Dark Realms(updated)

Date uploaded:
25 Nov 2003 at 06:00 (Minor update on 25 Nov 2003)

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DarkSonic (More uploads by DarkSonic)
Capture the flag
Ðx betatested (again)

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DarkCTF.zip (205.15 kB)

File contents

DarkCTF.j2l Dark Realms 3.95 kB 25 Nov 2003
Castle2E.j2t Castle 2 Eclipse 199.53 kB 30 Jul 2002


My second CTF level with the Castle 2 Eclipse tileset. This one\‘s better then the last one, I hope….


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User Reviews (Sort by Helpful Index or Date Posted) Average: 6.1

Review by Ðx

Posted more than 16 years ago
Carrot Juice Addict (330 Points)
Number of reviews with ratings332 Featured reviews0 Average helpfulness26%

yes its better but i want to
betatest i did (YEAH) but i said ther is a bug. then i must go to sport :(
and you upload it??? with the bug? OMG!

1-some bugs
2-good eyecandy :D
3-good amoo placed mayby to close to eachother
4-hmm not bad gameplay
5-no coins for coinwarp
6-good carrotts placed :)

i wanted to give it a 7 but because ther ar is a bug i give it a 6.8->6.7

here a 6.7

and a nice level!
whan good level without bugs and yor ther :D!

PS: make it bigger ( it was not small or big but make it bugger for the fun :D )


Hey all
Look at my new website
http://www.freewebs.com/jazzdx/index.htm [This review has been edited by dx dc]

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Review by snzspeed

Posted more than 16 years ago
Carrot Juice Addict (326 Points)
Number of reviews with ratings269 Featured reviews7 Average helpfulness65%

Hmm, and ok CTF level, lets review:

This a ctf level created by Da man, and it is probably one of his best level, i think.Download or not? my review ( will/should ) tell it to you.

Hmm.. gamepaly is very bad.. springs aren’t well placed at all.There are blue springs in places were you could use green springs, and the result is annoying ( springs take you too high, etc) there is not any dead near red base, but there is an a dead end in blue base.I think that gameplay needs lots improvement.
Pros: well, at least there is no obstacles in flat ground so you don’t have to jump over them.
Cons:Dead ends, other things..
Rating: 5.5

Ick. ammo placement is horrible. There is some ammo, but its mostly badly placed like packs of five seeker / five bouncer, there is little bit too much ammo in it, i think, ( for this level )
actually, i think that is best to make ammo packs like this:


See? these are easy to collect by one jump.And they look little bit nicer ( i think )
Anyway, i think that ammo palcement is little below average…
Carrot placement is bad too, there is one Full energy carrot, what is in a cave, what has a dead end, that is bad, very bad.Base placement is bad too, like i said in the gameplay section, one base is in a somekind of cave with two dead ends.One is there by no reason, and the CTF base is in the other one.Anyway, i think that you should focus more on placement next time, and you would receive much higher ratings.. trust me.
Pros:At least, its ok.
Cons:very bad placement. ( see my placement section )

Hmm.. its boring.Almost every time is same, and i saw some unmasked castle tiles, but there is so small amount of them.There should be more.It wouldn’t be so boring then.There is good things too, at least i see background eyecandy in layers 6-7.Focus more on eyecandy next time.
Pros:Background layers.
Cons:Boring eyecandy..

Hmm.. its a CTF level, ( above average.) i don’t think its worth to download, but if you’re collector of CTF levels, you should download this.
FINAL RATING:5.5 ( 5.5 + 5.2 = 5.3 + 5.7 = 5.5 )

~ThE ChaiR

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Review by blurredd

Posted more than 16 years ago
Spaz Slackrabbit (198 Points)
Number of reviews with ratings198 Featured reviews0 Average helpfulness90%

I’m prepared to have fun with this review.


The layout puzzles me. Everything seems to be placed randomly and then somehow connected together. I don’t like the way the layout looks nor all of these narrow passages I keep encountering. But at least the flow is better than it was before; it still needs a little work, but it’s a start. Balance, however, is still a big issue. The red base is at the top right of the level with some options as for escape routes. In contrast, the blue base is in an enclosed area at the bottom left with one way in and one way out. It seems that the blue base would be much easier to defend than the red base. But I have to say, the layout actually isn’t overwhelmingly unbalanced for a level with bases placed diagonally, considering the routes base to base and everything. Moving on, spring placement is better than before, but could better yet. For example, around pos 94,13, one spring in the center of the platform would have been much better than those five springs. And I just don’t see the point of having more than one spring in a row in this level.


At least the tileset was used correctly (finally), although the eye candy still isn’t that good. Well, that’s not entirely true; the chains in the foreground weren’t made well. Other than that, the eye candy is repetitive throughout the entire level. In all, the background is the only thing in this level which keeps the eye candy from being horrible, even though the BG is nothing special.


I never liked trying to grab a carrot from a small hole. This level has a full energy in that scenario. Albeit, this carrot is nearly the same distance from each base. I would have to say the same applies for the bouncer and seeker powerups more or less. As for ammo placement, there’s enough ammo around the level, but it wasn’t placed strategically or anything. The ammo is just there for the sake of being there.


Still no. Dx might finally be getting through. 6.2 is my rating. Think of it as a 6.3 rounded down.

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