Review by DennisKainz

Posted:
3 Oct 2006, 14:48 (edited 3 Oct 06, 14:49 by I AM A DISGUSTING PEDOPHILE PLEASE CALL THE POLICE IF YOU SEE ME)
For: Anthill Mysteries
Level rating: 3.7
Rating
6.5

I started playing this. There was an invisible path, which is good enough. There’s a phantom, which is the start of the enemy events. Women statues even speak to you. There’s a mistake. It names Jazz in the phrase “I’m so glad to meet you, Jazz” Even if I use Spaz or Lori. But nobody is perfect. this can go. Then there are some ‘die when you fall’ holes. I like them, but people dislike them, so I will put a switch to choose if you want them or not in my next episode. There’s also a mystic power which carries the ‘stone which looks like leaven’. I call it so. The statue says me that the blocks near Devan’s lair are of titanium, which can be only destroyed with dynamite. It’s good. There are more enemies on the way. There’s a ‘puzzle’ which I must solve. I must bring the dynamite in the crate to the blocks of titanium. Then I must activate it. It’s pretty funny. A silver crate contains more dynamite which unlocks the blue springs. There’s a long firestorm until I get to the crate which opens Devan’s lair. Until this, it’s all good. BUT… there’s the same devan boss which is quite in all of Ischa’s levels. It’s good, but it makes me feel sick. For example, if I pass my days tripping with some little girls, I’m supposed to have fun. But after 14 days eating macaroni only, it makes even this bad. I would like eating something else when I am with them. So I’d like to have a different boss when I play Ischa’s levels. And the theme! THE SPEAKING MOON WAS STOLEN AND PUT IN AN ANTHILL?!? It’s good for babes, but only teens can play this without cheating. Well, my final rating is 6.5. I hope the administrators agree. Actually i’m not sure if it should be downloaded or not.

RecommendedReview by Ðx

Posted:
3 Oct 2006, 05:19
For: Crispy Carrots
Level rating: 7.2
Rating
7.5

Hey all!

Eyecandy

It’s quite okay. I had fun playing around the waterfull. It’s so beautiful!!!

Gameplay

Wicked! Very good! This level is somehow spaz based. But play this level with Instagib. You will LOVE this. It’s also really fun to see how you CAN’T really camp that good.

The flow is also very good, running in the suckers/springs!

AWSOME JOB!

Ammo

I liked how you placed everything, but i missed the power-ups. The ammo is fair placed. When your in the little cave, you got plenty of ammo to defend you from a player that’s coming out of the water!

Overall: First level, very good!

7.5!

RecommendedReview by n00b

Posted:
2 Oct 2006, 21:48 (edited 2 Oct 06, 23:15)
For: Captain Hook's Phantom (reupload)
Level rating: 4.8
Rating
4.8

I did not enjoy this pack whatsoever. No wait scratch that, I enjoyed it, but disliked parts of it which were major enough for me to not enjoy it in the aftermath.
Unlike Ischa, who’s name is now pratically a synonym with “Bad Packs” to me, I always enter Gus’s packs hoping for the best.
Which is why I feel so terrible I left with the worst. I’ll start with something positive, but it probably won’t be too long until I start delving into everything negative (not that it matters, Gus doesn’t listen to the parlent users, I take it)
Interesting Buttstomp technique used at the end. Too bad it’s A) Poorly done and B) The name “Homing Attack” sounds retarded.
It’s a stomp you do with your butt, ergo “Buttstomp”. How the hell does “Homing Attack” relate to that in any way shape or form? It doesn’t even sound all that cool of a name anyways. You ask “Who cares about Buttstomp?”, I ask “Who the hell are you to say the attack needed a namechange in the first place?”
Thats like me all of a sudden going “Who cares about ‘walking’, from now on I’m gonna call ‘Super Hydrosonic Gremwarp’” and expect everyone to follow. Next, The general idea of the plot is very imaginitive and unique, but the problem with it is that it’s not well thought out.
“Team Jazz” are all written like they’re bored to even be there (what a coincidence, so was I). Devan is also poorly written, and it’s hard for me to suspend my belief into thinking that Devan knew his plan would fail. Why would he leave signs saying “I’ve had enough of you meddling! NOW TO SEE THE REAL POWER OF THE PHANTOM!!!”
Looks like even Devan is falling into a routine, which is what’s making SP packs so boring lately.
It’s just not enough to play Situation Madlibs, you have to make the characters
act like they want to be there as well.

