|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.
Nice eyecandy. Nice layout and useage of water. But the gameplay can be a little cramped. But anyway, I host this!
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.
Hey, Ragnarok… *King Ragnarok… I’m gonna get my account name changed. Anyway, King Ragnarok here for a review on a level which I feel is somewhat underrated. I was reluctant to try the level out to be perfectly honest, because the screenshot looked wierd (haha, yeah wierd reason, but I’m wierd like that). Anyway, CrimiClown brings J2O his latest CTF (as far as I know) and it will NOT dissapoint; or at least it didn’t dissapoint me. I’m adding this to my levellist.ini! This review is not biased because I am in relations with Mr CrimiClown, I swear. Anyway, here goes!
The eyecandy of this level is fairly simplistic, and does not get in the way of the gameplay itself. In other words, it’s very easy to understand what’s where and all that. It follows the standard use of the test, but oh no, there’s a twist! The level’s set in a submarine encased in ice, as you can see from the background. I think it looks really original, and quite clever. I even felt the illusion before hearing what it was supposed to be. I mean, it felt like there was some form of ice blocking something which I assumed to be the water in the background. I think it was way too fast before, and it’s better now that you slowed it down. Moving closer towards the actual level’s layout itself, the level is set out by a series of pipes, water, interesting motifs and backgrounds and many chains. Loose chains. Instead of as full on background, the skyscraper tiles are used as simple walls, and to me it looks quite good, especially in the water, and especially how it creates a feel of depth in the use of the shadows. On top of this, the level isn’t perfectly symmetrical in terms of eyecandy, which is also always a good thing because then it doesn’t look boring [and you put more effort in it then, although I think its actually harder to put Eyecandy perfectly symmetrically, I’m just a control freak though- ignore me]. There’s a random floating cloud of smog in front of one of the bases. It kinda annoys me because it’s just there, moving at the sprite speed. I would have loved it if it was at a slower speed so it looked like it was actually in front. Woulda looked nice. Oh well, it’s not that bad. The author cleverly made use of shadows using certain tiles and also, there are some very pretty aspects of the level, including the middle. Some areas I couldn’t imagine being made out of this tileset, but I guess this tileset always surprises me in terms of usability. No major tilebugs, so I’m happy there too, and the water really fits, even though it probably wasn’t placed entirely for eyecandy, though I dunno if water goes with the theme of the level, I mean, if you’re in ice, wouldn’t the water inside it be frozen too? o_o Okay sorry I think about things too much, but yeah. D: I liked the eyecandy, I really did. I keep saying that. Don’t I keep saying that? I keep saying that. I keep saying this too, and this, and this, and this. Okay Ill stop.
Yeah, I really liked the way the level is set out, and also, partially for filler and navigation: This review will be set out in this order: bias, strategy, layout, flow, defense/offense, and of course fun-factor. (like with all my other reviews, heehee) (heehee) (heehee) (hee
There’s no real bias between the teams since the level is basically symmetrical in every aspect, although, since the floatups don’t act perfectly naturally in JJ2, on one side, (I think the left), the floatups are gonna have a bigger range than on the other side. That can be resolved by moving it over one tile, as I think floatups work in a certain side of the tile. Anyway, no real bias between the teams. With the rabbits however, there are minor things that are more easy to do with Spaz than Jazz, not to say there aren’t others to reciprocate especially around the middle. Jazz’s movement is very nice across the middle, while Spaz can just double jump in necessary situations. No major issues.
In terms of tactics and strategy, I think this level fulfills this purpose quite nicely, especially the base area. You are susceptible from attack from three directions, but they can only enter from two. I always like this sort of thing, and the defense is quite easy to set up, unless you have a “running-man” to help you out through the tube area. In addition to this, TNTs are very effective in this level in the narrow areas as they effectively can create a barrier which will just act as a trap to any unsuspecting/suspecting idiot who runs through. TNTs however aren’t so great in the open areas, but they work nicely in the water too. I think people should play with /extendedtnt on for optimal TNT fun. The bouncers and RF powerups are quite useful in this level, moreso the bouncers I think though, as this level is a lot more slopey and open than narrow and passagey, except for near the bases, in which case bouncers or seekers are clearly the better weapon. This has no real bias as the powerups are both placed on either side and they are the same. There are no major camp spots, except I think the top carrots are quite easy to camp, but I think they’re easily bombardable with RFs from the middle area. Seekers however are pretty dang good in the middle because of how the level is laid out. The warfare in the bottom [water area] is really fun because the certain guns are all at different abilities and some of them really shine, as well as the vine area’s allowance to shoot bouncers constantly. Some people might think the bottom area is just slow, in which case it would probably be better to take the indirect route to the other base, but otherwise, I think it’s probably the best way to move around, and avoid getting hit/hitting others. I’m good in the water :]. The level in general is quite uncampy, and there are many areas in which you can use the power of height [bouncers] really effectively, including jumping into attacking the base area. I only wish there was a way to gather enough speed in the small narrow areas on the side of the bases in which TNTs are good for defense/stopping pursuit for bouncers to go through the small 2tile wide walls with ease. You can do it from the other side, but I wish it could be done both ways. Oh well, it’s still good.
