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|xlmgarden.j2l||Eternal Gardens||9.80 kB||28 Mar 2004|
|JJ1 DiamondusNight -NOKA.j2t||JJ1: DiamondusNight -NOKA||142.32 kB||06 Dec 2003|
|fantasy.xm||Fantasy||585.93 kB||21 Aug 1999|
This is the fourth level I made, or the fifth one if you count the level I made with DarkSonic. I guess this is my best level so far, because of the (in my opinion) good eyecandy and other positive points. The level is made with the JJ1 Diamondus Night Tileset of Noka, and it is betatested by a lot of people. Thank you all for testintg!!! Aslo, this level IS NOT TSF. IT IS 1.23! YAY! Oh yeah, before I forgot to say it, this level is made for XLM, my dear level group. Also made for the XLM CTF level maker contest. The music of the tevel is Dreamsection – Fantasy, a XM file from www.modplug.com.
PS: When you try to open this level in JCS, you will be asked for a password. Just press OK, because there\\\‘s not really a pass in this level.
UPDATE: I added the Full NRG Caroot, which was in the original level, but unfortunatly removed when I made the conversion (by accident) It is fixed now.
UPDATE 2: The Full NRG Carrot is now visible, thanks to BlurredD tips
One thing I hate about music from DreaMSectioN is that it never repeats. But anyway, my review:
Here’s another symmetrical level, so The flow isn’t atrocious, but needs improvement. Several of the springs weren’t needed, though, and spring placement could be more sufficient. And the some of float ups need better placing. The thing that I dislike the most is the tubes at the top middle since they aren’t particularly useful. They aren’t much of a shortcut, and they could possible help players get killed faster since they won’t be able to fight back while in the tube. I kind of liked the copter above the seeker powerup, although I think it could regenerate a little faster. The level in general isn’t very original, but it’s decent.
The atmosphere and everything is good and I haven’t noticed any major tiling errors. The 16-bit textured background could look better, though.
CARROT AND AMMO PLACEMENT:
Apparently a +1 carrot is suppose to be enough. Maybe if there weren’t three powerups it could be. I still wouldn’t really like it, though. A full energy carrot would’ve been a lot better. Powerup placement is alright, and ammo placement is good enough. I don’t feel the need to go into detail with anything else.
HOST THIS OFTEN?
Perhaps once or twice. I liked this level more than everyone else in the server I was hosting. 7.2 is what I’m giving this.
The Edit: Adding the full energy carrot helped in two ways in that it allows players to actually get full health, and it gives the tubes at the very top middle a purpose. The horizontal tubes near the seekers there still aren’t too useful but don’t necessarily have to be taken out. This is only a 7.5, though, since much of the spring placement still needs work.[This review has been edited by BlurredD]
OMG THIS LEVEL IS STUPID I RATE 2 LOL
Chippie wanted me to review his upload, and he reviewed mine, so i will review this.. let me start.
Tileset you used was jj1: Diamondus night,(by NOKA) and i really like it. Eyecandy was really good too, and i really can’t find tile errors. btw, i saw this hosted couple of times, and this was really fun to play online. im just wondering why the sucker tube ( upper middle ) is bit longer in other side. ;P
(Sorry for my bad english)
But i don’t remove points from that since it dind’t disturb me much. This level was fun to play. i also like layout alot. its not linear. and eyecandy rocks… trees, waterfalls.. caves, suckertubes.. animations.. etc.
really good level.. download recommedation…unfortunately my review isn’t finished.. its time to continue.
Like i mentioned above.. its great. really good. multiple ground tiles were used, and the result is awesome. i like the way you used suckers too, and waterfalls.. and other eyecandy.. by the way, i really can’t find tile errors in this level.. well.. my conclusion is that this level’s eyecandy is l333t.
This level has really good gameplay. i like this level’s gameplay a lot. carrots are nicely placed. one is on own, and one is on upper suckertube, which makes that suckertube useful. spring are nicely placed too.. and youll can navigate around easily. i really have no complaiments. i was just wondering why that sucker is longer onother side.. but whatever. good gameplay. Layout is nice too.. In other words, level is nicely layed out [ i hope i spelled that right ] and i like it. there is some oneway events on bottom section, which lead youto upper section.. or something like that. i hope that the j2o users who will read this understand what i mean.. whatever. really nice layout.