Level design isn’t too terrible, but it’s not amazing either. The only real mediocre level in the pack is the last one, where Gus shows he doesn’t know the difference between “Difficult” and “Frustrating”. Listen, just because you toss in a bunch of bees doesn’t mean the level is automatically difficult, it means most players are going to hate your level and will not even attempt to finish it without cheating.
Another frustrating aspect is one puzzle that forces you to type in JJK to redo it.
I’m sick of these. Next time you level makers out there make a puzzle ask yourself “Is there a way I can make this work without making them press JJK?” If not, don’t put that puzzle in. It’s overkill to expect the player to get rid of a whole life just because they couldn’t solve a puzzle. At least use the CTF Base thing, that doesn’t remove a life at all.
There were also a few instances where I asked “Did Gus even test this blasted thing to see if all the rabbits could get through it?” Like in the first level, theres a cliff only Spaz can jump up to. Too bad for Jazz and Lori that the cliff is the only way to continue the level. Maybe Gus should start calling the group “Team Spaz” isntead.

Oh, and I had no clue what was going on at the boss fight with the phantom. Can you people please start giving some instructions on how to fight these “Dodge respawning enemies and do something” bosses? I have no clue what the hell I’m supposed to do, and they’re ussually just JJNEXT fodder.

All in all, the level design is decently average but theres plenty of things I didn’t like about it. These things knocked the score from a 6 to a 4.8.

Personally, I would reccomend downloading it because maybe you happen to like some of the things I dislike (and apparently there are people that do), and generally, the level design isn’t all that bad (but not all that good either). For me however, the cons outweigh the pros, and this is just another forgettable pack I’ll probably never touch again.

Of course, this review is more for everyone else than it is for Gus. No matter what I write here, Gus will find it “offensive” if I don’t give him anything above a 7, and probably wouldn’t take any advice on what he did wrong or knowledge of what he did right I’d put in here.

Not recommendedReview by Tik

Posted:
2 Oct 2006, 21:00 (edited 2 Oct 06, 21:05 by Spaztic)
For: Diamonds n' Flags
Level rating: 4.7
Rating
4.7

Diamonds n’ Flags is, in summary, quite a boring CTF level. The author shows some basic knowledge of properly designing the landscape and placement of eyecandy and items; however, the level is more or less linear. And surprise, it uses Diamondus.

There is a cavern twisting up and down to the northwest of the map with a lot of random items placed rather closely together. This would probably make blue’s defense advantaged compared to the red team, whose base is located in the southwest in a large expanse. There the only natural formation promoting defense is a small triangular knoll (wherein lies the coin warp’s target and an rf powerup). There is a also a single tree a bit to its right, with one very long stem and a perpendicular branch leading out from either side, springs leading you upwards towards the narrow blue base or left towards a large floating arrangement of gold coins. These coins do not regenerate, mind you, so good luck getting into the warp (which lies directly under this stash of coins) after the first time.

So the red side has a lot of coins that do not regenerate, weapon 9 and bouncers. The blue side has seekers, bouncers, and rf’s. The northeast corner has a fire shield and some more gold coins. There are at least two carrots. It’s obvious that /some/ thought went into things, such as the bouncer powerup directly by the blue base (which is above what becomes a pit), but you can only get it with weapon 9.

In summary, the level looks meh, about average or slightly below. But there is potential and you’re on the right track, so keep trying to improve and experiment and I think you will see some results.

