This map seems more suitable for 3v3 than 2v2, due to the high vertical height where there’s a lot of space to hide. The layout is based on different horizontal levels with platforms where you can usually reach a higher level using the springs.
Bases can be reached from the top, middle or bottom (a tube containing a +1 carrot). The base can be camped by hanging on the vines above it. Due to the choice of power-ups in the map the bases are not too campy, though. The most useful ammo for camping the area, seekers (on base) and bouncers (from the vines), both come without a power-up. There are pepper and rf power-ups in the bottom corners, and toaster at the top instead. Pepper and rf are especially useful in the open area at the top. While it may seem counterintuitive at first to position rf and pepper/fireball symmetrically to each other, as rf is generally stronger, fireball can be really useful for blocking the way from bases at the top, as there’s a position where fireball covers the whole width of the area.
The full NRG carrot can be shot down through a bridge thanks to a script. It can be shot down either directly or through the walls around it, for which there are electro blaster pickups near the walls. The walls are quite fast to reach from the bases. Any player could die, get some electro blaster pickups and shoot the carrot down within three seconds. Gameplay here would therefore revolve around controlling when exactly the carrot spawns, and/or always having a player around to check if the carrot is up or down.
The eyecandy makes use of the good variety Lava Fortress has to offer, from wall columns and industrial background layers, to lava waterfalls, natural or flowing from pipes, or having pipes underneath them to collect the lava! The waterfall at 48,83 seems to be coming from behind a wall, but its origin is somehow missing from the background at the top. The rest all looks quite logical (and fireball pu in a pool of lava, how cool is that!) The vines are a bit difficult to notice due to their color in the tileset, but luckily they are only used at quite an obvious place above the bases.
Recommended level for 3v3, should be played with /fireball on. A non-campy map without many overpowered power-ups, and a very interesting carrot area.
The level plays well, much of the gameplay is concentrated around timing the three carrots, which can all be shot further down to make things more tactical. Just as the author intended, it’s not campy at all, the only place where I would think of camping is the right-most area because of the stairs and the proximity to the bouncer PU and one of the carrots.
There isn’t really time to pay attention to the coins, so sometimes you end up randomly walking through the coin warp and taking the shield. The warp also works nicely as an escape route in the biggest open area of the map.
Eyecandy looks nice despite being rushed, interesting decorations inside the walls. Overall the level is worth trying for a duel or teambattle 2vs2.
Eyecandy: Some trees in layer 5 can be confusing because you get the feeling you can step on their branches when you see them (I have the one at 91,57 in mind). Other than that I don’t really know what to say about the eyecandy of a Diamondus level, I mean it’s all trees and bushes. The waterfall at 74,43 should continue flowing at 74,53 as well. Same thing at 111,40. I like how you’ve made the sources of the waterfalls, it’s original.
I wouldn’t have put seeker ammo in the top left corner if I were you. It’s a rather campy area and putting seeker ammo there makes camping too easy. The rest of the level isn’t really campy though, you need to be on the move all the time. 17,73 is a bad position for the carrot – it can be shot down with toaster and made unusable. At the top right corner you can’t use Jazz to get some of the ammo. I like how the bottom left carrot is in a very open place, you can’t just camp the carrot during the game and hope to achieve something.
One minor remark: The tile at 134,28 should be one-way just like the other places where the same tile is used, otherwise it can be confusing (I’m not just looking for random things to complain about, I really did try to jump there while playing). There is a certain place near 44,38 where you can get stuck. Tilebug: 89,61. As for the light effects, it should get lighter when you get out of a cave area, not stay the same all the time.
All in all I think it’s a nice level to play and I see you’ve worked hard on it. But considering the issues I mentioned the best I can give it is an 8.
Awesome, gonna help me with studying Swedish xD I wish JJ2 supported Bulgarian letters so that I would make one for Bulgarian too, especially now that there are many Bulgarian noobs in the community.
