Review by Alberto

Posted:
5 Jun 2006, 01:58
For: Mushroom Kingdom Assault
Level rating: 8.5
Rating
N/A

nice music file.. hehe I converted that one to mod many years ago..

Review by the jamster

Posted:
18 Apr 2006, 09:26 (edited 18 Apr 06, 10:51 by Fquist)
For: Mushroom Kingdom Assault
Level rating: 8.5
Rating
N/A

This is one of my favorite assults,

I like all the places you can go and camp.
ammo placement is great.
mini story line,is ok

relly you should download this because it is very fun.

[Inappropiate rating (9) removal. This review just is not good enough at all. It barely explains why it deserves this rating – FQuist]

RecommendedReview by CrimiClown

Posted:
17 Apr 2006, 11:51 (edited 17 Apr 06, 11:52)
For: Mushroom Kingdom Assault
Level rating: 8.5
Rating
8.5

Starting Comments
I just looked into this yesterday and I must say I’m impressed. Short review for my buddy ‘ere.
Gameplay
The flow is great, aswell as the map itself. It’s actually fun to travel greater distances to get to your objectives.
Gameplay = Good

Placements
The ammo is spreaded in the waiting rooms, aswell as several PU’s. Carrots are rarely found in the map itself.
Placement = Average

Objectives
The objectives are quite straight-forward. You bust a crate, you find the next one, etc. At least you get to kill Princess Peach. :)
Objectives = Good

Balance
Both teams have a fair chance of winning. The defending team has lots of weapons within reach. The attacking team has some strategic areas which can easily be turned into a heavy wave of attacks.
Balance = Great

Eyecandy
The level looks extremely nice. The background layers are very well used and each area has a different aura about it. The grasslands look all fuzzy and warm, while the underwater area just looks cold and lonely.
Eyecandy = Good

Music
Well, can’t go wrong with the Mario tune! =D
Music = Good

Originality
Although the ‘bust-crates-in-order’ objectives have been used before, I still think this one has one of the greater varieties of gameplay additions out there.
Originality = Average

Score
This submission should have a ‘good file’ logo and thus I will rate it as such.
Score = 8.5

Bonusses/substractions
None.
Added Score = 0

Download Recommendation
Yes
Further comment
This is certainly worth playing and could be used in JDC events or anything similar.

RecommendedReview by spejsboi

Posted:
15 Apr 2006, 11:19 (edited 14 Sep 07, 08:45 by R3ptile)
For: Mushroom Kingdom Assault
Level rating: 8.5
Rating
8.5

I haven’t reviewed anything in a while, but once I saw this level I just couldn’t resist.

Honestly, I’ve never found Assault significantly attractive. However, as soon as I was told about the concept of this level – assassinate Peach (play as Bowser) or defend her (play as Mario with a gun), I just quickly fell in love with it. Quite simple, but it works.

Gameplay here is not different than most Assault levels, as all you have to do is destroy crates in order. However, the layout is confusing in such a way that makes this level unique, as you either have to bet or learn the level well to find the next crate, and not just go through a tunnel and shoot repetitively without thinking. Each area also looks and plays differently than the other, from defending a pyramid in the desert to swimming with deadly pirannas, which makes it all more interesting.

All things I’ve mentioned above, combined with a cool, Mario’ish atmosphere, make the ideal Assault level according to my standards. Shall I put it Danyjel’s way now?

(+) Has an interesting story
(+) Doesn’t use overcomplicated objectives
(+) Is nice to look at

(-) Quite confusing
(-) Hard to learn
(-) Still all about destroying crates

Download recommendation, because besides this is some kind of an improved Assault3, the fun factor obviously wins here.

~R3p

Review by DarkSonic

Posted:
6 Dec 2004, 15:30
For: Arealang
Level rating: 7
Rating
7.1

I will also review this level, because it’s a CTF level.

Introduction: a level by ÄÉæÛÕ, with the Mystic Isle tileset. Not his first upload here, and considering the ratings, it’s not a bad level. I will find out if it really isn’t.

