The XLM Fortress

  • Rating: 6.8

Reviews and comments

    Hareking 28 May 2006, 06:58

    6Recommended:

    This is the first time that I’m reviewing a level made for a contest. It will sure become fun. As CTF is still the best and most played game mode in Jazz2.

    GAMEPLAY
    Most of this levels gameplay is pretty standard for a CTF level and the things that tried to be original didn’t worked out good. Like the holes at the bottom of the level, if you fall in there you slowly warp back above. Gameplay like that makes could make the level frustrating.

    LEVEL BUILD UP
    This level was build up like a standard CTF level would be, but furtunately, it has some extra and original secret passage ways and stuff. The eye candy was placed the way how Dx always does, whice doesn’t work out greatly for my taste. The original Castle level make-up was better for this level.

    EVENT PLACEMENT
    There aren’t much types of weapons in this level, but there are a few powerups. Overall there aren’t much special events or pick ups placed in this. It’s generally the weapon placement that could have been much better.

    CONCLUSION
    This level will sure give some fun if you host it a few times. But it just has so much things that could be better. It looks like this level was fastly made for R3p’s competition. Thus the conclusion is pretty simple. Download Recommended for those who want an avarage level on their server (just for some variation), and a 6,0 from me. Dx just made much better levels over the past.

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    CrimiClown 30 May 2006, 17:53

    8Recommended:

    Starting Comments
    Another J2WC entry! Yayz!

    Gameplay: Good
    The level is really fast paced, almost impossible to not hold down that Shift Key and rush back and forth. Once you learn the route, it gets really speedy. On each side are small openings in the wall which you can enter for a suckertube ride and ammo, although the tunnel above the Red Flag ends on the exact same height as the path up there, so if you were coming from that path and rushed against the wall, you get pushed back by exit-suckertubes. The pitfalls add a little difficulty in the rush, although the Blue Team has an easy way out once they have the flag: Drop in the pit and you get close to your flag, while adding confusion.

    Atmosphere: Excellent
    The overused tileset doesn’t matter for Ðx, because he uses every single usable tile and whips up another great level. We are familiar with the chains he uses so gladly, and the textured background made of bricks, but there are a few new things, even for Ðx. For instance, he managed to make a beautiful painting which seems to hang in a deeper background because of the tiles he uses. I love it how you made the two crossed carrots logo there. It’s awesome. Just to add up to all the greatness, the music is an awesome choice.

    Eventing: Average
    This is where the level starts dropping its score. The available ammo is scarce, even for a 1 on 1 duel. The only PU being the RF PU really makes it questionable. The Toaster and ElectroBlaster ammo seem a bit useless, but the Bouncers come in quite handy for protecting your base from the higher levels. You could have hidden a Bouncer PU somewhere, but I didn’t find one. Not an obvious enough one, that is.

    Originality: Good
    There are limited uses for every tileset and Ðx always knows how to overthrow the limitations and make something new. Good job.

    Bonusses and substractions
    The painting was nice enough to add a 0.5 to your total score.

    Overall
    A nice level to play, although it could use a bit more use for the ammo. You could, for example, hide the Bouncer PU in a wall, somewhat visible, so the ElectroBlaster ammo has a better use than just hurting the opponent. ;)

    Download Recommentdation
    It didn’t hurt me when I downloaded it… I think he turned off the electric wires… It’s safe, go on!

    Further Comments
    Nice level, Ðx, can’t wait ‘till your next one!

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