entire map is just a glorified maze made more frustrating by the inability to see the walls. Even worse are the invisible pitfalls and crushers which you cannot properly judge the size of. You get one point for the boss, but I was really tempted to give this a 0. Match Green Match Zone by Root - 0/10 This is unplayable because of the sheer lack of rings and maze-like structure. You didn't place all the weapon panels (not like there's ammo to shoot them with) and there's opaque non-colormapped water hiding death pits. Marble Zone by CoatRack - 8/10 I wouldn't mind seeing this as a vanilla map. It's very pretty. I'm not a fan of the rail panel being under a really slow crusher. It's a bit too hard to find the way out of the lava pit in that one outdoor section. CTF Glades of Serenity by Scizor300 - 6/10 It's way too easy to hide here. No, I don't mean camping, I mean "where the hell is the flag carrier" and such. Also, the upper route is pretty boring. It's just a flat path and tends to be easy mode for the flag carrier. Fungus Forest by RedEnchilada - 5/10 The river here has the same problems as the upper path in Sciz's map, except it also provides some great hiding spots. The rest of the map is fairly meh, and I didn't find the layout terribly interesting. Last edited by Katmint; 09-22-2013 at 05:46 AM. |
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#8 |
aka Sutekh94
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Single Player:
Industrial Valley Zone Act 1, by Zipper - 5/10 Most of this level feels really cheap with the insta-kill green slime, random falling platforms, among other things. However, I do like some of the ideas you have going on here. But the cheapness... It really does outweigh the good parts a bit. Good map layout though, and overall, it's a pretty decent map. Azure Temple Zone, by Mystic & Prime 2.0 - 8/10 For a water level, this really is impressive. It's really tough but very satisfying. Awesome level design, nice visuals... Also love the idea of the buzzes hiding bubbles, though they are a bit annoying - don't kill the ones that are hovering over pits. Sonic's Schoolhouse, by Boinciel - 5/10 Man, this map looks so good, and, though I never played the original game, I actually enjoyed playing the map! So why did it have to end so soon? Frozen Hillside Zone Act 2, by Blade - 7/10 What can I say? It's a typical Blade map, in typical Blade style... The indoor sections were amazing and the custom enemies were alright. One thing that does get annoying after a while is the snow gimmick. Other than that, it's a very solid map. Chemical Facility Zone Act 2, by CoatRack - 7/10 Okay, there's waaaayyy too many turrets in this map. That and the reverse gravity part feels out of place. Camera gets stuck in these parts, too. Outside of that, the level's very solid and interesting enough not to be boring. Also I thought I saw a few Creepers in the map... Lightless Labyrinth Zone, by Shadow Hog - 6/10 Maybe I was a little too harsh in my initial review of this map... To be fair, it does have one hell of a gimmick, though it can get kinda annoying sometimes. Once you find out where to go and what to do, this map gets way better. The only thing about the crushers is that the final crusher section was pretty hard to get the timing down; eventually I wound up objectplacing through that section. Otherwise, the level's got a good design for what it is. The rooms where you have to kill every enemy get tedious after a while, though. Then there's the boss - probably the best thing about this map. I didn't even expect there to be a boss in the first place, and man, fighting it is really fun. Oh, and Prime - not entirely sure what I was referring to with pits exactly, though I do remember one section with pits (or pit) that teleported you back to the start of the section... Match: Green Match Zone Act 1, by Root - 1/10 I'll be blatant here - this map is absolute shit. First off, there isn't even a full assortment of weapon panels! Also, there's hardly any rings in the stage. Like your previous foray into the OLDC, City Match, this map is kinda mazelike (though not to the extent that City Match was - IIRC you can get lost frequently in that map). And why, oh why, did you use opaque water over a death pit?! I suggest you stop making levels for a while, read Level Design 101 on the wiki (link in Mystic's post), and look at the official rotation of match maps to see how you can improve. Marble Zone, by CoatRack - 7/10 Now this is really nice. It's bad that you can't use custom music for MP maps, because the Marble Zone music would compliment this map big time. The crushers are a bit awkward though; otherwise it's a really fun, solid map. CTF: Glades of Serenity, by Scizor300 - 5/10 It's good, but the layout's kinda confusing to navigate. Otherwise nothing too spectacular. Fungus Forest Zone, by RedEnchilada - 6/10 Suffers from similar problems as Glades of Serenity, although I don't think the layout here is as bad as Glades. Last edited by akb778; 07-17-2012 at 03:18 PM. Reason: Finishing up MP reviews... |
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#9 |
Permanently Banned
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What pits? Lightless Labyrinth has no deathpits, and marks jumping areas with rings arranged in arcs; for that matter, there is no viewing angle where the crushers are not silhouetted by the shafts of light, so you can always see them... though exactly where they are can be confusing before you figure out that the light shafts are safe spots, to be fair.