I’ll start off with the layout. This level is open, and has alot of vines and stuff that can help the flow a bit. There are some things I dislike, like the hooks in the level, which you need to get to the warp with the full energy. Some one ways in the level will help the gameplay too. There are also tubes in the level, that will help the gameplay even more. One thing that’s a bit bad is that there aren’t many springs on some places. It’s not too hard to get to each base, like WR said, it’s pretty easy for Jazz-users. The triggers in the level can be useful, some aren’t.

About the eye candy, it’s pretty good. This tileset is limiting, but what’s used, looked good. I liked the figure in layer 2, there are good animations in this level. Layer 3 has ground tiles in it, and also water and some secrets which aren’t too hard to find out. Layer 5 also has some dark tiles, and it looks good. The background in the level isn’t bad. Almost every layer is used. Only layer 1 isn’t. Overall the eye candy is good, I have no complaints.

About the placement, the ammo placement is decent. There isn’t many ammo, but there are also some strange events, like a 1Up, Fast Feet and time clocks. There are 3 Power-Ups. The Bouncy pu is more at the left side of the level. The Toaster pu is placed at the right side of the level. The Blaster pu is in the bottom-middle of the level. I don’t see a use for the TNT in this level, but it can sometimes be fun. There is also food, there isn’t too many, so it’s good. The Full Energy is in the warp, that’s not easy to access. There is also a +1 Carrot in the level. That carrot is secret. The ammo is placed fair, I can’t say a team has an advantage. The ammo respawns too fast, though.

I can’t say alot more about this level. It’s decent. I can’t say this is download recommended, but it’s also not a level that isn’t worth it. So I’ll give it N/A. About hosting, you hosted it already and I was there, but afterwards, don’t host it alot more.
My final rating is a 7.1.

Review by Neon PSY

Posted:
6 Dec 2004, 01:25
For: Arealang
Level rating: 7
Rating
8

Mario music plays
It’s a me! A Neon!
With an-a reveiw for you-ah!

First glance: Very nicely put together. Not much eyecandy but oh well.

Gameplay: I thought this level was put together well, Although space wasn’t filled up that much. Yet there was still good flow.

Eyecandy: A good amount, but not enough.
Mostly consisted of bamboo and dirt.

Weapons: A good amount. Not much to say here. But, there you go.

Final: 8

RecommendedReview by Lark

Posted:
5 Dec 2004, 23:29
For: Arealang
Level rating: 7
Rating
7.2

Review time!

Starting off with the layout, it could be much better, but its still decent. The level consists of ten or so medium sized platforms. While platformy layouts usually aren’t a good thing, AEaeUO did a nice job here. For the most part, the platforms seem to flow together smoothly. There are, however, a lot of things about the layout that I dislike. Firstly, I think the full energy area is way too hard to get to. I also think that this level is somewhat Spaz biased (most platformy levels are, to be honest). There are also several places where I wouldn’t mind seeing springs, for example, the very bottom right of the level. As a plus, there are team based routes. There are triggered walls added near both bases that benefit the team defending that base by making the route to it much shorter and more efficient.

There are a number of suckers tubes inside the platforms that help navigation a lot. The problem is, though, there is no indication that they’re there. Once you’re aware of where they all are, though, you’ll dominate in this level greatly. I would’ve liked to see arrows or something where the sucker tubes are; this way you wouldn’t have to memorize so much stuff.

The minute I saw this level, Diamondus Warzone immediately came to mind. A lot of aspects seem to be borrowed from it. There’s the full energy area, which is essentially a hollow rectangle floating casually in the main part of the level. It contains three crates of ammo (bouncers, freezers, and RF missles, respectively), and a full energy carrot. It can only be accessed by a warp, and can only be exitted by a warp. Nextly, there’s an area at the bottom of the level where there is a plateau. You can run under the plateau and collect electroblasters, and you can also stand on top of it.

