This review has gone through many revisions, but finally I feel it’s ready to be submitted. Also, trying a slightly different approach to my usual reviewing style.
Anyone who knows FireSworD knows that does not just build levels by conventional standards. Looking at his past work, we can see that he thought outside the box and always brought something new and exciting to his levels. Jungle’s Edge and Termite Haven both had very creative visual designs, while Jungle’s Edge has gone on to be one of the most popular CTF levels ever (even if not the best quality). Moving on a short while later, his creations include levels such as Medieval Skyscrapers with its innovative y-axis gameplay with fly carrots, and One Spot with its totally new base system, which wasn’t exactly a huge success but is still remembered for how creative the level was. A few years later FS entered R3ptiles’ Original CTF Contest, getting a very well deserved 1st place with Unconventional Coffee, which had a unique structure in its layout and was also one of the first CTF levels to feature pits. Just under a year ago, FS created the battle level called Enter the Chaos. This level was totally different to anything that had been made beforehand that year. It featured what was basically a “screw the rules I have money” concept, which was despised by some, but for others, it made the level incredibly addictive. I personally saw it as great that he tried something like that as very few people would have the guts to have such an evil concept in a level.
Without further ado, I’ll now talk about the level I’m supposed to be reviewing!
Golem Landscapes uses the rather pretty looking IC – Easterius2 tileset; that is an edit of an edit of Carrotus (the most overused and boring tileset in existence). However, FS still manages to break the “all Carrotus levels look the same” rule and creates something that has a unique appearance – a rock golem, in which the level is built around. While a similar concept was thought of in a level by Sacrush known as Extraterrestrials, where the level featured a giant alien to walk on, Golem Landscapes executes the idea even better as the tileset fits the idea perfectly – the colour of the soil makes it look like stone, while the foliage is used well and clearly shows that this golem belongs to nature. Despite being “man made”, the golem itself feels very organic and fits like a glove with the rest of the level. The atmosphere feels lush, aided by the very well fitting music by Starsky Partridge, which gives the level a very calm and isolated feeling, giving the impression that no man has set foot in this area for some time. The golem structure itself is well designed and although looks “flat” when zoomed out in JCS, that can’t be helped due to being a 2D game and is probably the very best that could be made with JJ2’s limitations.
While the theme of the level is amazing, the real important question about this level is – does it play as great? The answer to that question can be said briefly in one word: yes.
Despite being perfectly symmetrical, given the fact this that this level is designed on a golem combined with some interesting design choices, this level has a unique layout. The base areas are fairly close together, yet movement between them is still not too fast. There are two main routes between the bases: using the warps situated just above the bases, warping you to the central room with an RF PU and tubes which take you to either team’s side. While the distance you travel is very short, the tubes pull you through fairly slowly so this is balanced out. This route is the most frequently used during games, however it’s the most risky as the place you emerge from the tubes is easily camp-able, giving the enemy a guaranteed hit on you if they do so. Thankfully, you can alternatively go around your base and on top of the golem with a copter, falling through the “spring hole” to reach the other team’s base area. Taking this area comes with benefits, as you pass a Bouncer PU and a Seeker PU, as well as an EB PU on top of the golem’s shoulders. However, this route is a few seconds longer than the warp/tube route and you have to wait for the copter to spawn in order to take it, which could waste precious seconds. This level offers choice despite the somewhat “limiting” layout; there is always a backup plan if one plan fails. One of the great things about the design is the shortcut that can be taken only if you have ice ammo on you. It involves freezing the springs in the “spring hole”, which gives you immediate access to the top of the level. This is by far the fastest route in the level; although what’s great is that you can’t always take it – rather, stock up on ice ammo and use it to your advantage while you’re doing well. Basically, you can’t just take it straight away after spawning.
Another possible route is to go under the bases along the long tunnel where the Full NRG is situated, which is the longest route but has some advantages, as it is less predictable unless you have the flag. Be careful though, RF shots are very hard to avoid here.
