Review by n00b

Posted:
27 Nov 2006, 23:03
For: Jungle 2.0
Level rating: 8.4
Rating
N/A

I like the changes made here, but calling it “2.0” is a bit much, more like a 1.5 if you ask me.

Review by Grytolle

Posted:
27 Nov 2006, 22:34
For: Language Translater
Level rating: 8.5
Rating
N/A

I couldn’t open it. Does it only work with service pack 2 or something?

RecommendedReview by Arti

Posted:
26 Nov 2006, 20:37 (edited 27 Nov 06, 17:34)
For: Moonlight Canyon
Level rating: 7
Rating
7

This level is a HUGE improvement over your last one! :D

Gameplay

It’s nice. You can move quickly through the level. There are just a few dead-ends, but most of them have a PU or a warp/suckertube out =) Too bad at 1.43 it’s a dead end. Maybe some ammo could have been placed there. At 32.17 it still makes you go in a vine and straight into a wall right after, but there are TWO carrots there :P It’s not a major thing. There’s not much to say. It’s just a good, solid level.

Eyecandy

Stil lacking, but this is improving a lot too :) In the bottom of the level, there is some background usage, but in the top there is hardly anything. Also, the bushes in the wall seem randomly placed, or just placed without any thought. But, I like the gem events you put in there :) I really like the waterfall at 74.21. Also, under some waterfalls, you placed Water blocks. You should try changing the ‘Y-Adjust’, so the splashes actually happen on the tiles, not in the air :P

Placement

Nice… they are in nice shapes, and there is enough for everyone. I think the PU’s are placed good and stuff. I would have liked more floating ammo instead of the two barrels 63.20 though. One thing I don’t like, is how the ammo is placed nicely, but the food is placed in huge blocks. Maybe do them just like food. The donuts in a row, maybe like donut-empty-donut or something like that. It would look nicer IMO.

Also, nice music you chose.

Bugs

The floating water blocks and just a dead-end.

General

It’s a good level and you are improving very fast. Just work more on eyecandy and try preventing dead ends or put stuff in them so it’s worth going there. The left side of the level still seems blocky, but anyway. Keep on going.

7.

Maybe nice for Battle Server.

(Edit: Look ma! Formatting!)

RecommendedReview by SPAZ18

Posted:
24 Nov 2006, 13:28 (edited 24 Nov 06, 13:32)
For: 5 Alive
Level rating: 8.9
Rating
10

I can’t believe I didn’t review this earlier. I LOVE IT!

LEVEL PACK PLAYING TIME: 1-2 hours

EYECANDY: The Eyecandy ROCKS! The backgrounds and foregorunds are SUPER! It looks like a proper city. The levels NEVER felt empty as there was eyecandy everywhere you went. 10/10

GAMEPLAY: There are 2 levels in this pack but they are HUGE! I was on the first level for about 1 hour. There’s so much to do in both these levels. I had this whole pack finished in about 1:30! 10/10

PICKUPS & PLACEMENT: There are so many items to pick up in this level. Lots of weapons, food, gems and some coins. Everything is placed really well. Power-ups are hidden rather than out in the open. My only gripe is the Bonus Area in LV2, you can blow up the blocks with TNT and use the RF Jump trick to get up there. But apart from that everything is placed really well. 9/10

EVENTING: I really loved the way the “Flick Light” events were used on the street light objects. I also loved the way it went darker when you were in front of a building. 10/10

ENEMIES: Not too many or too less. Enemies are NOT found in annoying places like on the edge of platforms. They are placed perfectly. 10/10

TOTAL: 49/50 (9.8)

BONUSSES:
The music in LV1 just ROCKS. I love that White Coffee music. +0.1
The level pack includes a very well written ReadMe file and a nice little game where you can try to beat the Hi-Score if you found the password hidden in the levels. +0.1

DEDUCTIONS:

NONE

TOTAL BONUSSES: +0.2
TOTAL DEDUCTIONS: 0

GRAND TOTAL: 10/10

GRADE: S – EXCELLENT

DOWNLOAD RECOMMENDATION?

YEAH!

I know it’s TSF, but if you do have it download this pack NOW!