Moving on to the eyecandy, it is pretty decent, but, like the layout, could be better. The tileset is somewhat limiting, so rating too harshly on the level’s overall appearance wouldn’t be fair. Nevertheless, though, there are some aspects of the eyecandy that I absolutely adore. For example, as Violet called it, there’s a wonderful abstract cow. If you look at the bottom left of the level, some cave tiles in the foreground make up what appears to be a bull’s head. Look under the bull’s head and you’ll see a tile bug, though. I suppose the background is good enough, but I wouldn’t have minded if there was more there. There are two background layers; one consists of a series of interconnected vines, and the other is made up of a mountain range, with pillars sticking out of it. Layer 8 looks fine. It fades to a pleasant, dark blue color. Some areas of the level make good use of lighting effects; namely the areas around the bases. There’s also a good amount of moth events scattered around, which, as always, can enhance a level’s overall feeling greatly. While I would’ve liked to see some more eyecandy in the foreground and on the grass (flowers, etc.), the overall appearance of this level is pretty good. As for major bugs, I only found one: if you jump in the small area behind layer three above the toaster powerup room, you can see your ears.

The item placement here is interesting enough. If normal ammo wasn’t enough, AEaeUO included things like fastfeet, stopwatches, extra lives, and a variety of foods. As for ammo, you can find every type in the game here. However, the only weapons that get the honor of having their respective powerups added in are blasters, bouncers, and toasters. There’s one normal carrot, and one full energy carrot. The +1 carrot is sort of hard to find due to the layout, and is guarded by a text message condemning me as Ted. As for general placement, it is pretty good. Ammo crates and barrels are a bit overdone, however. Lag might be a problem here if there are too many players.

As for my closing thoughts, this level is good. There are some comical text events here, too (would’ve been nicer if “vanish” was set on them so you didn’t have to read them over and over again). The music choice is great. This level gets a download reccomendation from me.

Final rating: 7.2
Overall pros: Nice flow, good eyecandy.
Overall cons: Somewhat lacking layout, surplus text events.
Overall cnidarians: Alaska.

RecommendedReview by Odin314

Posted:
5 Dec 2004, 19:27
For: Arealang
Level rating: 7
Rating
7.8

Ahh. Really fun level. Aeiuo had this up for some time, and I got to beta test.

Eyecandies:

Very well done. Smooth, not too annoying, and goes well. 8 of 10.

Music Selection:

Goes good. 7.5 of 10.

Gameplay:

Now here is where the fun begins. Aeiuo put in a lot of neat gimmicks, like a gem that runs away from you. Also, he used food. Not that many CTF levels use food. The level also has practical things, like great weapons selection. 8 of 10.

Hype:

Hype is basically the rating of the level prior to me rating i, which is 6.7 of 10.

Tilt:

Aeiuo is awesome, and this level only further proves that. 9 of 10.

Overall:

This is a level i’d love to play on any server.

8 + 7.5 + 8 + 6.7 + 9 = 39.2 / 5 = 7.84 = 7.8.

Download Recommendation.

Review by White Rabbit

Posted:
5 Dec 2004, 18:00
For: Arealang
Level rating: 7
Rating
N/A

I didn’t reduce the rating because of the vine, but I still wanted to mention it, so I put it under Cons.

Rating changed to 6.7.

Review by White Rabbit

Posted:
5 Dec 2004, 10:02
For: Arealang
Level rating: 7
Rating
6.7

I’m going to keep this review short and to the point.

Pros:
1. Good eyecandy, but there is a lot of empty spaces. Fortunately, that’s not much of a problem thanks to Moonblaze’s tileset.
2. Nice, big area to copter around in, for jazz users. :-)
3. The lvl has many secrets and surprises. When I was shooting pepperspray in front of me a turtle shell suddenly fell down. There are lots of other neat things althouh most are useless (fast-feet, shield clocks, 1ups, a silver coin).
4. LRK is Ted.

In the middle we have the gameplay. Sometimes it flows beautifully, sometimes you hit a wall when you least expect it. There are springs when you need them and vines when you don’t. The bottom part of the lvl is as flat as the horizon, which will not lead to good strategy or tactics.

