|readme.htm||XLM Summer Pack 2005 - Information Page||22.39 kB||24 Jun 2005|
|xlmsp05bat1.j2l||The Hidden Kingdom||7.10 kB||22 Jun 2005|
|xlmsp05bat2.j2l||Rocky Gardens||6.89 kB||22 Jun 2005|
|xlmsp05bat3.j2l||A lighty X-Mas Lava Version||9.52 kB||22 Jun 2005|
|xlmsp05bat4.j2l||Wooden wonders||7.83 kB||22 Jun 2005|
|xlmsp05bat5.j2l||Midnight Battle||5.13 kB||22 Jun 2005|
|xlmsp05ctf1.j2l||Harmful Hazardous Harbour||8.70 kB||25 Jun 2005|
|xlmsp05ctf2.j2l||sTaTiOn 87||8.66 kB||25 Jun 2005|
|xlmsp05ctf3.j2l||Pitfall CTF||5.21 kB||25 Jun 2005|
|xlmsp05gf1.j2l||Cutted Problem||5.65 kB||22 Jun 2005|
|xlmsp05gf2.j2l||Full Moon Time||5.66 kB||25 Jun 2005|
|xlmsp05gf3.j2l||Castle Of Fake||3.98 kB||22 Jun 2005|
|7th Lava Fall.j2t||7th Lava Fall||345.14 kB||06 Sep 2000|
|DiambDay.j2t||Diamondus ? Day||247.22 kB||16 Nov 2004|
|DiambGarden.j2t||Diamondus ? Garden||247.29 kB||16 Nov 2004|
|DiambMidn.j2t||Diamondus ß Midnight||247.21 kB||16 Nov 2004|
|Forest.j2t||Forest||121.96 kB||14 Mar 2005|
|Islands.j2t||Islands||108.75 kB||03 May 2005|
|SpaceWarbase.j2t||Space Warbase||138.96 kB||30 May 2002|
|Thermal.j2t||Thermal K.1||195.67 kB||11 May 1999|
|WSF03.j2t||Windstorm Fortress III||127.12 kB||25 Feb 2004|
|bg.gif||0.98 kB||30 Dec 2004|
|fi.gif||0.98 kB||30 Dec 2004|
|nl.gif||0.98 kB||14 Dec 2004|
|pl.gif||0.98 kB||14 Dec 2004|
|se.gif||0.98 kB||14 Dec 2004|
|spbg.PNG||109.74 kB||24 Jun 2005|
Here it is…
After multiple months of hard work, beta-testing, crying, flaming each other, compiling, remastering and joy it’s finally finished. Maybe some of you might not know what we’re talking about – it’s the XLM Summer Pack 2005! This pack contains the newest stuff by a broad range of XLM members – a total of 8 people of XLM worked on it.
It took a while before the pack was finally done: the first plans were made during February 2005 (the initial upload date would be May 1st, 2005) but due to postponing and other troubles we couldn’t upload it at the right time. But now, here it is, with still the majority of the summer ahead! Yay!
The pack consists out of 11 level brand new and never before uploaded levels, in three game-types: Ground Force, Battle, and Capture The Flag. Have fun playing them, and do not mind hosting them online! (In fact, we force you to.)
Further information about the pack, the levels, the members, XLM and the meaning of lifecan be found in the readme file, so don’t forget to read it.
Audio files can be downloaded here:
Have fun playing!
~ The Xtreme Level Makers (XLM)
Update #1/2 : After the next level settings in Snooze’s 1st level and the start position fix in his 2nd level, I fixed some stuff as well. (DarkSonic)
Added something to my level, fixed the bug in Ðx’s level if I did it correctly. I didn’t change more because I don’t want fights.
