|xlmtemple.j2l||Sunrise Temple||25.68 kB||18 Sep 2020|
|junglebg.j2t||junglebg||78.66 kB||06 Sep 2020|
|RaneforusV Medivo.j2t||RaneforusV Medivo||313.20 kB||11 Sep 2020|
|dna-groove-questing_a_fairy.it||Questing a Fairy||401.21 kB||29 Aug 2020|
|xlmtemple.j2as||0.32 kB||18 Sep 2020|
|MLLE-Include-1.5.asc||12.62 kB||18 Sep 2020|
|xlmtemple-MLLE-Data-1.j2l||MLLE Extra Data||13.68 kB||18 Sep 2020|
Here’s my entry for cooba’s Silver (+1) Jubilee Contest. Pretty large, wouldn’t try with smaller groups than 4v4.
Background image by Jesse Munguia
nyt on kuumaa kamaa
- I think that background color is too aggressive,orange trees looks like you can stand on it and that’s kinda confusing.Map feels kinda empty, i think it needs more ammo.Iam wonder why is there spring on 95,37 I didn’t find it useful(mby it is but i just don’t see it).
+I like middle part layout and map idea (mby just change a bit palette?)
A very big map, nice palettte (i think it’s a little bit to bright), good ammo placement and maybe you could change the layout a bit because the usual mirrow layout is boring.
overall it’s very nice, download recommended
The overwhelming impression I get from this level is huge. It’s rare to be in a spot where ceilings are a concern: instead, the planes of the outside areas are separated by a significant vertical space, and the inside area has a lot of tall, open halls. Even some of the horizontals feel a bit stretched out, suggesting a level that’s trying to accommodate a larger number of players without significantly modifying the layout principles of a smaller map. The outsides are especially empty in this regard: all that height, and yet only two floors, each made up of one-tile-thin wooden platforms. There’s a lot more substance in the center, though, to be fair.
What I do quite like is the commitment to being a Pit Level and not just a level that happens to have a pit somewhere. The use of orange leaves around the edges to indicate “this is where it’s unsafe to fall” is quite welcome, and also there’s a bunch of ice ammo (even a powerup!) near the bottom, to make it easier to get your opponents to fall in. I’m not sure without playtesting how likely people are to be in the bottom corners, though the presence of copters and carrots should help… on the other hand, there are other carrots elsewhere… dunno. But it’s a solid design decision.
The graphics are generally pretty solid and it’s mostly easy to tell walls from background, though the thin branches do have some trouble standing out. I’m unsure about the rampant bright orange and green, however. It’s distinctive but maybe not actually pleasant to look at?
Eat your lima beans, Johnny.