|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|
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!
Pretty much what you expect from Mike – original and interesting ideas that are well-implemented. Not really exceptional, however.
nice work.this lvl have a good background and good idea with the place from the red base lo i give 9.0
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 =)
Good job,Evilmike!Good pack!Sorry for this english!
[Review changed to quick review, see the review rules.]
It has been a while since Evilmike’s previous big, yet brilliant CTF level called Helldome. That level grew in popularity incredibly fast, although it also faded off after time(it mainly remained a popular JDC Event level still.) I could expect this level to grow popular as well, especially in events and such. It isn’t as gimmicky as a level like Helldome, but it has a greater gameplay in overall, however there are a few things that I would have hoped to be executed better or in a different way(my bad I wasn’t in the betatest server often enough.) I figured most of the levels myself when I tried the level in a 3vs3 game. So what is this level about?
This level is designed for big CTF games due to it’s rather big size and open areas, and symmetry of course. A duel here wouldn’t obviously work. The level structure is fairly easy to learn, even if the flow takes a little while to get used to. The level consists of 7 ‘islands’(4 greater and 3 minor) where the action is on all around equally. While the island theme isn’t anything really original as similar themes have been done before, this level still has it’s own way of executing it. The islands are divided by shallow water and empty space, which of course give this level a bit of the so called ‘Distopia-syndrome’ that some level creators like to call it. While some players may find it bad here, I don’t consider it a big matter. I seriously would enjoy the open space here much more than in Distopia(another level by Evilmike), simply because the space adds the battlefield feeling, in good and bad. The space is important considering the level theme. Who would consider this an island level if everything was packed tight under 100×100 width/height for example? Then again, when the players attack, most of them probably can’t bypass the middle tier without dying or getting hit at least in large games. The middle will cause the most airhits for everyone if there happens to be any lag.
So, what do I really like about this level? The tactical side is very welcome to me, although it can get possibly too tactical at some points even. The basements have a design so that the bases are very easy to defend. One could expect a lot of camping in this level and especially the basements. The base can be defended succesfully from the enemy with Powered Up bouncers by 2 players, because there are exactly two narrow base entrances(and the another one even requires Spaz-character and RF-skills.) Yeah, that way an attacking player has no chance to capture without taking hit, which is bad. But the general level design and layout is fascinating indeed, although it’s still nothing amazingly original. There are also a few warps, that take time to get used to. But once you master the warps, you notice that they are more than handy. Another couple of warps take you from the middle level to the bottom, which also give you access to the team’s unique Power Up. The other couple give you an easier access to the Full Carrots at the top level. The Full Carrot-platforms are also the alternate access to basements, but like I said, not everyone can use them. But yes, one side that makes this a tactical level are the tricks that you can perform here with RF(and with TNT as well by the way.) Although you can run from base to base without pressing jump once, there are still spots that require your own movement. The level gives both Jazz/Lori and Spaz their own unique advantages in the level, although it just feels a bit brutal that Jazz/Lori are limited to one base entrance. But in maneuvering the flow is friendly for all characters generally(well Lori is unable to do almost any tricks but is still playable.)
The most important weapon here is RF of course, but Bouncer gives much advantage as well, and because of this I see a slight imbalance between the teams, since it’s the unique PU for the blue team. All the weapons except PepperSpray are useful here for sure, which could have been replaced with ElectroBlasters, which could fit in much better because the level already contains RF and since there are quite a few thin walls. EBs would also be great to prevent some of the base camping, I suppose. The two movable Full Carrots close to the bases seem to fit in. At least I wouldn’t personally prefer lots of minor carrots all around the level.
The level looks just fine to my eyes. Pleasant and calm atmosphere, with a funky JJ1-tune as the background music. However the eyecandy is nothing special nor original. Deja vu, although who could do wonders with this limited tileset except Snooze?
But there are some flaws or things I would have hoped to be done differently like I said at first. I also have to point out a few interesting things, and well:
I. Like I mentioned earlier, the basements have only 2 entrances, yet there is empty space at the level edges, which I consider to be a bit weird. I wish there was a third alternate way to reach the base. For example a copter at the bottom corners so you have one more direction to attack the base from? The more, the better.
II. Is there any real benefit from the trigger doors? I myself tried to rush a score with and without the trigger door, and yet I clocked the same time(12 seconds in JJ2+ timer.) In my opinion would be best if they didn’t exist at all.
III. I would consider a Water Shield to be more appropriate than a Lightning shield, if I look at the level theme. A Water Shield would also be more powerful thanks to the bouncing projectiles. This isn’t a major issue, but what another aspect I found, is that there seemed to be some weird bug(or lag problem possibly?) with a player in that 3vs3 that hasn’t occurred to me earlier. A player who I wish not to name at the moment took the shield, and had it for an exceptionally long time in my and other clients’ screens. We could not damage him, yet in his own screen he wouldn’t have the shield himself, as he said. We even saw him using blaster with the shield, which proves it. I forgot to take a screen of this, but I hope I explained it well. Also interesting is, that a TNT self-explodes on a shield, which makes it easier to hog the shield with TNT-ammo.
IV. The bases and rooftops are ridiculously easy to camp with full ammunition, and if the game size is only 3vs3 or less, a camping player can’t be probably stopped. So because of this an 8vs8 is already better.
V. The bottom corners are sort of redundant the way they are. Dead ends, even if not big ones. Good for hiding in LRS, and surely they contribute to the island-feeling of the level, but I just consider them useless.
Heck, this level could be my personal favourite from Evilmike, if my wishes were fulfilled. I dare to say I like the level design even more than Dawn of Combat for instance, due to how much freedom and choice I have here, except for the bases. I might perhaps change my point of view and the rating later when I get to play this level more, and of course if something gets edited/fixed/improved. So it’s still a good job Evilmike!
EDIT: I like this level more by now, so I decided it deserved a higher grade from me. +0.3
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.
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.
Eat your lima beans, Johnny.