The base areas themselves present interesting gameplay. While they’re fairly easy to attack, they’re also just as easy to defend. It all depends on how you play around them. Generally, the best way to attack the bases is from above with bouncer rains. Just above the bases is a good area for being RTS in this aspect as unless attackers go to the base from above through the “spring hole”, it’s generally very hard to attack someone who is camping there. If someone is camping directly on the base itself, you can “snipe” them by hitting them through the thin wall with either Bouncer of EB. There are 2 +1s, one just above each base, which although can’t be totally provided on, give you a little life support while trying to stay at the base. This level doesn’t have many areas you can hide in at 1h, so you have to keep on the move. There is however a very evil secret that is very hard to reach, but if you find it you’ll be greatly rewarded (I won’t reveal what it is, but someone probably would have found it by now :P). This level is perfect for 2vs2/3vs3, although duels can work out too.
In general, this is one of the best CTF levels that FS has released so far. I can imagine it getting a lot of attention over the following months and possibly even years. You’d be a fool to ignore this, so if you haven’t downloaded it already go ahead and do so! This gets a well earned 8.6, my seal of approval and a download reccomendation.
Grade: A
This level should get to be an classic. DZ, this to ZA and ZD…
Also to CL’s mappool.
Golem landscapes has some really unique points, like the RF-powerup placement. It is really easy to get, because there are warps right over bases to RF. Camping RF will get extremely hard when multiple players are present, if someone possesses a seeker PU and uses them with the sucker tubes next to RF PU.
This level has three carrots, one full C below RF PU and two +1 C’s over bases. Carrot placement is really balanced, and even with three carrots, this level should go well with duels.
Gameplay on this level is great. This map is actually friendly to random players(excluding copters/shield). Elite players can also shine on this level, if they copter to the platform over shield, or use good thinking with the ice PU and springs. Seekering through the RF-tubes is a great offensive/defensive move.
Overall, this level has got a really great theming. It receives an over 1000 character-review from me with an 9.5 and a Download Recommendation.
Seemed fun, and had some cool aspects.
Liked the bases and the top and bottom areas. The freezer thing definately turns me on.
Disliked deadends, shortage of ammo, shortage of oneways, and weird spring thing in the corners.
Not bad. =o
Very inspirational, incredibly thought out, with a spectacular design. Made by FireSworD, what’s to expect? Nothing least out the ordinary. Love the idea of the Golem theme, matching very well with the tileset usage, and to top it off, the music fits splendidly.
FS has done it again.
Another spectacular CTF level with awesome gameplay, an enjoyable and well constructed layout and nice eye-candy that supports the theme.
The ice-shortcut adds a nice strategy-element to navigating the level and even further improves the gameplay.
I’d say this is a top-10 level since 2006, but that’s just me.
Try it out.
Seems cool.
edit: pretty annoying though
edit: finally tried it in a real game.. complete fail lvl
It’s been nearly a year since FireSworD uploaded a new level to J2O – time sure flies fast huh? While last year we were graced with Enter the Chaos (quite a controversial level, but still an instant classic), today we turn 180 from mayhem and turmoil.
Golem Landscapes brings us to a highly abstract battlefield. As FS himself explained, this level takes action on a stone golem, which is a shockingly good idea, especially with the given tileset (a recolor of Carrotus). The theme is realised very well – taking the obvious aside, you can notice that all the walls (including the ones in the background) form a logical, solid mass of rock – like a giant monolith. It’s also a very stoic and tranquil landscape – dim lighting, leaves slowly falling to the ground, and the relaxing background track, with a beat that’s vaguely like a heartbeat – perhaps to imply that the golem is asleep?
The gameplay is far from tranquil, however, as this level sports four different kinds of powerups, lots of dodge space, fast movement, and shortcuts. This layout will remind you a lot of the classic OLC CTF levels – it’s highly interconnected and very spacious. With fast routes, two +1 carrots and one full, and no place to hide, this becomes an ideal level for 2on2 matches. You can get from base to base fairly easily with the aid of warps, but you’re not going to last like that too long, as most key items are out of the simplest route. There’s a ton of situational tactics (that I’ll leave you to discover and abuse…), so every game here ought to be interesting.
This is one of FS’ best releases up to date, so go download, play it a lot, and get inspired!