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#10 |
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Heres my reviews:
Single Player:Industrial Valley Zone by Zipper: 5/10, way too hard, i got as far as the cave after the slime room and then fell on that platform that crumbles without even standing on it and got game over. I'll post more later, im tired. Also guys, about my stage, are you actually supposed to put all the weapon rings in? also, i prefer using opaque water, deal with it. |
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#11 |
ms reflec beat stan
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Root, the problem isn't just the use of opaque water. (Though translucent water makes infinitely more sense.) The problem is using it to cover a death pit, with no other warning.
And yes, match/CTF maps are supposed to have one of every weapon spawn (or two in CTF maps, in most cases) with ammo to match. |
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#12 |
i 2 i
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#13 |
Permanently Banned
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Industrial Valley Zone Act 1 by Zipper - 5/10
This is kinda the definition of average. There are parts of the level that are fun, but overall there are a lot of cheap deaths and basically everything instantly kills you. Annoying green slime, death pits, and silly things like platforms that crumble for no reason. A notable annoyance is that the springs frequently don't point in the direction you're intended to go. Also, the waterslide slime is so cheap and impossible to get out of you might as well just use a pit. Azure Temple Zone by Mystic & Prime 2.0 - N/A I'm looking forward to seeing how people take this level, as it's very non-standard and brutally difficult. Sonic's Schoolhouse by Boinciel - 3/10 So the joke is cute and amusing, but having never played the original the humor is lost on me, and all I'm left with is a boring, mediocre stage with nothing of interest. Frozen Hillside Zone Act 2 by Blade - 7/10 This is a lot worse than the first act, but it's not for a lack of trying. The ice palace areas are neat but don't work out too well, because the mechanics of this stage work best in the large, open air, which there's just a lot less of in this act. The large, open room with the first path split is by far the best part of the stage. The later areas are just far more linear than anything in the first level, with far less to do and see. Try opening things up a bit, because exploration just isn't worth it in this level. Chemical Facility Zone Act 2 by CoatRack - 6/10 It's a lot better than it was, but that magic element of "fun" is still missing from a lot of the level. The reverse gravity sections are boring, and the enemies, while interesting for a bit, start to grate by the end of the level. The best parts of the stage are when you use the bouncy liquid, and while the slippery liquid is a neat idea, it pales in comparison and ends up being used for really awful things, like physics puzzles where you exploit the water physics in SRB2. Lightless Labyrinth Zone by ShadowHog - 8/10 Wow. There are parts of this that are absolutely awesome and parts that are absolutely atrocious. The awesome wins out, but there are a few things that direly need fixing. First off, that triple crusher either needs to go or needs to be made a lot slower so it's visually clear when the gap is. Second, the gimmick of dousing the fire enemies is neat once, but the instant I'm forced to lure multiples of them across multiple rooms I am no longer having fun. These sections RUIN an otherwise enjoyable experience. I LOVE the usage of polyobject platforms in both places you use them, and the boss is exceptional and a ton of fun. I especially love the little touch in how everything returns to normal after beating the boss. I do understand that the level is an EWJ reference, but I really think that atmospheric music would have done this a world of good, as being in confined, dark areas just doesn't fit with a bouncy, happy vibe. Unlike your past experiments, this one is a winner that just needs some refinement to be truly epic. Green Match Zone by Root - 1/10 I request that you actually play a game of match before you insist on continuing to create stages for it. This has all of the same problems as your previous work and is still almost unplayable. The pit under the opaque water stands out as awful, but the general lack of rings and weapons also ruins this level. Please read Level Design 101 from the Wiki, play some actual games of match, and look at the official stages to see how they differ from your level. Marble Zone by CoatRack - 8/10 This is quite great, although a bit cramped in areas. I do wish you made that spring outside that leads to the upper area easier to hit at speed, though, as right now you basically have to dead stop and that makes you stupidly vulnerable if you're playing as Sonic. I really like how the rail is under a piston, but the pistons in that hallway should honestly be a little bigger because they're no threat at all. Glades of Serenity by Scizor300 - 8/10 This was a lot better than I was expecting. The bases are open yet defensive, and the alternate route at the top was great. The problem is more that the middle room in the stage kills the flow so completely an utterly. The streams in this stage are horribly punishing to fall into, and it was not enjoyable whenever I did. Fungus Forest by RedEnchilada - 7/10 I really don't like the base layout in this stage, and the jump up next to the Scatter is downright infuriating in any kind of lag, but otherwise this was a very effective stage. The base just needs a few places to hide, the actual ability to get some team rings, and the ability to defend the flag. The bottom route is also a bit hard to notice, as I didn't even see it until the second game. Perhaps move the tree so it's easier to see. |
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#14 |
IT'S NO USE
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Here are some reviews... I'm a bad Tails player, and I was only able to play two or three levels online. I will also use my personal details system (Gameplay /5 ; Visual /3 ; Fun, pleasure /2) since I like it and it gives an overall opinion on the two main level design points.
