(This review is based only on the Day version, under the assumption the Night version is identical but with a different palette. If this is wrong, I apologize.)
The impression I got here is of the author trying to lay out a coherent and logical jungle world, populating it with several distinct areas—a cave, a treehouse village…—that each have a layout appropriate to that kind of geographical feature. This is an admirable idea, and the complete opposite of the creating a layout first and then applying a theme to it afterwards… it is, unfortunately, much harder to get right than that other option, especially in a heavily layout-focused gamemode like CTF.
The consequence of the way the level is designed is that it’s surprisingly hard to get around. Over and over, I’d expect to be able to go somewhere, only to discover the mask didn’t actually let me. Either I’d guess wrong what was masked and what wasn’t, or I’d be unable to jump up through a platform, or the jump would be just a little too high to pull off. I’m accustomed to multiplayer levels being more or less on my side: if I see what appears to be a path nearby, and it’s in the direction I want to go for some larger purpose (e.g. getting to a base or powerup), I expect to be able to take that path without much thought. Here navigating the level is actively difficult. This is especially dangerous if you’re being pursued by another player and you don’t have the time to stop and figure out how to move around because that will lead to your death.
One such area is the bottom right corner. Its proximity to the red base suggests it’s a either a way of getting to the red base or a way to escape from the red base when you’re being pursued. It’s not. Rather, it’s the only(?) source of electroblaster ammo, which is needed to get the powerups scattered around the level. All well and good, but the actual electroblaster pickups are hidden behind a wall of leaves, so the player doesn’t even know they’re there, and also it’s almost impossible to get out of the bottom right corner in anything approaching a timely manner unless you’re Spaz. Though at least it is possible.. by comparison, in the area surrounding the ice powerup, you can only move from the right side of the level to the left side if you’re Spaz. Likewise, the blue base is flanked by two cliffs which only Spaz can jump to the tops of. Any other player needs to climb a series of nearby platforms and hover over, which takes more work and only affords access to the base from the right, while Spaz can access it from either the right or the left.
There’s not a lot to say about this point, but there’s not a lot of ammo. Probably the most plentiful kind of ammo is ice, which is also the least useful. Arguably the most useful powerup, the seeker powerup, is hidden inside a secret warp, which gives a significant advantage to people already familiar with the map.
I can see what the author was trying to do here, and again there’s clearly a lot of work put into it, especially the luxuriously detailed graphics. It’s just unfortunate that it’s so hard to move around the level, which, again, is fatal when you’re being pursued by a rabbit from the other team.