Cally Caves

Date uploaded:
8 Apr 2011 at 16:36 (Minor update on 9 Apr 2011)

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Loon (More uploads by Loon)
Everyone who tested this, hosted this, made this happen.
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File contents

xlmcally.j2l Cally Caves 22.55 kB 08 Apr 2011
IC - Diamondus1.j2t IC - Diamondus1 273.16 kB 03 Apr 2011
A. Brandon - Surfacing.s3m Surfacing 679.04 kB 03 Apr 2011


This was meant to be in my pack. But of several misstakes in this pack I didn’t know what to do.
I renamed the level, I made better stuff in it, changed texts etc.

After nearly 1 year, I started with this pack. This was my second level. I quit JCS for a while, was busy with new levels and then I decided to work on this level.

Well, I wasted a lot of time with this level and now you guys can waste your time by playing it.



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User Reviews (Sort by Helpful Index or Date Posted) Average: 8

RecommendedReview by Anubis

22 Apr 2011, 21:59
Bee Boy Swarm (33 Points)
Number of reviews with ratings21 Featured reviews3 Average helpfulness71%

Eyecandy: Some trees in layer 5 can be confusing because you get the feeling you can step on their branches when you see them (I have the one at 91,57 in mind). Other than that I don’t really know what to say about the eyecandy of a Diamondus level, I mean it’s all trees and bushes. The waterfall at 74,43 should continue flowing at 74,53 as well. Same thing at 111,40. I like how you’ve made the sources of the waterfalls, it’s original.

I wouldn’t have put seeker ammo in the top left corner if I were you. It’s a rather campy area and putting seeker ammo there makes camping too easy. The rest of the level isn’t really campy though, you need to be on the move all the time. 17,73 is a bad position for the carrot – it can be shot down with toaster and made unusable. At the top right corner you can’t use Jazz to get some of the ammo. I like how the bottom left carrot is in a very open place, you can’t just camp the carrot during the game and hope to achieve something.

One minor remark: The tile at 134,28 should be one-way just like the other places where the same tile is used, otherwise it can be confusing (I’m not just looking for random things to complain about, I really did try to jump there while playing). There is a certain place near 44,38 where you can get stuck. Tilebug: 89,61. As for the light effects, it should get lighter when you get out of a cave area, not stay the same all the time.

All in all I think it’s a nice level to play and I see you’ve worked hard on it. But considering the issues I mentioned the best I can give it is an 8.

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