Review by WerBack3>>

Posted:
23 Nov 2006, 17:47 (edited 23 Nov 06, 20:05 by Cooba)
For: Jazz Sprite Dynamite
Level rating: 9.7
Rating
N/A

Good program there is, but why not modifided files I see?
Download anyway!
GRT PRoGRaM!
P|L|Z USE IT!

[Unsupported rating (10.0) clearance. This review is unacceptable. Please comply with the \review rules\. – Cooba]

Review by WerBack3>>

Posted:
23 Nov 2006, 15:08 (edited 23 Nov 06, 15:27 by Fquist)
For: Jungle 2.0
Level rating: 8.4
Rating
N/A

Great Tileset!
My rating
Tileset usage(original ideas)10/10
Your original idea is to use the tileset simply. There are not suprise, ships, trees, made from water, and other crazy stuff. That’s the thing I like- you’re in the jungle, not in the jungle, near the spaceship, or near the city.
Easy to use: Yes! 10/10
Usefullnes: 10/10
Very useful, I’ve liked the demo level!
Fullnes: 10/10
Enought stuff in it, I think!
Overal: 10/10

[Unsupported (10) rating edit. Please support your rating with more arguments, especially if you’re going to give such extraordinarily high ratings. Please see the Reviewing Rules for more information. – FQuist]

Not recommendedReview by SPAZ18

Posted:
22 Nov 2006, 21:24 (edited 22 Nov 06, 21:24)
For: the best levels
Level rating: 1
Rating
1

I’m sorry to say this, but these are NOT the best levels.

I don’t think this review is gonna be too long.

EYECANDY: Poor backgrounds in Layer 8 in all levels. Improper use of tilesets, most of the tiles don’t even tile properly. Background in the Carrotus level was badly placed. Only layers 4 & 8 used in Carrotus level. Other levels use layer 5 but backgrounds still look poor. 1/10

WEAPON & ITEM PLACEMENT: Poor. Weapons and items are far too easy to access. They can be found out in the open. 1/10

I can’t really think of anything else to say.

TOTAL: 2/20 (1.0)

DR: No

GRADE: U

Review by BlackRabite

Posted:
22 Nov 2006, 16:16
For: Lost Gemz, Volume II: Survivor SE v2 (Updated)
Level rating: 9.7
Rating
N/A

I’m afraid that you forgot to add the Lava Lamp tileset (lava.j2t).

Review by chet208

Posted:
22 Nov 2006, 02:54 (edited 22 Nov 06, 02:55)
For: the best levels
Level rating: 1
Rating
N/A

They arn’t even close to the best levels. they are on the Worst levels side.

Review by chet208

Posted:
22 Nov 2006, 02:45
For: Joni knows(Hottel a la Jon)
Level rating: N/A
Rating
N/A

The level dosn’t work. I installed it correctly and every thing and it says could not find hottel a la jon.

Review by Janus aka Jahari

Posted:
21 Nov 2006, 05:52 (edited 30 Nov 06, 08:04)
For: Jungle 2.0
Level rating: 8.4
Rating
8

This is an amazing conversion.

Layout 2.8/3: The tileset is much easier to use now, although I would appreciate it if the water reflections on the ground in the underwater tiles from the original had been included.

Usefulness 2.5/3: The first version isn’t a great deal more useful from the original since they both share many of the same tiles. The added waterfalls are very nice, though. The evening version could have been a bit lighter, and the storm version could DEFINITELY have used more light. It’s very hard to see your way around in it. I would suggest giving the tiles in the storm version a blue tint either through the whole tile, or along the edges to make them more visible. Other than that, they’re very nice additions.

The Conversion 1.8/3: It could definitely use lighter tiles in the evening and storm versions. A light outline on the edges of ground tiles would do the trick.

Originality 1/1: The storm version is definitely cool. I’d be tempted to use it if it wasn’t so dark.

Overall: Well done! If you could just make a new upload with tiles that were easier to see and work with, that would be great. At the moment, I think levelmakers would be forced to make a day version of a level and then switch the tileset just to know what tiles he/she was using.

