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|colonchaos.j2l||Colonial Chaos||5.17 kB||11 Jan 2002|
A avarage sized level using the Colon1 tileset.
This tileset is hard to use so I got help from the epic levels.
The level uses the Bouncer, Seeker, RF and Toaster weapons which are spread around the level in rather good (I think) pacment.
I might have used a bit too many springs but I rather a level with too many springs than bad tile placement.
The eye-candy has a few flaws which the tileset didn\\\\\\\‘t support and there are benches and lamp around the level.
Five start positions (if I remember correctly).
Hehe, I’ll rename to Colonial Chaos and you can have Colonius Chaos.
Wow, Colonius. Don’t see many levels with that tileset. Pity.
Well, getting down to business…
This is a very solid Battle level, easy to get around in (something my own levels are said to lack ;)). Spring usage doesn’t seem excessive at all. I would actually call it pretty conservative.
Weapon placement is good, and there’s plenty of them.
there are a few graphical glitches, but most of these are minor (I didn’t see them until my second run through the level, but then I was looking for them).
One of these glitches is a little less-than-minor however (to me at least).
(the following deal with the background layers):
At the lowest point in the level, you can see below the buildings in the back. Also, if you walk to the right of the level, you will scroll all but one of the buildings off screen.
The scrolling problem is easy to correct (select the “Tile Width” option in the Properties menu for that layer), but the seeing beneath the buildings one was a bit harder to fix (I took the liberty of checking this out in JCS).
The glitch is partially due to the way Colonius is made. The background buildings are next to impossible to edit. However, I managed to extend the length of the building by a few tiles, enough to remove this glitch. Actually, this traded one glitch for another. One of the tiles is now a little out of place. Still, this is a much more subtle problem, and throughout most of the level this can’t even be seen.
I’ll send you my “fixed” copy so you can take a look at it.
One other thing, which isn’t really a problem so much as it’s just puzzling, was the inclusion of a set of seeker blocks with no apparent purpose…
Anyways, otherwise this is a nice level. I can see having a few roast-fests here.
A battle level with the same name as one of the official Single Player levels…:D
The playability was pretty decent. Most places were accesible. Some places weren’t (as Jazz, it is kinda hard to jump over some walls. And there were no springs there!).
Weapon placement was good. They respawn a bit quick, but since this is a small blast-it-away-on-someone-level, you will quickly run out of them…
Only one carrot in the level, so expect people to die quick, better put up that roast count!
Use of tileset: could have been better. The houses look almost superb, there are some small errors to spot. The author hardly used any of those fine background walls, and most streets look empty…too bad.
Level is decent. Gameplay is decent. Eyecandy is not that good. Fun: awesome!
Good cure for a day of stress!
Overall: a 6.7, battle fans should get it, others might want to try it once.
yea there is a reason why colony isnt used much, this level is an example. if your gonna make a battle level make it special cause there are so many out there.
This level shows that it’s hard to create interesting levels with the tileset. This level is IMO kinda boring, it has some ammo, not too much, much empty space, and no sewers (too bad). 5,2, and no download recommendation. Sorry, Nitro.
Eat your lima beans, Johnny.