Placement is nice. its something really original. there is lot of weapon packs, which are shaped like, * * * * * * *
which can be really good thing. Powerup placement is fine too. i can’t remember powerups.. i think this level had 3 Powerups.. bouncy, seeks.. and something else. whatever. bouncers and seeks are good choice since most people use them… myself i couldn’t live without powered seeks.. ;P
well. in my opinion placement is great. no more comments / complaiments
This level is very original… or atleast eyecandy and atmosphere are.. i liked this level alot. Is this level fun? i would say it is. i saw this hosted two times, and this really was fun to play. or atleast it was in my opinion. yay, long review. ;D
Yay, I finally finished my long review.. well. in my opinion this deserves a 7.5, which is good rating. i hope i gave enough reasons.
~NiQ a.k.a SnooZ [This review has been edited by NiQ]
Okay, I decided to review this level too. So hold on.
Introduction to Eternal Gardens: this is the fourth level ChippieBW made by himself, and the level uses the great JJ1: Diamondus Night conversion by NOKA. The level is created for the XLM contest that I set up, and I think it has a good chance for winning that contest.
Gameplay: this is another symmetrical level, and the layout looks quite good. The level isn’t squared-off, and I am glad with that. The level has an okay flow, but the spring placement could be better, like BlurredD also said. The spring placement is okay, though. This level has the bases placed left and right-top, and it has some tubes in it. There is a tube next to each base, and there is another tube more left or right and you can get in that without jumping. The level has float up on that small edges, and that’s a good idea. There is a copter above the seek power-up. This is a good idea, and that’s why I recommend to play and host this level in 1.23. The level isn’t too closed or open, but also, it doesn’t have perfect space. Some places are more open than others, though. There is a warp at each side, and it leads you to a carrot.
Conclusion gameplay: this level has an okay spring placement and flow, but all other things are good.
Eye candy/tileset use/layer use: the level’s eye candy is very nice. The level has alot of cave tiles placed in layer 6. The level has waterfalls placed in layer 3 and 5. The level has alot of trees in layer 5. There is also something in layer 4, but not really many there. The tileset use is nice too, the level uses alot of tiles from the tileset. The layer use is also nice, every layer is used except layer 1. Layer 2 has one thing, but I don’t know why that’s placed.
Conclusion eye candy/tileset use/layer use: the level has nice eye candy. The tileset use is also nice, same with layer use. No complaints.
Pickup placement: this level has some creative ammo placement. Like NiQ said, that groups of 7 × 3 ammo were placed alot in this level and they look creative. The other ammo placement is good too. The thing I like the most is that there is no ammo on the ground in this level. Some ammo on the ground is no big problem, but nothing on the ground is really good. The level has some fast fires too, and also 3 power-ups. Seeker, toaster and bouncy. The toaster pu is placed at the left side, and you can get it with gun 9 or bouncies. The bouncy pu is placed at the right side and uses the same method. The seek pu is placed in the middle of the level, with a copter above it. This is a good idea. There are 2 carrots in this level. the full energy was placed well. It was a good idea to make it visible, because it was evil the first time. The other carrot is a +1, and you can get it when you enter a warp. There is 1 warp at each side, and they lead you to the same place.
Conclusion placement: there is some creative ammo placement here. The level has good power-up placement and carrot placement, and also some fast fires.
Originality: the level is quite original. The seek pu idea was original. This tileset isn’t used alot for CTF levels, I think only 1 time. The full energy placement was a good idea too. The way the tileset is used was quite original too. The music in the level is nice. I like it alot.
Conclusion originality: this level has some original ideas, original tileset use, the tileset isn’t used alot, and has an original music that I like.
Conclusion level: this level is better than Chip’s other levels. The level has nice eye candy and placement, and a decent gameplay. All in all, I give the level a 7.7. Download this level if you are a CTF freak or if you collect good levels.
- DarkSonic of XSÐ, CC and
I saw this level only 1 time , but it rox!
(Unsupported rating removal edit. Please explain why it is that this level rox – is the eyecandy good? The design? What strikes you as particularly new and original about the work? etc. ~Violet)[This review has been edited by Violet CLM]
Eat your lima beans, Johnny.