|Mith1.j2l||Deep Depths||8.29 kB||30 Jul 2010|
|Mith2.j2l||Subterranean Apocalypse||8.34 kB||30 Jul 2010|
|Mith3.j2l||Hell's Core||9.32 kB||17 Oct 2010|
|wbrg.j2t||Where Bad Rabbits Go||49.07 kB||09 May 2010|
|Xargon Gloaming.j2t||Xargon (Gloaming)||106.15 kB||10 Apr 2010|
|BeOfGoodCheer.mp3||670.06 kB||24 Jul 2010|
This levelpack contains two CTF levels made by me, with inspiration from different games. The second level, Subterranean Apocalypse, is meant for the duel tournament 2.0 level contest.
The pack contains 2 levels: Deep Depths and Subterranean Apocalypse.
This level is inspired by 2 games: Firstly, UT’s CTF level: Deep. Secondly: Ever 17: The Out Of Infinity. The map contains a Seeker power-up trap that can be used to get control of it, and two very carefully placed bases. I know that water isn’t really liked in levels, but it felt like a necessity being a reference to Deep. This level is, in my opinion, good for 2v2’s or larger. 3v3 is tested and has been considered nice, but any larger has not been tested. Have fun playing this one.
The music file was too big to upload here, so it’s downloadable at this link:
Credits: The clan CDF for suggestions and Testing
Some random people for testing, and Snooze for some suggestions (one that i coulden’t solve, sorry Snooze)
This level is inspired a lot by Touhou 11: Subterranean Animism. I’m a huge fan of the Touhou series, which is the reason why i made this. The level has a flow that will probably bother some, but is original in it’s kind. You can only approach the bases from the top or bottom, and leave via the middle passages. This makes movement rather forced and makes the enemy easier to predict, on which you can punish them. On hosting this, you should use an idle server instead of playing as number one, because it messes up the gateways, and makes it only count for what it is in your state. You should be able to shoot through the gate even if it’s closed on your screen. This map is equal in playing with spaz as with Lori and Jazz, because Lori and Jazz have some small advantages that you woulden’t notice quickly, and which are more of disadvantages for spaz. The middle of the map is rather spring heavy;this is like that because it is meant to let you travel vertically, and it makes the stratagic way of attacking a bit differently than normal. Have fun playing this level!
Special thanks to Glados and Hotrod for testing it alot with me; And thanks to Treylina for suggestions.
Very special thanks to Evilmike; The one who helped me a lot with this level. Note that the background is mimicked (not really copied, i hate copypasta) from Helldome. This was because the tileset wasn’t really that usable for EC. Evilmike also helped me with some suggestions that were crucial for my level.
Last , but not least; Special thanks to Zun for making Touhou and creating the song that is played in this level. If you wonder which song it is; It’s called Corpse Voyage~Be Of Good Cheer, and is played in touhou 11; As Rin Kaenbyou’s theme.
New added level: Hell’s Core
This map is a gigantic map, mostly made because i wanted to make a big map, and because of the CDF anniversary as well. This map uses the same tileset as Subterranean animism and has less Eye candy, but is bigger and more open. More will consider this one fun to play because it doesn’t have any weird one-way doors and flying pits. (right, SuperJazz?)
Music for this map is downloadable here:
Note, i also renamed the maps to mith1,2 and 3 because this is more convenient.
Some weeks ago, Mithos (in person) reminded me of these levels and their obvious reference to Touhou 11, so I played another game in them to get them reviewed! For the music, I couldn’t find the file ‘underwater2.mp3’ used in the first level, MegaUpload has since then been demolished.
Let’s get to the point. The first level is Deeper Depths, made with the popular Xargon tileset conversion. I’m familiar with UT’s level ‘Deep’ but don’t know anything about the game Ever17 (the inspiration for the level). A Google search got me an interactive novel game with an underwater theme, so I guess the level fits that. It’s a small to medium sized symmetrical CTF level with multiple horizontal and vertical pathways to the bases and a PU gimmick. Stomping a crate in the upper-middle will make a Seeker PU fall down, which is interesting for coordinated 2v2’s but a little risky in a duel where your speed is even more crucial. The pathway layout is done alright, there are no annoying dead ends, and arrows point at your possibilites. There’s no shortage on ammo and PU’s, so expect heavy fire in the narrow paths. There are 1h carrots on both sides, and of course a 3h carrot in the middle near the Seeker PU. I’m personally not too fond of the Bblair style warps (which take you away to a place in a ‘random’ fashion). Also, there’s these sucker tube events that pull you up on ledges, supposedly to bring back the flow of the game if a player’s jump was off, but I’ve never been too fond of those. Overall, a not too original but fun level. It’s speciality is clearly the unusual placement of the Seeker PU in which controlling it will give you an advantage. Personally, I’d say it’s more fun in 2v2 than in duel.
The 2nd level, Subterranean Apocalypse, is the gem in this pack if you ask me. It’s pretty small and has a clear focus on duels. It’s a symmetric level as well, and the left and right sides houses the bases protected by a triggered wall that forces players to enter from the top or bottom, thus into combat. There are 2 carrots in the middle to protect (a 3h and 1h), and plenty of PU’s both low and up. All lava either falls or warps into pits and will kill you (with a fun message though). The pits on the upper side are placed quite tricky just after having used a spring. Ammo is just right for a duel, there will be no overflow of bullets and there’s plenty of space to dodge in the middle. Eyecandy is good enough, though I understand the tileset has it’s limits. Gameplay is what this level’s about, and that’s original enough to reccomend!
For the third level (supposedly added later), well, there isn’t much to say about it. It’s symmetrical too and mostly based on horizontal movement and feels a bit plain in design. There is a lot of ammo, maybe too much, scattered a bit randomly and several PU’s. Best thing’s probably the tubes, they allow to save you from the lava pits in the bottom and let you take small shortcuts too. I can’t really recommend this one, it’s bigger but hasn’t really got anything special that makes it stand out.
Overall, with this pack’s original 2 levels Deeper Depths and Subterranean Apocalypse you can sure have a good time. I recommend them for friendly matches, but little makes them stand out compared to the big names in competitive CTF levels. SA alone would get an 8.5. Thus with a bit of generosity towards SA’s quality, all 3 levels combined justifies an 8! Don’t forget though, Deeper Depths is worth a try too!
Nope, it isn’t made in a maximized window, it’s made in a window thats exactly double the size (width and height) which runs as quickly as normal.
Also Toni, don’t confuse mimicing and copying. Copying is just block and paste, mimicking is starting from scratch and making your own of it.
And for the next review: Please rate the two levels apart from eachother because i need to know more about SA, which is a map in the Duel tournament level contest.
Very nice levels,
Deep Depths is a good and balanced level, the tileset is very well used, the water is balanced, good music choice. I recommend this level, its good for, 2vs2, 3vs3, and even 4vs4!
I didn’t test this level much, and I never played a match in it. but by the looks of it, it’s a duel level. I would try this for sure.
These 2 levels from NekoMithos are recommended!
Eat your lima beans, Johnny.