|kcastleREADME.txt||0.50 kB||02 Sep 2002|
|uctf01.j2l||Knightmare Castle||8.03 kB||10 Apr 2003|
|Castle2E.j2t||Castle 2 Eclipse||199.53 kB||30 Jul 2002|
A very fast CTF level…and my first 1.23 compatible CTF level…
Uses BlurredD\\\‘s castle-tileset-modification (included).
My favourite small level of all times with a most hartwarming tune to boot!
Nice job. Only…u forgot to put the music when uploading and thats bad. Players actually need music for boost so u can only jump and shoot but there’s not much excitement in the level. But overall it’s very good, and by the way im not here to judge so ill only have to give u 8.2.
Regards from RC DUKE
(Made quick review, since literally the only point you make is that there is no music. Also, yes, you are here to judge by virtue of writing a review in the first place. ~Violet)
Knightmare Castle is a highly enjoyable, simple CTF level. It is basically a large, symmetrical room with two warps, two tubes, a few powerups and a carrot. The bases are in each bottom corner, and are easy to find. Although this level is very basic in terms of design, it has a creative layout that allows for a lot of good strategies to be used.
The bouncer and RF powerups are located in an area which you can only access by sucker tube, unless you are skilled with RF-Jumping. They make for good areas to hide if you have the flag, since you can easily see people comming up and shoot them before they have a chance to hit you. The powerup areas are at least a second away from the bases, so they aren’t the best areas to hide at if you want to score a point quickly. There are also several other key points you can defend from, specifically underneath a certain platform near each base, and a ledge in front of each warp. This really makes the gameplay a lot more interesting, and can make the whole map hazardous for the player.
Getting from base to base is an easy task of simply running across a flat surface. However, this is a bit dangerous since there is a seeker powerup right in the middle of the path. Other ways to get to the enemy base are by using one of the warps, or taking an aerial apporach by using a spring or ledge. These methods are a little safer, unless your opponent knows you are going to use them. It is easy to be nailed down with RF missles and seekers, both abundant in the level.
There is one full nrg carrot in the top-middle region of the level, and can be reached by either jumping to it from the bouncer powerup or RF powerup, or by using a green spring to propell you up to it. It’s very easy to be killed while getting the carrot though, creating an intense experience for anyone at low health.
Speaking of springs, the placement of them is for the most part, excellent. They all send you just where you want to go, except for a patch of them near each base, which I found forced you to double jump in one area. It’s a small problem though, and the springs are still well-done nonetheless. Spaz has an easier time getting around in this level, due to a few high jumps, but the level isn’t totally geared in his favour. Because the level is extremely open (as in there is a lot of empty room), jazz can make ample use of coptering.
Ammo placement is fairly good, although there are 2 patches which seem rather useless. They are by the powerups in each top corner (they are the patches arragned in a vertical line). Those two groups of ammo are in places where people will not travel very often. The rest of it is very professionally done, but there doesn’t seem to be enough at times. The selection of weapons in the level is good, and they can all be used to their full potentials.
The eyecandy in this level is superb. It is not too excessive in that it gets annoying, but it looks great. This level has the perfect amount of eye-candy to use, and has its own distinct look. The background in one area looks a little bizarre, but it is a hard to notice “problem”, even if it can be called that.
I reccomend this level for 2 on 2 combat, but no more due to the small size. I played this level with more than six people, and it was a little to intense. When a few people left, the game was very fun, and that’s why I give this level an 8.2. I give any level that I would host online (not for the sake of reviewing, but simply for the sake of playing) a score of 8 or greater, and this level is certainly one I will play in again.
AT FIRST. THERE IS MUSIC. YOU JUST DON’T HAVE IT!!!!!!
THE TILESET DOES NOT BELONG TO THE LEVEL, WHY DO YOU RATE IT, FOOL?
Actually, I looked in JCS, and there is nothing in the “Music” box. This level is musicless.
Anyway, this is a medium sized CTF level with great eyecandy and so-so design. One side’s pretty much the mirror of the other. (I typed Mirrow at first)
The two bases are at the bottom, you have to run across a flattish platform to get from one to the other, after getting up to it using the blue springs. If this gets boring, there’s a full energy carrot in the middle, and some powerups up at the top reached by sucker tubes.
The eyecandy’s great. I said that already.
Overall, this is an ok level, but it’s kind of hard to navigate. It also has a few tile bugs. But it’s still worth more then what Magic Card gave it.
Yep, the level is really musicless… But, let’s review the level.
It’s a normal sized CTFy with OK gameplay. It’s too hard to navigate in it, the bases are on the bottom and you must spring from platform to platform. The eyecandy is very nice.
There are also some PU’s and a Full NRG.
Nothing to say about that.
I was making a CTF with the name Knightmare.