I had some games here and it was really fun. Its bit too easy level for dueling though, if you kill your opponent, you have basically won already. however with 4 players or more the level is great. also the idea of making a golem with this kind of tileset is very original. gj!
lol @ fox xDDD…. i like this ctf lvl <3 well done fs :)
[23:25] <@BlurredD> Interesting fact: part of my fix for preventing the flag bug which caused “[player] captured the flag” spam messages apparently created a side effect where smoke rings can to wrap around a level and rise from the bottom. Oops.
A solid level with good eyecandy that brings back a sort of nostalgic feeling. Incidentally, this level is the reason I recognized the Xargon conversion and inspired me to build a level with it, as it successfully blends several different landscapes together in a way that doesn’t seem forced.
The vertical approach resulting from the steep hills made maneuvering annoying at times, but that’s the only complaint I can put against this level.
Besides that, this is an enjoyable level that should’ve been released years ago. Download recommended, although i’m guessing most people, one way or another, already have this.
-br
This was a great level when it was made and it still is a great level.
Save the few steep hills, this level should suit anyone’s tastes.
The present gameplay elements are nicely organized and form a well working, enjoyable system.
Eyecandy is above decent given the tileset, carrots and PUs are well placed and the flow is good where it needs to be.
I don’t see a reason why this wouldn’t be good for duels.
heh
Chaotic ye ye this it ;)
but the rain falls upwards this a little bit strange
and on the bottom of the orbit the speeding bushes do not like but otherwise nice level ;)
I give you 8.2 for him
[Review changed to quick review. – cooba]
(This review is part of a review exchange)
Chaos. While quite a few levels have “chaos” in the gameplay, no other level ever made has perfected the concept of chaos like this level has. It’s a great achievement that FireSworD has created in his secret lair of JCSing.
The theme of course, is what stands out above the rest. Everything in the levels stays true to the theme of chaos; the background and foreground layers move at high speeds to trick your eyes and create confusion and chaos. The smoke rings above the pit created more chaos. Hell, even the placement creates more chaos by having a very large amount of PUs for a level of this size. Everything in this level feels really synced together, including the music, which just like the smoke rings gets progressively more chaotic and powerful as it continues. All of these elements combined come together for a unique experience.
However, while the “chaos” here feels great, does this level actually play great? While the level generally flows well, the smoke rings can get extremely frustating when they get to high quantities. While I believe this could be adjusted to in time, I don’t think this level would be a popular choice to play in because the vast majority of players these days do not like having to cope with new kinds of obstacles. On your first play of the level you will probably fall in the pits quite a few times, but after a while you’ll likely get used to them and then only fall in by accident or by intention of another player. It takes a lot of skill to master this level, which may turn off some people but others may see this as an oppertunity for success against the weaker players in this level. To succeed here, careful play around the smoke ring area and good predicition are required. I feel it’s quite easy to predict players here because of the limiting layout. What I find genious is that despite the large amount of PUs this level still feels really slow paced in duels, however it becomes a fast paced level when a larger amount of people play.
This level is a work of art for me, however most players looking for serious games will probably look else where. However, FS took the liberity of making a Lite version for the little wusses who can’t stand the smoke rings or the dark feel. This still gets my Seal of Approval simply because of how well the theme is executed.
First of all I gotta point out that if I was still doing the random “9.7!” stuff, I’d give this just that. Secondly, I hate doing things half-way, but I felt like I had to review this, while avoiding writing a shit novel.
The level is real hard to master, and the smoke ring pit can be quite annoying.
But it’s real enjoyable, so download it!
[Review changed to quick. What?]
Okay, I dunno what mind games you’ve been playing, but this is WHACK. Also, PT, the level is far from symmetrical. D:
Gameplay: Chaotic
That’s right. Dang right it’s chaotic.
I love it.
The level has a few very original ideas hardly ever used in JJ2 levels before. This unordinary battle level has several large platforms that all connect through warps, springs and even a copter (well, you can’t actually find it unless you have either really sharp vision or a really bright monitor). The level also uses pits, but not really in an annoying way. The chaos lies within a well done eventing process that I will elaborate on later. Let’s just say that you’ll often find yourself lost for now.
