Maybe they weren't trees (they reminded me of Levbot's 'pushpins' map), but they looked like dryed up wood blown down after a battle (it was the map where the three of them meet for the last time I think. Bunch of dead bodies and it starts by giving you a ton of kill points. I think they were things like 'heavy impact' and 'instant kill').
Level 3 also gave me troubles at first. Only until I went through the campaign again, did I realize that there was a below route to take. Before, I would go up, kill the bunny who's by himself, go forward and jump onto the skewed box platform, and from there I would jump onto the high railway and kill those guys. Later I realized I had to backtrack to kill the wolf and the two rabbits. Was the jump you had trouble on, just that part or was it somewhere else?
And you bet I beat that campaign when I posted that. I couldn't believe some one had actually made an expansion set campaign, so I tried it out as soon as I saw it (fortunately I logged on just a little over an hour of its release).
One of the greatest things that these maps had was absolutley no lag. This game was optimaized so well, it had perfect distance cut outs and all the structures had been well placed to create absolutly no frame catch up (for instance, "traps" was impossible for me to play through. Temple had none of these areas). The level's view distance was set perfectly for both framerate and setting. It had awesome fog for the forest levels, and clear skies for the open deserts.
I believe Silb just toggled off the 'skybox' and then set the 'fadestart' really low for the Icecave level (that was really intuative and great use of resources).
I give this campaign a perfect ten out of ten!
![Very Happy :D](./images/smilies/icon_biggrin.gif)