RecommendedReview by Superjazz

Posted:
17 Mar 2008, 18:27 (edited 17 Mar 08, 18:31)
For: Desert Trench Warfare 2
Level rating: 7
Rating
7

This level would be probably more popular if it wasn’t for TSF only. Anyway, it seems to be a quite decent piece of work, using the JJ1 Deserto tileset conversion.

In ‘Desert Trench-Warfare’ the gameplay is mostly molesting narrow tunnels or fighting above large sand dunes. The flow of course in a level like this wouldn’t be the easiest. The fact that there isn’t a certain spring or float up assisting you with moving might make you wonder; “how the heck am I able to move in a level this large then?” Well, the level only feels large because of it’s width. There isn’t really a lot of heighth in it. But even in the tunnels you will be needing your jump all the time, because stone bricks and other scenery slow down your movement. As well, there are triggered tunnels that give a nice twist to the layout. Outside, you instead are able to move easier, but then you are already in a dangerously open area, especially if you are chased. Bases lie in the very edges of the level obviously, meaning you come to a dead end when capturing or scoring. Technical problems are the lack of complete mask on the edges of the levels, causing capture-bug, as well badly masked walls that are easy to get stuck into.

Eyecandy is appreciateable, but could be improved a lot. There isn’t a textured background, which doesn’t matter everyone though. The default mountains are in the background as well. Solid wall seems often just bland plain sand, although there are dunes here and there. More waterfalls could probably enhance the looks of the black tunnels, but perhaps that wouldn’t fit to the theme.

Healing yourself here seems to be quite a hard task with a lot of players. There are 3 PowerUps for Toaster, Bouncer, and RF-missiles. Also those are the only ammo you will find from the level. Mostly from your path in the tunnels, but also basements contain ammo wisely for defending. As ammo can be that effective, you will find it really difficult to heal yourself with just two minor carrots, eventhough they spawn during ten seconds.

After all, this level could work for real games and stuff, would be just have to be made sure that no player touches the edges with flag. Luckily that is unlikely to happen accidentally. I would probably like this level much if the technical bugs were removed, eyecandy was boosted majorly and the tactical side of the level was more balanced. So far this good. I would say it is worth it for fun-gaming anyway, so download it this once. Keep up progressing Valco!

SJ

Not recommendedReview by master sven

Posted:
31 Jan 2008, 17:00
For: Waterfall Of Lost Souls
Level rating: 5
Rating
5

Gameplay

This small level allows you not to move up easily by yourself. To do that efficiently, you need to use vertical vines or springs. You could make your level a bit less straight and blocky and make less platforms, in order to increase the flow. Your foregroundlayer-titlescreen is nice but also makes you not able to see the entire level and makes it harder to play.

Eyecandy

Apart from some titlebugs you used your layer4-eyecandy well, however you made the titles of the background the same of those of the foreground which is very confusing. You didn’t had to, as there are more titles you could have used.

Originality

You used the vertical vines well, it was an original idea, though this level has no more original things apart from that. This level is just of a too low level to play it online intensively.

Gameplay: 4,5
Eyecandy: 5,5
Originality: 5

Final Grade: 5

Review by 12345

Posted:
21 Jun 2007, 09:34 (edited 21 Jun 07, 11:31 by Cooba)
For: Fronteir Battle Spire
Level rating: 3.8
Rating
N/A

Rules and guidelines of reviewing

You are bound to abide by certain rules when reviewing and rating. To make things easier both for the users and for the administrators, these rules have been summarized in this list, along with some guidelines which could be helpful in writing better reviews. It’s highly recommended that you read this list if you’re new to reviewing or J2O.

These rules were last changed on October 1, 2006. If any rules are added, or changed in a significant way, it will be announced on the news.