Edit: You know, I agree with the comment below me. There’s a lot of eyecandy that’s missing from the original tileset.

Review by The Emperor

Posted:
19 Nov 2006, 18:18
For: Lightning Strikes Higher Ground
Level rating: 6
Rating
N/A

Thank you for your opinion.

Putting aside the float-ups and the “crashing into walls”, your review made some sense…
Although you can hardly call the stuff at the bottom of the level “tilebugs”, for they are hardly noticable, don’t affect gameplay and shouldn’t bother anyone…

RecommendedReview by Superjazz

Posted:
19 Nov 2006, 15:27
For: Teacup
Level rating: 8.1
Rating
8

It’s good to see Snooze being active again with jcs like in the old days. This time the result is even better and he had some inspiration on this level too. Teacup in this case, I suppose.

The meteors were used in a different way here by placing them in flocks, and giving them an unordinary, but nice layer-direction. Either not many have used the textured-background tiles for sprite-eyecandy, any tileset. This does fit the level very well since it’s not overused. The minor lightning here is welcome also. What would I still wish, was a little more generic detail to the solid wall(top corners.)

Very important is that the author took the effort, and didn’t just flip up the other side of layout. By that the layout is nicely semi-symmethric and fairly easy to learn. Flow is well done and any annoying linearity has been avoided. With a few warps taking you to certain places, and the “abuse” of rf in the middle make the level quite tactical. The spring to the bases might be a little annoying to use at first, which is the only entrance to the bases in fact.

The level goes with the default Toaster-, and Bouncer-PU without a third “neutral” PU. However you possibly run out of those ammo pretty soon because the PU’s are to be shot with Electroblaster, and the placement of separate ammo here is so “room-biased.” More ammo could be placed into some kind of exciting shape at least. A full-carrot floats above the “teacup” in bottom-middle. Weird thing is how the another half-carrot at top is less campy than full.

This level was after all a quite nice comeback from the author. He wasn’t at first even expecting for this high quality but it just came in sudden. Even the music fits here that I would rather listen than the beta’s labrat.j2b. This is probably the best ctf-level Snooze has ever made and I guess it’s also the tileset Snooze has used the most. Floating Fortress and Station 87 are his previous pieces of Space Warbase I remember, but they do fall under this one’s quality. I thought for a rating of 8.2 but actually the placement-part kinda lacked of things after all, so it turned into 8. It’s very great level still and even an 8 is much for a single level. Download recommendation.

Sj

Review by Death Jazz4

Posted:
19 Nov 2006, 14:29 (edited 19 Nov 06, 14:30 by Cooba)
For: Molecular speed
Level rating: 7.9
Rating
N/A

!/J2Ov2/media/about/labrat.gif(Lab Rat)!The best level is cool.But how i make these bloks to apear?

[Unsupported rating (8.2) clearance. Please provide actual support for your rating. For more information on writing a proper review, see the \Review Rules\. – Cooba]

Not recommendedReview by Arti

Posted:
19 Nov 2006, 12:56 (edited 20 Nov 06, 19:53)
For: Mystical Forest
Level rating: 6
Rating
6

:/

Gameplay: This level’s layout seems random, with random platforms placed. The flow is quite bad. Lots of springs throw you into a wall, throw you into a vine to disrupt the flow and there are a lot of dead ends, but most of these have goodies or a warp (Good =D). There’s a warp around 5.29 but it slows the gameplay down, since you have to stop and get on the platforms. You can’t run anywhere without getting thrown into something. 84.45 doesn’t have floatups.

The copter at the right bottom corner, where the springs lead doesn’t seem to serve any purpose and the spring at 86.26 just throws you into a wall or a ceiling. If it’s supposed to bring you to the gold coin, it doesn’t work (Except if you’re Spaz). You could add a spring at 108.35 so players get send to the vines without the copter. So, the layout doesn’t impress me and the gameplay just sucks.

Eyecandy: Hardly anything. There is eyecandy, but it usually consists of 20 of the same trees next to eachother. At 65.12 there is one ugly background shaped as a block. Not a nice shape and the trees sticking out above it look kind of weird. Around the same area, hordes of bushes are placed rather ugly over the grass ground tiles. Everything just feels so empty and blocky. This really disappoints me, especially since you are in IC.

