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|TrogSymCTF.j2l||Symmetry?||10.29 kB||24 Jun 2009|
|UnrealImagination.j2t||Unreal Imagination||56.49 kB||30 May 2002|
|SPACEDEB.mod||space debris||335.55 kB||18 Jun 2001|
This is an entry in plunK’s contest.
The level is a symmetrical CTF level, but both bases are on the axis of symmetry, so each teams’ base is unique, giving the level a feeling of asymmetry. The tileset takes a bit of getting used to, but I like it. The level is fairly large, with plenty of ammo, so it should be played in larger groups if possible.
Edits: Some tubes removed to create a better balance for each team. Several paths tilted so power-ups cannot be hit so easily while falling down the outside edge. Numbers placed next to each “floor” for easier identification.
An interesting concept, however it isn’t executed too well here, and most of the layout is barely ever used, except for getting power ups, so most of the time all of the players will be centered around the base areas, while the rest of the level has little or no players, which could potentially lead to some hectic, if not chaotic, gameplay.
I’m going to rate this level, as nobody else has, and it kinda sucks to make a level and have nobody rate it.
An underused, and quite good tileset
Brownie points for using a tileset that’s hard to use
A fair map, despite not being symmetrical between bases
Kinda average in most respects
Eat your lima beans, Johnny.