ISLAND LEVEL WITH ISLANDS

  • Rating: 8.8

Reviews and comments

    minmay 25 Oct 2010, 20:05

    9Recommended:

    Pretty much what you expect from Mike – original and interesting ideas that are well-implemented. Not really exceptional, however.

    This is a short review. It has less impact on the upload's score.

    SilverStriker 16 Nov 2010, 19:50

    9

    nice work.this lvl have a good background and good idea with the place from the red base lo i give 9.0

    This is a short review. It has less impact on the upload's score.

    Ragnarok! 29 May 2011, 15:43

    9Recommended:

    Love it, just a bit campy at areas, and seems a bit too much of a big dead end at the bottom corners with the seeker ammo… Otherwise it’s pretty cool =)

    This is a short review. It has less impact on the upload's score.

    marinata_1997 6 Jan 2012, 08:11

    10Recommended:

    Good job,Evilmike!Good pack!Sorry for this english!

    [Review changed to quick review, see the review rules.

    This is a short review. It has less impact on the upload's score.

    [GpW]Urbs 6 Nov 2010, 14:58

    9Recommended:

    Where to begin?
    Well the level is beautiful, which is always good. Not only that I love how the tileset matches the nature of the level itself. It’s open in between, with 2 bases, where it will be very interesting to camp.
    In between you have glorious battles and a general feeling of openeness coupled with the two bases with a couple of closed corners.
    Yet my description so far does no do the level justice, as even the middle ground, the no man’s land, isn’t just an empty space, far from it!

    I think it could become one of the more popular levels overall. Seems ideal for 3v3’s.

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    EvilMike 19 Oct 2010, 14:43 (edited 20 Oct 10, 01:51)

    The bottom corners mainly are there for easy access to seeker ammo near the spawn. Copters would be an interesting addition though. I never actually thought of that (and no one suggested it). I’m going to have to test that, and maybe update the level.

    As for the trigger doors, a big effect they give is that it makes your side a bit easier to defend, especially because you can drop down from the exit spot at the top, grab the carrot, and then reenter your base (this also makes things slightly easier for defenders, because campers have to take the long way back unless they use rfs). I also think that if both were left open, then there’d be far less of a reason to use the bottom of the level. So it’s not entirely a timing thing.

    I’m not actually sure if the easy defendability/campability is a problem though, especially since that’s a major focus of the level. Against a good team I think you’ll need someone as spaz with rf jumping skills on your side, to add an extra entrance to the enemy base. Otherwise, if the team isn’t 100% organized you should be able to get through (barely). The main “problem” is really the area around the exit sign (try killing someone who is hiding there), but it’s not totally impenetrable.

    Edit: Oh yeah, and that is not a remix of marbelara :P. It’s just the regular jj1 track, as far as my ears can tell.

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