Cons:
1. Despite the large, open areas, Jazz is at a huge disadvantage on the ground. There are many, many places he cannot reach without stopping and uppercutting. The full nrg warp is especially hard to get into without double jumping.
2. Suckertubes lack direction. Ppl don’t know where the suckertubes will take them until they attempt to enter it. Put arrows at the exit and entry points so ppl know if they can enter the suckertube from their direction or not. The tube at 129, 13 is also Jazz-unfriendly.
3. Sparse ammo. This is quite a big lvl, and therefore suited to lots of players. Lots of players, however, means that ammo will be used up rapidly. There is not enough ammo to go around, not even for a 2v2.
4. Some eyecandy bugs. Pos 107, 46 is one example.
5. The red spring at pos 185, 25 is useless unless you are on the red team. It would be better if you just placed a suckertube accesible only by the red team instead of a spring, so blue players won’t get confused and run into a dead-end.
6. Pos 22, 38. The suckertubes there needs to be fixed. One is set to Y speed -8, which should be changed to +8.
7. The next lvl setting is not set to arealang but to actf, which I don’t have.
8. The swinging vine, or any swinging vines in JJ2, does not work in MP.

I’m giving this a 6.7 because there are many bugs and flaws in this lvl that could have been fixed easily if you had betatested it (if you did betatested your lvl, then you should definitely switch to someone else… :-P).

I wouldn’t recommend downloading Arealang until the bugs have been fixed. After that, it’s an ok lvl, not great, but fully playable and enjoyable.

EDIT: Changed rating to 6.7. I give DL recommendations to all lvls at 7 or above but big fans of CTF may want to have a look at this.

Review by Shdw

Posted:
Posted more than 20 years ago
For: Thee Knights Versus Thy Peasants
Level rating: 6.8
Rating
N/A

its not bad
i played it online with ppl i no
it is better than single player
its colorful and fun :) :p
it als has a large varty of weapons
and im feelin generous
so i give it 8 :p[This review has been edited by shdw]
(Unsupported rating removal edit. Please provide more detail in your reviews. ~Violet)[This review has been edited by Violet CLM]

Review by ice skull

Posted:
Posted more than 20 years ago
For: Thee Knights Versus Thy Peasants
Level rating: 6.8
Rating
N/A

i give it a 5.5
(Unsupported rating removal edit. Please explain the reasoning behind your rating. ~Violet)[This review has been edited by Violet CLM]

Review by RSPSS FR

Posted:
Posted more than 20 years ago
For: Thee Knights Versus Thy Peasants
Level rating: 6.8
Rating
N/A

As for the peasants’ fortress being smaller, it could be made taller without loosing the theme by being put on a small hill with caves in it.

Review by blurredd

Posted:
Posted more than 20 years ago
For: Thee Knights Versus Thy Peasants
Level rating: 6.8
Rating
6.5

I was actually expecting good music to go with a title like that.

GAMEPLAY:

The level looks typical at first glance. There are two forts that face each other, each containing a base—a cliche but a classic. The layout isn’t too unbalanced, although the peasant fort on the right is a lot smaller than the knight fort on the left. Yes, I realized it’s for the theme, but balance would be more important. The level is a little wide, but has little playing space; it’s mostly just huge open areas at the top with a few misshaped platforms here and there. As for flow, it’s not too easy to get around the level, especially since there are no slopes. I know I would never make a CTF level with a tileset that has no slopes, but that’s just my (along with many others) preference. The shark pit obstacle is pretty pointless since it’s not that easy to fall into the water. Five coins can save me the trouble of waiting in case I actually do fall in the pit, but those coins are better spent on getting one of the carrots in the coin warps. A lot of the events should generate slower, and the top of the level could use a border.

EYE CANDY:

The eye candy is decent, although with some extra effort, it could be a little better. But I can’t say for sure, because this tileset has almost nothing to offer. At least tilesets like Medivo and Castle have slopes.

CARROT AND AMMO PLACEMENT:

There is the +1 carrot at the top, which is a bit closer to blue base and can be shot down into the shark pit. It is only a +1 carrot so it wouldn’t be worth getting if it fell into the pit. The full energy carrots, on the other hand, are worth getting assuming you can find the warps. Powerup placement is alright, but there isn’t enough ammo in places, and its placement seems sporadic. Also, the ice and the tnt don’t seem too useful.

