|Epitome||Merlyn||Capture the flag||8.3|
======================================================================== Jazz Jackrabbit 2 Level ======================================================================== Level Name : Epitome Filename : MlynEpitome.j2l Author : Merlyn (aka TomMK) Type : CTF Tileset : Medivo2 Music : Medivo2 Password : [None] ======================================================================== My 2nd level release, after Rockingham (or 3rd if you count updates), and my 1st CTF level. It was released as a beta a few weeks ago now to try and get some feedback on it. I've taken that feedback and alot of comments from testings [most important contributor during which was >CelL< :-)] and improved almost every aspect of the level, from the flow (which was poor in the beta) and eyecandy and weapons placement etc. Its still quite a small level, with plenty of routes through it, but much better than the beta. Best with about 3/4 per team. There's no password on the level, don't believe in them, so feel free to mess about with it, just dont call it all your own work if you do. ======================================================================== Changes since the beta: 1) General upscaling of the level's size, which was quite a big job. 2) Countless tileset/mask bug fixes 3) Introduction of the "Crusher" system, bottom centre of the level. This is to prohibit an easy ride straight between the bases. 4) Much more ammo available 5) Loads and loads of other, mostly insignificant, details. ======================================================================== The Secrets: 1) Hidden passage to right of Exit sign 2) Hidden tunnel under gargoyle head on blue side of level. (Contains Gun9 ammo) Hints: Red Team 1) Get your bouncer power-up, then stand on the ledge just beneath it and sniper any incoming blues from above. 2) Hit the blue spring just outside your base to go to the top-most part of the level for an easier route to the blue side. 3) The flags outside your base indicate a good position to defend at. For the red team there are actually 3 key positions to defend. Firstly, obviously, at the flags. Secondly, at the 2 pillars just to the right of the base. And lastly, a sniper, as described above. Blue Team: 1) If the reds are snipering at their base, arm yourelf with plenty of gun9 and pound their base with it from a distance. As soon as the sniper's been taken out, get in there yourself and stop them returning. Also make more use of the lower route to avoid them if they are doing that. 2) You have the RF power-up on your side. Use it. And Guard it. Its the most powerful weapon in the level. 3) As with the reds, the flags at your base indicate an important defensive position. A second good defense position is on either of the 2 ledges to the left of your base, especially if you have bouncer ammo, in which case you can act in a similar style to the sniper at the red base, although it is less effective here. ======================================================================== Enjoy it Merlyn
Eat your lima beans, Johnny.