Date uploaded:
30 Dec 2022 at 18:06

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Re-upload/Edit Download
Rysice (More uploads by Rysice)
TSF+ (This file requires JJ2+)
blgfuture.zip (5.37 MB)

File contents

BLGfuture.j2l Example level (BLGfuture) 20.73 kB 30 Dec 2022
BLGfuture2055.j2t Future2055 257.69 kB 30 Dec 2022
First Dream - Brian Bolger.mp3 5543.91 kB 08 Nov 2022
BLGfuture.j2as 1.09 kB 30 Dec 2022
MLLE-Include-1.5.asc 12.62 kB 30 Dec 2022
BLGfuture-MLLE-Data-1.j2l MLLE Extra Data 12.24 kB 30 Dec 2022


So this is my new tileset called Future2055!


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Quick Reviews Average: 9.7

RecommendedPrimpy rated 9.7

Fantastic looking tileset, it fits the JJ2 aesthetic almost perfectly.

RecommendedFabiAN[NC] rated 9.7

you have become really very good in drawing!!

User Reviews (Sort by Helpful Index or Date Posted) Average: 0

RecommendedReview by Violet CLM

15 Mar 2023, 08:24
I might as well work here (538 Points)
Number of reviews with ratings280 Featured reviews26 Average helpfulness90%

In a community that sometimes seems to strive to produce the most beautiful landscapes and luxurious buildings, it takes some courage or at least ingenuity to aim for something bleak, desolate, and screwed. This is a mixture of War Torn (by theme and perspective), Casualty Mines (by palette and, in some places, shading), and just a little bit of Baltyville Sewers. The aliens from Future that have spent the last however many years hoping to go mainstream make another appearance here as well.

Standout artwork here includes the tentacles, the ruined walls that curve away from the camera, the cozy lumpy background cave, the intricately pixeled background hills/buildings, the bones, and the barbed wire. The green slime is colored and outlined well but is a bit off if you look at it too closely. Giant Dreempipes-style tubes are always cool and these are great examples of the form, with lots of cracks and bones and things to keep them from being nothing more than gradients.

Weaker elements include the pillowy garbage bin, the depthless floor texture, and honestly the palette, which is mostly a little too obvious and a little too discrete. The ruined buildings suffer the most here, looking for all the world like they use the sprite palette like in Shrunken Jazz. A soft tint to the tileset could help, to make the disparate elements blend together more, as could gradients that start and end in slightly different hues, so the player’s screen is a little less obviously a blotch of this color on top of a blotch of that color.

Right now, despite how comparatively unique they are, the ruined houses are letting the rest of the set down a bit—I also wonder if taking a trick from Haunted House would help, allowing some foreground walls for layer 3?—but this is a moody, elaborate, and downright innovative set with lots and lots of different options to try out, both the main elements (walls, caves, tubes, houses, slime, aliens) but also the sheer wealth of incidental drawings (tires, furniture, electrical poles, barbed wire…) to keep a level feeling fresh and interesting and not-machine-generated.

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