|SEfhs.j2l||Forsaken Hot Springs||12.02 kB||29 Dec 2015|
|LavaFortress_v2.j2t||Lava Fortress v2||115.38 kB||05 Oct 2010|
|paradise_lost_loop.s3m||paradise lost||264.94 kB||16 Mar 2015|
This level is the second episode of my series named Contemplation in an Aubergine Garden.
When creating the series, I challenged myself to resign of any features that would render the level unplayable without JJ2+. As such, none of the levels feature scripts. I also resigned of MCE usage. The idea was to show that everybody can make levels like these, regardless of knowledge of the scripting language or obscure game mechanics. After all, the levels are made in hope to inspire others to change their concept of event-sized levels and collectively produce better JDC and AB material.
Notice that in contrast to the Anniversary Bash edition of the level, this one provides support for 800×600 resolution.
This level is a brilliant example of how you don’t necessarily require the ability to script in order to be innovative. The ammo/shield concept combined with the theme is honestly pure genius. While the level may have somewhat one-dimensional gameplay as a result of the lack of weapon variety, it more than makes up for that due to fun factor.
A rich level made out of a not so rich tileset, without using AngelScript.
Here, we find ourselves in a dark and lifeless cave with a thermal waterfall and a lake. I like levels with water in them. At the center of the cave is some kind of hydroelectric power plant.
The level is very playable, and Battle is one of my favorite multiplayer modes. There are no camping spots. Just a big arena with a lot of paths.
Being this a thermal spring, the only ammunitions that can be found here are flamethrowers and upgrades for your blaster. This makes a good challenge for players who are specialized with any other weapon, like the seeker or the 3 way missile.
Jumping and running isn’t the only way to get around here. Besides having to swim, here you have to bounce on springs, climb on ropes and grab on handles.
Once again, it’s hard to make such a good level with a tileset like this. Download recommended, totally.
As a fan of Fast Fires, I really like this one. With only FF and Toaster available I can see that the point of the whole level is to get a hold of the fireshield and destroy the other ones so that your enemies don’t get ‘em. And of course the FF combined with the fire powerup makes a great impact on gameplay as all players will try to avoid the player who has the powerup while trying to shoot each other as well.
The fireshield is also cleverly placed in an area where it has no use – under water. Big + on this.
(I could tell there wouldd be a lot of rabbits in the water :D)
On the side of the actual space and ambient, the map has a perfect size for the battle and it is quite spacious. Only thing here that bugs me is that I get a feeling that there be a bit too many wines. But that’s just my opinion and it doesn’t actually cause any problems to the gameplay..
PS: really like that the water bubbels are coming out of those cracks in the ground :D
A big battle level with no odd ammo; consistent with itself in every conceivable way,
with blaster pu, flame pu and fireshield where it is almost meaningless.(in the water)
The movement is smooth, nowhere to trip or fall back down, clear vines, carrots spaced nicely, with springs inset where they should be; this only make you slow a little if ya wonna use em and no tripping if ya don’t.
This level lets ya move without thinking, you just go where ya like; the ammo restrictions make the fighting closer and the level bigger than it already is.
Eat your lima beans, Johnny.