The basic maneuverability is fine, but some spots can require complex double jumps etc. Energy blast, thankfully, can counter most issues relating to movement, but it’s not always reliable. RF climbers and wjers can gain a huge advantage here. Some spots here are one tile open, so you may want to play very carefully. A hidden passage is a treat for the initiated. RF climbing up from 47,26 could be easier.
The theme and eye-candy is quite surreal and satisfying.
I don’t have any complaints about the item placement, except there may be some minor imbalance.
Not a bad level, especially if you have some skill. I wouldn’t recommend this level for newcomers or those who want something very easy to play though.
A very Purple-Jazzed up level that encourages a lot of mooning about.
Some quirky movement issues aside (Mainly opinion based stuff), this level is mostly technically solid and very impressive in ALL aspects I considered.
One of the best JJ2 battle levels ever made.
Almost exceptional job Gerakobits!
Definitely one of the most impressive looking levels I’ve ever seen. I’d probably rate this at least 9.5 for eye-candy, themes and ideas.
However, the level can force you to make rather awkward moves to reach certain places, like using complicated double jumps etc. Wjers have a huge adv here.
The level isn’t for everyone.
Also, no rating. This is definitely novelty.
Besides some over-shooting springs, questionably cramped corridors, and a few weird design choices, Orbital IV has a very solid layout. The theme and eye-candy are very appealing in my opinion. Almost a great level in my opinion.
There are a few issues pertaining to over-shooting springs and some questionable balance, but this is an all-around solid ctf level, with a few rf-climb tactics etc. This is one of the best jj2 ctf levels I’ve ever seen.
As promised, the fixes warrant this an 8+ rating in my opinion.
Overall solid level.
Please be careful with background scrolling speeds though.
TDE has a few quirks, like solid invisible surfaces and a few minor questionable balance issues pertaining to the C and base placement. However, the layout/item placement is technically very solid. The eye-candy/theme also satisfy.
Mostly technically proficient, quite versatile, and has a relatively simple, developed art style. While the leaves and water/waterfalls may try to emulate a certain style, I don’t like them. This is a very solid set that falls a bit from perfection in my opinion.
Actually a very solid level in my opinion, because of its satisfying eye-candy, game-play and use of custom weapons. My favorite aspect is the use of energy blast, which goes well with the quite vertical and open layout in my opinion.
While I am not a huge fan of “occult” themed levels, I think Nocturne is generally visually appealing, with “off-colors” giving a surreal feel to certain parts, but some of the eye-candy is slightly distracting. I consider the layout, game-play etc to be generic.
None of these levels struck me as being very solid or classics, especially because of Adrift’s confusing one-way/non-one-way platforms and Sidewinder’s questionable flow, but they are still very impressive in most aspects and very fun.
Quite a solid level, which means it’s not very chaotic unfortunately. Bouncer pu doesn’t really offset RF pu with this layout though.
I didn’t forget about this civilization, because it balances game-play between flag carriers and non-flag carriers well in my opinion. The level is vertically oriented, but the top areas aren’t too advantageous in my opinion. The eye-candy looks nice, but with the exception of the bottom, it’s mostly the same idea throughout the level.
The “Triple Gun” is quite useful for open spaces. I didn’t have any problems playing here in a final JDC event. The eye-candy, thanks to the tile-set and how it was used, makes the level feel quite big, but there could be more variation so the level looks more natural.
A very impressive level thematically and eye-candy-wise.
You can’t easily enter the bases from the areas directly below them, as you’re forced to go even lower or take a fairly repetitive series of platforms, and even the top area forces you to butt-stomp to enter them, making you vulnerable; If that’s your cup of tea, I hope you enjoy it, but I think those aspects are annoying.
Without careful playing, attempting to camp and/or take the seeker pu can kill you, and I like that aspect, but way more in smaller games or duels.
The navigation may be a little more flipper-reliant than necessary, as springs could be easier to use for areas lacking a lot of choices etc.
The layout, ammo placement and everything else seems to be very solid.
Is this a GREAT level? – Definitely, but it’s not without its flaws in my opinion.
I had a few fun games here, but some areas (Like the area above the full c) can require very special and/or awkward maneuvers to reach. Also, lots of dead-endish areas, but they are well justified.
One of the most balanced a-symmetrical ctf levels I’ve played. The PU choices and the full cs are well justified in my opinion, but I think bouncer pu may still be more advantageous in certain situations.
I didn’t get to play a 3vs3+ game here, but Polaris’ layout is quite familiar to me and perhaps most other players; The layout is very solid. Some interesting game-play related things like timed fly cs and ricochet guns+pus. Lots of sounds enhance the level thematically. The rushed/contrived eye-candy is my only complaint.
I dislike the bottom and middle area designs, but this is the best first ctf level I’ve ever seen.
Eat your lima beans, Johnny.