It seems like a fun level, what bothers me is that you can camp the top two rooms without any risk, including the seek PU room. I also find seeker PU a bit overpowered for such a small level, if can camp the middle or bottom area your seekers can reach both vertical edges of the level. The good thing is that you can stop the campers in the middle by shooting through the one-way.
Spaz has a bit of advantage by being able to jump to the platform quickly before his copter disappears. Also at the end of the vines you fall (36,69 for example), it shouldn’t be like that since it looks like you would still be on the vine. It’s also quite easy to get stuck by jumping to 28,53 or 29,53, happened to me almost every time. Get more people to test your level before you upload it, it should be easy to find bugs like that.
About the eyecandy, I would like to point out that if you’re playing the level for the first time, it takes a few suicides to learn where the ground is solid and where it’s not at the bottom, unless you’re playing on low detail. Eyecandy shouldn’t be used in a way that would confuse the player, since it doesn’t add any extra gameplay.
P.S. Shelly rocks
I like the idea of putting both carrots into a more dangerous area like the RF/Seek PU zones, that way you can’t just run around the level and collect carrots without much risk like in other battle levels of this size. I don’t know whether such long open paths are a good or bad thing since I haven’t played an actual game in the level, but it’s good that there’s no place that’s easy to camp in this level, you always have to be on the run. You can shoot bouncers up from 65,22 but it’s the same situation as trying to camp the Seek PU, you could get hit by someone from the other side. You can speed up your rabbit to get temporarily stuck at 153,7 and spam ammo there fast at another angle and surprise people coming from the left.
In the top area there’s an empty space that’s too big, there should be at least some ammo there. There’s nothing left to say about the placement, there’s ammo of all kinds spread balancedly throughout the level. The 3 powerups are in different areas of the level which counts for basically all new levels nowadays, but nevertheless good to mention.
As good as possible with this tileset, I like the fact that there aren’t hundreds of annoying leaves flying in the foreground like in other Diamondus levels, shows that the level isn’t eyecandy-based. I like the idea of using caves as a background rather than the usual mountains. The cave feeling could be a bit more realistic if there were more caves in layer 5 around the level.
@Glados: In any level with a seeker pu it would be camped a lot. The good thing in this level is that the seek PU can be taken from two sides so it’s harder to camp. By tilebugs you probably meant the perfectly flat ground at 14,57 looks a bit odd. It’s the only way to make surface ground tiles with gems though. It’s okay if it’s done on purpose, it’s only in 2 places.
Rating: It’s a nice level, I recommend downloading it and give it an 8.1.
First of all, welcome to XLM! Nice level, but some things could be better. At 59,55 I bump into the wall after jumping from the spring. The red spring at 7,23 should be green. If I use Jazz, I first have to step on the left side and then jump onto the right platform if I want to get anywhere. I wouldn’t mind having some gun9 ammo for easier shooting towards the carrot area. It would also be cool to see a copter around 53,35. The ammo placement is well balanced, I can pretty much get any ammo nearby, no matter where I am. The eyecandy gives a good jungle feeling too.
Looks like a nice, fun level to play. You’re getting better ;)
Edit: My review is not accurate because I hadn’t found the seek pu and the second carrot the first time, but most of the stuff + the rating still count.
I promised Agni to review this, so here we go. I like the fact that there are no standard PUs in the level. No bouncers at all is actually good because they would be overpowered with this layout. What I don’t like is that the only PU in the level and the only carrot are in the same area, and the only seeker ammo as well, which would cause the game to be mostly focused there. A warp to the bottom right corner on the top left roof would be nice. I also don’t find the gun9 pu very useful, there are barely any places in the level where you could make use of it, maybe for shooting people who go into the tube, but the gun9 ammo is just enough for that. The eyecandy is good, you’ve used a bit of everything and I see no bugs. It’s nice for a first battle level, I hope to see more in the future.
First of all, welcome to XLM. I haven’t tried the gameplay, but from what I see, it seems to be a bit biased towards blue. At blue it’s easier to camp both directions from where the enemy could approach you. Another advantage of blue is the faster access to a full energy C and the seek PU, and there’s also more seeker ammo near the blue base.
