mg03.j2l | Apocalyptic Afterworld | 13.30 kB | 27 Nov 2004 |
wisetyness.j2t | wisetyness | 179.76 kB | 14 Jul 2003 |
Technoir Remix.xm | Technoir Remix! | 466.38 kB | 11 Jun 2004 |
I beta tested this, too, face.
Apocalyptic Afterworld, by Magoo, uses Mirrow’s overlooked Wisetyness tileset. The gameplay is nice. Fairly smooth flow for the most part, and the bases seem balanced enough. Some of the springs with keep x set seem to throw the flow off a bit, though. It’s hard to set them up just right, after all. The seeker powerup annoys the hood out of me, though. More specifically the sucker tubes leading to it. They seem to take too long to get there, with the warp and all. Floatups are used to help the flow in some areas as well. There are, however, some assorted areas where jumping is required, which is always good.
As always, Magoo managed to make the level look very attractive, although I don’t like how some of the bricks are translucent. I like the ambient lighting effects a lot, and the lightning in the background is nice (Xargon style). As always, though, if you’re going to have several non-tiling animations right next to eachother, you should make an extra animation with a different sync than the ones next to it. The areas where fire is placed in a horizontal line look kind of unnatural. Layer 6 and 7.. well, confuse me. There’s some ground soil and trees in layer 6, while in layer 7, there are metal platforms which are much bigger than the soil.
The ammo placement is good enough. The thing that caught my eye about it was how Magoo made nice designs with it; for example, a cross made out of toaster ammo.
As for the other stuff in the level… well, I personally think that the music isn’t all that good, nor fitting. It also has an invalid next level setting. It tries to loop to Apocalyptic Afterworld.j2l, but there’s no such thing.
Overall, this level gets an 8.3 and a download reccomendation.
Another CTF review. I wasn’t able to download this level, but I did now.
Introduction to Apocalyptic Afterworld:
this level was created by MaGoo DM and uses the wisetyness tileset. I haven’t seen many levels with this set, and you will find out if this level is worth downloading(because this level has not many downloads. But that was because you were unable to download this level.
Gameplay:
this level is pretty big, isn’t symmetrical, but it is balanced. It’s easy to get around this level. The suckertubes make the flow pretty good, among with the good spring placement. There are many suckertubes, and they will lead you to a warp with a warp target. It’s not very hard to get to each base, but you can get lost sometimes. There is a straight way to each base, but there are other ways to go to there. I like how this level is constructed, so the layout is good. The vines can be a good idea, instead of springs. Overall the gameplay is nice.
Eye candy:
when I loaded the level, I immediately saw that there is lightning here. Yay! The lighting looks great, I like the flicker lights. There is also lightning in the background, it’s great animated. Layer 3 has alot of secrets and the tubes, and also has some stuff. Layer 2 can be a bit irritating, but I can live with it. There are many things in layer 5, it’s mostly standard… but it’s good. The fire looks nice. I like the tileset use alot here. There are many layers used, except layer 1, but almost no-one uses layer 1 alot. Overall I like the eye candy alot here.
Pickup placement:
I will start off with the ammo placement. There are many groups of ammo, some are odd, others are creative. There are 3 Power-Ups, and they’re pretty basic. There is a tube that leads you to a warp with a Seek PU at both sides. The Seek PU is protected by bomb scen, so you cannot shoot through it. The Bouncy PU is at the bottom-left, and the Toast PU is at the bottom-right of the level. There are 2 +1 Carrots, and 1 Full Energy. There is a warp to the Full Energy, which is at the left and the right side. The +1 carrots are also at the left and right side, in a tube. I also like the pickup placement in this level. A thing that is pretty funny are the Freeze events that are at 50,3 and near.
Others:
This was a nice level by MaGoo, it’s also a bit original, like the freezers. The music fits this level well. This tileset isn’t used many times, like I already said. It’s a fun level, and you can do 3 vs 3/4 vs 4 in it. Also, this level could be hosted sometimes, because I never saw it hosted.
I give this level an 8.35 = 8.4 and a download recommendation.
I felt like reviewing some random level, and got this through review ideas ;P.
Apocalyptic Afterworld is a nice piece of work by Magoo (who should make more levels ;P). It’s got some bugs and poor planning in some parts which could’ve been fixed/avoided, but generally its a good level worth your attention.
I’ll start off with the mood. The level has a nice feeling when you go through it (I like the backround) and some lighting to aid to the feeling. I personally would’ve chose a different music though, but whatever.
Layout is alright, and took me some time to get used to. It has a lot of rooms only accessible by warps (Seeker, Full NRG) which makes happy campers just wet their pants with excitement =P. Instead of having rooms for the Full NRG and Seek Pu, you couldve put them into tubes so people cant just hang around them and kill whoever enters the room (at least the full NRG isnt the only carrot in the level, or that would’ve been very, very bad). I’m not too big of a fan on how the layout of this level was made, but its acceptable and I wouldn’t mind playing in it.
Eyecandy is great. The only thing I that I can complain about with eyecandy is that the red rocks were used in layer 5 which might make it confusing for some people to tell if they’re solid or not at first. I didn’t notice that at first at all, so it didn’t bother me one bit.
Flow could be improved a bit. Springs like the one around 126, 60 could be made to have you hit the next spring on the ledge to the right instead of flying over it and going into the side of a wall. The ledge at 63, 50 could be raised so you don’t fall onto it when running from the PU and instead fall down the gap (this doesn’t happen with the ledge next to the PU on the right side of the level which makes the right side have a bit of an advantage). These little annoyances could’ve been fixed easily had a tester noticed them, but I found no significant flow bugs which means that the testers didnt entirely sleep through the level =P.
Ammo is alright. You have to jump for a lot of it though. Magoo also included ice ammo for some reason (if you include it, at least give it more of a use). Otherwise, ammo placement is nice and nice designs are made of it.
Overall the level is pretty well made. A few tweaks could be made here and there, but it still gets an 8.2 the way it is. I don’t know why I havent reviewed this until now ;|. Download reccomended (although most of you have probably downloaded or played this by now anyways)
~Blacky
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Eat your lima beans, Johnny.
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