|OLCSSummit.j2l||Starlit Summit||15.01 kB||05 Oct 2008|
|JJ1 Diamondus -NOKA.j2t||JJ1: Diamondus -NOKA||141.81 kB||06 Dec 2003|
|Night5.mtm||SpaceTrack(kosmosis)||151.20 kB||27 Sep 2008|
Hi, this is a… 2 month old CTF which I made in the summer, for big CTF games, probably 7v7+. I haven’t uploaded up till now because of various things stopping me, but I guess my testers really helped and kinda made me wanna upload it now, so that’s just what I’m doing. This might be different to your version, so I would reccomend downloading it, as various changes were made before uploading. Anyway, the level is big, has pits (yay) and is fun to play as Jazz. Sadly, the morphs won’t work as effectively as they should because of… the limitations of JJ2, yes that’s it. The limitations of JJ2 stopped this! It was not at all me and my foolish level design.
Moving on swiftly, again, the levelname explains the theme and review fairly, or else… I shall send my hired goons to… do something… bad to you… Their names are Reginald and Jenkins. Yeah… threatened?
Oh and remember to be ever judicious!
Good level, it’s mostly balanced. Great for events and games with a lot of players because of its size. I really don’t think this is worth 9.9, as the wow factor just isn’t that high. My favorite aspect is the theme, and the bg is nice.
This level was quite enjoyable. The layout was very confusing for the first few minutes I was trying it out, but everything made sense really quick. The level is huge, and relatively easy to learn. I love the way you made some parts of it really Spaz-biased and other parts are completely Jazz-biased. The level looks great, and I love the theme.
Nice level, good for lots of players.
I’ve already seen this level some time ago… I think back when I was
10 ten years old, on the original Epic level list I mean back in the summer. This level wowed me back then for it’s hugeness (239 × 80). But it doesn’t very much matter if I liked it THEN, it matters wether or not I like it NOW.
The level has a rather solid feel to it, while in reality it is really platformy. Several (large) platforms connect to eachother through springs, vines and height-differences that automatically make you leap on the other. The level is quite large and symmetrical, with the exception of the ammo and PU placement (more on that later).
The level plays in three stories, so to speak. The lower part of the level is where the bases are located and where most of the PUs can be obtained. The middle section of the level is mainly there to force players to go up or down, and the upper part of the level provides all the carrots that are to be found in the level.
On the lower level, one can obtain the Bouncer PU, in my opinion the strongest weapon in this map. That is because of the location of the bases. To put this weapon to the best, however, one would need the Freezer gun as well, which can be found (PU inclusive) near the base as well. The bases are located on a floating platform with around it (yes, you guessed it!) PITS! Since the floating platform is a bit lower, one can easily run into the pits after getting a flag. Also, it’s quite easy to defend the base, since a few Bouncers can make the player jump-flinch, as Jazz and Spaz always do, which will drop them in the pits. If you want to be even more sure, stand behind (and thus slightly above) the base and have Freezers at the ready… Spam bouncers and as soon as you hit something, press enter to spam Freezers. Well, if he didn’t fall down NOW, you’re bad at this game. Be ashamed.
Now that you’ve saved your flag, it’s time to grab a hold of the other team’s flag. Luckily the level is very large and has tons of ammo, so you can spread your chances of being caught and killed. If you take the lower route, you’ll find tons of PU’s which can aid you in your quest for the flag. Also, (if you can find it) you can use the ‘special-iced’ route (hint hint, nudge nudge) which will take you to any base or to the full NRG on the spot.
The level uses a really old tileset, the JJ1 Diamondus tileset. Luckily for Rag (and for us), NOKA was nice enough to make an awesome tileset conversion for us all to use. The level looks awesomely clean and worked out. Starlit Summit gives honour to it’s name by giving us a very nice background and, of course, STARS. WAIT THIS ISN’T MARIO, AAH… Okay…
The level is filled to the brink with eyecandy, ranging from rock formation to simply trees placed in the right spot. Also, while everything looks quite solid, the level is actually more open than you think. This is mainly because of the nice detailing Rag has dealt here with his Shining Paragon of Mousely Correctness. [/overstatement]
Not to forget, the music adds a calm touch to the already calm background and makes you wish real life looked like this inside the United States too.
Eventing: Very neat
Starlit Summit is filled to the brink with ammo and PUs. Now I don’t immediately wanna say I think that’s a bad thing, especially since this is designed for, as you say, a 7vs7… but some things just seem over- or underpowered.
For instance, you can easily get maxed out FastFire in this level, while there is a Blaster PU (making blaster a bit overpowered) and a Bouncer PU with LOTS of bouncy ammo all around. Blaster PU is obviously overpowered for it’s unlimited ammo and the fact that it almost shoots the farthest of all weapons. Next to that is the Bouncer PU, which actually shoots the farthest. Furthermore, most of the players are gonna take the low route, which puts them in a classical Star Wars situation. High > Low. Why? Bouncers can overrun the entire lower section within seconds because of the Fast Fires.
Besides that, there’s also something I found odd about the centre of the map. There are two blue springs there, but they seem to be generated by some sort of MCE event. Why?
Yet one thing that bugs me a little bit… Blue team kind of has an advantage of being able to get to the Bouncy PU first… but that’s just my opinion.
As for the rest of the level, it is absolutely brilliantly engineered. From the frozen spring passageway to the ‘basejump’, every details seems to have been tested and tested again to make sure everything worked properly. Which makes you mister awesome for today.
A very good level with overall original and innovative ideas. Too bad 7vs7’s don’t happen that often, otherwise I’d play this all the time. I give this level a 9.1, which is an [Awesome / Perfect]. I hope you liked reading this terribly awfully stupidly long review.
This is my longest review yet. I did my best for you. :3
What a nice pack. Really.
It’s pretty hard to make an attractive, significantly useful level with a JJ1 tileset, especially Diamondus, since the graphics are so last-generation and so limiting.
So Ragnarok took what he had, put it together a different way, and lo and behold we have Starlit Summit.
Huge CTF levels can be truckloads of fun if they’re executed well, and SS is no exception. This thing is GIGANTOR. The Red and Blue bases are farther apart than east and west, and there’s a dizzying plethora of original, noncliched routes and passages to get there.
Plenty of ammo is provided for shooting at the opponent, as well as a small number of powerups, and it may be entirely possible to run aimlessly about for thirty seconds without seeing a single opponent.
And the eyecandy here is excellent. Unique shapes are cut out of the blue cavewall backgrounds. Trees stick out from the topmost sections of said blue cavewall. Nothing is overdone or copy-pasted, and it all looks like it belongs.
I wasn’t, however, as impressed as Crimi was with the music. The song Rag chose seemed a bit too ‘technological’ to me, for a naturesy, outdoors-type environment like Diamondus. Perhaps something like AMBIENTtwist.xm or even aws_ox9f.xm would’ve worked better.
In any event, Starlit Summit is a great level with lots of character, and it’s worth a download.
Eat your lima beans, Johnny.