Single Player (Done !) Spoiler: Match (Done !) Spoiler: Capture the flag (Done !) Spoiler:
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It's alright, go on, you'll never know anything if you don't try Last edited by Internet Explorer; 07-10-2012 at 08:45 AM. Reason: Single player votes added ! |
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#15 |
The Daily Browser
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Single Player
Industrial Valley Zone Act 1 by Zipper 3/10 Some of the ideas present later on in the stage are nice, but some of the execution feels pretty bad and on top of that the rooms feel very bland. What I really like is how the pistons are used differently from the room that precedes them, the idea works pretty well; what I disliked how the second set were implemented, getting the timing down on how to jump on them gets a bit annoying due to how fast they move and it also seemed like the section they were in could have been made a bit longer to exhibit a more enjoyable. Will finish the details later. Azure Temple Zone by Mystic & Prime 2.0 9/10 This by far gives any player that experience a lot of difficulty with Labyrinth Zone a GOOD run for its money. I like the high difficulty. I have to be honest, I was not able to complete this level and probably will not be able to because I am going to be too busy to do so, but I had a lot of fun with this level when I did get a chance to play it. One thing to note though the gargoyle segments are well thought out and honestly makes this level a real winner to me since they add a lot of difficulty in their various types of placements, but one thing that did not seem all that fair was the updraft room. The updraft room felt moreover to a chore than a challenge compared to the rest of the map. I like how the level gives you difficulty to when you play as Sonic, Tails, or Knuckles in its own way, it makes it worth it replaying the stage as different characters each time. Sonic's Schoolhouse by Boinciel 5/10 Sonic's Schoolhouse? As an actual level that is good? I never would have expected to see that. Although it is solidly built, the downside is how short it is. This probably could have had more content added to it. Frozen Hillside Zone Act 2 by Blade 7/10 Definitely an improvement over Act 1 in my opinion. The top path was okay but it still did not seem like it had that much going for it compared to the lower path in the beginning besides having more branching paths. My favorite part of the level were the indoor parts, I kind of wished there was more of those part in this act because they were fun and they looked like they had potential for other ideas to be brought in as well. Chemical Facility Zone Act 2 by CoatRack 6/10 This level is one of the most visually impressive of this contest, but it has issues that hold back from being as enjoyable as it could be. One of the most prominent problems are the slime turrets. Although the idea of having them is nice, getting sniped by them is not pleasant, especially if you have no indication when you are about to be fired at. Another major annoyance was how many of the mouse enemies were placed The mouse enemies can easily get a cheap hit when you just land on a foothold from bouncing off of springs or the orange slime due to their quick and erratic movement. The Creeper-bot was a nice idea for an enemy, but it seems like it would fit better with a level referencing Minecraft more than it would fit in this type of level. The first path split was pretty easy to miss at first if you do not spot the row of rings and one contributor to this is worry about getting shot at by the turret, but then again that may just be me. The top path is more enjoyable than the other path, but there are still moments where it gets aggravating. The green mice enemy can be really annoying with its shooting you out of nowhere as soon as you turn the corner and in some cases when you are platforming with its quick and accurate goo shot, a suggestion would be to make it shoot in a low arc so that there is at least a bit more of a fairer chance to avoid the attack in areas where you can unexpectedly get messed over badly. The only gravity parts I liked on the other path is the one orange slime, I thought that it was pretty fun to get through. The other gravity parts were decent, it just seem like they did not fit as well as the one with the orange slime. Personally I did not have much of a problem with how the second path split was executed, although a little longer time before the machinery deactivates would be a welcomed change. The slippery water sections seemed like a nice concept if it was implemented better than it was in this level, possibly as part of a longer end section for the level, but I do not get why that chemical tank (correct me if I got that one wrong) with the purple slime has a bottomless pit in it, platforming on it is annoying to do in the section with the turrets shooting at you and when it has small edges to stand on. Trying to jump up the waterfalls to progress was a pain, especially in that last room of one path where the turrets are firing at you. There was not much of a indicator that you had to stand on the outside of the waterfall then jump into to it to go up higher. This act has really neat ideas, but in my opinions how the ideas were used could have been executed better and so could the way the enemies were implemented in the level. Lightless Labyrinth Zone by ShadowHog 9/10 Fumbling in the Dark, Sonic style. This level starts out a lot of fun because its main gimmick is trying to find your way in the dark with only the lights and rings guiding you in the right direction. The enemies worked really well with this level and the music itself was a nice touch since it summed up the type of time I was having with the level at first. One thing that was an annoyance besides how long the level can carry on is how the crushers were nearly impossible to figure out at first. The first ones did not have much indication of where were the safe spots and soon after where do you find the