Green Paradise

Date uploaded:
23 Jan 2007 at 19:37 (Major update on 1 Feb 2007)

Download details

Re-upload/Edit Download
TripleJ (More uploads by TripleJ)
Hitch, Darksonic, Marijn, -KimV-, andy & Purplejazz7 For Beta Testing!

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Green (852.88 kB)

File contents

xlmparadise.j2l §1Green Paradise 11.14 kB 01 Feb 2007
ic-jparadiseD.j2t Jungle Paradise Day 259.91 kB 14 Nov 2006
FutureDreams.xm " Future dreams " 1305.48 kB 09 Jan 2007


Green Paradise

By TripleJ

Xtreme Level Makers

(New Version)

(Please Re-Download)


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User Reviews (Sort by Helpful Index or Date Posted) Average: 7.1

Review by PurpleJazz

23 Jan 2007, 20:55 (edited 10 Mar 07, 12:10 by Purplejazz7)
Spaz Slackrabbit (106 Points)
Number of reviews with ratings55 Featured reviews8 Average helpfulness75%

Green Paradise is a medium/large Battle level using my Jungle Paradise Tileset conversion. TripleJ seems to like using my conversions which no one else used or liked. Now for the review:

This level has the same, overused EC as in most Jungle levels. There are a lot of EC things in this set, and TripleJ has only used a few things. The background is kind of original though, but thats only because of the additions in this conversion :|. I don’t like the Purple fade colour for the Textured Backgound much, use a light colour next time. There are some more Diamond trees at the bottom of the level on layers 1 and 2, and they move way too fast, and they kind of clutter up the place. There are loads of the same leaf clusters (reminds me of the bushes from Diam B levels) placed on layer 3 all over the level. They seem to be randomly placed without any thought. Next time use a larger vareity of EC. But I must say, it still looks nice while playing it.

The Gameplay is quite a dissapointment :(. The flow was rather sloppy. There a lot of places that need one way events, like all that wooden stuff. This is one of the main causes of the bad flow, since I go under a wooden platform with a dead end, I try to jump out but there’s No One Way event so I have to just turn around, which spoils the flow by a lot. a lot of springs through you into celings and walls, and there are some more dead ends like in 82,24. There should be a one way event on the ground above it, which would make the flow much better. This level requires a lot of Jumping to get around.

The ammo placement was average too. A lot of ammo is the simple, boring 4 ammo squares. Make some more intressting shapes next time. Also don’t use Ice in battle, it is just pointless. For a level this size there should be more ammo. Another problem this level has is there is only 1 carrot in the whole level. There should be more carrots in a level this size, or that carrot could be replaced by a full energy carrot. There is also a coin warp that costs 20 coins which gives you an RF PU. There aren’t very many coins in this level, so it takes a long time to get it.

I think the EC is a bit repetitive but it still manages to look nice, but the Gameplay and Placement could use a lot of improvements. One important thing through is that this level is a lot better than your last one. If you follow the advice in this review and spend a bit more time, you’ll make great levels. I’m going to rate this 7.1.

Download: Maybe.
Host: Perhaps once.

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Review by Hitch

24 Jan 2007, 00:04 (edited 28 Jan 07, 05:59)
Bee Boy Swarm (32 Points)
Number of reviews with ratings16 Featured reviews4 Average helpfulness61%

Purplejazz, what I dont understand is you Betatested the level and then give it a harsh raiting. Why didnt you tell this stuff to Triple J in the first place? He could of imporved the points you said where bad. Next time actully help Triple J so that he can improve those points.

@Pj7, tell him to change them and reupload it;P

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