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|ezastro.j2l||The Astrolabe||5.99 kB||07 Apr 2016|
|JJ1 Orbitus.j2t||JJ1 - Orbitus||68.78 kB||14 Mar 2012|
|Blueaura.xm||2732.70 kB||08 Aug 2004|
Designed for 2v2/3v3.
The level runs the rarely used 2 Full NRG setup to great effect, and by forgoing a Seeker PU becomes more fast paced than the BB duo. For this reason I find the level more fun to play than those two. The layout is well constructed and offers a lot of advanced tactical options. Visually, it’s fairly basic but functional and appealing to the eye.
This level has a very original layout, yet it is still fun to play in competitive games. I like the way the bases were implemented especially. The level should be somewhat balanced as well. It contains 2 full energies, but they have a long spawn time, which ensures that players cannot survive too easily. It works well for games of any size too.
One of the most balanced a-symmetrical ctf levels I’ve played. The PU choices and the full cs are well justified in my opinion, but I think bouncer pu may still be more advantageous in certain situations.
A small level with two full c, bouncer pu + rocket pu all placed evenly.
Movement is free but channeled; as if the level was made to eliminate camping altogether, there is literally no place on the entire map worth camping, everywhere you go there is peril. I think it would be better with the c’s not full, Also,the coloration is hurtful to the eyes, but I don’t see how anyone could do better with this tileset.
there is enough platforms everywhere, but they do almost nothing to protect one from shelling of any kind. this is the kind of level that makes me consider using a spaz, although I see no point where this is necessary.