Review by cooba

Posted:
17 Mar 2007, 21:32
For: Hungarian Jungle 2
Level rating: 7.5
Rating
N/A

You don’t need to include all 3 tilesets, just use the necessary one

Review by GoldRabbit

Posted:
17 Mar 2007, 13:05
For: Hungarian Jungle
Level rating: 7
Rating
N/A

what i dont understand is why there are 3 tilesets and only 1 lvl?

RecommendedReview by Ischa

Posted:
17 Mar 2007, 11:59
For: FiveGoldenStar Hotel
Level rating: 8.8
Rating
7.6

Rating Fîvé GólÐèñ Stâr Hôtèl

To start:
This Treasure Hunt-level is sometimes a little bit strange, but very good.

Eyecandy: (20 pts)
The Eyecandy is very well. The best is the background, with that city and the mountains. Also the paths is good decorated, but some things don’t fit, like the fire in the swimming pool…
Result: 16 pts

Gameplay: (20 pts)
Good! To get gems you need to do challenges and games into the hotel. Like Mountain Climbing and Karate and you can also play Pinball… and there are lot of… well… doors. It are spring doors. (do you understand me?) You need to freeze them to pass. But there are two shortcomings. One: the enemies in the water. This is a Treasure Hunt level, not a Single Player level. And two: there is no exit. So if you have collected enough gems, you can’t exit the level to win! But furthermore it is a very good gameplay.
Result: 17 pts

Gem placement: (20 pts)
The gems are well placed! You can get them by completing challenges and games! I think you’ll say: “The gem placement is good!”. NOT! There is a generator on the gems, so they’ll always appear back and that makes it too easy. If there was no generator on the gems I’ll gave you 19 points… but now just 12…
Result: 12 pts

Bonus placement: (10 pts)
The same like the gem placement: there is a generator on the gems, so they’ll always appear back.
Result: 6 pts

Conclusion:
In spite of the placements, enemies and the fact that there is no exit this is still a download recommendation. If you have fixed the shortcomings, I will change my review, but for now you have a highly creditable 7,6 for this episode.

Total points: 51
Maximum number of points: 70
Calculating: 51/70*9+1=*7,6*
Mark: 7,6 (7,5571428571428571428571428571429)
Download recommendation:

Not recommendedReview by Ischa

Posted:
16 Mar 2007, 16:53 (edited 19 Mar 07, 15:13)
For: Diamond Cave
Level rating: 3.3
Rating
3.3

Rating Diamond Cave

To start:
Not a super good level from Qu4k3000. I can’t give a very high mark…

Eyecandy: (20 pts)
It is not the best Eyecandy ever. The background is the worst, because only the eighth layer is used. There is no foreground… but that is almost always not so important. The path is good decorated, but the hills could be better. And the mountains on layer 4 are also not good.
Result: 7 pts

Gameplay: (20 pts)
The gameplay is also not the best. The level is a little bit short and also the warp-ceiling could be very frustrating. But there are also good points: the level is not linear. It is a very good point, because linear levels could be very boring. But I can’t you still give you more than eleven points for the gameplay.
Result: 11 pts

Story: (10 pts)
There is no story. So this factor does not count for your final rating.
Result: N/A

Obstacle placement: (20 pts)
Very-very bad. There are too many enemies at one point. And the warp-ceiling is also very frustrating. Some enemies are also not good chosen: the Sparks are no good enemies for Diamondus. They are better for levels about electricity. Planets like Tubelectric, Orbitus and Letni are better places for Sparks. That’s not the worst. There are so many enemies that I can’t give you points… sorry.
Result: 0 pts

Bonus placement: (10 pts)
The same like the obstacles: too many bonuses at one point. I really don’t like that blue gems at the beginning of the level! There is also much too much food and much too much ammo. So no points again!
Result: 0 pts

Conclusion
Very bad episode. The obstacles and bonuses are not good placed. Also the Eyecandy and the gameplay could be much and much better. I’ll give you a 3,3 for this episode with the D/R of no. A pity! In advance success with your next episode.