Overall an ok level. Really Card, this is no 5.7..
cool level, i give it an 8.2 for: err… ARGH never mind, EvilMike already said all the things to say about this level…
These days, good CTF lvls don’t come often, and they’re very rare too. But somehow, they never end up on the brink of extinction and there is ALWAYS at least one good CTF lvl every year one way or another. Knightmare Castle is one of them.
Unhit doesn’t seem to have worked hard on this lvl since it’s so small and the two sides are almost identical. However, I can assure you that it doesn’t matter. The lvl hasn’t got much originality and eyecandy, instead it relies on pure gameplay. Knightmare Castle is simply a 100×50 lvl with a full-energy carrot in placed in the middle but it’s the structure and ammo placements that makes it so good.
As I said before, the two sides of the lvl (blue and red) are identical, in other words, mirrored. This means that there will be no complains like ‘I don’t know the lvl!!’ since once you learn your side, you instantly learn the other. I can’t really find any disadvantages about this except that the lvl tends to be the same wherever you go. Anyway, the gameplay is really great. Both Jazz and Spaz can use their special abilities to their full capability plus there are lots of knights to shoot at. :-) Also, the springs are nicely placed with no spring at all taking you where you don’t want to go except from those horizontal springs near the two powerups which bounce you away.
Knightmare Castle’s eyecandy is in no way revolutionary but is definitely as far away from boring as it can get. There are knights (which have heads you can blast away – always a fun thing to do for me), drawbridges which can’t draw, plenty of stones and windows and lots of chains. One mayor thing about the eyecandy is that Knightmare Castle doesn’t have any stained-glass windows. No stained-glass windows? Gasp. Panic. Screams. Ppl running across the streets. Ok, this would’ve happen if a giant armadillo 50 metres tall walked into a city, but since all that happened was that Unhit didn’t put any stained-glass windows in the lvl I guess it’s not such a big deal. ;-)
Weapons placement is good. A couple powerups there, another powerup here and a seeker powerup in the middle. There’s room for much improvements but it’s alright as long as the ammo regenerates cause if they don’t, then ppl will have a very hard time since there are only three powerups and very little 3x ammo.
So… to conclude my review, Knightmare Castle is great CTF lvl by the not-so-great Unhit. :
D It’s strength is its gameplay and its weaknesses is that the eyecandy makes me think of giant armadillos but I don’t think it happens to anyone else. :) The lvl is probably best suited to 1 on 1 duels or public games.
I’ll give Knightmare Castle a 8.5. And yes, it means that I think Defense of the Paradise is better.
White Rabbit.[This review has been edited by White Rabbit]
what mike said
Knightmare castle is a great CTF level for 2 to 4 players, but it shouldn’t be played by more players.
There’s a lot of tactics, you can ect. shoot seekers up on the springs for make them go even more far.
Its easy to get to your opponents base, and its easy to get to your base for score when you roasted your opponent.
The eyecandy is very nice and decent, I’m sure on Unhit designed down to evry detail, even under the bridges there’s eyecandy.
Thought I don’t like a few things about the eyecandy, but its acceptable.
The bad thing is Unhit didnt include the music in the zip, so if you dont have it, its musicless yes.
Thought Unhit did send me it lucky.
I personal like the level, you get easy used to it, and its a mirrow level so you dont need care about what team color you get.
This could be fun to play for duels, if you dont feel like playing too much time on.
My 200th review!
It’s fun to play, good use of brigdes and eyecandy. Good ways and it don’t get boring. Good placement of ammo, realy worth of download.
Reccomend for 2-5 players.
Time to review a good/very good level. Let’s start.
Gameplay: This level has good gameplay. The CTF bases were good placed in a small level. The springs were good, enz. Nothing bad about this.
Eyecandy: Eyecandy is very good. There are lots of dark places and all layers were used. That’s very good.
Pickup placement: Ammo placement was very nice. Not many ammo for a small level, great. The full energy was good placed on a small platform in the middle of the level. At each side of the level was a power-up, and the selection of RF and bouncers were good chosen.
Host this: yes you can host this sometimes and it’s good for duels.
Edit: It’s not old.[This review has been edited by da man]
Ok, this one’s tough to rate, so I’ll do it one bit at a time on a scale from 1-10, 1 being the worst and 10 being the best.
Graphics: This tileset is basically the same as the normal Castle tileset except for a few tiles which aren’t even used in the level. However, I like the darkness effect. Overall: 6
Sound: No music in this level. Overall: 1
Playability: This is a really small level. The players start right at the bases, and the bases are right across from each other. There isn’t much skill involved to score in this level. Overall: 6
Weapon Placement: There aren’t a lot of weapons in this level, which is good. Most weapons have powerups, which is good considering this is such a small level and most people will just go left-right-left across the level capturing and scoring. However, most people may not take the time to go out of their way to get the powerups. Overall: 8
My curve: It’s a small level with no music, ok weapon placement, and cool gfx. Overall: 5
Final grade: 5.2 This level has got some pretty cool stuff, but it’s too small and is lacking music.[This review has been edited by Magic Card]
Eat your lima beans, Johnny.