There's a temptation—a narrative, perhaps—to say that Silent Cathedral is green!Hellfire, and I can't deny the resemblance. The use of Damn walls without Damn floors, in combination with Beach wood (especially diagonal wood), is of course very familiar. The big painful liquid at the bottom is another big tell, plus the occasional big vertical drops to the liquid (four in Hellfire, three here). Both levels have a number of one-tile-wide chimney areas with ammo pickups or carrots, though Silent Cathedral has them at the ends of vertical areas, and Hellfire's generally take more work to fall into. They're similarly sized. The cinders… I mean, okay, come on, that's just blatant.
On the other hand, there's undeniably a lot of Castle and Haunted House in this level that simply isn't present in Hellfire. And even little bits of Colon—there's one area with Colon streets on top of Castle bricks that doesn't seem to appear anywhere else, and is probably unnecessary, but still looks cool. So maybe the answer is that Silent Cathedral is a mashup of lots of sources, like a lot of recent multiplayer levels, and one of the sources it's mashing up is Hellfire. This answer would be more satisfying if I could identify specific other levels it's sourcing from, but look, there are a lot of levels out there, okay? Anyway, the birdcages feel nicely original, and it's neat to see the faster boomerang—zoomerang?—from Saline.
After all that I don't find I have too much to say about Silent Cathedral as a battle level. It has some interesting spots, like the boomerang powerup. I'm fond of the top of the level. I don't really see the point of making levels this size at the moment, like it's just going to relegate them to being performance art. It's fine. It's pretty.
9
This level truly silenced me in awe in terms of visual concepts when it came out on the last day of the year 2024, especially by its breathtaking background visuals that for the most part are fully original and unique in JJ2 (for now). I don't know the source of the background cliffs and lava pits, and I suppose they weren't self-drawn either, but they do really fit into the overall visuals and atmosphere of the level! The background graphics and also some of the sprite- and foreground graphics add a certain extra dimension to the visuals, making the level look way more 3-dimensional than an average JJ2 level and that is truly special!
If I had to describe the level looks by some other reference, that would probably be something like Mines of Moria from LoTR movies, but with a strong green tone. And speaking of green, I also agree with Violet that there are strong ezhf.j2l vibes to this level on the sprite layer in some places, but I'm not sure if that's a good or a bad thing. Guess another way to describe the level would be Green Hell!
Besides the astonishing visuals, there is also a solid gameplay design. However, due to the rather large size of the level it can really take a while to get used to the layout, and players new to the level will find themselves lost easily, especially since there aren't too many unique landmarks to be found around the level. But I do understand that the level size allowed Loon to experiment and utilize the massive tileset combination to its full potential.
Even if the level is large in size, there are hardly any places in the level that would have a quirky flow. There has been a significant effort to get the flow right, and that is something that Loon consistently delivers. The only real issue with the layout that I have found is the very top corner above the RF Powerup, which seems to have a lot of camping potential. Luckily since this ain't a level designed for duels, it probably isn't as much of an issue in the big games that this level was designed for.
This level was definitely fun to play in the last JDC season's final events and it was my favorite Loon level from last year. With that said, I can strongly recommend downloading and playing this level at the next opportunity!