RecommendedReview by PurpleJazz

Posted:
2 Oct 2006, 17:30
For: Jungle Trouble
Level rating: 8.4
Rating
9

These jungle levels have very interesting event-usage.

EYECANDY
There’s lots of vegitation and other stuff around;it has much better eyecandy than in the offical epic jungle levels:p
9/10

GAMEPLAY
There’s lots of great ways of using events;one could learn a lot by playing this.
10/10

ENEMY PLACEMENT
The enemy placement is good, but there are too many in some areas.
8/10

TOTAL
27/30 = 9.0

RecommendedReview by PurpleJazz

Posted:
2 Oct 2006, 17:23
For: The Froggy Quest
Level rating: 8.8
Rating
9.3

This Level pack has a very fun story:D

EYECANDY
The levels look very nice, especially the level where you have to escape from the castle. The red sky, the layer 5/6/7 background and the overall realism make this level one of the best levels I have ever played.
10/10

GAMEPLAY
The gameplay is best in the level where you play as froggy. It had some good crate puzzles and very good level ideas.
9/10

LEVEL DESIGN
The level design is very good in “Crate Zone”. You had lots of trick and traps and it was not too easy but not too hard.
9/10

TOTAL
28/30= 9.3

Review by PurpleJazz

Posted:
1 Oct 2006, 19:13 (edited 1 Oct 06, 19:15 by Purplejazz7)
For: Crispy Carrots
Level rating: 7.2
Rating
7

These levels are exactly the same, just with different tilesets.

EYECANDY
The eyecandy is quite good;I like what you’ve done with the layer 8 background to make a waterfall:D
8/10

WEAPONS
The weapons are well placed, and there is a good selection, but they re-spawn too quickly.
7/10

LEVEL DESIGN
The levels are identical and too small. It would of been better if you had made a seperate level for each tileset.
6/10

TOTAL
21/30=*7.0*

A File needs a rating of 8 or above to get a DR when I review it.

If a File gets under 5 it gets no DR.

Review by PurpleJazz

Posted:
1 Oct 2006, 13:57 (edited 1 Oct 06, 15:41 by Cooba)
For: Captain Hook's Phantom (reupload)
Level rating: 4.8
Rating
N/A

This Level pack has some very-well designed levels.

STORY
The plot is quite unique, which is good.
8/10

LEVEL DESIGN
The are some very interesting tileset uses in some of the levels.
9/10

GENERAL
This level pack is very good and must of taken about 6 months to make. Nice work, Gus!
10/10

TOTAL
27/30=*9.0*

[Rating (9) clearance. There was no actual support for the given rating. “very interesting tileset uses” is not enough to base any rating off. ~Cooba]

RecommendedReview by DarkSonic

Posted:
29 Sep 2006, 21:24
For: Victorian Urban
Level rating: 7.9
Rating
7.9

After a review that I disagree with, I’m going to review this. The person who can make weird layouts did it again. This level is already quite old, but just uploaded. With the LaYOutZ CTF Package Birdie showed that weird layouts can work. He’s working on more levels with weird layouts. This level is, compared to Limenade, UndergrondSpacebase – Area 51 and his new level, a level with a less weird layout. Oh well. I’m giving points for every aspect again. Just trying a new review style. Instead of talking so much I will just start the review.

Layout
Starting with the layout, the level is one of those levels that has a bigger height than width. Something that not a lot of levels have. The level has a few small dead ends at Power-Ups, and in the bottom right. The platforms in the level are maybe a bit squared-off, but that’s probably the tileset’s fault. I think the platform on the top is hard to reach, but you just need skills to get on it ;) The layout is pretty open in some places, but not everywhere. Overall there is enough space in the level, so it’s fun to play in it.