Total points: 18
Maximum number of points: 80-10(story)=*70*
Calculating: 18/70*9+1=*3,3*
Mark: 3,3 (3,3142857142857142857142857142857)
Download recommendation:

Review by hero_nemo

Posted:
15 Mar 2007, 12:50 (edited 15 Mar 07, 13:31 by Fquist)
For: Jazz2 CC list servers built into .exe file
Level rating: N/A
Rating
N/A

hiiiiiiiiiiiiiii

[Unsupported rating (1.0) clearance. Please provide more support for your rating. For more information on writing a proper review, see the \Review Rules\. – Fquist]

RecommendedReview by Superjazz

Posted:
14 Mar 2007, 11:49 (edited 14 Mar 07, 11:52)
For: Toxin Twister
Level rating: 8.4
Rating
8

Here we see a few months-old ctf-level from Cooba called ‘Toxin Twister’ getting uploaded with some improvements. Well what was the result? The original one already was a show-off about the level’s tactical gameplay and the creative background at least. Both of them were improved a bit, as well there was some sprite-eyecandy added. And something else?

Like I said, the background here is creative. Though there could have been a little more effort put to design the background in a different way, since layers 6-8 are all used for the same part of it, and so there remains just lots of black area too, which isn’t so good thing. Sprite-layer had the most lackings originally but it looks quite fine now. The solid wall could use some more detailed stuff, especially around the bottom-tunnels.

The base-placement and their entrances bring to my mind ‘Demonic Home’ by Sacrush, although here you are able to reach either base from the same spot. This, and the rest of the layout was designed with care to make it friendly for the player also. Some people might think the bases are left too safe and campable, actually they aren’t, they are more like the most dangerous hang-outs here, except for duels maybe. Seekers can be shot from above, beneath, or through the tubes. Electroblasters also enable shooting from base to another.

The position for the full-carrot was no doubt the best choice. Putting it beneath the bases instead wouldn’t have worked, nor are there any other spots for one, because there are lesser carrots in the bottom anyways. It’s easy to hide in bases with low health in duels though, and just wait for the carrot to spawn. This has been made more risky with the warp in bottom. There are two Bouncy-PowerUps placed in the tunnels near bottom. It should be fine since they are very close to each other. The more powerful Seeker-, and RF-PowerUp are placed wisely as well. However, I have variable opinions about ammo-flocks.

Looks like not everyone appreciates this level that much. Cooba hasn’t done, or at least uploaded any CTF recently yet. Anyway I consider it great, that Cooba didn’t focus on eyecandy, and tried to make the level feel good from a player’s view as well. I can remember the 5vs5 I had here once, which unfortunately didn’t last long. I would say I enjoyed to play it there. I can’t be very sure how does this work in duels yet. I recommend you to download this.

SJ

Review by simmykrantz

Posted:
13 Mar 2007, 19:03
For: HotelManager 2
Level rating: 9.2
Rating
N/A

I can’t really rate this since i use TSF, and it doesn’t work with TSF.
That’s really really disappointing.
I really needed this tool for my hotel..
Any chance this’ll come out for TSF?

Review by benchmark

Posted:
12 Mar 2007, 19:20 (edited 12 Mar 07, 19:37 by Cooba)
For: HotelManager 2
Level rating: 9.2
Rating
N/A

I THINK IT’S GREAT. NO ANOTHER WORD!

[Rating (10) clearance. Just today your two weeks punishment has ended, and you’re already doing what got you punished? Looks like you haven’t had enough of ban time yet. ~Cooba]

Review by The dboy

Posted:
11 Mar 2007, 17:57 (edited 11 Mar 07, 19:05 by Cooba)
For: Kees rules Part 1
Level rating: 1.8
Rating
N/A

you really do not rule.

[Unsupported rating (1.0) clearance. Please provide support for your rating. For more information on writing a proper review, see the \Review Rules\. – Cooba]

RecommendedReview by PurpleJazz

Posted:
11 Mar 2007, 11:29
For: Toxin Twister
Level rating: 8.4
Rating
8.3

EYECANDY

The EC in this level was very nice for this tileset. One special thing about the EC in this level is the BG, it is very original. I have never seen a background like it in any level, any tileset. GJ Cooba. I totally disagree with Flash, who said that there is little creativity in the EC in this level. This level has extremely original EC, stuff like making animations out of the Textured Background, hooks/vines etc for EC. I really like the skull at the bottom of the level, it adds too the atmosphere a lot. I think the ground could use a bit more vareity though, it’s a bit plain. Overall a great job on the EC, a huge improvement over the original.

