Take off and away! V3

Rating
8.3
Reviews:
1
Downloads:
297
Date uploaded:
7 Apr 2015 at 23:50 (Minor update on 13 Apr 2016)

Download details

Re-upload/Edit Download
Author
TreyLina (More uploads by TreyLina)
Type
Capture the flag
Credits
SE for the script, Deload for the music
Version
1.23+ (This file requires JJ2+)
Satisfaction
N/A
Screenshots

File contents

LHtoaa.j2l Take off and away! V3 9.67 kB 13 Apr 2016
BattleShipsBL+.j2t BattleShipsBL+ 54.96 kB 22 Apr 2012
LHtoaa.j2as 4.63 kB 13 Apr 2016
flyingst.mo3 616.53 kB 16 Oct 2013

Description

Past stuff: Part four in “Mass level upload for the bash”.

Was initially an idea for a joke level where you’d be forced through a single tube to reach the base, but decided to develop it into a serious one instead.

EDIT: Fixed some tilebugs and added a textstring I forgot to add and finish (author and dates).

It features multidirectional tubes, balance, colour changing base zones, and fireball that somewhat acts like pepper.

EDIT: V2 is out! Here are the changes:
  • The top tubes are now multidirectional
  • Fixed that if played in double dom, the mutldirectional tubes would break.
  • You can now see the full carrot from the vine.
  • Fixed the originally finished date textstring. It said 2013 instead of 2015 lololol.
  • Sloped the corners near the middle top
  • Decreased blaster powerup spawn delay from 30 seconds to 25 seconds
  • Decreased fastfire spawn delay from 25 seconds to 20 seconds.
  • Decreased upper bouncer pickup spawn delay from 25 to 10 seconds
  • Decreased lower bouncer pickup spawn delay from 25 seconds to 15 seconds
  • Spread out the bouncer and toaster pickups at the vine passage
  • Decreased lower electroblaster spawn delay from 20 seconds to 17 seconds

I hope these changes will help with upping the pace of the level, along with fixing bugs and complaints. I realised that this level works better in 4v4s than 3v3s, thus I also decreased the spawn delay on a lot of pickups. *However, I do not recommend saving this level in JCS since it uses some strange custom parameters, which may break the multidirectional tubes.

EDIT 2: UGH I FORGOT to fix the flow of the blue team tubes. I also made going though some places not look odd by adding more layer 3. The changes are relatively minor, so I didn’t rename the in-game title, but I changed the one on downloads so others will notice.

EDIT 3: V3 is out. I wasn’t happy with some parts of the layout and some messy EC, so I adjusted them. It’s been simplified and the top has more space now. Also some minor tilebug fixes. Hopefully this is the final edit.

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Quick Reviews Average: 8.3

RecommendedPurpleJazz rated 8.3

The verticality of the layout may not be for everyone, although I like how the level is not overly dependant on springs. I liked the base areas, even if they’re a little on the cramped side. The level may not appeal to everyone initially, but those who dive into it will discover fun, tactical gameplay.


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