HOST THIS OFTEN?

Nope, especially if you don’t want people trying to speak in Old English in your server. I decided 6.5 will be my rating.

The Edit: I’m not going to bother changing the rating since every edit wasn’t a major change in gameplay.[This review has been edited by BlurredD]

Review by Iam Canadian

Posted:
Posted more than 20 years ago
For: Thee Knights Versus Thy Peasants
Level rating: 6.8
Rating
7

Yonder EYECANDY: The level doesn’t look bad. It’s not terribly detailed, but it generally looks good. Both castles, the ground and the shark pit all look good, the knight castle especially. The animations look all smooth and good. The layer 5 in the caves looks very MS Paint-ish, though.
Yonder EYECANDY score: 7.0

Ye Olde WEAPONS PLACEMENT: Weapons are rather scarce. There are only a few weapons in the caves, one powerup per side (Toaster for the peasants and Bouncy for the knights) and a Pepper Spray PU in the middle. The weapons placement isn’t BAD, but there could have been more. Also, there are too many carrots for a level this size.
Ye olde WEAPONS PLACEMENT score: 6.5

Thou GAMEPLAY: Small and frantic. The level isn’t large, but there’s plenty of vertical space. The powerups have uses here, (except Pepper) and you probably won’t be wishing for a seeker powerup. I’ve played this level extensively online, and it’s quite fun.
The shark pit is kind of useless, but an interesting addition. Maybe too many carrots, but pretty good.
Thou GAMEPLAY score: 7.5

Now, thy OVERALL score: 7.0[This review has been edited by Iam Canadian]

Review by Ragnarok!

Posted:
Posted more than 20 years ago
For: Platforms of War
Level rating: 7.2
Rating
7

Good idea, but i dont like the way that there are no big platforms or a big area to shoot, spaz kick, and run. good weapons but the lvls are all basically the same, apart from there being different pickups each time! it is very good idea you have, which i dont think ive seen before, but you could have used different ideas for each lvl, that will probably, give this pack a higher rating. you have used JJ2 orginal tilesets so no new tilesets! =P

Review by PHT

Posted:
Posted more than 20 years ago
For: Thee Knights Versus Thy Peasants
Level rating: 6.8
Rating
N/A

Link is broken =(
Sorry

[EDIT]: Could be that this error exists because your username has things like ‘ and something like that in it. But I’m not sure[This review has been edited by PHT]

Review by Iam Canadian

Posted:
Posted more than 20 years ago
For: Platforms of War
Level rating: 7.2
Rating
7.5

Here is an interesting batch of levels from AE. All using the same concept, but are very different at the same time. Basically, the concept is like this. A few platforms are suspended over a pit of warps. Said warps will teleport you back to the top. Each level has at least one powerup, several types of weapons found in batches over the pit and platforms, and at least one carrot. These levels are small, and I imagine would make for a fun, frantic free for all with lots of people, especially in instagib. In fact, I think these would be very fun in instagib. Eyecandy is about what one would expect from the official Epic tilesets. Weapons placement is pretty good. All the ammo is found in large fields, and each level has about three weapon types, give or take one or two. They’re good, but they don’t have the innovations one usually expects from a tip level. A solid rating for a solid pack. Rating: 7.5

Review by Amstel

Posted:
Posted more than 20 years ago
For: Forest of Doom
Level rating: 7
Rating
7.5

A perfect Battle level.
Very nice to play i have always fun when i play this level.
Good layout : Good/Perfect
Siz : Avarage/Good
Gameplay : Good/Perfect
Spaz based : No
Jazz Based : no
Overall : Avarage/Good : 7.5

Review by WaterRabbit

Posted:
Posted more than 20 years ago
For: Forest of Doom
Level rating: 7
Rating
8

They are big levels. It is really fun.
They are good levels. They are nice levels. I like the ambient lighting in Dark forest of doom. I give this a 8.0.

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