The power-ups in the level aren’t the most useful ones, the blaster pu or the gun9 pu aren’t of much use in an open level like this, which leaves seek the main weapon to use in this level. It would be nice to see a bouncer power-up here as well (maybe under the bridge).
The eyecandy is good. I think it would look better if the blue tube at the gun9 pu was in front of the ground there.
Good job and good luck with your future levels.
Great idea, what a shame it’s underplayed.
There aren’t much uses for it other than avoid getting stuck (right?). O well here’s an 8 :P
There seem to be a lot oddly placed tiles in the walls, also you can’t see the mountains at the top, which gives you a feeling of emptyness. There is just some basic eyecandy, nothing in the foregrounds. There’s bouncy and toaster PU close to each other at the top, and seek at the bottom, and a few +1 carrots. The level consists of a lot of platforms. Worth a try or two. Neither good or bad.
Very practical for seeing the teams in CTF, and well it just has no flaws so I don’t know why I would give it less than 10. Carrotade can replace this, but not all hosters would use it, so still as useful.
I played this lvl a few times and I quite liked it. It’s a bit hard to get used to from the beginning but from the second game I started to like playing here. There are a lot of warps and routes to move around and as R3p said it’s not just based on camping 1 carrot, there are 2 +1 carrots in different ends of the lvl, and it’s easy to get killed in such an open place while trying to get them. No seek pu too that would be too powerful (blaster, rf, bouncy, toast pu) I also like the fact that it’s risky to get the bouncy/toast pu: if there’s a camper above the PU hole, you can’t avoid getting hit, but it’s worth the risk. There are a lot of routes to capture/score and there’s only a wall between the bases so it’s hard to just stand there and be RTS. The wind tunnel under the bases is also an original thing I haven’t seen in another level, and you can use a sidekick+RF trick to move there fast. The eyecandy is normal, just good old Carrotus :). Definitely worth downloading and playing, and I hope to see more levels from Unhit in the future.
Cool program! One of the best utility programs in JJ2! Too bad the others can’t see when I get kicked and self destruct can be abused and you can cheat with controller in other ways I won’t mention. Everything else is sooo perfect! 9.1/10
Quite good, most layers are used, nothing special really. The green at the bottom is too bright as RedJazz said. This tileset is limited and doesn’t offer very good eyecandy but you could make the walls not so plain.
Good and easy to get ammo, but it needs some power-ups and carrots.
Very nice, not squared-off at all, easy to get around, maybe a bit Spaz biased.
OVERALL: 7.3 and download reccomendation
Another great tileset by Agama :) You rock man! This tileset has loads of eyecandy, looks nice and original, the only things that I don’t like are some of the masks and the walls are a bit plain. I’ll give it a 9 for these two things I don’t like and a download recommendation.
Layer 5 and 3 used a lot, layer 6 and 7 are used, background is textured, there are waterfalls, animated diamonds, double paths. Layer 1 and 2 not used much. They can usually be used for leaves in the foreground. Layer 2 is only used for a waterfall and layer 1 for a few small trees. The holes in the ground look nice and i couldn’t find any tilebugs. Very good job!
Ammo well placed. There is bounced and RF power-up. You can get them with gun9, but you don’t always get 50 bullets. You can easily see the toaster pu. The seeker pu is hidden in the bushes. Good amount of carrots.
What do I see? There are some very small dead ends (64,96 duh). There are one ways. Some paths are 1 tile wide and you can’t move much.
Too many springs. The other things are OK, except for some dead ends. You can get the bouncy PU with Jazz which is good.
Nice. All layers used. There are double paths. And waterfalls too. There is a foreground layer bug, but eyecandy is excellent.
As I already told you, there is a bouncy and a seeker power-up. There’s a carrot behind the waterfall so look carefully to see it. There aren’t any fastfires and all ammo types except the useless (TNT and Freezer)
Final rating: 8.1
EDIT: Now Jazz can get these 2 power-ups! Rating raised with 0.1 :P
Eat your lima beans, Johnny.