|olcsanctf.j2l||Sanctuary||6.99 kB||19 Nov 2004|
|PezroxV.j2t||JJ1 Pezrox||109.88 kB||01 Aug 2004|
|solaris.xm||Solaris||1502.97 kB||03 Feb 1999|
Well, it’s been a while.. probably over a year. Long or not-so-long story short: I got bored, so I decided to make a level. It took me about a week of working on and off, and as it turned out decently I decided to upload it.
That’s about it, if you want to know more I’d say go ahead and download. =)
About time I got around to reviewing this.
I will start off by reviewing the theme and eye-candy.
As always CelL has made a level that doesn’t fail to please the eye, but that doesn’t mean the eye-candy here is amazing. The background is probably the most disappointing aspect: While there’s rain in the background, it’s very hard to see. Using rain in levels is becoming popular, huh? – You can see the dark blue horizon, and the stars that are barely visible. So you just see the sky and rain, but no clouds; what sense does that make?
CelL did not use the yellow colored tiles much for a very good reason. The grass, or moss which would better describe their appearance, is not only on the tops of the bricks, but the green colored brick tiles placed under the moss tiles on the top represent moss on the bricks as well.
My first comment to CelL when I tested the level is “Nice architecture”, which is relating to the usage of most of the layer 4 tiles like the pillars and bricks. I especially like the way the area that leads to the pit is designed.
I like the overall atmosphere. Nice music, which doesn’t exactly fit the atmosphere, but it’s alright. The name Sanctuary is brilliant and adds to the feeling… And that’s all I can say about the theme and eyecandy, which is this level’s strongest point.
The layout is relatively easy to learn, but I found the platforms to be weirdly designed (although still look decent), and weirdly placed. Although I am not fond of the layout’s design, I think the game-play here works; the flow is good, and the springs are placed well. I think the pit is annoying, but CelL had to keep it there despite my complaints. Some tiles would appear to be solid, but weren’t – not a big problem since they were placed under platforms. Balance between the bases is good, even though the level isn’t symmetrical.
The placement of ammo is strategic and solid, but not very interesting in my opinion as they are used in mostly line patterns. CelL added two pepper-spray power-ups, which is not a problem in my opinion; It’s funny, as I recall CelL told me a couple of years ago never to put two of the same power-ups in a level. Toaster power-up at the bottom left, and a Seeker power-up near the bottom right – all works. CelL pulled an EvilMike by adding a secret; I wouldn’t think of putting a secret in a CTF level, since it’s such a fast paced game-type, but whatever. Two Full NRG carrots are placed beside each other, but getting from one to another isn’t so easy: it’s generally faster to go from the carrot on the left side to the one on the right side than the other way around; smart players can use that to their advantage.
If you want to add to your CelL collection, download this. If not, download it. It’s a nice medium-sized CTF level for 2vs2s, and I have a feeling this would absolutely rock in 3vs3s. I suggest you host this whenever you are stuck on deciding what level to host, or are thinking of hosting the same ol’ classic CTF levels – Sanctuary would be better, much better.
CTF Release Review 03: Sanctuary.
Introduction: this level is made by CelL, and it’s been a while since he uploaded a single level. Well, if this level is worth downloading/hosting, so it would be a great new level… you will see when you see my review.
I’ll start off by saying that the spring placement is good, although there are too many in some places… The level’s layout is interesting. The level’s size is fairly average, the level is a bit open. The level isn’t symmetrical, but it has good balance between both sides. It’s easy to reach the bases, and there are several ways to do. When you reach base from the bottom-left, there is One Way that let you go to the first platform under the base.
Now this is very interesting. There is much eye candy in layer 4. I think the level uses too few green and yellow tiles. The other eye candy is also very good, I can say I like it alot. The tileset was used good except that green and yellow tiles… but they were there at least. The rain was interesting too. The level uses layer 3-8, it’s good enough. I can’t say alot more about it.. so let’s continue with teh placement.
The level uses some interesting groups of ammo, and they’re good placed too. There is Fast Fire near the bases. The level has interesting Power-Up placement. There are 2 Gun8 Power-Ups(one at each side), but you can get to both sides. There is a Toaster Power-Up at the left side, and the Seek PU is at the right side, but is harder to get. The Full Energies are placed where the Gun8 Power-Ups are too. It’s a bit else than the other levels with 2 Full Energies, and I can say I like it.
I can say this level is original, because of the tileset that is underused, and how the tileset is used… GREAT! The Full Energy placement was an interesting and good idea. It’s also good that most of the eye candy is in layer 4, like WR said. I don’t have major complaints about the level.. maybe there should be something else to replace the 2 Gun8 Power-Ups… but it’s also original.
Host this: Yes, if you are sick of the old levels.
I give this level a Download recommendation.
My final rating: 8.3.
Yay, a CTF level by Cell for a year now and I’m the first one to review it , cool.
Ok let’s start:
Capture the flag level by Cell of OLC.
The flow in this level is really awesome and you can move around and do many known strategys and you can also make ones to this unic level so this level isn’t boring but a good one.
about the eye candy and background..
There’s eyecandy indeed and in this level you can see it very clearly and I have to say creative eyecandy the background is black whick kinda makes me sad he didn’t used any colour on it or something, but good eyecandy use and it matches the level.
about the gameplay..
Game play is very good the level is open and big to do many things and technics.
I think Cell should have added a bouncers pu. =( but overall good game play.
About the Ammo pleacement..
The seek power-up is placed at the corner and it’s good in my opinion for 3on3s and 2on2s even for 1on1s.
I kinda didn’t love the Toaster Power-up placement he should have done that somewhere down in the middle but it’s fine too.
as I said bouncers power-up should have been add.
Nice level one of your best Indeed , I liked zaitox more but this is better for somethings , good job CelL ! Keep making good levels. =)
defenetly gets a Download recommendation from me.
Well, I’m not sure how to reach the super secret, but I don’t mind.
I’ll post a more detailed review later. For now, enjoy the short version:
Good use of tileset. Lots of tiles in the sprite layer, which means low detail users will enjoy the fantastic eyecandy too. Maybe a bit more colour, and more spikes?
Gameplay is the best part, definitely. You can run through the lvl very easily, it’s jazz-friendly (thanks to the betetesters) and there are many paths to the bases.
Weapons placement is great, there is always ammo for you and they are easily accesible.
The blue base is easier to defend than the red base, however.
8.2 fow now, but maybe an 8.5(!) if I manage to find the super secret and test the lvl more extensively.
Argh CelL man. ;P
You named your level with a name I had planned to use for one of my coming levels long time ago, as there is a law with what I name my levels, or so.. Well, I know you couldn’t have done that in purpose just to annoy me, and it doesn’t matter too much after all. It was just bad luck for me, and you were faster on releasing your level, as I’m going to release my level in a pack.
Well, unfortunately I have no time to rate this, but must say: “Well done yet again, CelL.”
Eat your lima beans, Johnny.