Some time ago cooba, Firesword and me decided on the new mappool levels. The levels were from a level contest this august from those who participated.
Pariticipants are Ron, Superjazz, Purplejazz, Master sven, Plumbe, foly, Rabidrabb, Kyro & Thunder, Darksonic, Loon and Ragnarok.
We've chosen the following winning entries in no particular order.
~Stronghold By Superjazz~
Pros:
-Very solid layout
-Memorable level, Very simple usage of layout and eyecandy but still to a degree where people like what they see and memorize it.
-Balanced
Cons:
- Risk of the bottom area being too much of a death hole. As there is only 3 area's in the map to climb up (quite campy & important area's aswell). We would have liked an easier way to get to base from below.
- Very open bases, Good chance of airhits and lag issues getting involved.
~Canyon grove by PJ~
Pros:
- Again a very memorable level, usage of tileset and look of a level that has never been done before. The tileset allows PJ to work with cool layouts aswell because of it's mask.
- Balanced, Good thought went into pickup placement
- Base area's are very good in this level, it deals with the same advantages on both sides, not really campy and yet much timing involved. People with ammo get advantage. Basically everything what an enjoyable CTF base needs.
- Very pleasing eyecandy
Cons:
- Sometimes a bit cramped
- Thin masks work with this level visually, but it doesn't change the fact that on the gameplay side it can get very quirky and chaotic to play with.
- To catch spring next to base after using the bottom spring you have to rejump from the platform
~Trepidation by Plumbe~
Pros:
- Open minded layout, thought went into placement of ammo.
- Many ways to play the level right
- Fairly balanced in therms of options the player has, there is a good balance of offense and defense in this level.
Cons:
- Arguably not that enjoyable bases, Double vines, 1 side more camp option (+bouncer ammo) than the other
- Lots of double vines with bouncer powerup. (airhit issue)
- Not so memorable and original in therms of looks, not so memorable Layout. It might not stick with the player very well.
I want to thank JJnet and all people who participated in the contest and made this tournament happen.
Some time ago cooba, Firesword and me decided on the new mappool levels. The levels were from a level contest this august from those who participated.
Pariticipants are Ron, Superjazz, Purplejazz, Master sven, Plumbe, foly, Rabidrabb, Kyro & Thunder, Darksonic, Loon and Ragnarok.
We've chosen the following winning entries in no particular order.
~Stronghold By Superjazz~
Pros:
-Very solid layout
-Memorable level, Very simple usage of layout and eyecandy but still to a degree where people like what they see and memorize it.
-Balanced
Cons:
- Risk of the bottom area being too much of a death hole. As there is only 3 area's in the map to climb up (quite campy & important area's aswell). We would have liked an easier way to get to base from below.
- Very open bases, Good chance of airhits and lag issues getting involved.
~Canyon grove by PJ~
Pros:
- Again a very memorable level, usage of tileset and look of a level that has never been done before. The tileset allows PJ to work with cool layouts aswell because of it's mask.
- Balanced, Good thought went into pickup placement
- Base area's are very good in this level, it deals with the same advantages on both sides, not really campy and yet much timing involved. People with ammo get advantage. Basically everything what an enjoyable CTF base needs.
- Very pleasing eyecandy
Cons:
- Sometimes a bit cramped
- Thin masks work with this level visually, but it doesn't change the fact that on the gameplay side it can get very quirky and chaotic to play with.
- To catch spring next to base after using the bottom spring you have to rejump from the platform
~Trepidation by Plumbe~
Pros:
- Open minded layout, thought went into placement of ammo.
- Many ways to play the level right
- Fairly balanced in therms of options the player has, there is a good balance of offense and defense in this level.
Cons:
- Arguably not that enjoyable bases, Double vines, 1 side more camp option (+bouncer ammo) than the other
- Lots of double vines with bouncer powerup. (airhit issue)
- Not so memorable and original in therms of looks, not so memorable Layout. It might not stick with the player very well.
I want to thank JJnet and all people who participated in the contest and made this tournament happen.
Thanks for choosing my level, and congrats to SJ and Plumbe
I recently reuploaded CG with a few very minor improvements (fixed a couple of tilebugs, added a bit more ammo on red side - somehow blue had more), so it's worth updating in the Camel Duels server.
Thanks for choosing my level, and congrats to SJ and Plumbe :D
I recently reuploaded CG with a few very minor improvements (fixed a couple of tilebugs, added a bit more ammo on red side - somehow blue had more), so it's worth updating in the Camel Duels server.