Dubbed Marine

Date uploaded:
22 Jan 2009 at 10:16 (Minor update on 25 Jan 2009)

Download details

Re-upload/Edit Download
CrimiClown (More uploads by CrimiClown)
Capture the flag
DarkSonic and FireSword for betatesting, cooba for tileset
DubbedMarine.zip (1.99 MB)

File contents

ccdub.j2l Dubbed Marine 7.68 kB 25 Jan 2009
WTFBorealis.j2t WTF - Borealis 231.46 kB 29 Feb 2008
Blueaura.xm 2732.70 kB 08 Aug 2004


An old submarine, trapped in ice; frozen in place. The inhabitants are driven mad by the cold environment…

So why the heck not, let’s put down some bases and take eachother’s flag.

Plus is not required to run this level. When you do, however, tntdamage 1 is recommended.

Minor change: 01-25-09 at 2:05pm:
I fixed the tile bug in the ‘ice’, so it is no longer visible in the large window at 4,44. Also, the ‘background water’ had an automatic X speed of 10. I have changed it to 2, so it no longer looks like the submarine is moving really fast. Instead, it now looks like it’s floating like the broken submarine it is.


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Quick Reviews Average: 8.1

RecommendedDanZeal rated 7.7

Nice eyecandy. Nice layout and useage of water. But the gameplay can be a little cramped. But anyway, I host this!

RecommendedSuperjazz rated 8.5

I really encourage people to make more levels like this. There are too many open and tunnely levels already. This one uses narrow paths and gives an ‘indoor’ feeling. The flow might just not fit everyone, but the purpose of water in this level makes the gameplay interesting. I also have nothing to complain about in eyecandy or other environment.

User Reviews (Sort by Helpful Index or Date Posted) Average: 8

RecommendedReview by PurpleJazz

9 Feb 2009, 20:37 (edited 9 Feb 09, 20:38)
Spaz Slackrabbit (107 Points)
Number of reviews with ratings55 Featured reviews8 Average helpfulness75%

(Review part of a review exchange. Yes, this review is very late, I apologise.)

Dubbed Marine is the latest effort by arising level creator Crimiclown, who continues to improve, which is shown clearly in this level. This uses the steadily becoming overused WTF Borealis, although this level seemed to be a breath of fresh air in the looks department. The theme is a clever idea and is well executed, instead of the usual “factory” approach with the eyecandy made with this set, Crimi used the tileset in a more clustered way that gives the feeling of something more organic and lifelike; rather than something really neat and organised; yet it still retains the feeling of something man made, however you still get a feeling of decay in the environment as many things begin to lose their shine; like with the brown rotting areas in the walls and the falling ice flows. Combined with the music, you get a very ambient level which stays true to the idea of a lost submarine in every aspect. Bravo Crimi, top marks in this area. =)

Speaking of clustered, this stays true in the gameplay too. The whole level is tightly packed, which although is part of what makes the theme so great, it sacrifices gameplay a bit as with anything with more than 4 players will be horribly claustrophobic, trust me. A bit of a shame really, as the layout structure seems better suited to that of larger games, which unfortunately will get rather messy since there is little room to dodge bullets. However, it’s still a very solid level with an intuitive layout and design, so if you decide to play this level (which I highly suggest), play in 2vs2s.

Moving on to placement and layout design. This is a symmectrical level; although a popular layout type in CTFs today this one felt different from a lot of generic CTFs I see being made today, despite having a seemingly standard design. The carrot situation is fairly normal, a Full NRG in the middle and a +1 in each of the upper corners. Nothing overly creative, but no real complaints so no problem here. The Power up placement was pretty interesting here. This level has 3 of them; 2 Bouncer and 1 RF. The RF PU is in the bottom middle, underwater which requires gun 9 to get at. I’d have much rather it be Toaster though, as it’s quite hard to really run around and use RF to it’s full potential here due to the cramped spaces which will cause you to accidentally bounce of walls with it a lot unless you don’t meaninglessly spam it. Still, does provide a few good uses such as chasing people trying to get the +1s down the long passages. However, it is the Bouncer PU placement I find the most creative. It is placed almost right next to the bases, which could be considered a bad thing as it means base campers will have a consistant source of ammunition, but it works here and saves the pain of running far out of the base desperately searching for a necessary power up, and makes it more challenging to be RTS here. The water was a really important gameplay aspect here as it prevents movement between between the bases from being a few seconds which would be anarchaic. It is possible to go around the water, although the route for doing this is a bit longer so this balances it out. Everything else is solid enough, no real huge design flaws except it should probably be made a little bigger so it can be played better in 3vs3s.

In conclusion, a very solid CTF definately worth your time, I highly recommend downloading it and having a few games in it. It offers a lot of potential fun, and really shows what Crimi is capable of, I see a bright future for him in level making.

2 of 2 users found this a good review. Did you? Yes/No

RecommendedReview by Arti

24 Jan 2009, 19:39 (edited 24 Jan 09, 19:39)
Frog (24 Points)
Number of reviews with ratings24 Featured reviews0 Average helpfulness65%

My first review after a long time xD

Eyecandy: Looks very nice. I like the little windows viewing the ‘ice’ on the submarine and the different look for both sides of the level (if you understand this x3). The large window at 44.4 doesn’t look very good though as layer 6 has a tilebug. You’ve used a lot of animations and scenery triggers which is good :) Especially the bubbles make me think that the submarine is broken and that’s why there’s water. Layer 5 is just a bit empty. Think the black tiles are fine (the ones you put in layer 4) but in the middle it’s such a large area that it feels a bit ‘empty’.

Gameplay: Pretty smooth. Springs placed to help you reach other platforms and levels. Warps at the top of the level that bring you close to the bases, but not too close. Like the use of the wind events instead of sucker tubes, allowing you to still have a bit of control while being moved. The bases are placed pretty close to eachother but you are delayed by the water.

There’s some spots where you jump and then bump into something, like in top corners. When you jump to pick up a group of gun9’s, you jump into a wall when coming from the middle. Not a very major problem though. As earlier mentioned, the bouncy pu’s seem to take care of camping at the bases a bit. I really do love the turrets there XD

Placement: Well placed and easy to pick up. I quite like the bouncy pu’s next to the turrets at both bases. The RF is quite nearby but only if you get gun9’s. In my opinion there is just a bit too much in the water between the bases. A few too much different kinds as well there, but it is fine in the rest of the level.

Bugs: The background bug from earlier. That’s all :p

Comment overall level: Very nice level :) I don’t know about any recent levels from you except this one so yeah. I like the music choice as well. And overall it’s a solid ctf level which is fun to play in.

1 of 2 users found this a good review. Did you? Yes/No

Review by FireSworD

27 Jan 2009, 06:10
Spaz Slackrabbit (150 Points)
Number of reviews with ratings66 Featured reviews12 Average helpfulness87%

Make this proportionally bigger and I will review.

1 of 2 users found this a good review. Did you? Yes/No

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