Date uploaded:
16 Aug 2013 at 17:15 (Minor update on 20 Aug 2017)

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Superjazz (More uploads by Superjazz)
Capture the flag
cooba, betatesters
1.23+ (This file requires JJ2+)

File contents

xlmstronghold.j2l Stronghold 10.89 kB 27 Sep 2013
JJ1Deserto.j2t JJ1 Deserto 76.77 kB 09 Mar 2007
StrongHold.mp3 2199.84 kB 28 Mar 1999
xlmstronghold.j2as 0.36 kB 13 Aug 2013


This is my contest entry for the JJNet’s Level Contest. It is also kind of a sequel to one of my previous levels called ‘Conflux’, as in ‘converting’ a theme from a game called Heroes of Might and Magic 3 once again. The level uses a tune which comes from the same game as the music track. Suggested game sizes; 2on2, 3on3.

Angelscript was used for palette edits in this level. In case you would happen to be missing Diam1.j2t(which comes with the game obviously) for some reason, I would recommend obtaining it back for a cooler background.

Special thanks to cooba for assistance with the level’s visual side, as well thanks to all my testers.


UPDATE: Fixed a bug, tweaked a couple of things.
UPDATE 2: Created additional vertical paths for both sides to make the bottom level less punishing. Fixed a couple of tile bugs.
UPDATE 3: Fixed more tile bugs.
UPDATE 4: Fixed more tile bugs and added a missing one way event to the blue base platform.


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Quick Reviews Average: 9

RecommendedRagnarok! rated 9

fantastic level

pillars confused me a bit but otherwise i love it

User Reviews (Sort by Helpful Index or Date Posted) Average: 7.5333333333333

RecommendedReview by FireSworD

30 Sep 2014, 00:53 (edited 16 Oct 15, 21:53)
Spaz Slackrabbit (150 Points)
Number of reviews with ratings66 Featured reviews12 Average helpfulness87%

I played a few games here, so I should have a strong-hold on the gameplay.

Starting with EC:

It’s fairly logical for the stronghold theme, but there are some illogical things: The brown pillars near the bottom sides lack shadows when they support stone ceilings that project away from the pillars. Some bg stone tiles are in front of some brown pillars, but most of the brown pillars are in front of the bg stone tiles. Loose sand doesn’t erode easily in waterfalls here, but is that even sand? – Also, the tileset doesn’t have “mud” tiles anyway. The bg clouds are zipping at a very high speed, indicating a very fierce wind, but the surrounding scenery is calm. The stronghold lives up to its name for being able to withstand such wind-speeds. I realize those issues are minor, and they can probably be explained easily, but they are noticeable enough to consider. Anyway, this is just a 2d cartoon rabbit game, so whatever.

I like the bg hills, because they are well executed with plenty of levels of elevation.

Overall, I’d say the ec was executed well, but some minor things are questionable.


Well, it wouldn’t be much of a stronghold if it wasn’t secure (balanced) and “fool proof”, and this level mostly functions like a stronghold gameplay wise, with fairly balanced teams and item placement. There’re some “secure” control points like the top middle. The escape routes, despite their name, are death traps if your enemy decides to camp their exits, so that’s “secure” too. Contrary to what PurpleJazz stated, I don’t think this level is unsuitable for duels because of the easily controllable top middle, I think it’s preferable for team games because of that. I noticed some places are relatively hard to rf climb up to, but could be easier to reach with wall-jump: Getting up to 92,41 and its opposite side are examples.

That’s all I have to say. A very solid, enjoyable level probably best suited for team games of 3vs3-6vs6.

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

Review by master sven

21 Sep 2013, 07:51 (edited 21 Sep 13, 14:17)
Spaz Slackrabbit (121 Points)
Number of reviews with ratings71 Featured reviews10 Average helpfulness59%

Gameplay: 2.1 / 3.4

Placement: 0.6 / 0.8

The powerups are placed on the outer parts of the level, which makes players go there more often, that has been done well. I think there are too much ammo pickups though, especially toaster and fireball.

Flow: 1.2 / 2.6

Before your update there were mostly only 2 ways to go, which would result in very monotonous gameplay. The update couldn’t improve everything that much though. There is still nothing special about it and there are many areas where it’s hard to have a decent combat. The only way to get up here is either with springs or going through cramped tunnels, which are also present in the bottom middle of the level. They said they were gonna watch gameplay the most, therefore I can’t believe they made us be stuck with this one in the mappool. The gamplay in Blackjack was way way better.

Eyecandy: 2.3 / 3.3

The eyecandy is the best thing of this level, although it doesn’t really matter while playing it. I still say there is nothing special about it though, the most remarkable things are how the different layers are overlapped by eachother and how the background is structured.

Originality: 0.5 / 3.3

As I said before, there is nothing special about this level and that’s also the only thing I can say about it’s originality. Im sure SJ could’ve done better, but don’t expect his work to be good instantly.

Final Grade: 4.8

EDIT: rating (4.8) removed – do not rate a level based on its creator, but on its own merits, and either way “nothing special” doesn’t quite match the 4.8 rating -Stijn

EDIT: I have not rated based on its creator but just explained that one shouldnt always expect high quality stuff from him.’ Ok, a definitely playable level, which is big and spacy’ doesn’t match a rating of 9.0 either, so either you are gonna check all reviews of all levels or you will give me the right to review the level based on it’s gameplay, eyecandy and originality. -MS

6 of 12 users found this a good review. Did you? Yes/No

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