GAMEPLAY

This level has fast-paced, stratigical Gameplay. It is symectrical, so it is balanced. The base placement is nice too, but they are a bit close together, so scoring is quick. There are float ups at the bottom, with tubes on both sides and a Carrot in each. I think they are a bit too close together. Also there is a warp that takes you to the top where there is a Full Energy carrot. But there are 4 PU’s, so it won’t be hard to kill. One of the Bouncer Pu’s should be replaced with a Toaster PU though, because the two Bouncer Pu’s are too close together. There is a good placement of the Seeker PU which is above the pit in a wall, and Electo Blasters are required to get it, so it is not very campy, which is a good thing. I think this level is better for Duels rather than Teamplay.

Pro’s

  • Creative Eyecandy
  • Good Gameplay
  • Nice Placement

Con’s

  • Bases might be a bit campy
  • Walls need more vareity

I think this is Cooba’s best CTF level so far.

Download: Yes.
Host: This is a nice Dueling level.

RecommendedReview by Stijn

Posted:
10 Mar 2007, 18:34 (edited 16 Jan 08, 09:26 by Fl@$h aka BlewMeUp)
For: Toxin Twister
Level rating: 8.4
Rating
7.7

hilarious lol

I wanted to review DarkSonic’s pack but since people hated my server (at least they didn’t want to join it) and I didn’t feel like waiting for enough people every level Cooba’s the one to get my annual review this time.

‘t is a nice level. I liked the flow and layout, which just worked and was fun to play in. The level has one full-energy carrot and two energy+1 carrots, which may be a tad too much (especially since the two +1 carrots are close together and near them is a warp to the full energy carrot) but since there are plenty of powerups too killing people shouldn’t be too much of a problem. The bases are fairly close to each other (travelling from base to base will take about 7 seconds) but this is not much of a problem. Partly because the level itself is fairly small anyway, partly because the more interested pickups, apart from the RF powerup, are placed near the top and bottom of the level.

The level is symmetrical and fairly small, with few complex structures and a general division in an open structure with some platforms at the top half of the level and a cave/tunnel system at the bottom. Both are easy to navigate and the springs are conveniently placed just a tile lower than the normal platforms. The eyecandy however is not too great. Everything looks a bit dull and uninspired and though there are some nice twists (such as the giant skull) the tileset has not really been used to its full potential, nor does it do anything (apart from perhaps the aforementioned skull) to make the level stand out from the rest. A little more creativity here wouldn’t have hurt.

To sum it up, |Toxin |||||||Twister is a nice and fun level, but fairly average too, with a nice layout and solid gameplay, but not too interesting eyecandy. Hosting this will guarantee one or two fun games though, with 2 or 4 players being the optimum.

Edit: formatting stuff

RecommendedReview by Qu4k3000

Posted:
10 Mar 2007, 17:24 (edited 11 Mar 07, 13:42)
For: Hungarian Jungle
Level rating: 7
Rating
7

very nice tileset and music

the level is a bit too easy:, it s rather short and it’s easy to hover over a large chunk by getting to the top of three.i can get to the boss area in a snap but i can’t find the boss himself, that confused me a bit,otherwise a pretty good level, worth the download, it should have been longer and more challenging though

Review by Vihamurhaaja

Posted:
10 Mar 2007, 16:39 (edited 10 Mar 07, 17:15 by Cooba)
For: Diamond Dual FIXED
Level rating: N/A
Rating
N/A

I’m monster

[Unsupported rating (1.7) clearance. Hello, monster. Please provide more support for your rating. For more information on writing a proper review, see the \Review Rules\. – Cooba]

Review by fearofdark

Posted:
9 Mar 2007, 20:27
For: The Three Seasons
Level rating: 5.7
Rating
5.7

Ischa has released a pack called The Three Seasons. Before we get into the review, I would like to suggest providing the links or telling us where to find the music. OK, now for the review:

SUMMER FOREST:
I thought the eyecandy in this level was OK. Not great though. There weren’t any problems with the eyecandy, no bugs or mask problems. However, there weren’t any particular parts of the level that were exciting or significant. Not much to say about the eyecandy, except that it was good, but not great.