The layout of the level varies in different areas. For instance, the base is quite cramped to some extent, as is the water area, but at the same time, the middle of the level is very open, and the water area can be seen as quite open too, depending on your view on cramped/open. Personally, I love the water area: [see how I keep going on about it?] OMG IM ON LETTER 6666! SATAN IS COMING AHHHHHH
hide. Anyway, the layout of the level offers various tactics as well as interesting gameplay with clever abilities to lay traps easier with TNTs. The layout provides very smooth movement and is quite tactical for use of different guns, at least I think so.
Ah, this part. The flow is quite nice in general, as there is fairly smooth movement everywhere, with the exception of two things, (four things since the level is symmetrical). The red springs at [28,25] and [96,25] are good for getting up, but they require a jump into the wall to get over when you are approaching from the middle. While this isn’t really that problematic, and obviously there are alternate routes, I would prefer if it wasn’t really like that, or at least easier to get past, while of course the spring is useful to get up. Also, the far right and far left bottom sides seemed kinda non-flowy, I mean, you have to perfectly land yourself in the middle to get as many of the pickups as you can. Personally I think they should all be on one side, as this affects the flow least then and you can easily gather them all, or leave them all. Although this may have been your intention. Now that I think of it, the springs are placed really nicely otherwise. Hmm, oh yeah, another thing! The suckertubes at the bases which prevent movement are nice, but probably a more suitable and more agressive alternative would be strong winds that prevent your movement both ways. I know its somewhat unnecessary but it would have been nicer to go attack through like that especially with bouncers/rfs. Nice guns they are.
What I really like about the bases in this level is that they are equally easy to attack as defend. This gives noone any advantage, while there are slight benefits to defense [as you already have the position to do certain tricks to prevent their advance]. I really like however, that you can attack quite easily through the tubes, and from the water (EBs/Seekers) diagonally or vertically at the base area. It’s quite nifty. However you can counter this with bouncers down into the water, although this doesn’t always win. I like it anyway. Also you can defend the bases easily with TNTs and seekers through the top and the sides which don’t have tubes. I think I’ve stated this all before. I would like to experience an intense game here.
The level is generally quite fun to play in I think, as you can play in different styles in the different areas as the layout provides handy use with the different guns. Personally, I think the water area is really fun as well as the vines and the many escape/entry routes. I really like it in general. The quite smooth movement throughout the level makes this level all the more enjoyable to play in. I think it’s very fun, which is why I like this level so much.
This level isn’t lacking anything, and everything is very cleverly laid out. On the top area, you’ll generally find carrots, and along the bottom you’ll find the more offensive gear [such as powerups]. I think the powerups are placed fairly and nicely, and can quite easily be occupied (which can be very fun, although annoying when you’re playing against someone like FS in DW). Anyway, I also like how the springs are all nicely put out in such a way that they all let you go to certain areas smoothly. The main issue would probably be the red spring which causes you to bump into the wall. I just noticed also, the vine area is a nice camp spot, even though you can attack it somewhat easily too, I guess it’s not really an issue. I like it a lot still. The ammo is placed fairly nicely, and some of the useless guns in this level aren’t placed, for example freezer, peppermint and toaster. Great placement, especially how the electroblasters are so useful. I’m really impressed to be perfectly honest, as the carrots and powerups are all evenly and greatly placed. I’m more than impressed.
The warps are somewhat annoying (because I hate warps xD), but they fit in the level quite nicely, and add a nice escape route to the top, especially if you’re trapped. =]
This level has various original traits, like the background, the use of the water and the clever eyecandy. I’m also very impressed by the TNTs being effective on the way to the base from behind. I really like it to be honest. Four original things I noticed I guess. The chain use is really good but I think I’m pushing it if I like that too. For every original thing, +0.05, giving you +0.2. Congratulations.
Final Rating: 8.6
I really like this level and I hope it gets played in some 3v3s or bigger games. Some changes would really help too, but I like the level the way it is, and think everyone should download it and add it to their levellist.ini. Thumbs up CrimiCrimi. Great level.
~King Ragnarok out, with over 11.5k characters. :]
(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.
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.
Eat your lima beans, Johnny.