The Ice Cave

Rating
4.9
Reviews:
4
Downloads:
249
Date uploaded:
17 Jun 2009 at 15:46 (Minor update on 18 Jun 2009)

Download details

Re-upload/Edit Download
Author
Thex (More uploads by Thex)
Type
Battle
Credits
nobodys! ;o
Version
1.23
Satisfaction
N/A
Screenshots

No screenshots yet.

The Ice Cave.zip (243.24 kB)

File contents

The Ice Cave.j2l The Ice Cave 9.20 kB 18 Jun 2009
WTFBorealis.j2t WTF - Borealis 231.46 kB 29 Feb 2008

Description

So… this is my first level. Because of this, it can suck a little, so prepare yourself!

Well, the level: It is a not to big battle level, for a small amount of players. It looks a bit like a ice cave, so, there you have the name. It has a lot of small rooms and corridors. I hope you like it!

But I hope to get feedback on what I can do better next time.

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Quick Reviews Average: 3.7

Lori099 rated 3.7

Well…eyecandy looks good, but thats all.
This level dont have many weapons and pickups
and the gameplay is little boring…3.7

[Review changed to quick review. – cooba]


User Reviews (Sort by Helpful Index or Date Posted) Average: 5.5

Review by troglobite

Posted:
17 Jun 2009, 17:19
Bee Boy Swarm (26 Points)
Number of reviews with ratings18 Featured reviews2 Average helpfulness75%
Rating
5.5

I’m afraid I have to disagree with Thex. While the level is not perfect, there is no reason to prepare for a sucky level when you download this. Also, it’s not as small as his description initially led me to believe. It would probably be best with maybe 6 people on it, and would feel rather large for a duel.

Eyecandy: 7/10
The eyecandy is generally good. The background looks good, and the foreground is fairly interesting. It’s even snowing. Basically what you’d expect from a level made with WTFBorealis. I can’t say there was anything unique that caught my eye. The one big way the eyecandy could be improved on this level would be extending stuff on layer 3. For example, when Jazz is in the pools of water at the bottom of the level, you can sometimes see his feet sticking out the bottom, which just looks ugly.

Gameplay: 5/10
Two words: Beta Test. Thex, this level shows great potential, especially for a first time levelmaker. However, it also has many problems which I believe you would have been able to discover and fix, had you gotten other people to play through and critique the level beforehand. The two main problems I found with this level’s gameplay is confusing tiles, and too many carrots. By confusing tiles, I mean there are several tiles which you place on different layers in different places in the level. For example, the hooks are on layer 4 with a vine event somewhere, but other hooks are merely scenery in another portion of the level. Also, in the top right hand section of the level, near one of the start points, there are some blue tiles one layer 4 which are directly next to some of the same blue tiles on layer 5. This makes it impossible for someone playing the level to know which is which, and can be very frustrating. Don’t get me wrong, it’s OK to use some tiles on multiple layers (like the path to the bouncer power-up hidden behind a wall), just be sure someone playing the level will generally be able to figure out what is what. The other main thing you could fix with the level’s gameplay would be to reduce the number of carrots. Why in the world are there four full health carrots on this level? In a standard battle, where everyone has 5 health, no one would ever die. Each time they lose health, they can run to one of the carrots and heal. And with so many different choices, there’s almost always going to be some route they can take to a carrot without any people in the way. I would suggest changing most if not all of the carrots to 1 health, and maybe getting rid of some all together. It could also improve the level if you made the carrots harder/more dangerous to get. For example, you could put one full health carrot in the sucker tube and no other carrots on the level. This way, if someone knows their opponent is low on health, they will be able to guard the entrance or exit to the tube, and prevent their foe from being able to heal. This would add a strategic element to the level, as well as making scoring much easier.

Miscellanious:
1. You uploaded a folder zipped in a folder, containing a level and another folder with the tileset. This was just confusing. However, it doesn’t have anything to do with the level, so I won’t factor it into my rating.
2. Go into JCS. Click the “Tools” menu (Next to “File” and “Help”). Select “Level Properties.” Use them. As it is, your level has no music, no text, and is called “Untitled”. Most importantly, it has no “Next Level” setting. This means the game will crash as soon as the level ends (Unless you have JJ2+(http://www.jazz2online.com/jcf/showthread.php?t=17567)). For crashing the game, you lose half a rating point.

Overall: 5+7/20=60%=6/10
6-0.5=5.5
While this level is fairly good, it still needs some tweaking before I’d be willing to give it a download recommendation. Continue to work on making levels, and learn from your mistakes, and I could imagine you creating some really amazing levels in the future, Thex.

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Review by Thex

Posted:
18 Jun 2009, 12:29 (edited 18 Jun 09, 12:32)
CTF Bug (0 Points)
Number of reviews with ratings0 Featured reviews0 Average helpfulness0
Rating
N/A

Thanks for the review troglobite, I made some changes in the things you were talking about. :)
About the wierd way of packaging: I’m don’t know how that happend either, I guess it’s just my computer being wierd…

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Review by varkarrus

Posted:
24 Jun 2009, 13:58
CTF Bug (3 Points)
Number of reviews with ratings3 Featured reviews0 Average helpfulness33%
Rating
N/A

Vista, I geuss?

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