Sanguinary Sanctuary

Rating
8.2
Reviews:
9
Downloads:
731
Date uploaded:
13 Feb 2009 at 18:42 (Minor update on 12 Aug 2017)

Download details

Re-upload/Edit Download
Author
cooba (More uploads by cooba)
Type
Capture the flag
Credits
Waz for the tileset. Damballah for the music track. P4ul, Ragnarok, CelL, BlurredD, Violet CLM and Quickz for candid critic and feedback.
Version
1.23+ (This file requires JJ2+)
Satisfaction
100%
Screenshots
sanguis.zip (4.01 MB)

File contents

olcsanguis.j2l Sanguinary Sanctuary 15.92 kB 13 Feb 2009
Waz18.j2t Dark Reign (waz18) 51.71 kB 08 Aug 2004
04_-_ether.mp3 Ether 3880.00 kB 06 Apr 2012

Description

Friday the 13th release…

Originally supposed to be the successor of Toxin Twister, Sanguinary Sanctuary got blown out to unusual for me proportions, turning it into a level suited for large events like JDC or the ever-so-inevitable Anniversary Bash.

Also the first proper level I’ve finished since May 2007. I’ve had no idea when I said “I haven’t done anything in a while, have I?” in TT’s level description eh? Feels good man. Anyway, this is hopefully a harbinger of me doing more JCS work soon, and I do hope that this whopper hasn’t burned me out completely..

This level requires JJ2+ for two reasons. First is the extensive use of bridges, which will cause errors more often than enough in vanilla JJ2. The second is the music, which is in mp3 format—vanilla JJ2 will crash when attempting to play a non-module file, so be sure to install JJ2+ before downloading.

The gameplay is defined by the layout, which is enhanced with the eyecandy, which is serving as an addition to the gameplay. Now that we’ve gone full circle, go download and review :)

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Quick Reviews Average: 8.4

RecommendedFireSworD rated 8.4

The level size is 245×64, and yet you once thought a level of 200×200 was only fit for sp. It’s heavily patterned ec-wise. The gameplay does not justify the level size, and the layout may be too overcomplicated (UNLESS THIS IS IN A BIG GAME/EVENT). Some parts are amazing but others are redundant.

RecommendedDarkSonic rated 8.3

this is very scary how make you it
this IS GREAT i give it an 10

No, but seriously, this is a pretty good level with some nice EC tricks and smart use of bridges. The layout is a bit different, and has some interesting stuff (like the warps above the Bouncy PU) and some nice RF spots (always good to have)

RecommendedSuperjazz rated 8.7

This level has got the best eyecandy I’ve yet seen with this set. The level might look insanely large in JCS that would fit only like 8vs8, but practically it’s probably fine for a 5vs5 even. Fastest route from base to base takes under 10 seconds even! Thanks to a neat flow too. Pickups come with a reasonable amount and variety. D/L and host!

RecommendedSR iR rated 8

I don’t like this tileset, Reminds me MS lvl =/ But It’s great one, CelL did enough Review so..

RecommendedBluespaz7 rated 8.5

Very nice. =]

riley-online rated N/A

this is the one that i want to download

[Rating (6.5) clearance. You might want to click the \“sanguis.zip\” link at the top. – cooba]


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

Review by EvilMike

Posted:
30 Oct 2010, 18:59
Jazz Jackrabbit (217 Points)
Number of reviews with ratings101 Featured reviews16 Average helpfulness84%
Rating
8

I like this level. It as a decent layout, it’s big, and it looks good. I’m not going to go into too much detail on these aspects, since other people have. So instead of just describing the level, I’ll look at a few of the things that don’t work and comment on those.

I’ve played this level quite a few times, and so I know the layout about as well as I can. However, I still find that I often have no idea where I am. The problem here is partially one of size, but also because much of the level uses the same style of eyecandy. Whether I am on the left side or the right side, it all looks about the same. To give an example: I know where the warps go, but if I didn’t, I would have no idea which side of the level they took me to. The only thing I have to go by is the ctf arrows.

This level really could have benefitted from some “pointers” in the eyecandy. What I mean by this is stuff (usually in the background) that the player can use to get a good idea of where they are. For example, this level could have used more of those gargoyle statues, which conveniently point left or right (and used them so they always point toward the middle of the level). Other levels do a similar thing with colour, although waz18 doesn’t really have much in that area. There are even subtler ways of doing this – for example, in my most recent CTF level, I used waterfalls to indicate which side of the base is towards the edge of the level (the wrong way to go).

Another problem is the ammo. Most of it respawns fairly quickly, but there isn’t very much of it for a level this size. In large games (6vs6 or larger) it’s quite easy to find yourself using the blaster 3/4 of the time. This can be fixed a bit by turning fast ammo respawn on, but it’s still an issue. I would have liked to see more ammo placed along the common routes here, with things like seekers being kept more out of the way.

A final, more minor comment has to do with the placement of the springs. This level goes out of its way to make you not use them – they are put inside gaps in the floor (forcing you to stop if you want to hit them), or put above bridges so you literally run underneath the springs. I understand why this is done, but it runs counter to what pretty much every other level does. Generally speaking, if you see a spring in front of you which you don’t want to use, you will jump over it. You do not expect the level to have an invisible bridge event that will let you run underneath it. And likewise, if you want to use a spring, you usually will expect to be able to use it if you just run into it (no jumping required). Basically, this level messes with your regular intuitions when it comes to how these things work. This isn’t a major issue, but I feel like this feature, which I assume is intended to make the level flow better, is having the opposite effect it is supposed to.

Aside from all of that, this is still an enjoyable level and I recommend it for any large CTF game. It’s also a good level to look at if you want to see how this tileset ought to be used (it’s probably the best use of it I’ve seen, or maybe tied with medieval skyscrapers).

3 of 3 users found this a good review. Did you? Yes/No

Review by Tereza Pánová

Posted:
12 Mar 2009, 18:10 (edited 13 Mar 09, 15:44 by cooba)
CTF Bug (0 Points)
Number of reviews with ratings0 Featured reviews0 Average helpfulness33%
Rating
N/A

cooba (All files by this user)

[I see. ~cooba]

2 of 4 users found this a good review. Did you? Yes/No

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