|ForeignCountry.j2l||Foreign Country||11.63 kB||20 Apr 2007|
|RaymanForest.j2t||Rayman1-Forest||141.38 kB||19 Apr 2007|
|RaymanForest1.s3m||Rayman1 - Forest||1307.98 kB||20 Apr 2007|
This is PoL’s new battle-level using our Rayman-Tileset. Have fun and host it as often as you can =)
-Kalle and StNick of [PoL]
played this the other day and man was it nostalgic to see this set. this level looks beautiful and is also layed out nicely and plays fairly well. also, i’m pretty surprised how well the rayman graphics still look and the level did a great job of showing that
Ah, the memories of playing Rayman. I used to think the graphics here were so amazing when I played this game, and they still hold up quite well (although pixelated). I’ll state a few things about this tileset as well, since it also pertains to why this level is so fantastic.
Now you, as the reader, may be wondering why on earth I am giving a relatively medium sized battle level such a high rating as a 8.7? Well, here’s where I state the main reasons…
This tileset is structured differently than a normal jj2 set, as the rock tiles are made available for players to move past them with only the ‘grass’ tiles being masked; this makes the space in this level much more expansive than an otherwise standard level around the same size with typical, thick and totally masked platforms. So the layout is quite complex yet easy to understand thanks to the tileset. I don’t find the unmasked rock tiles distracting at all, since I had years of experience playing Rayman so it’s all natural to me and people could get used to this quite easily, I’d believe. Since the grass tiles are thin, this allows one to actually see more paths in a single screen and notice more players which adds more to the common game-play aspect of prediction.
More tilesets and/or levels should be made with this method as it is easier to make more complex yet easy to understand levels.
As for the game-play: I believe this is what battle levels should be like. The level generally flowed where I wanted it to flow, and the dead ends are where I felt they needed be (usually with a carrot or other valuable item). Since the layout is complex, it allows a lot of moving around and choices, which allows more tricks and opportunities for escape. The complexity avoids being confusing as I stated above. There’s a good feel of exploration, where you can move around, see lots of areas. You probably don’t have to worry about finding certain items, as you can get a general idea of where they are and find them easily. So levels like these are quite rare. I could even go so far as to say this level is special, at least for now.
This level is an instant classic. Definitely host this level, A lot. Balanced strategic and fast paced game-play if you can believe that o.O
I’m probably biased towards the theme and eye-candy but hey, doesn’t everyone love rayman? =)
I’ve noticed you have no reviews for this level, so I took liberty of posting one, so here goes:
The eyecnady in this level was actually very good (better than a lot of recent levels). Layer 8 wasn’t a sky backround that you may find in some normal levels, it was a forest backround, which pretty much fits in with the forest/garden theme in this level. The sprite layer was full of eyecandy like trees, giant plants and other wierd garden things. The foreground was the same, and also shielded the sprite layer from all the tilebugs (as did layer 5). The masking, however, was strange. There wasn’t something right about being able to go through some of the rocks. That’s mainly due to the tileset though. I also felt that there could have been more to the backround or foreground to make it feel more lively in places.
Overall, eyecandy was very good, but even more eyecandy would have been even better. Masking could have been worked on.
EYECANDY RATING: 8.5
The gameplay in this level included most of the stuff you would find in a normal battle. Warps, springs and some vines. There were some places in the game that offered tactics. Some of the warps could be used as escape routes. But there weren’t many challenging spots. There were no dead ends and everything was open and you could go everywhere. If a battle arena was wide open, it would be pretty easy to escape anyone trying to trap you. However, the masking problems (mentioned before) can also play tricks on someone. This could be used as a tactic and it’s quite hard to tell whether this is a good thing or a bad thing. It is quite interesting though.
Overall, the gameplay is good, but not as good as the eyecandy because there were no traps or challenges and everything was open. The ‘going through walls’ concept is quite interesting.
GAMEPLAY RATING: 6.5
The items were mainly layed along the ground, although some of them were in the air. This made them quite easy to get but I suppose it’s quite origional too, since most levels have thier items suspended in mid-air. There were 3 powerups in the game, which is enough for a battle level of that size. But, there were too many FastFires. They make the level too easy and they took up the majority of the items in the level.
Overall, the item placement was different, but quite easy. Good amount of Powerups. But, there were far to many FastFires.
ITEM RATING: 7.7
FINAL RATING: 7.6
RANK: 7 Good
DOWNLOAD: It’s worth a download. The eyecandy is rather good and there are some interesting things about this level.
ךף,[Unsupported rating (7.7) clearance. Please provide more support for your rating. For more information on writing a proper review, see the \“Review Rules\”:http://www.jazz2online.com/J2Ov2/node.php?title=ReviewRules. – Cooba]
Eat your lima beans, Johnny.