ISLAND LEVEL WITH ISLANDS

Rating
8.8
Reviews:
7
Downloads:
480
Date uploaded:
19 Oct 2010 at 02:29 (Minor update on 19 Oct 2010)

Download details

Re-upload/Edit Download
Author
EvilMike (More uploads by EvilMike)
Type
Capture the flag
Version
1.23+ (This file requires JJ2+)
Satisfaction
100%
Screenshots
EvilCTF24.zip (113.59 kB)

File contents

EvilCTF24.j2l ISLAND LEVEL WITH ISLANDS 14.79 kB 18 Oct 2010
Mystic Isle 2.j2t Mystic Isle 2 61.02 kB 28 Apr 2010
Marbelara.s3m 52.64 kB 18 Mar 2007

Description

This is a medium-sized symmetrical CTF level designed for 3vs3 and 4vs4. 2vs2 should also work here. I don’t recommend duels though.

This level follows the standard “two bases with an open area in between them” layout, which you can see in other levels like Happy Castle CTF and Medieval Skyscrapers. The layout has been designed carefully for interesting, tactical play.

The level uses team triggers. Each base has an entrance which can only be used by the team that owns it. The main effect is that it makes it a bit easier/safer to get the carrot on your side, and it makes the route from the enemy base to your own a few seconds quicker than going the other way.

There is a shield on a 3 minute spawn timer (plus an initial 3 minute delay). If you don’t like this, feel free to use /noshields. I think the level is balanced with or without the shield, and it’s designed with both options in mind. I’d say the shield is less powerful than a seeker powerup would be (which this level does not feature), so I encourage you to at least try leaving it enabled.

Each base has an “exit” area which can be accessed by a delayed spring. This area is probably the safest spot in the whole level, and gives you easy access to your side’s full nrg carrot. Keep this in mind if you’re playing defensively.

There is TNT here, so I suggest playing with extended TNT and setting TNT damage to 1 or 2. 1 is probably better.

There are a number advanced moves in this level, and I’ll leave most of them up to you to find. However, I will point out one: if you shoot down the carrot onto the bridge area below, it will fall through the bridge. Also, a hint: one of the RF jumps is spaz-only, and another one is jazz-only. Both are very powerful!

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Quick Reviews Average: 9

Recommendedminmay rated 8.5

Pretty much what you expect from Mike – original and interesting ideas that are well-implemented. Not really exceptional, however.

SilverStriker rated 9

nice work.this lvl have a good background and good idea with the place from the red base lo i give 9.0

RecommendedRagnarok! rated 8.5

Love it, just a bit campy at areas, and seems a bit too much of a big dead end at the bottom corners with the seeker ammo… Otherwise it’s pretty cool =)

Recommendedmarinata_1997 rated 10

Good job,Evilmike!Good pack!Sorry for this english!

[Review changed to quick review, see the review rules.


User Reviews (Sort by Helpful Index or Date Posted) Average: 8.8

Review by EvilMike

Posted:
19 Oct 2010, 14:43 (edited 20 Oct 10, 01:51)
Jazz Jackrabbit (217 Points)
Number of reviews with ratings101 Featured reviews16 Average helpfulness84%
Rating
N/A

The bottom corners mainly are there for easy access to seeker ammo near the spawn. Copters would be an interesting addition though. I never actually thought of that (and no one suggested it). I’m going to have to test that, and maybe update the level.

As for the trigger doors, a big effect they give is that it makes your side a bit easier to defend, especially because you can drop down from the exit spot at the top, grab the carrot, and then reenter your base (this also makes things slightly easier for defenders, because campers have to take the long way back unless they use rfs). I also think that if both were left open, then there’d be far less of a reason to use the bottom of the level. So it’s not entirely a timing thing.

I’m not actually sure if the easy defendability/campability is a problem though, especially since that’s a major focus of the level. Against a good team I think you’ll need someone as spaz with rf jumping skills on your side, to add an extra entrance to the enemy base. Otherwise, if the team isn’t 100% organized you should be able to get through (barely). The main “problem” is really the area around the exit sign (try killing someone who is hiding there), but it’s not totally impenetrable.

Edit: Oh yeah, and that is not a remix of marbelara :P. It’s just the regular jj1 track, as far as my ears can tell.

1 of 1 users found this a good review. Did you? Yes/No

RecommendedReview by [GpW]Urbs

Posted:
6 Nov 2010, 14:58
CTF Bug (6 Points)
Number of reviews with ratings6 Featured reviews0 Average helpfulness43%
Rating
9.2

Where to begin?
Well the level is beautiful, which is always good. Not only that I love how the tileset matches the nature of the level itself. It’s open in between, with 2 bases, where it will be very interesting to camp.
In between you have glorious battles and a general feeling of openeness coupled with the two bases with a couple of closed corners.
Yet my description so far does no do the level justice, as even the middle ground, the no man’s land, isn’t just an empty space, far from it!

I think it could become one of the more popular levels overall. Seems ideal for 3v3’s.

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

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