I will review this too. I don’t review every CTF level, but this is one of them.
Introduction to XLM Owned Town: the level name is surprising me. This level uses the Townsville II Night version, and I haven’t seen many levels with it. I made one with the Day version of this tileset. You misspelled ChippieBW’s name in the credits! It’s a small level made for XLM. Oh, I forgot to tell who made it. CrashMash made the level. =P
It’s easy to run around in this level. The flow is good, some float-ups help you getting around easily in the level. The level’s layout is fine, it’s nothing special. There is some good spring placement in some places. The level is a bit squared-off, and has some slope bugs.(I can’t run off the slopes without falling off them)The level is pretty open, you can be chased with RF’s, but there are some ways to each base. The base placement is pretty simple, but it works. The Blue Base is on the top-left of the level. The Red Base is on the bottom-right of the level. It’s good balanced in some places, there is no big advantage. The bases can be guarded, but it’s not like in Zaitox. That means it’s possible not to be killed if you ever play in it. CrashMash said that this is a 2v2/duel level, and I can understand it a bit because of the size. The level has some Spaz biasing, I noticed that when I played with Jazz in CM’s server.
The eye candy is above average. Every layer is used. Layer 1 and 2 provide rain, layer 3 has almost nothing. Layer 4 has some houses and trees. Layer 5 has the most stuff. It provides bricks, houses, other ways(this time not in layer 3) and also some trees. This is good enough for the tileset, as it doesn’t have very much eye candy. I don’t have many other comments about the eye candy, so I guess it’s just quite good. The background(s) of the level provide mountains and clouds. Layer 8 is just sky, but that’s pretty basic.
Some thing that isn’t very bad but needs some work, is the placement. The level has some boring shapes of ammo like the 2×2 +3 ammo. Some other shapes are some lines on the ground. This level has, instead of a Full Energy, 2 +1 carrots. Some of the last levels I’ve seen had also no Full Energy, but this is still decent. The +1 carrots are placed at 15,54 and 74,4. The Red team has to go down for the carrot at 15,54 and go right for the other one, and the Blue team has to go left for the one at 15,54 and up for the other one. This isn’t a bad idea, I can’t say I dislike something about it. There is one power-up in the level, the Seek PU. If you get in a tube(starting from 59,30), you will go to another place with a tube, and after that, you’re at the Seek PU and should go to the top-right of that area(but you could also camp) There is no Gun9 in the level, which prevents that players get the Seek PU without entering the warp. The choices of ammo are fine. The biggest flaw of the placement is probably that you can camp at the Seek PU and the boring shapes of ammo. There is enough ammo for everyone. Maybe some fast fires would be nice(like 2 or 3)
The level’s music fits the level, and I’ve never heard it before. There aren’t many levels with this tileset. The level has an interesting name, but I can’t say the level owns that much. It’s just an average level by a XLM member. So I can’t say the level is really original.
Ratings:
Gameplay: 6.7
Eye candy: 7.9
Placement: 7
Originality: 6.5
Overall: 6.7 + 7.9 + 7 + 6.5 : 4 = 7.025, which is rounded down to a 7.
Download this: Hmm, maybe. It’s better than alot of CTF levels.
Host: Maybe once.
I’ll give N/A for Download Recommendation.
-DarkSnc[si], co-leader of XLM.