|xlmvolcano.txt||1.35 kB||16 Mar 2009|
|xlmvolcanoCTF.j2l||Mt. Helens||12.97 kB||15 Mar 2009|
|xlmvolcanoDOM.j2l||Mt. Helens||13.00 kB||15 Mar 2009|
A Domination/Capture the Flag level
Mt. Helens - by Superjazz of XLM
Uses tileset - Damn+ Hot by Purplejazz
Uses music - Inferno.mp3 (Originally composed for Heroes of Might and Magic III)
For the music-file, visit http://chaos.foxmage.com/cooba/Inferno.mp3
Special thanks to these betatesters: cooba, PurpleJazz, Rewence, Snooze, St.Louis, and Valmango.
This level was designed for the custom game mode Domination in the first place. I however did a CTF edition afterwards, since it would suit the level design reasonably well. And as you can soon notice, the level is Volcano-themed. A semi-active volcano is heating up, as two sides, blue and red, battle for the domination of 4 separated craters, marked as control points. In CTF-edition two of the craters(Western and Eastern) are substituted with bases. There are four different PowerUps, and 2 minor carrots(full for CTF). You’ve gotta “Find It Out.” Also, this is another multiplayer level from me in a long while, so…
It’s a no-brainer that this level is right up there alongside Atom Heart and EARTH.
Everything about this level is good. The layout isn’t too complicated (like in most ‘modern’ levels), placement is balanced all over the level, the eye-candy is great and the theme of the level is well sustained and supported.
Definitely one of SJ’s best.
well done ;D
[Review changed to quick review. – cooba]
gj, it actually feels like a real volcano
Very cool =]
Nice little level. It’s confusing as heck to navigate tho. Wayy too many warps in every direction. The layout is clever though. Def original. Could be really fun for a 2v2 or even 1vs1 game. Looks pretty for the most part, but could’ve used more work. And I really hate it when people put death pits in their levels. Anyway, I like this. Thumbs up
[Rating (4.0) clearance. Are you sure you picked the correct rating here? – cooba]
DOM: Far too many CPs and start positions immediately next to them. I like seeker PU placement but even that can’t protect a CP from hordes of players spawning just next to you.
CTF: Blue base has 3 PUs including seeker. Red base has one that is risky to get. 2 blue-biased full NRG carrots. Full of random warps. This level is practically bblair.
Ah, this was to be expected. A DOM level made into a CTF level. Also using Damn+, with again a creative theme (not praising Lost Onyx or something nudge nudge) Let’s “find it out”!
For the sake of it, I will review both levels (mostly in terms of gameplay, of course, since the eyecandy and lay out is the same on both(I think))
In terms of gameplay, CTF out-rules the DOM version. Ironically, since the level was meant as a DOM in the first place.
The level plays very horizontal, though there is a big height difference between the three ‘floors’. This is because of the easy manoeuvring from left to right and back, and because it’s easy to get down (with the risk of getting roasted in a volcano), it’s just as easy to go back up as well, due to well-placed springs and sucker tubes.
As I said, the level is divided in floors. There is the bottom floor, which is dangerously close to the lava, there are a few middle router and there’s the ceiling. Each of these floors has useful items so there’s plenty of reason to traverse every floor.
In CTF, the bases are located at the middle right and the top left of the level. In my opinion, this works really well. The level is non-symmetrical, meaning both sides and bases look very different. Blue will have the advantage of a quick drop to the lower levels and quick access to the RF PU, while Red has quick access to the top and the Bouncer PU. Both sides have their advantages, but they are not the same. The RF will work much better in the lower level (where Blue often will be heading) because it is very open, and near pits. Red will have access to Bouncers, with which he can shoot to Blue enemies, located on the (DUN DUN DUUUUN) lower levels. Great development of strategic level building here. Blue will, however, have a quick access to a (hidden) Toaster PU, opposed to Red, who needs more time to get there.
The Seeker PU is a whole different story. It’s located right above Blue Base, but it has to be grabbed with Gun9 (or a really REALLY well times Bouncer). This brings in the bias in character. Jazz has a sublime advantage in getting the Seeker PU, and in the level in general.
Because of a feature in JJ2 we call ‘copter ears’, Jazz can hover, effectively lowering gravity’s effect on him. There are also copters, which (fortunately) help non-flying characters like Spaz get up as well. However, because of how gravity is calculated in JJ2, Jazz could grab the copter with an uppercut from the base area. This will lower gravity’s effect on him and could even make him fly. However, if you grab a copter WHILE USING COPTER EARS, the effects will stack, making Jazz hover in place, mid-air (going up slowly, even). This is a huge advantage for two things. One is being able to get to the Seeker faster than Spaz (going up = negative gravity = still stacks with copter ear speed) and being able to form effective barricades by spamming Bouncers or RF’s from midair.
Of course, this is all based on a copter flight of maybe 5 seconds, tops, but still, to me it felt like something I could tell about. It’s a good strategy, that’s for sure. So come on, Jazz players, use that copter.
Oh yeah, Jazz in general. The level is really open and there is plenty of room for flight. Especially in the lower area, where a Jazz with Bouncers can be a deadly pit-trapping-machine.
Regarding the DOM level:
The DOM points are located in the same way as the CTF bases, plus two more. The locations aren’t bad, it’s just that the steam events can be annoying to some extent… It may be just me, but I’d rather play this as a CTF. Still, same things apply for the DOM level as well, all that is said above, there is a wide variety of strategy that can be used in this level.
Yes, I found it basic. And it is, really. Of course the old Dam Nation set didn’t have much to offer, but PJ’s palettes and extra tiles helped a lot. The addition of caves is good and helps to recognise some areas, even. The theme is well executed, mostly because of the ‘heat’ rising up in the back. It really adds flavour.
There is not much to say about the eyecandy… lots of rocky outcrops, stalagmites and tites, it’s all there. Done before, of course, since this set doesn’t have much to offer. Nothing new, but does the trick.
Both the CTF and the DOM version are great, and should definitely be played in huge party-sized servers.
Download Recommendation: Yes
‘nuff said, read the review.
A good level in terms of gameplay, which is the heaviest factor in my scoring. The eyecandy apartment could use a lick of paint, but the lack of set tiles that fit with the theme didn’t give you much of a choice. Still, a score to be proud of. Chapeau.
Note that the famous volcano is actually “Mount St. Helens”, not “Mount Helens”.
Well, I had an imaginary/fictional volcano in my mind while doing this, so that doesn’t really matter.
Eat your lima beans, Johnny.