Rating layout: 8.1(bonus points are given for the size)

Other gameplay
The level has a nice flow by the use of springs and one ways, combined with some tubes. The dead ends are not necessarily a bad thing, because it can be strategical. You need a copter to get to the top platform with a RF PU on it. This weapon is very good in the level, as in some places you can chase people easily with it. Of course other weapons can be used, but I’d say the RF will be the most useful here. The level also has a few secrets you might want to find sometime. I really like the place where you get shot up by 2 tubes.

Rating gameplay: 8

Eye candy
The tileset is pretty hard to make good eye candy with. If I’d make a level with it I’d probably have a hard time. But Birdie used the tileset really well. The layer use is good. Almost every layer is used. The sprite layer eye candy is excellent, and the layers 3 and 5 make the eye candy better. Combined with a nice background the eye candy is over average in my opinion. I haven’t seen lots of levels with this tileset but I think this eye candy is nice. So I’m not going to say more about it.

Rating eye candy: 7.8

Carrot placement
There are two carrots in the level. One carrot is near the top, under the platform with the RF PU. The other one is at the bottom, above the tube, in the small dead end. 2 carrots in the level is just fine. They’re both placed in the air so they can be shot down. This won’t have much effect, because I couldn’t shoot the top carrot off the platform.

Rating carrot placement: 7.7

Other placement
First off, the level has food. Food in a Battle level is always good in my opinion, especially when the level’s tileset is a nature one. The only kind of food used is milk. There is not a lot in the level, just how it should be or maybe there could have been few more. Anyway, the level has four Power-Ups. Something I used for my last Battle level(which also had 2 +1 carrots) and I think it worked. This level has a Gun9 PU that can be handy for the small dead ends where the Bouncer and Toaster Power-Ups are. The fourth PU is a RF PU that I already mentioned. It’s at the top of the level. The ammo placement is pretty nice. A few nice groups of ammo are placed in the level. The weapon selections are fine. There is no Gun9 ammo, just a Power-Up of it. I think it’s just because it’s not an important weapon here. I know that Birdie doesn’t like Pepperspray/Gun8, so that’s probably why he didn’t place it in this level. A few Fast Fires could have been nice. But then again, I don’t really know where to place them.

Rating other pickup placement: 8

Overall, I think this is a nice Battle level. When I first saw it I was surprised when I saw the size. Now, let’s calculate the rating..

8.1 + 8 + 7.8 + 7.7 + 8 = 39.6 : 5 = 7.92 = 7.9.

Host this: Maybe.. it’s a good option for the Battle Server if it gets updated.
Download this: Yes

Review by GoldRabbit

Posted:
29 Sep 2006, 08:19 (edited 29 Sep 06, 09:43 by Cooba)
For: Need For Bowser 3:Most Wanted
Level rating: 7.6
Rating
N/A

it is great.12 levels of mario action!i like mario levels but these rux!the eyecandy is good for a mario level.i dont hear the music so i will not rate it.the gameplay is,like i say before,with much action.you must have your fingers fast to survive these levels.the bosses are excelent,especially the underused rocket turtle boss.anyway,why is bolly in water?he is electronic!this pack is terrific!i think it deserves a 9,9.

download reccomendation:yes for all,not only for mario players.

~~andyjackrabbit~~

[Unsupported rating (9.9) clearance. Please provide more support for your rating. For more information on writing a proper review, see the \review guidelines\. – Cooba]

RecommendedReview by Hitch

Posted:
29 Sep 2006, 01:24 (edited 24 Dec 06, 17:30)
For: LaYOutZ CTF Package
Level rating: 8.6
Rating
8.7

LaYOutZ CTF Package

Hm, pretty good package of ctf levels. There are 3 Ctf levels included in this pack which are: Something else, Limenade, and UndergroundSpacebase – Area51.