————————————————————————————————————————

All reviews should describe why the upload deserves its given rating using several comprehensible sentences. Saying “X is great because the Y is nice” is not enough. One still needs to go into detail and say why some of the upload’s aspects are nice. It ought to be clear to people that you actually played the level, viewed the tileset, tried out the utility, etc., from your review.
You need to give out ratings fairly. Giving bonus points for the upload author for being your friend/clanmate/family member, for using one of your works, or for any other personal reason is not allowed, and will be edited. If you choose to rate an upload by such a person, be careful to have your review be as objective as possible. Do not let your opinions on the person influence your rating.
Please don’t decrease/increase your ratings for weird reasons such as “You used my tileset” or “You uploaded this on my birthday” – there should be no ad hominem reasoning behind a rating.
Do not post reviews that do not contribute to the site. This includes complaints about levels being made with TSF, “First review!” or “I will review later” reviews, reviews stating that an upload is broken after that has already been pointed out, and random chitchat/talk with other reviewers. Those are considered as spam and will be deleted.
Do not register multiple or fake accounts to manipulate and/or abuse the download section. That also includes multiple helpful/not helpful votes for reviews.
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Be polite and constructive in your reviews. Please include no remarks like “I can’t believe I wasted my time downloading this awful crap!!!” or saying things such as “I’m better at making levels” just to bring the upload author down. J2O is here to be helpful, not depressive. “The truth is that everything that can be accomplished by showing a person when he’s wrong, ten times as much can be accomplished by showing him where he is right.” ~ Robert T. Allen (not the tracker/composer)
If you’re not sure how to review a level, you may want to adopt the most commonly used system: rating the eyecandy, gameplay, and event placement of a level. In case you don’t know what these terms mean, here is a decent explanation.
Besides these rules, the general site rules are also in effect in the downloads section and should be followed like in every other place on the site. Do not swear or insult anyone in your reviews, do not bypass the swearword filter, etc.

[Umm… yes. Rating (10) clearance. ~cooba]

Not recommendedReview by TripleJ

Posted:
19 Jun 2007, 16:03 (edited 19 Jun 07, 16:14)
For: Fronteir Battle Spire
Level rating: 3.8
Rating
3

Fronteir Battle Spire uses Aztec tileset by Blade. But now for the review. (It’s gona be short by the way)

Gameplay? Well it’s not very good. Gameplay could be improved a lot! First of all this level is way too small and there are just ammos and small platforms. Level is not strategical at all. Don’t do levels in this size. You have to do bigger levels.

I can’t say much about the eyecandy.Well, it’s ok because you have used tiles correctly. There are no tilebugs and that’s good.

You can do better levels. That’s all what I want to say.

Rating: 3
Download Recommendation: No

-TripleJ

Review by Valco

Posted:
18 Jun 2007, 00:43 (edited 18 Jun 07, 00:56 by gerard244)
For: Fronteir Battle Spire
Level rating: 3.8
Rating
N/A

I’ll go back and fix that then…

PS: Just what ‘Extra details’ might you expect?

Not recommendedReview by TheKax

Posted:
17 Jun 2007, 08:46
For: Fronteir Battle Spire
Level rating: 3.8
Rating
4.5

“An odd battle in Aztec ruins, how exciting…”

LEVEL 11/20
Works well, but is too small. Actually the things where you can walk on, would be even a bit more different than the backround.

EYECANDY 8/20
As the tiles were used correctly, it is good, but could have more visual and layerwork.

GAMEPLAY 4/20
This is awful!
“Looks like you just died! Wait until this round is over, then rejoin the server.”
REJOIN THE SERVER? Are you crazy?!
Why couldn’t there be used third party prog, just like Carrotade, to restart the level?