The gameplay…well, there wasn’t really a lot of gameplay in the level. There were not enough enemies to make the level harder. The were only blocks used in the level. There was one trigger event, and all that was used for is getting the only type of ammo in the entire level. There wasn’t really anything to stand in the way, except some very easy obstacles. You reach the boss at the end, but if you die, you must start the level all over again, which is fustraiting. The boss its self was made harder by those funny freeze things, which is good because Bubba is a prety easy boss. There was also a Fall down and die obstacle which is one of the most fustraiting obstacles, especially when you have to type JJK.
LEVEL RATING: 5.7

AUTUMN SWAMPS:
The eyecandy is pretty much the smae in this level. No bugs, but nothing special either, except one bit of the level, where you have to be spaz and then you find yourself running along a very long branch. That banch, however, was the most appealing of all the branches of JJ2.

The gameplay in the last level was empty, but this level is even emptier. There were even less enemies and even less ammo. There were some little wind obstacles, but they were quite easy. There area couple of parts where you have to morph characters. Overall, this level was emptier.
LEVEL RATING: 5.1

WINTER GLACIER:
The eyecandy, again, was boring. OK but nothing special.

The gameplay was alot better than the previous levels. Especially at the beginning. There were more enemies, the level was alot harder and there was a nice trigger puzzle. However, there was less ammo than before and it was the most usless kind, freezing ammo. Also, the end boss may have a bug because it took a long time to appear when I got to the end, and it suddenly appeared in the middle of the level and started attacking.
LEVEL RATING: 6.4

OTHER THINGS:
Yes. Another point is that the levels were all very short. I feel that if they were longer, more gemplay could have been included. I would decrease the rating, but because of the lack of gameplay, that may have already been achived.

AVERAGE RATING: 5.7
RANK: 5 Average
DOWNLOAD: They were some average levels, but there wasn’t really anything special in the pack.

RecommendedReview by Superjazz

Posted:
9 Mar 2007, 15:44 (edited 16 Aug 07, 15:32)
For: New Ages II - Tale of a Snooze
Level rating: 8.9
Rating
8.7

Here we see another project of Snooze within a rather short amount of time from his previous piece of work. Expectations were set higher than with Vol 1, yet they weren’t still broken too much. Well, how come?

The eyecandy and decoration in each levels is just really well taken care of. It’s after all really smooth, meaning some level doesn’t just lack something major that would make the eyecandy there look really worse than in others. The backgrounds in these levels were sometimes the default of the tileset, but still made nicely, so they wouldn’t distract, confuse, or just cause a level to look ugly. Nevertheless, the sprite-layers weren’t left unimportant at all. Nothing looks unrealistic, repetitive, or unrealisticly repetitive. The amount of tilebugs/misplaces is very minimum. Just the eyecandy overall, with ambient lighting give these levels an enjoyable atmosphere, so you might fancy playing them really often. The most impressive eyecandy I would find ‘Gloriania’ and ‘Dreaming..’ as. ‘The Cliffhanger Ending’ instead would need the most improvement(for the sprite at least).

None of the levels are really full-symmethrical, so the layouts have been sort of just…improvised it seems. But that’s quite refreshing, isn’t it? Although there might be some imbalance in some levels still, for example ‘Gloriania’. Few levels contain greater or lesser interesting concepts like the base-placement in ‘Saint Zipcode’. However some levels have sort of boring layouts, and what r3p’s review made me to notice, some levels just don’t work practically. The much-offering ‘Twilight Park’ was used for a level with horizontal gameplay and tunneling paths, and it doens’t quite fit. Especially ‘Durance Of Hate’ is annoyingly linear and it’s “floors”-design has been used several times in a way or another. The author put some tubes/warps to nicely improve the tactical sides of levels. Some of them might be still a bit questionable though. The Flow in levels overall needs the least improvement.

