|qzbattle072.j2l||Sandstone Ruins||5.64 kB||28 Nov 2008|
|qzbattle072lite.j2l||Sandstone Ruins - Lite||6.07 kB||09 Dec 2008|
|Temple.j2t||Temple||41.60 kB||17 Jun 2006|
|everlast.xm||Everlasting war||692.17 kB||09 Jun 2000|
My entry for PJ’s contest (and the Lite Version for the DITbtl-tourney).
It’s a battle level made with the Temple-tileset. Three PU’s (RF, bouncy – which you can only get with gun 9 – and toaster. Three +1 carrots, one warp.
The level is like a hill with some ruins in/underneath it. There’s also some water and well, just check it out..
*Uploaded wrong version, changed that.
*Added the Lite Version (Dec 9, ’08)
Changes in the Lite Version:
1) No option to climb your way up in the upperright corner
2) The spawntime of all 3 carrots is now 30 seconds instead of 20
3) Improved flow at [40.64], [102.64] and [72.66]
4) The new brick-EC near water
5) The slope at [58,56] which makes double jumps easier
6) Some other minor- and not that important changes
The Lite Version’s really better when playing duels and maybe even 2on2’s. The old version is better for larger games. Later I might add the new EC in the old, normal version, as well.
Quickz seems to be getting into a phase of making battle levels lately, with Fields of Gold and this level here. For a relatively small size as 127×68, you might think this is one of those extremely fast paced and chaotic levels, but the layout makes good use of the size, and you aren’t forced into single paths like normal slow paced levels (battle1 as an example), and you are allowed a few choices in some areas. A negative side effect of that is it’s harder to predict players in exchange for more options on defense. Since the layout isn’t built to be fast paced, yet it still retains more ‘choice’, which you might think is a common attribute to fast paced levels, this level, in my opinion, is amazing in that aspect. The game-play seems to have a personality, and the aspect of ambushing seems to shine the most here. Ambushing encourages hit and run, which is a like it or dislike it aspect of game-play.
Another cool thing is the theme of this level seems to fit perfectly with the ambush style game-play, I can imagine running around sand dunes, being sly and jumping out at my opponents. In my opinion, I didn’t think the theme was enough to support the rather bland looking eyecandy though.
I thought it was really cool how the right side of the level had tricky areas that seemed to merely be walls, but they were climbable; A skilled player can climb up the sand to a considerable height, and hide up there to frustrate a rushed opponent in a timed match.
Please download this level, host it often. I hope to have fun here next bash.
Gameplay: The gameplay in this level. It runs smoothly on the ground, BUT, I must point out the dunes get very annoying, or sand you could call it. The masking is very bad, so it is a chance willing to take using the tileset. Anyway, the level, around position 50,23 you can get stuck very, VERY easily. I would recommend not having a dead end there but that is in my opinion. Overall the level runs smoothly except for the walls, and spot 50,23.(annoying)
Eyecandy: Lets see, in this level the eyecandy isn’t exploding, but it also has more than average. I like how you use the dunes all around the level, in layers 3 perhaps. It makes the level fit, I guess you could say. I also think, in this tileset there isn’t much eyecandy but I must also say that Qz did a very good job using it. All the tiles fit, seems good.
Ammo/Carrot/Powerup placement: Let’s start off with ammo. The placement of ammo is pretty good, but I am seeing in yours that in the underground part(Left) it gets empty. Also near the bottom right(By the Rf pu) it is also very empty. This can be an issue, having no ammo. And it can slow down the pace of the level. Carrots.. There are 3 +1 carrots, and they are also placed in I guess okay spots, in the corners and on a specific platform, so the carrot has it’s own spots. And the powerups.. The Rf powerup at times can be hard to reach. The bouncy powerup I have no opinions about. As for the toaster, it can get a bit buggy getting up to there but it is placed well.
Positives: Good eyecandy, placement of carrots
Negitives: Tends to be a bad flow
Overall this level is well built and it deserves to be played a few times. As there aren’t many battle like this, I think I will host this often when doing battle.
[Edit: Added more ammo, fixed spot 50,23. +.3 added.
Eat your lima beans, Johnny.