second set of crushers without thinking that you may get crushed unexpectedly, the second one became okay as soon as you figured out that the row of rings are where the safe spots are, and the third set was the most aggravating of all them, there was no way of telling how to get through at first because of how it looks like the crushers start out low which makes it seem like they are coming down on you too quickly. One last thing, holy smokes, that boss. I did not even expect the boss and it was a lot of fun to fight. It gets more intense when it leaves you with no rings or a shield if you were not used to a fight like it. Multiplayer Match: Green Match Zone by Root 1/10 This level was very bland and pretty flat overall. The outside area was lacking and having a pool of water that has a death pit in it is unfitting while not adding anything to the level itself on top of that. The cavern area was one part of the level that felt like it could have been expanded upon, perhaps as a type of segment that leads you to another part of the level or an open area that is less flat. I also notice that not all of the weapons are present in this level. The best thing I would advise is to look at some of the Match levels that were well received and either keep on working on expanding it and fix the problems that were brought if you think it is worth the time or move onto making another level if that is the best choice. Marble Zone by CoatRack 8/10 I like how you turned one of the zones that I like in the classics into a very enjoyable match map. At first I could not find all of the weapons and sometimes getting blocked by a cylinder when you are about to pass through a hallway puts you in a bad situation if someone is chasing you with a better weapon but the level was still built really well and a lot of fun. Capture the Flag: Glades of Serenity by Scizor300 7/10 It is a lot of fun to play in and has a creative design, but it kind of took a while for everyone to find the way to the other base at first. Fungus Forest by RedEnchilada 8/10 This level was fun to play through as well. The level looks really nice. The paths all were all useful for whenever someone wants to try to quick route to the other team's base without running into too many opponents and I found myself enjoying this map a lot. Last edited by Daywalker; 07-18-2012 at 10:23 PM. |
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#16 |
Formerly known as 'Neo'
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Azure Temple's Mystic Temple has been activated. Next stage has been changed to Zim's Base Zone. (I'll post a proper review once I've played through all the routes.) (God damn you and your nuke puzzles.) Last edited by Fred; 07-04-2012 at 07:25 PM. |
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#17 |
RENEWAL
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I only went for the CTF maps, as SRB2 Match is so far from my capabilities, it's not even funny.
Glades of Serenity by Scizor300 - 5/10 I'll be honest, the layout felt a bit awkward. I felt confused dashing around and trying to find the enemy base. It seems like you've set the flag up with a sort of base, like it's 2fort or something in TFC. It's not a terrible thing, as it does give a chance for the teams to better defend, but it becomes an issue when they start camping. Holy crap, is that annoying. The aesthetics are nice, but it's something of an issue for me. Calm and peaceful music tends of offset me a little, especially for a fast-paced game of CTF. In fact, I'd missed some emeralds several times before I became aware that there's basically only one type of flower used in this map, nay, the game itself. Even then, I was still missing one because it had the exact same color as the flowers. It at least has enough flat ground to keep a pace. That fact that you're playing a game and being shot at also helps a little. As Red stated, it's a bit large for the standard 4v4, and Mystic covered my opinion on those freaking streams. It's an okay map, but it's still not up to snuff. Fungus Forest by RedEnchilada - 7/10 Okay, call it bias, but I really enjoy this level for the amount of effort you put into the water areas. Albeit, a bit of a kneejerk when you fall into the river and just barely missing reach to the land again, but it's nice. The textures didn't quite scream "fungus" to me, but what do I know, I'm only in Biology II. The layout is flat enough to keep good pace, and the mounds helped pretty well in keeping over the enemy, and in fact, helped out in getting up to the higher path, which might be a bit too flat. The hanging platforms kinda freaked me out, until I realized I can just run through all the pits and then thok into the little cave. My escapism helped me find some decent little routes in and around the base, so I've found 4 ways in, 3 ways out, the one in being from the cave. This does feel like a bit of a threat to the enemy. So many ways to tackle the base, so little challenge. I'd suggest a few mounds in the bases, just tall enough to get caught on. All in all, a nice little map. Still some kinks, but it's done pretty well. |
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#18 | |
Killda
Judge
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Single Player Votes
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Last edited by Zipper; 07-06-2012 at 02:16 PM. |
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#19 |
Formerly known as 'Neo'
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So just to make sure, there's no trick to it, right? There's just the one nuke in the level and you need to pick your poison and somehow get it all the way to the end.
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#20 |
Permanently Banned
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There's two nukes actually, but they're within 1500 fracunits or so of each other so it doesn't particularly matter. No tricks, you just have to make it through the rest of the stage without getting hit.
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