Ammo was placed quite carelessly at places. What ammo-types to use in each level, wasn’t thought about a lot either, it seems. Just for instance ‘Dreaming..’ contains only three ammo-types, and lacks of gun5/gun8, which this level would need the most. Ammo there is also flocked in large groups, which might not be so good thing. I also wonder why carrots happen to be very close to each other in levels with multiple ones. PowerUps should be finely placed, though in ‘Durance Of Hate’ they could be all in open as well because of the level size. The ammo was placed well in ‘Friendship’, but already in ‘Gloriania’, it was far worse. So it’s kinda variable between levels.

So how were the levels? Here are some short explanations;

‘Friendship’ has a fine default background with a magenta fade. Looks nice overall, but the gameplay is limited and the full-carrot should be placed differently. After that a minor carrot for red side wouldn’t be a bad idea for the sake of balance.

The eyecandy in ‘Gloriania’ is nearly the finest of the pack. Looks like there was some inspiration while designing this kind of a layout. However it will confuse many people for long with it’s warps. The upper full-carrot should be removed, ammo-types replaced, ammo-flocks modified.

‘Saint Zipcode’ uses a tileset-conversion, that offers some nice additional eyecandy for levels using this tileset. It was used well here, although I would wish some more foreground eyecandy. Music fits. Impressive layout and base-placement, lesser carrot to be removed/moved.

‘Trademark’ has an easy, horizontal gameplay. I don’t find the way carrots are placed exotic here. Better sprite-eyecandy here. The background is OK.

The background seems to be a little bland in ‘Durance of Hate’. The sprite eyecandy instead is more filled and looks great. Layout isn’t very innovative, but at least there’s a chance to move between levels with warps/copters. PowerUps for once more could be in open, instead of wall. Ammo-placement doesn’t make sense.

There’s a simple, but good-looking background in ‘Tainted Heaven’, where is probably also the best layout in this pack, not overwhelmingly though. There could be one more PowerUp, most likely Bouncer would fit. The lighting is used in a nice way. Only what I dislike, is the music that freezes after played once.

‘Dreaming..’ could be easily my favorite quality-level in this pack if it had more types of ammo, placed better, and few more PowerUps. Great eyecandy, the lightning doesn’t distract me at least, because it’s in layer 7 and there’s much sprite-eyecandy to cover it. Carrots are both fine, but the warp to the upper one should be moved further from the full one.

‘Cliffhanger Ending’ quite continues the theme to have a “tunnel-level” in the end of the pack, like ‘The Boneyard’ of New Ages vol 1. It anyway doesn’t remind about it much. The background here is original in fact. However, this level might not impress some people at the first sight very much, like me. This layout isn’t confusing(once you’ve learned the warps), isn’t imbalanced or anything, unlike some other levels of this pack. The ammo and PowerUps aren’t so bad, but yet again the full carrot was placed clearly closer to the other base.

I actually expected this to easily beat New Ages vol 1, but it did only by a little in my opinion. The amount of better levels would be as much as in vol 1, related on the amount of levels. These better levels, mainly #3, #6, #7, and #8 have some nice tactics to be used on, and I recommend anyone to give these levels a try. There wasn’t unfortunately any levels that would have a really nice and balanced layout like the two awesome levels from vol 1, ‘Persona Lity’ and ‘Radiation’. The rest here I would consider as filler-levels, that just didn’t manage to have too great quality to be played with joy. I would rate the levels separately between 7.5 and 8.2, but because of Snooze’s patience to save them all for a compiled pack, they deserve more together. Also for the sake that Snooze can create epic multiplayer-levels even.

EDIT: I decided to give a +0.2 for inconvenient justice in placement back those times.

SJ

Not recommendedReview by fearofdark

Posted:
7 Mar 2007, 19:58
For: Grand Hotel 4
Level rating: 6.4
Rating
3.8

Gus thinks this level is worth a 9. Does this level deserve a 9?