Something else

Gameplay: The gameplay is actully pretty good in this level. Springs well placed, and very easy to get around. Ctf placement is also very important and Birdie did as possible and as good as he could. The suck tubes when you dall to the bottom is interesting. If yo fall you lose time, makes enemy get an advantage for capturing the flag or scoring. =o.
9.5/10

*Eyecandy:** Hm… This level fits together real well. Every tile and such fits perfect. Backround layers look great. Looks like im inside a computer, =o. Springs placed well.
9/10

*Ammo/carrot placement:**

Ammo placement overall was pretty good. Seek powerup was placed evenly so no team has an advantage. Bouncy Powerups were also placed evenly on both sides. Carrot placement was good. 1 full NRG carrot. Placed evenly so both teams can get to it easily.
10/10

Bugs: NONE

Score: 9.5+9.0+10-0= 9.5

Limenade

Gameplay: This level can get a bit confusing, capturing the flags and scoring. It took me almost 10 minutes to even capture the flag. I have no idea why it tok me so long, maybe becasue at the time I was looking for bugs, but still. Very confusing.
7/10

Eyecandy: Eyecandy, okay job. Every thing fits evenly except the v-poles. They look all crappy together. Get rid of that Birdie. Its crap. The springs and suck tubes fit evenly, and well balanced.
8/10

Ammo/carrot placement: Well, the ammo placemetn fits all together evenly. Carrot placement. There is 1 Full NRG carrot. The carrot in the middle fits evenly. All the fruits on the outside make it look all pretty.There are also 3 powerups. 2 seeks and 1 toaster power up. They aren’t as even as they could be. And 2 seek pu’s seems to be a bit much.
7/10

Bugs! Ahhhhhhhhhh! I found a bug. It;s not that big of a deal but on the left side and right side of that crapy v-pole there is no event. Opps.
-1

*Score:*7/10+8/1 +7/10-1= 7

UndergroundSpacebase – Area51

Gameplay: This level is indeed very exciting. Its sometimes easy to get lost but you can usually get back on track. A bit confusing but not that much. Once you get used to it, the level turns out to be every exciting.
9/10

Eyecandy: This level has good eyecandy. Level fits evenly, tiles fit in place, springs and suck tubes work out well. Eyecandy in this level seemed to be the best. Backround layers
10/10

Ammo/carrot placement: Carrots. There are 2 carrots. One on each side. Well placed and balanced. Ammo placement well placed for both sides. No team has an advantage for the ammo. There are 2 powerups in this level if im not mistaken. Seek and toaster pu.
9/10

Bugs: NONE

Score: 9+10+9-0= 9.5

Overall:

Birdie, great job on the packet. I give you Thumbs up

Overall score:

9.5+7+9.5= 8.67

Download recommendation:

Of course, why wouldnt you?

~HïTçH

Review by Hitch

Posted:
29 Sep 2006, 01:12 (edited 20 Oct 06, 21:05)
For: Hotel Helper V1.1
Level rating: N/A
Rating
N/A

First of all i must say this ROXS.
I say this because we have been needing a Hotel Helper for a while and now we finallly have one. I’m so happy. I am always tired of recording the stats on a piece of notebook paper, and now I never have to again .HAHA. Plus this program is very easy to use. All you have to do is put in an x and y number. It’s just so easy.For all you Hotel lovas GET THIS PROGRAM NOW Great job SAL, keep up the good work.

~Hitch

Review by FreeFull

Posted:
28 Sep 2006, 20:46
For: Cool Text v6.6.3
Level rating: 8.1
Rating
N/A

Doesnt work(sometimes it shows that it couldnt get process handle).
Im using Xpeg XP

RecommendedReview by cooba

Posted:
28 Sep 2006, 17:54 (edited 4 Oct 06, 17:17 by Cooba)
For: LaYOutZ CTF Package
Level rating: 8.6
Rating
8.5

I think that coinciding genres aren’t as much of an issue as entirely ripping a level’s theme, n00b. Anyway, here goes my review:

Visual Appeal – 4 out of 5

Definitely a large plus at the eyecandy factor, the given levels do have a certain feel. First and foremost, I simply adore the Spacey Universe level with a weird name’s eyecandy. I don’t really care about the fact that blur came up with something similar in his Server Always Wins level, this one provides a good, silent atmosphere reminiscent of rather infamous Termite Haven. The lighting, while could get frustrating, supports the atmosphere. My only gripe is that layer 6 can get confusing since it uses the same tiles as layer 4 does, which at times can mislead the player. The remaining two levels also look fine, but Limenade is kind of generic, and Something Else‘s tileset (Sirius) doesn’t allow for a lot of varied eyecandy, as do Agama’s sets in particular. The music in the levels is very well chosen, and suits the given situations.

Playability – 4 out of 5

The main feature of these levels are, as the pack’s name and a ton of other things say, are the (to say the least) unusal layouts. Especially the Spacey Universe level’s layout is mind-boggling at the first sight. To be honest, I’m hesitating whether the balance would work, but I’ll lean towards %{color: #009600;}yes% in this case. Limenade is also, um, unusual for a CTF level (and probably not less confusing). This time it’s symmetric, although the symmetry works similar to Mike’s Glowing Poison in that one half is flipped. It works well, but it still can lead to some confusion. Something Else has definitely the least confusing, which is certainly a good thing. It allows for smooth, fast gameplay (which I wouldn’t expect from the other 2 levels – no offense), and it just feels, um, cool for the lack of a better word. All in all, um, well laid out.

Summary
  • A nice experiment with the layouts
  • Enjoyable atmosphere
  • Should be well balanced
  • Can get very confusing

Overall
Definitely an interesting pack. The levels will provide a bucket of fun once hosted, so download this and host already.

RecommendedReview by Birdie

Posted:
28 Sep 2006, 15:36
For: The Anthill
Level rating: 7.6
Rating
7.9

I dont have much time, so expect sort of a short review.

Gameplay
The level has a somewhat interesting layout, the flow isn’t all that bad either, the springs put you more or less where you want to go. Although there are some rather questionable features such as the coin warp, because it is so easy to get to your base from the location of the warp you might as well not use it, they will take around the same time.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 7.8/10

Eyecandy
The eyecandy itself was fine, but there wasn’t quite enough of it, and that made the larger more open areas seem very empty and I must agree with cooba the palette animation wasn’t exactly helping.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 7.3/10

Event Placement
The event placment in the level was rather nice, not too much ammo not too little. the full NRG carrot adds a reason to go to the bottom, and it’s placement in the pit like nblast does help. The choice of powerups is rather good too. The traditional seeker power up, but you also have a bouncer and RF powerup, the bouncers are very good for the underground sections while the RF’s are nice in the more open parts of the level.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 7.2/10

Bonus
-I really liked the carrot placement.
– 0.1/0.5

Download recommendation?
Yes, it may not be the best ctf level out there or the prettiest, but it is rather fun for a play time to time.
=D

=)Freestyle.(=

Review by FreeFull

Posted:
27 Sep 2006, 20:42
For: ChatLogJJ2
Level rating: 8.5
Rating
N/A

Doesn’t work with XP? ;(

Review by FreeFull

Posted:
27 Sep 2006, 20:32
For: Cool Chat Progs v5
Level rating: 7
Rating
N/A

It doest work so i cant rate it ;( (it shoes that it cant get process handle).

RecommendedReview by SPAZ18

Posted:
26 Sep 2006, 20:41 (edited 26 Sep 06, 20:41)
For: Jill of the Jungle v1.0
Level rating: 7.3
Rating
7.5

This is an OK tileset.

EYECANDY: This tileset uses the graphics from the excellent Jill of the Jungle DOS game. It looks like the proper game but there isn’t a very good background to use in Layer 8. 7/10

LAYOUT: There are quite a lot of empty spaces in this set. Even though that is all of the Tiles from JOTJ, you could have used the spaces for a background. 6/10

MASKING: The tiles have been masked correctly. Automask was not used. Background tiles have not been masked which is good. 9/10

EASE OF USE: The tiles can be animated just like in the game. The set is easy to use. 8/10

TOTAL: 30/40 (7.5)

DOWNLOAD RECOMMENDATION?