Weapon Placement: The amount of ammo is good and lots of players could play, but don’t you think 5 PU’s are too many for a tiny level like this? There’s also a lot of carrots, but still I think there are too many PU’s.

Comment: You should really improve your flow and fix bugs and let more people test it. It just lacks the flow and gameplay and stuff to make this a good level. It’s a good tileset and it has lots of EC things. Use them.

Review by Arti

Posted:
18 Nov 2006, 15:06 (edited 20 Nov 06, 19:51)
For: Lightning Strikes Higher Ground
Level rating: 6
Rating
6

Yayz.

Gameplay: Alright, the layout is very easy to learn. It’s almost symmetrical, the only differences are a wall and the bottom middle. That’s good, but the flow is very bad. You have to jump to get over 1-tile high things, since there are no floatups. Almost all springs you run over throw you into a wall and the suckertube at 62.40 doesn’t even work properly if you hold shift (it throws you… into a wall.) Some of these could just been fixed with a few one ways like the tiles at 71.43 and 80.29. Also, the places right and left bottom, with the PU’s need float ups in my opinion.

The springs look like they have been placed with only one direction in mind (like left or right) and only been tested that way. Springs: 54.50, 24.33, 66.51.

Also, you could add red springs to 61.12 and 52.12, maybe it adds to the flow. The Layout is good, but the flow and everything just ruins it.

Weapons: Could be a lot more, like at places around 56.25. This is just lacking, and the level would just have too little ammo for even 2vs2’s.

There DO exist good things :P You have lots of space to run around in, so plenty to dodge attacks.

Eyecandy: Uh, yeah. Hardly anything. The yellow with red bricks is a little, but not too pretty. Lots of tilebugs here, like half yellow bricks and then suddenly red bricks. No real minus points though. The main point is that there’s very little background use, just some of those wires and stuff and a standard background.

Bugs: Springs, float-ups, crashing into walls, missing oneways… that’s all. All gameplay related. It justs… bleh. Get more betatesters next time.

Comment overall level: The layout is nice, but the way the level is made just sucks. Also, there is no music. This level just looks like you didn’t put any work into finishing/tidying it up. You can do way better than this.

EDIT
I’m not into levels where you don’t need to jump, but it still is sad that you have to jump for a 2 tile high thing.

Review by SPAZ18

Posted:
18 Nov 2006, 14:26
For: Simons super tube test
Level rating: N/A
Rating
N/A

This is the 5th test in about 2-3 weeks now. Test levels are OK, but I think there are too many on J2O right now.

Please choose different music, you do not need to use JJ2’s.

I got the 2 same text events coming up a lot in this level.

I’m not gonna rate this because I find test levels kinda boring now.

RecommendedReview by DarkSonic

Posted:
17 Nov 2006, 18:51 (edited 17 Nov 06, 18:57 by da man)
For: Teacup
Level rating: 8.1
Rating
8.2

‘Teacup’ how weird as the name of the level might be, is a level with the Space Warbase tileset. It’s Snooze’s latest level. 2 days ago I first heard of the level, and 1 day ago I played the beta version. Since then, stuff has changed. But now I’m starting with the review.

While you’re walking through the level, you’ll notice that the layout is something different. It has warps that makes it more complex, and it has dead ends in the upper corners which are pretty strategical. The flow is really nice as well, even with those warps. The name ‘Teacup’ has been chosen because of a carrot that’s in the middle of the level, which is above a platform with water blocks in it. I guess the water is supposed to be the tea here ;P. Anyway, the level has the bases placed close to each other, but there is a pretty long way to the base. People that have a bit skill can RF climb to score faster. The bases are pretty easy to defend, but it makes it more challenging. The level has an original layout, that’s for sure.

The eye candy in the tileset that’s been used is rather limited, but the author tried something with the tileset and succeeded. There is lots of stuff in the background layer, with a nice and original background and layer 8 has stars and has a sort of yellow-brown colour. Eye candy has been placed in the walls and the author put some nice stuff there. Overall I think the eye candy in the level is probably the best eye candy so far with this tileset, probably even better than Zaitox.