EYECANDY:
The eyecandy is somewhat average. There are loads of tilebugs and masking problems, especially in the slopes. There is a slight jolt in the stairs as you go down, causing you to ‘jump’ down them, you also tend to get stuck going down one of the diving boards in the swimming pool. The ugliest parts of the hotel is the water part which you enter from room 22, because you only ever see 3 tiles until you get to the end. Another is the test in the saloon, for the same reason. However, I think the beginning bit of the hotel (the lobby) looks quite…well…hotelish. I also think the same for the rooms in the hotel, except the corridor in level 4, which was a bit too bright.
RATING: 4.5

GAMEPLAY:
The gameplay in this ‘single player hotel’ is preety much a load of puzzles…pretty fustraiting ones. The player has room number 64, where he will find some RFs and TNT to use in the swimming pool, where he will recieve another key, directing him to another room, which gives him a clue to find yet another key to another room. It goes on like this throughout the level, with little challenges along the way, until the objective is completed. But when you get to room 24 and completed the puzzle in the water thingy, you get another key, but doesn’t tell you what it unlocks. It took some time to figure out an by the time I got to the end, I was bored. There are some nice games, such as the mini-golf, that was pleasant and the player could shoot the first two holes to cure his boredome, but to pass he needed some honor card. The difficulty of the level was very easy, which added to my boredome. There were a few enemies wich you had to shoot, but you could cure you self easily because there were carrots in your room, in everyone elses room and a billion in the hospital. You could have also added regenerating enemies along the lift and stairs for a bit more of a challenge, and it would give you something to do. Overall, gameplay was boring.
RATING: 3.0

OTHER THINGS:
I would like to comment on the music. I found it rather interesting. That doesn’t affect you rating though.

AVERAGE RATING: 3.8
RANK: 3 Very Bad
DOWNLOAD: Maybe not. This may seem like just another mediocre hotel, but converted to a boring single player level.

Review by chandie

Posted:
7 Mar 2007, 16:42
For: Campaign Mysteries Level 4: Greece
Level rating: 7
Rating
7

Well at last the wolfs and bears are lke real enemies!:D
After Iran, Greece was much more better! Levels were better has funnier like the boss level. This pack needs excitement like this. Otherwise it becomes monotone.
Levels were more possible to beat. Not much endless pits like the previous one, but still there were a few annoying ones.
As i’ve said before, the wolfs and bears were improved, and seem like real enemies.
The goodies and baddies were well placed except there were too much enemies together in some places.
Consequently it was a standart Campaign Mysteries pack. I still couldn’t have the same fun with the first pack. Maybe it’s just because it’s the same. But it was very very good when you compare with Iran levels.
I guess there’s one episode left. Put new original ideas and make it exciting!
By the way thank you very much for the carrots! :D:D

Review by PurpleJazz

Posted:
6 Mar 2007, 21:06 (edited 14 Aug 08, 17:13 by Purplejazz7)
For: Impressions
Level rating: 8.5
Rating
N/A

Finally after months of hard work, Darksonic has finally completed and uploaded Impressions, which I think is his best CTF pack yet. Now to review!

Significant

This level uses the somewhat underused JJ1 Exoticus Tileset. It’s medium sized and it’s symectrical, so it is balanced. It isn’t too simple either, which I think is a good thing. There is a tube at the lower middle area with takes you too a higher level, collecting a Full energy on the way. This level has a good flow too.

The eyecandy is not the best I’ve seen with this tileset, but it is still very good.
Some temple tiles have been used in layer 6, which gives it a different atmosphere compared to other levels this tileset along with the music. The leaves in walls don’t look very good though. Plenty of EC things have been used with the sprite layer as they should be used, but with a few more original things like the wooden pillar which were meant to be used for sucker tubes :).

The placement is also original. The seeker PU has been placed at the top above a brick, which there are triggers which destroy the brick, and the Seeker PU comes falling down. The ammo is all placed in interesting shapes instead of the standard 2×2 squares. Like I said before, the Full Energy is placed in the middle of the level which can get by riding a sucker tube.

So this is a level with some original ideas. This gets an 8.4 from me.

Sharp Icicles

The level name suits the level theme well. I haven’t very many levels with the Glacier tileset, and this is probably one of the best. It’s semi-symectrical this time instead of symectrical, but there’s not much differance. The layout is quite a lot simpler than 01. It’s still solid though, and flows well. This also the smallest level of the pack.

The EC was pretty good for such a limited tileset like this, even though it was a little repetive in places, especially the caves on layer 5. The music and the Background fade colour give this level a nice, peaceful atmosphere. As the name suggests, there is lots of Icicles in this level. Layer 6 is original too.