BUGS 7/20
The suckertube-junction-start-controller, or whatever, isn’t very well made, if you are Spaz it is possible to “die”. Just if you doublejump under the warp-randomizer-thing. (Darn, using these-strange-wordie-thingies…)

PICKUPS 14/20
There’s a little plenty of them, good…

TOTAL 44/100 = 4.5
Albeit good but a little buggy battle-survivor-level (crap, again the you-know-what…) No download recommendation…

RecommendedReview by EvilMike

Posted:
18 May 2007, 08:54 (edited 18 May 07, 08:54)
For: Desert Trench warfare
Level rating: 6
Rating
6

A note before I get started with the review itself: the zip file includes the levels within its own subfolder. I do not recommend doing this, since it makes it inconvenient to unzip.

—-

This is an interesting level. The layout and theme here is pretty original, and I can see a fair amount of potential in the authour here. The level seems like it was put together with care. A couple of things, such as the usage of trigger zones inthis level, show a level of complexety rarely seen in levels such as this. Unfortunately, a few critical flaws bring the score down.

Most of the level takes place within a series of narrow tunnels underneath the sand. Navigation through them is slow, but safe. Above them on the surface one may move much faster, but will also be open to attack. The bases are out in the open, near entrances to the caverns. The level is asymmetrical, but seemingly balanced.

I like the look of this level. A lot of detail was put into the eyecandy, without allowing it to become distracting or excessive. The background inside the caves is a bit bland, but not ugly.

Despite all this, the level suffers from a number of mistakes. The most striking one is that all of the ammunition is in crates. Ammo crates are problematic, since after a while they tend to create large dumps of ammo which lag players. It is generally recommended that floating ammo pickups are used instead.

Another problem is that this level has no carrots (that I could find, at least). The level has only one powerup, but even then, there should be AT LEAST one carrot in the level, even if it’s a +1. Without health pickups, CTF games are not not very interesting.

Finally, this level uses a large number of hurt events. These events will ONLY hurt the server. Other players will never take damage from them. This is rather awkward and disadvantageous for the person hosting the server.

The mistakes in this level strike me as “newbie mistakes”. Errors that are made from a lack of experience more than anything. If I had to guess, this level is one of the authour’s first CTF levels.

This level tells me that the person who made it is actually quite talented, and knows how to use JCS with some degree of proficiency. My recommendation to the authour is that he remake this level, fixing the errors in it and improving it where he sees fit. Learn the vital elements of a good CTF level by examining what is popular, and have other people play the level and give feedback in a server. Follow their advice if they seem to know what they are talking about, and it’s impossible to go wrong.

I’m giving this a 6 because of the problems I encountered in this level. With fixing, I could easily see this level as being worth a 7, or possibly even an 8 if the improvements are big enough. Don’t let the rating discourage you: beneath all of the problems, there is actually a very good level here!

Review by Valco

Posted:
13 Oct 2006, 02:38 (edited 19 May 07, 15:23 by gerard244)
For: Desert Trench warfare
Level rating: 6
Rating
N/A

Im not trying to say that your totally wrong, but the reason for so many tunnels was so that people would have to crawl through them in unsuspecting routes to try to get to the other teams base. Note also, this level can also be played as capture the flag, but the CTF flag is in multiplayer mode only.

PS: Very true EvilMike. It’s my first CTF level.

Review by Sucka_Tube

Posted:
16 Jul 2006, 00:42 (edited 9 Aug 06, 12:50 by Cooba)
For: Desert Trench warfare
Level rating: 6
Rating
N/A

A very good battle level, I’d say. Not reminiscent of the original deserto levels, but made way for an original concept of level design. I’m reminded of the background when saying this.

The only problems I had:

1) This isn’t entirely the fault of the level creator, but it is difficult to flow from one part to the next. This is the fault of the tileset, but if some flatter tiles were used and some sprite-foreground tiles placed over them to make it look better, the entire level might have been easier to get around.

2) There’s some lack of interconnectivity between the chambers of the level. It just takes too long to get from one place to another, most likely causing combat to occur in a single place.

Besides that, I’d definately recommend this battle level.

[Rating (8.7) clearance. Pointing out two of the level’s flaws doesn’t explain the high rating. ~Cooba]

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