Atmosphere: Chaotic
Yes, a very chaotic mood swings by with this battle level. The level uses an overused theme with a less overused tileset, “I see Jungle Storm”. The level is really dark and hard to navigate in. At first, you will find yourself lost a lot, but eventually you’ll get used to the dense eyecandy and chaotic layout. The music sets the mood even more with a strange metal-and-bull(-) mix.
The foreground and background are both well utilized, covering the already-dark background with lots of leaves and warning us for possible pit dangers… either that, or the level seems to fly away really fast.
Eventing: …somewhat less chaotic yet very awkward and maybe still chaotic in the end
… yeah.
The level has quite a few of carrots for such a small level, but you’ll need it. When running this level in JJ2+, I found myself respawning with 1 heart every time I fell in a pit… either this is a flaw from my side or this level has some eventing which I don’t get.
Before I continue, though, I should note that this level comes in three version. These are the differences I could see in a blink:
- Normal:
Features a caterpillar that, for some reason, while being on top, will spawn those smoke circles down at the bottom (and as far as I know, only as the Psych pole start spinning, when shot).
- Hard:
Same as Normal, but there are a few platforms missing, making you jump huge gaps.
- Lite:
Same as Normal, but the Caterpillar is removed from existence.
As said before, the Caterpillar is located in the top of the level, but spawns smoke from down the pits, moving with unbelievable speeds to waste the players.
The level also features the somewhat unknown ‘Symbol of Chaos’, represented by a Psych pole at the bottom of the level. When shot, it will twist and spin faster and faster. Also, it could be just me, but as soon as you shoot it, smoke rings spawn everywhere around it… Cool stuff.
Powerups and lots of ammo fill all the empty spaces in this level. Nearly all types of ammo and PU can be found, which will provide even more chaos in a level this small.
Overall: Chao-… I mean, really fun.
Playing this map in a crowded server will lead to two things: Frustrated players and amused players. I can safely say that I’d be of the latter group.
Download Recommendation: Perhaps
If you can appreciate a good game of chaos (and I mean, really, chaos), you should download this and play it often. Otherwise, maybe a game or two will be enough before you go back to old, trustworthy levels.
Score: 8.2
I give this level an eight-point-two for several reasons. Firstly, I’d like to say that this level deserves to stand out with a ‘Good file’ level box. Secondly, this level burst with creativity, whether it be a serious attempt of making a level or just a ‘fun level’, it certainly lives up to the promise of ‘fun’.
Good game, FS.
Best CTF level by FS in my opinion. Very original too.
~BS7
[Review changed to quick review. For more information, see Review Rules. – cooba]
Well, I finally found some time to review this level by FireSworD.
The lay-out of this level is great, since it’s vertical, which we don’t see that often. This tileset – Colon – perfectly fits the level, which brings me to another strong point of this level: it doesn’t have floating platforms. It looks like one big house, which I really like. It is symmetrical, but that doesn’t mean it’s unoriginal (see all points above).
About the gameplay. There are several ways to reach the bases. You can use the fly carrot, the float ups, the coinwarp or just climb your way up. Obviously that’s good, since players won’t be able to camp certain area’s and it stimulates using the whole level. A place you can camp is the coinwarp, but that isn’t a bad thing. It makes it worth to use it.
There are three carrots, all Full NRG’s , and five PU’s. Left has Toaster and Ice (which may be handy in the pits-version), while right has a Bouncy (great in vertical levels) and Gun 8-PU. The Seek PU is in the center, but at a tricky spot, since there is only one way out. Three Full NRG’s seems a bit much, but I don’t think it is a big problem with 5 PU’s in the level. The placement is okay too. The spots are campable, but not really save though, since they are quite open.
The flow is good as well. Especially the part from the center to the side carrots is really nice designed, with a perfect placed red spring. The eyecandy is good enough, I actually like it a lot. Lots of eyecandy isn’t always better. Layer 6 and 7 are just great, they create a real atmosphere.
This level seems to be hard to play, but you will learn it fast enough and probably like it ;)
Well, I think this deserves a real high rating, since it’s original in many aspects. Disagree with me, I don’t care ;P
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