|seanbfall.j2l||Beach Fall||5.37 kB||16 Nov 2010|
|xlmbeach3.j2t||Beach + Tropical||235.27 kB||24 Feb 2008|
|Harbinger.it||--Harbingers of Doom-- (Ba||575.51 kB||01 Apr 2010|
Yay! My fourth map! But so far I’ve never gotten good ratings… :(
Beach Fall! Here’s a description of the level:
Bases are right next to each other, but separated by a wood wall. There is Electro ammo at each base, amounting to 12 per base. There are two power-ups at each top corner, Bouncer (top-left) and RF (top-right), accessible only by copter, which is located at either side around the middle. There are two more power-ups around the pit, Seeker and Toaster. There are 3 carrots, 1 full energy, the other 2 are “1 carrots”. The full energy is dangerous to try to get, as there are springs to propel you into the pit directly below the full energy. The “1 carrots” are only accessible by shooting them down via Electro. Other than that, not much.
The fastest way between bases is an RF climb directly under each base. On top of the base there is a sucker tube that takes you to a choice of the Bouncer’s or RF power-up’s copter.
From either top corner power-up, it is possible to use either an RF kick or an RF jump midway to reach either base directly. As mentioned before, an RF climb to each base is also possible. A Spaz-only trick is to camp below the Full NRG (where the Ammo+15 boxes are), shoot a seeker without running (where it will hit the carrot), and as it falls, kick to eat it. Another Spaz only trick is above either base. You stand where the sucker tubes are, do an RF kick, and double RF jump to reach/get close (depending on your skill level) to either corner power-up. Jazz or Lori can helicopter to the side of the Freeze Enemies and not touch it, heli-ing the entire way, giving time for teammates to be ready to capture the flag.
A Freeze Enemies at the pit. Die! :P
Bouncer (PU available)
Seeker (PU available)
RF Missiles (PU available)
Toaster (PU available)
All +3 ammo: 20s
All +15 ammo: 25s
Both “1 carrots”: 25s
All power-ups: 31s
Full energy: 31s
Have fun playing this :)
PurpleJazz and Birdie (tileset)
EDIT: Updated BG layers.
EDIT2: Fixed BG bug.
EDIT3: Removed springs, added X-keep for some others, and a wall at the Seeker and Toaster PU’s.
I was first very sceptical of this, well actually I should be sceptical of any level. I to hosted this level with a decent amount of people on it. It was fun , and fun is what the levels are here to supply if not the level creator didn’t do there job right. Excellent level Sean.
Very nice level, I like it
Sorry, I have to say that the flow in this level is bad and isn’t working, there are tilebugs and the gameplay is too good for Spaz. And it gives a rushed feeling too. So my conclusion is that this level has not (in my opinion) the possibility to play in..
EDIT: That save point thing was bugging me too..
Zerg: The +1 carrots are at the sides of the Full NRG, and you have to shoot them down with Gun9.
I am SO sorry it took me so long to post this review, but I’ve had a lot going on lately.
So without further ado, here it is.
I liked this level. It was smart, good-looking, well put together, and it was a lot of fun. There were some interesting eyecandy techniques, (The floating islands and structures in the background, the fancy tube section in the middle) some good events (Although it would be pretty easy to just camp on the Seeker powerup), and a pretty decent layout. The death pit is a nice touch, and everything seems to click.
The music track was fantastic, but since I wrote it, I suppose it really wouldn’t be fair to include it in my review…
In short (And NOT because this has my song), I think this is a good solid pack, and I give it my seal of approval. Download today.
I downloaded this level and hosted it for Sean. I haven’t played for a while, but it was pretty fun
The Eyecandy is relatively normal. I think it looks pretty good for the most part. I like the grassy parts at the bottom, and the floating sand platforms are decorated and interesting to look at. The only major visual flaw this level has is the large, bland upper areas. When using a copter to get to the bouncer or rf powerup, a player’s screen is pretty much just blue background, which is kind of dull.
While there are some really good ideas in the gameplay, the level also has some awkward moments. The seeker and toaster powerups feel too close together, and it’s really easy to get both at once. The area right around the bases also lacks flow. When testing it, I found I frequently hit one of the green springs at 62,32 or 73,32, and ended up getting sucked up to the rf/bouncer warp when trying to get to the other base quickly. Avoiding the springs and actually going quickly felt a bit awkward. The rf jumps under the bases also make very little difference because these two springs also allow the player to launch to one of the sand platforms right next to the base. Some of other areas felt a bit too open, and I’m not a big fan of the H-poles.
However, this level also has some great features. I like the full NRG over springs into a pit. This makes either getting the carrot, or preventing an opponent from getting it, much more interesting and exciting. Other than the seeker and toaster powerup, I think ammo is placed well, and there is the correct amount for a level of this size.
The level is by no means perfect, but it is demonstrates talent on the part of its creator, and certainly can be fun to play.
Edit: Forgot to put the actual rating.
Normal, could be improved a lot, especially on the upper part of the level. The bottom is good, I really like it, the center is normal, and the top is mostly bad.
Bottom: With the brownish yellow ground (+the green rfs, blue bouncers), the background layer 5,6 made to green with plants, layer 7 with the sea, and layer 8 textured background fits really nice together.
Center: Here mostly the layer 3 was used(with lots of tile type), on the front of layer 4. On the layer 7 the sea, the mountains on it’s top are seeable. The layer 4 is boring, with the repeating tiles. And finally those floating wood boxes with waterfalls from it in the background probably on layer 6.
This is normal too. The poles on the center of the level are rather bad. The big one kicks you exactly into the pit. The other smaller ones are making you move slower, especially if you are playing with Jazz or Lori. The ways to the enemy bases are not equally long. The flying sands (and other things)ARE makeing the movement/flow bad/normal.
This is well done. If we aren’t seeing that thing, that the seeker, toaster PUs are easily pickable with Electro Blaster/upgraded Bouncer and the other 2 PUs are taking longer time to collect, the Pepper Sprays are on bad place. I don’t know even now, where the +1 carrots are…(I won’t rate this). the Full NRG carrot is on a good place.
Ammo placement: 8
No Bugs found,funny pit text:+0.5
DR: Neutral, if you like sunny CTF levels, yes :).
Edit: now know where is the 2 +1 car. raising with 0.2
-Too fastest ways to bases(RF climb)
-RF climb is not nice in beach levels
-(recommended IC Tubelec)
-Nice idea with copter
-And very much power ups,not nice sorry 8.7
-Nice music for a beach level like this
-Bad layers add more
-Nice level of course. 9.2
Eat your lima beans, Johnny.