The placement was nothing really special, but it’s decent. There is a Full Energy in the middle, a Bouncer PU and a Toaster PU placed on each half of the level, and the bases placed on almost the same Y axis. This is quite normal for a CTF level. This level would be niced with some original placement like in 01.

This worse than 01, but it is still fairly decent anyway, which is why I give it a 7.9.

Nature’s Bad Habit

03 uses the Natures Ruins Tileset.
The layout on this level is completely different to the layouts in 01 and 02, because it is Un-symectrical, but balanced. There are warps in this level to make it more complicated. There are fewer ways to the Red base than to the Blue Base though.

The EC was the thing that made this level special. The yellow fade colour, the beautiful music that I suggested to DS and the Rain give this level a nice atmosphere like in 02. The background is original as well. The caves look a bit squared off in places, but it shouldn’t matter too much. There isn’t too much variation in the EC but that’s typical in levels with Disguise’s tilesets. 1up’s have been used as EC things, something which I have never seen yet in any level with any tileset.

The ammo was placed in nice shapes and it was well balanced, but rather like in 02 it wasn’t really anything special.

The EC in this level was the best part, The gameplay was good but the placemnt could use a bit more originality. I think this deserves an 8.3.

Perception

We are now half-way through the pack, this level uses my D*mn + conversion. This level’s layout is completely symectrical and very platformy, but the flow is very good, and there is plenty of ways to the bases. It is simple too.

The eyecandy here is a master piece. There are lots of caves, bones, staglites/staglimites and other stuff which have been used to flood the level with EC, without overdoing it or making it too repetitive. The EC in this level is one of the best EC’s for this tileset, it’s almost as good as The Chasm. The music combined with all the other elements gives this level a scary atmosphere, unlike in 01,02 and 03.

The Placement was slightly more original than in 02 and 03. Things like the “Freeze Enemies” used around the full energy is an example. One thing I have noticed in this pack is that so far all the levels had a full energy in the middle. This is not really a bad thing, since it is the most balanced there, but more variation between the levels would be nice. There are 3 PU’s: Bouncer, Toaster and RF. The Bouncer and the Toaster PU are placed near the bases, and the RF PU in the middle.

This level has the best EC out of the pack I think. Which is why I give it 8.5, which is high for a single level.

Return of the Doomed

At first this level used the Dark Palette, then the Shade Palette, and finally decided to use the Fire palette. In case you don’t what tileset I’m talking about, its Inferno 2.0, a conversion released by P4ul a couple of months ago. This level is unsymectical, but it seems to be balanced when playing it. The level feels a lot larger it actually is, because it has a lot of open space. The flow is not as good as the previous levels but it is still pretty fluid.

DS tried to make some good EC with this tileset, but he failed a bit in some areas. The caves don’t have very much detail, and 80% of the EC is all on layers 5 + 6. There are quite a few tile bugs too, some which weren’t the tilesets fault :(. This could use just use quite a lot more of everything in
an EC point of view.

The placement was decent in this level. This has 2 Pu’s: Seeker and RF. They are placed fairly near the bases. Quite a few interesting ammo shapes where there too. There is also some food to fill the level with events. Not much else to say about the placement in this level.

The EC could use a bit of work on in this level, but everything else is good. Therefore, I give an 8.

The 8th Dimension
This level uses BioCorridor 1.26, which is underused. The layout on this level is also unsymectrical, but it’s balanced, linear but still solid. The layout is extremely simple, with two “floors” of platforms. While linearity is not a bad thing, it can just get annoying. Again the flow is good.

The EC is quite average for this tileset, there are lots of things in this tileset that DS could of used, but were just ignored. I guess this because he didn’t want to copy Snooze’s level, which had very good EC, and so made this EC simpler so it didn’t resemple his level too much.
The background layers are quite simple too, but layer 7 is good and sort of original.

There are 3 PU’s in this level: Bouncer, Toaster and Seeker. The Full energy carrot was nicely placed, down a long narrow tunnel with a warp at the end to avoid camping. As with all the other levels the placement in interesting shapes.

This level is not really very special, but it is still good. So the rating is 7.8.