The ammo placement is pretty nice, with some nice shapes and choices of ammo are fine as well. The level has 2 carrots, 1 Full Energy and 1 +1 carrot. The +1 carrot is in the top middle, and I already described the other one. There are 2 Power-Ups, which are in short dead ends. With the space between the platforms 2 Power-Ups is enough, even with 1 Full Energy and 1 +1 carrot. Food is also included, but it’s hidden. It’s above the carrot, near the bases. You can shoot it down with Gun9.

Well, I don’t really know what I can say that should be improved, but no level is perfect in my opinion. The layout might be hard to learn, but I learned it pretty easily. I can say this is probably the best level by the author so far. It’s not as simple as Galactic Warfare, and it beats Clipboard Chaos as well I think. Before I were going to review I already told the author what I would give the level, and I think that was a fine rating. Overall this is a really nice level that should be downloaded and hosted. I’m giving this an 8.2, which is very good for a single level.

RecommendedReview by snzspeed

Posted:
17 Nov 2006, 18:32
For: First Boredom
Level rating: 7.9
Rating
7.7

ds asked me to review, so here i am bit late.

well, “first boredom” uses famous BoredSet which gives you somewhat limiting cabaplities of making ec and that stuff. or maybe not that limiting but not that much either.

horewer, i think the ec is good, nothing hurts my eyes and nothing really looks that confusing, except maybe some of those transparent blocks, but there’s only few so it doesn’t really matter. ec is good enough with the given set.

gameplay is also quite good but it definitely could be better. springs are weirdly placed sometimes and it might be difficult to navigate if you play for the first time. its still decent, though.

ammo placement is decent, theres nice shapes of ammo and few pu’s which feels enough for the level. i personally liked car placement here. i don’t really know why though

overall, this is nice level using boredset, i guess ill give this recommedation. i’m sorry my review is rushed.

Review by Violet CLM

Posted:
16 Nov 2006, 07:55
For: Jungle Paradise
Level rating: 7.1
Rating
6.7

Huh… I should like this, because it’s Jungle, but because it’s Jungle, I want to see it done right. And this does not even pretend to have been done right. The author’s only focus was changing the palette a few times and adding a bunch of tiles ripped from other tilesets, leaving totally aside the issue of what to do with the tiles that were already there. Jungle, beautiful as it is, suffers from a number of problems, particularly in the field of masking, and Purplejazz7 does not even try to address these. The tileset, aside from the palette and added tiles, is left exactly the way it was. This is unacceptable behavior.
The added tiles range from good additions (Diamondus trees manage to look nice, expanding the background foliage is a welcome addition) to merely okay (the water is nice but Nick would have done it better, so it’s not a convincing addition) to blah (mere ctrl+c ctrl+v stock waterfalls fail to impress me at this point, and the sucker tubes look ugly in every palette). The empty unsolid trigger scenery tile is a nice and practical addition, although I have no idea what it’s supposed to turn into, unlike its more rational appearance in Diamondus… floating totem poles?
As for the palettes, the day palette is pretty good, actually. It strongly resembles the Diamondus palette, except with brown instead of blue walls, and looks bright and cheery, although maybe a little too restricted in terms of variety. It combines with the new tiles, as seen in the example levels, to create a rather pleasant viewing experience, aside from the rain which is used poorly in the foreground but would be more usable in a farther receded layer. The other palettes, well, they try, but they’re ugly, and there’s not much more to say on that subject. I doubt they’re even tested, as the sucker tube’s flashing light fails to animate properly with the night palette.
If all you want from a tileset edit is a different palette than the same old palettes, then this is an acceptable download. If you want an alternate background for Jungle, then this is an acceptable download. If you cherish the tileset and would love to see someone make it all it deserves to be… you will be disappointed in this “conversion”‘s horrendous masking and the very thought that those sucker tubes could somehow look as if they belonged. You will hope someone else does a better job, or perhaps resolve to do better yourself, next year, when you have the time. But you are disappointed in that which adds nothing but cheer.

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