Sun Aug 07, 2011 8:55 pm by Qui
Hey guys. I wrote some review type things. I haven't really played the levels enough to have valid opinions, but I offer them anyway. As one consequence, a lot of them talk about the visual design aspects a lot. (Pro tip: make your levels look nice!) Anyway, some of these weren't mentioned by _k, so maybe they are filler or disqualified or something. I don't know. Also, please criticize everything I write.
Ace - Soccer
It is functional, which is good for a soccer level, especially considering that there are two footballs. Visual style is mostly defaultesque, which works just fine. A solid entry.
Bats - Hold the Flag
This is a very interesting map to look at. The minimal barrier layout compliments the starless effect. Gameplay wise, all the black makes things a bit confusing. Definitely creative.
CTF-Back2Back - Capture the Flag
The other two posts don't mention this. Is this because the level is extremely simple, or is there some other reason? Whatever the case, there isn't a whole lot to say about this one.
ctf_2fort - Capture the Flag
This level seems rather simple in design, although the large amount of barriers make for interesting gameplay. It does have that flag bug, but that seems sort of minor to me. Taken seriously, this could be quite fun with enough players.
Cubical - Capture the Flag
Another map that the others didn't mention. Are these fillers? Anyway, the gameplay is fairly standard. The most interesting aspect is the visual design, which seems curiously eclectic for a very rectangular theme.
DEUCES ZC - Zone Control
I like this level quite a lot, because while it is extremely small, it plays out well, an especially significant feat considering the use of team flags. It feels almost like a ctf. Polished and deliberate.
Double Debris - Capture the Flag
Of all this contest's entries, I like the visual design of this one best. The sharpness, it is so... sharp! Gameplay is what you might expect, like a slightly more linear galaxy crossover or something, which works well considering the geometric ambition.
Dual Rabbit - Rabbit
I do enjoy a rabbit level, and this one is a fine example. The levelgen seems to work well, although the deadends can be a bit frustrating. Obviously this works better with more than a few players.
FireFlags - Nexus
An ambitious nexus level. I like the nexuses themselves, but some of the levelgen objects are somewhat sloppy. I've seen holes in the outside wall. Also the speedzone is a bit off. Could do with some polishing.
Knrl Land! - Nexus
At first this was just stupid, but now I see that it is, in reality, a profound deconstruction of the hypocritically intellectualized metaculture of bitfighter stage arrangement. That, and hilarious.
Little Green Men call it Xeeblor - Soccer
I have to say, I'm really looking forward to all the awesome ways slippery zones can be implemented. This doesn't seem like one of those. A good stab, but there seems to be a lot that wasn't well thought through.
Moar Carrots 'n' Stuff - Rabbit
I am a bit wary of two-team rabbit levels, but as far as I can tell the dynamics of this map are solid enough. I also like the artistic use of text items.
My Stapler - Bitmatch
Someone was obviously deeply inspired when making this piece of true art. I should add that the gameplay works, except for a badly placed teleporter. But hey, who would care that much about a simple bug?
Russian Roulette - Nexus
Like the stapler, this is essentially a joke. It looks alright, though.
Speed Leaf - Capture the Flag
Here's another that didn't get mentioned. I don't know why. Small, speedzone-infested maps like this don't always work. This one does work, and surprisingly well. Hectic and amusing.
Team Nexus - Nexus
Another extremely simple level that runs surprisingly well. Team nexus usually works as long as camping can be avoided, which this level does by being small and having a couple of nice speedzones. Engineer also works well, because it is hard but worthwhile to set up a base without precluding your enemies from scoring.
terminal - Retrieve
Gameplay is very solid here. The map is rather small, but there are good sideroutes and forcefields and things. The design is quite cool, although all the random words are a bit strange. Well constructed.
Tnzr Ville! - Rabbit
Several things about this level confuse me. One is the design. I like the bricks, but all the gravestone things are kind of weird. The gameplay is a bit unusual as well. I'm not totally convinced it works as it was intended to. Ambitious, and unusual. Also, can anyone confirm if there actually is a levelgen or not?
TWO bases - Hold the Flag
A really great example of defaultesque visual design, although perhaps a bit more variation would be nice. Gameplay is good, and the application of the future gadget #2 - rotating speed zones is very strong. Ordinary and unheard of.
Two Routes - Retrieve
The gameplay is based on a really good idea, splitting the game in to two sections. Execution could be a bit stronger, and again I'm not totally convinced this is the best way to use slippery zones. Things get a bit bottlenecked between the bases. Still, creative and stuff.
Zoo Wars - Capture the Flag
I can't honestly say there is anything to the gameplay of this level, but the animals are awesome. It's just fun to look at. I would really like to see more people adding text art like this to their levels. Also, does anyone else think the wolf looks more like an anteater?
Qui ckRime