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|The Highlands Readme.txt||1.15 kB||30 Oct 2006|
|xlmgryskingdom.j2l||Gry's Jungle||8.17 kB||30 Oct 2006|
|xlmohighlands.j2l||The Highlands||10.32 kB||31 Oct 2006|
|DiambGarden.j2t||Diamondus ? Garden||247.29 kB||16 Nov 2004|
|hhh.xm||Happy Hardcore High||305.48 kB||31 Jan 2001|
|theawakening.mod||The Awakening||343.28 kB||10 Jun 2003|
Hello there! This is a level I’ve been working on for some time, and now I present it to the community. It’s a battle level, set in the Diamondus Beta tileset.
Have fun, and please rate it. :]
Edit: Fixed the placement of a powerup, it was annoying, and hard to reach.
Edit: Fixed the bonus area, should work now.
[Do NOT rate the bonus level, it’s just something I would never consider uploading for real, so therefore I decided to just give it to you all as a bonus together with The Highlands.]
Where have I seen this It’s kinda hard for me to rate this level, for obvious reasons; it uses the Diamondus Beta tileset which is very familiar to me. Anyway out of the whole ec, I especially like the bg layers (6 and 7), with caves and trees behind them, like in blacky’s crematoria (?) gf level. And as for the worst thing in this level, the foreground bushes. They look as if they were placed randomly without any thought involved.
That’s all for the best/worst things, now lets get back to the EC as the whole. I liked how some of the diamonds had the Steady Light events on them (not too noticable on a normal speedy game though); there was some food in the soil (an interesting effect, but I didnt like it too much). It could use a few more holes in the soil and more trees on the layer 3. I also found a tilebug in the bonus (a cut cavern).
Well uh, what can be said about gameplay? Firstly, the layout is built nicely, it can produce fairly fast-paced games, without any bumps or obstacles. You can run from one end of the level to the other with barely even having to jump. The bonus (seek PU) also speeds up the gameplay. The only thing which may slow it down (which is good since too much of fast pace can get on nerves) are the powerups hidden in walls – Blaster, RF, Bouncy.
And since we’re speaking of ammo, I should note that there are all kinds of ammo (w/o tnt), accessible easily and in fair amounts. There are also three carrots here, which would be good but two of them are in the 30 coins warp. Maybe there are more carrots but i found only those 3 :/Summary
But anyway, these things don’t make any bad effect, they actually make the level have a ‘familiar’ feel which makes it deserve appreciation.
[Textile fix. ~Cooba]
Layer 6/7 has some cave tiles with some trees on top, which looks very smart. This is very similar to the background in It’s over by Booshi. On the foreground layer, there are tons bushes placed randomly throughout the level, which looks very ugly. Food has been placed on the walls as well. Again, this looks ugly. Trees have been used quite well, though. In general, the eyecandy is ugly in some areas, but it looks good overall.
The gameplay in this level is quite original. There is plenty of ammo, and not too many in any area. There isn’t too many annoying obstacles, except the occasional area that requires excessive jumping. A lot of the PU’s in the level are inside the wall and need to be got using the Electo Blaster. Spring’s are used a lot, to save you jumping, execept in some areas that need them. There is also a coin warp that requires 30 coins. The coins in the level are placed in diagonal lines randomly around the level. There is a seeker PU in the warp. Also there are hardly any carrots. In general, the gameplay is very good.
*Nice level layout
*The Bushes are placed randomly
*Not many carrots
*Needs more springs
This is another nice level by XLM, but there are still some ways it can be improved.
EDIT – After more careful studying and playing, I think this level deserves a higher rating.
Eat your lima beans, Johnny.