The Hidden Kingdom
Firstly, I like the creativity used in the backround in this level. The author attempted to make it look as if there is a castle betwixt the trees and mountains, and it manages to look alright. I don’t particularly like the eyecandy too much; I think there is a lack of cave tiles and the level screams out for more layer 5. The layout seems kinda strange, I don’t
really like the area around the fly carrot (That sucker is also annoying to get to cause of difference of masking between the blocks and the brown wall tiles). Music is alright, but a better one definately could’ve been used since this one doesn’t provide a lot if any atmosphere to the level. Some parts in the level also feel extremely empty.
This level also could’ve used a lot more layer 5. It has more atmosphere than the previous level, but I don’t like the wind events in it , and more eyecandy could’ve been put in. A lot of the ground is really flat and looks boring. Places like 26, 43 need one waying and there are a few pointless areas like 24, 32. Ammo seems to be overly sparce as well.
A lighty X-mas lava version
This level had a great first impression for me, but there are a few annoyances in it. The green spring at 46, 81 doesnt reach the platform above. The suckers on the side could’ve been more pointed out since I had no idea they were there (accidentally ran into them). 77, 74 is an bleh area. Needs a spring or something. You shouldn’t have put two +15 seeker ammo boxes next to each other cause it will cause a lot of ammo lag (like the seeker area in battle 1 does.) The level is also kinda small, and definately should not have a full energy carrot. I also feel that a few areas should have more ammo. I would’ve rated this 7.7-8 if it wasnt for the carrot..
After playing this level, I found I liked it. The music is funny and the mood of the level is great. The layout was good, the eyecandy was nice. The only thing I didn’t really like was again it barely had any ammo in it =P.
Bleh, so many places in this level got confusing because the author used masked tiles like the blue ground in layer 5, so it was hard telling what was solid and what wasn’t (even when using common sense and guesswork, I still couldnt figure out if some of the ground tiles were solid or not until I walked into them). There is an icepower up here (omg!) along with some friendly neighbourhood ice ammo. Flow of this level needs quite a bit of work, not only cause of the confusing eyecandy, but some springs need to be replaced, and more springs/floatups should be placed. The creativity in the ammo is also kinda limited since a lot of it is just placed in long lines.
Harmful Hazardous Harbor
Again a lot of the level is empty (some places could really use more pickups or eyecandy to brighten them up a bit – like the area around 40, 73). Bases are in the top left and bottom right, and because the gameplay is diagonal instead of the usual straight more people might be complaining about team biasness and stuff. There were lots of pointlessly long tunnels without much things in them. Ammo looks balanced enough.
No Start Positions found. Whoopee ;(. Im not going to rate this cause playing CTF levels in SP = sux, but right now it looks like it would get 7.7 – 8.
Hm. This level is really small seemingly. Less than 70 tiles across. I like it though. I sometimes crash into something at 43, 60. There’s not really much to say about the level cause its really small. Having blaster be the main (and only) powerup is interesting, though, and I like this level. Next level setting needs to be fixed though (-0.1)
Both jazz and spaz could play here, which kinda sux since jazz can stay in air for a really long time and has an advantage. Otherwise, level is pretty standard, and nothing really new about it. Imo there should’ve been more ammo and less ammo crates too. The eyecandy in the starting room looks nice though.
Full Moon Time
It looks kinda ugly when you can see the bomb crates above the arena when you jump. Eyecandy looks weird, and otherwise just a regular ground force level without the anti-jazz thing. Looking in JCS, it also seems that everyone can get into the control room because DX forgot to put a lock on it. (-0.3)
Rating: 7.4-0.3 = 7.1
Castle of Fake
Suckers in the top of the level are kinda annoying. Level needs a bigger arena too since the crate alone destroys like 90% of it.
Conclusion: For me, this pack was unexpected. It was alright, but deadlines tend to rush things and a lot of these levels couldve gone through more testing since there is still bugs in them. This is still worth downloading, because these levels are (for the most part) well made and fun to play.
Final Rating for pack (Takes out calculator): 7.38 ~ 7.4. Download reccomendation.
Eat your lima beans, Johnny.