Disastrous Dungeon
The pack is all most done now, here is 07, using the Castle 2 tileset.
This level is symectrical, so that means it is balanced. This level is the most cramped of all the levels in this pack. The layout is not like a “DS layout” because it is not as simple. Flow is not as good as the other levels, but it plays well.

The first thing you’ll notice when you play this level in the background, it is original, and it reminds me of the Background in Lava Lagoon. The EC here is probably the best I’ve seen with this set, lots of things have been used in this level, such as EC in the walls, EC in the caves, chains in the foreground, plenty of ground EC things like Knight and Cannons, and the music gives the level a strange atmosphere.

The placement is well done, it was very balanced and in good shapes. There are only 2 PU’s in this level, Bouncer and Seeker. They work well together in a cramped level like this. There is also a Full Energy in the middle of the level.

The EC was very nice in this level, but the flow could have been better. I think this deserves an 8.3.

The Sweet Revenge
Last stop in this pack, a large Persian Paradise level. This is the most open level of the pack, and has an amazing flow. I didn’t even though Darksonic made this until I found the Text String, it is a completely new style of level to him. The layout is quite complex, and in some cases original.

The EC here is truly great. Practically every tileset in the level was used in this level, and they are used extremly well. I never thought you could make eyecandy like this, good job! :D The background is original, it makes the level look like a sort of Arabic Town rather than a desert.

The Placement is very nice here too. Stuff like the Seeker Pu only availble with a Copter. There is a Bouncer PU on the left and an RF PU on the right. The ammo is in good shapes like in all the other levels.

This level is probably the best in the pack, everything in it pwns. I give it an 8.7, which is very high for a single level.

Score

8.4+7.9+8.3+8.5+8+7.8+8.3+8.7/8 = 8.3

Bonus Points
0.1 for suprising me with 08
0.3 for effort in this pack
0.1 for using some underused tilesets

Final Score = 8.8

This is not only your best pack ever, but one of the best CTF packs on J2O.
This beats New Ages I by far.

This review took me 3 hours to write BTW.

EDIT: This review was very biased, so I’m removing the rating.

Not recommendedReview by Ischa

Posted:
6 Mar 2007, 19:50 (edited 6 Mar 07, 20:40)
For: New Windows 98
Level rating: 3.3
Rating
2.8

Rating New Windows 98

To start
Tonius11 has re-uploaded the Windows 98-tileset. And is this re-upload good? Well… I will be short: no.

Practical: (20 pts)
It is really NOT practical! The tileset is small. There are blocks, but there is not very much choice for a background. And there are also no vines, spikes and poles You can’t make very nice levels with this tileset!
Result: 4 pts

Beautiful (20 pts)
It is not the most beautiful tileset I’ve ever seen! And I think you are very lazy: these things are not created by you. Example: the purple paths are not self created: you’ve copied them from the JJ2 classical tileset from Tubelectric. That’s not beautiful, but lazy.
Result: 3 pts

Orginality (10 pts)
This tileset is really not original, because there are more tilesets about Windows. But one thing is original: the music-fragment. You can use that in your level, but it isn’t nice, because it is short. But the music also doesn’t count for your final rating, because this is a tileset file. But the originality from this tileset is bad.
Result: 3 pts

Example Level: (10 pts)
There is no example level. So this factor does not count for your final rating.
Result: N/A

Total points: 10
Maximum number of points: 60-10(example level)=*50*
Calculating: 10/50*9+1=*2,8*
Mark: 2,8
Download recommendation:

RecommendedReview by sonicnathan 1

Posted:
6 Mar 2007, 17:06 (edited 23 Jun 07, 22:42)
For: Jazz Sprite Dynamite
Level rating: 9.7
Rating
10

Great Program!! I can finally see all of Tweedles animations! I can edit all the sprits and screw up Jazz! I made my bouncer bullets red and green. This program is really useful. With this you can change anything in Jazz Jackrabbit 2. For example you could change blisy into a warping transformer! (Ok that’s really stupid but ow well) You can also import and export frames and tests with this program. This is useful if you want to post pictures or animations of Jazz baddies on a website. Changed the maces
of the robot boss to bombs. This program is so useful and I found no glitches! It’s easy to use and you can really mess around with Jazz. You really have no resone not to download this.

Download: YES YES YES YES YES YES YES YES!!!

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