YES!

Not recommendedReview by SPAZ18

Posted:
26 Sep 2006, 10:29 (edited 6 Nov 06, 17:41)
For: The Sad Beach
Level rating: 1
Rating
1

Right, I will be as positive as I can in this review as negativity is NOT allowed.

This level needs A LOT of work.

EYECANDY: Not good. Backgrounds look really bad. Most of the tiles are just randomly thrown together. This looks like it was made in less than 5 minutes. 1/10

GAMEPLAY: You start off by going in the water and then you turn into a Frog for about 10 seconds (what’s the point?). The only thing to do then in this level is get to an exit that is underwater in what looks like a badly drawn nose. 1/10

TILESET USE: Very badly used. You used about 7 tiles out of the WHOLE set. The background was badly made, you can see lines on it. 1/10

ENEMIES: There was a lot but most of them were in that “Prize Walkway” as n00b puts it. Badly placed. A Caterpillar under water?! What the…? 1/10

OBSTACLES: There was warps blocking off the so called “Prize Walkway.” There are about 4 or 5 warps that will warp you back to the beginning but that’s not enough. 1/10

PICKUPS: Hundreds of useless weapons can be found in this level. There are LOTS of 1UPs in the level which are NOT needed. The placement of the items is bad. 1/10

LAYER USE: Only Layers 3, 4 & 8 were used. Layer 3 was barely used to put in the stairs and one hidden passage to some useless Seeker ammo. Layer 4 contains lots of unecessary events including Sucker Tubes. Layer 8 is NOT good, the background was very badly put in. 1/10

DIFFICULTY: It was too easy, not enough enemies or obstacles. 1/10

TOTAL: 8/80 (1.0)
How do you do ratings under 1.0? I thought that was impossible. I typed it in the textbox and it said invalid. Looks like ratings under 1 have been removed.

Moving on.

DOWNLOAD RECOMMENDATION?

No.

ADVICE: You cannot make a good level this quickly. You need to use more tiles. Try to vary what you use out of the Tileset. Using the same tiles will make the level repetitive. Also, try to make the level longer, you don’t need to use the default 256×64 size. Change this by going into “Layer Properties.”

Not recommendedReview by fearofdark

Posted:
25 Sep 2006, 17:26
For: Anthill Mysteries
Level rating: 3.7
Rating
3.2

Ha Ha, you’ve decided to try again for the 14th time. By now, someone who’s been getting ratings as low as 1s or 2s may have improved. Anyway, the review:

EYECANDY:
Not the worst start, but there’s nothing special there. Just a pack of ‘antholes’ that look like volcanoes and thats it. Nothing else in the backround, nothing in the foreground and the only moving animation used is fire, and thats in the sprite layer.
RATING: 4.5

GAMEPLAY:
Like in most of Ischas levels, the worst problem of all is the gameplay as a whole. For a start, please don’t fustrait the player by all of these ‘challenges’ that end up in you dying. In this case, it is (as always) the increasingly common and annoying ‘fall down and die’ obstacles. If you survive them, you will mistakingly opening a crate full of explosives you need to progress through the level and then reading a small sign that tells you not to, forcing yourself to type JJK. Then, you must dodge a load of flames the width of the level. Finally, you beat up devan retreving back the so called ‘moon’. Another thing is that this would be better in a pack. You would ask yourself, ‘what happened when Jazz was travelling to the anthill?’ or ‘why did Devan steal the moon in the first place?’.
RATING: 2.0

FINAL RATING: 3.2
RANK; 3 Very Bad
DOWNLOAD?: No

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  2. 348
  3. 349
  4. 350
  5. 351
  6. 352
  7. 353
  8. 354
  9. 355
  10. 356
  11. 1305