Looks marvellous from the screenshots. I give you an AAA (10)!
Wait, I seriously misread this as The Fortres of Forgotten Socks and was like omg?
Other than that, seems like a great tileset yes though a little confusing.
I always loved Blade’s Cartoonish drawing style in his tilesets. This one does the same thing, but is drawn even more professionally. This could be the best tileset from 2008, and I can say it is already one of the best ever made. And don’t forget the size, you can’t make much more tiles in an 1.23 tileset! Hopefully this will be actively used!
This is a fairly solid level pack. It starts off poorly though, only picking up about 3 or 4 levels in. After that the quality of the levels jumps considerably. There are still some annoying elements though (find the hidden crate!!!). The ending left me rather amused since it’s so… unique, so this gets 0.5 bonus points for that.
The level design here is spectacular, with gameplay elements that are unique to this level pack. Some of it does get a bit repetitive, but it never gets boring. It’s too bad this pack is unfinished, which is why I’m not giving it a 10. If this had a proper story and a bit more polish to the levels, it would probably be the best jj2 episode ever.
I had high expectations for this tileset and it turned out even better than I thought it would be. It’s a very hard to use tileset, but luckily it comes with a good example level that showcases everything that can be done with it. This is one of the best tilesets I have seen in ages.
One thing to note: you NEED to include the tilesets in the zip file or other people may not be able to play the levels.
No animated titles, no triggers.:(
Gameplay
When I started playing this level it looked very nice and of high quality. However, when I went to the top of the level, I saw that there was a huge space, in which can be jumped with springs. This space is way too big, you should have put a lot more titles there. Your level has one big platform at the bottom and a lot of little one’s floating above it. You should try to make less and bigger platforms, otherwise it’s just jumping from island to island when not standing on the lowest ground.
Eyecandy
You’ve got rain, great! You also filled up the big space in the top of your level with background titles. Though it still looks very empty and boring. You used some foreground in your level, it’s not much but, at least, it is some. There are houses and mountains in the background which have a nice movement.
Orginiality
I couldn’t find anything original here, except for the music which fits quite to the level. You should really try to make more varity in your level. Also make something other levels don’t have. Like DW got it’s 2 warps to the carrot.
Gameplay: 5
Eyecandy: 6
Originality: 4
Final Grade: 5
Sorry this one was to overrated to lett that unnotised…
Eyecandy and Gameplay are not good :S
Spaz can get stuck in the small rooms and its very small…
But Whatever…
Mmm a nice light level with a good flow :)
Ill gonna host this some times i gues…
Seriously 7.8? Well I don’t say this level is bad but its not very good either. Level is linear and there are lot of empty space. Also platforms are way too big. Ammo placement is ok. Background is nice but overall eyecandy is too boring.
(BTW welcome to the XLM)
Seriously, guys, a 5? I really think 5 is underrating. Anyways, this is a really cool level with beautiful eyecandy. I think it deserves a download recommendation.
What EvilMike said.
Very good converter!!!
Winamp can’t play it correctly, but MPT and WMPlayer play it normally!
Thx! Before I download it, I always record jazz2 songs in cooledit :D
Colony and Carrotus don’t play correctly.
This is a great jj1 conversion, especially since it uses tiles from so many different places. Probably the best jj1 conversion I have ever seen. But I’m not really sure why this deserves a 10, so it gets a 9. Even agama didn’t get this many 10’s.
Perfect! All the tiles are here! Great stuff!
I wanted to pity White Rabbit for his review in #[TF] but as he had abandoned our lovely channel for mysterious and unexplained reasons I have no other choice than doing so in a review of my own…
As the Dutch say, “stilstand is achteruitgang” (stagnation is decline). I thought Tomb Rabbit 1 was nice, but it was way too hard, had a lot of bugs (knives!), and the theme worked only for so many levels. Tomb Rabbit 2, on the other hand, offers diverse environments, interesting puzzles and a difficulty level that is Just Right©.
As Violet said so well, reviewing each level individually is no use because Tomb Rabbit 2 works as a whole. Whether it is the beautifully retro training level, the Deus Ex-like elevator level, the amazing jungle levels, all are equally well-designed and equally fun to play. I must admit that. being the tileset freak that I am, I checked every tileset in JCS before playing, and not being too impressed. I started JJ2 with not too high expectations, only to be completely blown away by the levels, which have some of the best eyecandy till date… you play in a mario-esque world full of bright objects, a jungle with giant hollow snake-infested trees, a tribal temple environment of sorts, and finally in two different 7th-lava-fall-but-way-better-styled buildings. And all look completely wicked.
TR1 boasted a “completely new enemy”, which was nice but not that interesting and only seen in the very last level. TR2 is quite the opposite, with an awesome jumping Bishop that looked like it jumped right out of Alice in Wonderland in the very first level, and literally made me gape at it for a few seconds. There are no “new enemies” to be seen in later levels, though. I assume that was because the episode is unfinished.
Another sign of the unfinished state may be the lack of pickups (other than coins), but I hope that was intended, because unlike some other episodes with artificially limited pickups (BlurredD’s comes to mind) here I didn’t mind at all. The coins are fun to collect and the system which gives you one extra live per 100 makes up for JJ2’s non-functioning “1 live per 100 gems” system. One issue was that whenever you die you keep the coins you already collected, so you might end up with literally hundreds of coins, making getting all 400 coins a little easier than intended.
The puzzles were just as awesome as the visuals. I often dislike puzzles in levels because they seem artificial or are just not fun; why would I need to push boxes in the midst of a desert? TR2 however has puzzles that either make complete sense, such as in the elevator level, or somehow just fit into the level, such as most trigger block-puzzles. As White Rabbit pointed out, sometimes the blocks do not fit in the rest of the environment, but I didn’t really mind. It made clear what you were supposed to do (find the matching switch) and added a certain continuity between the otherwise seemingly non-connected levels.
I could go on for a while and pinpoint every individual aspect but in the end they are all equally well-done and as perfect as they probably can be. While playing I got reminded of games ranging from Commander Keen to Deus Ex to Mario, and what all those games have in common is that even though they may have tiny glitches, those do not matter at all because the whole game is just so damn fun to play. Rather than being disappointed because it is not exactly the same as TR1, you should be happy that Kejero chose to innovate, and download this right now ;)
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Eat your lima beans, Johnny.