Eyecandy
Wow Great! Really layer 7 is great used in each level also layer 5-6 ar great used, ther is also good layer 4 eyecandy. I just love to play this many times.
Gameplay
Awsome long hard levels not spaz or jazz based, the level flow is great, i did’t found any bugs so – good
Ammo/Pickups
Good placed nice gem placed good secrets the coins also good placed in the level ( like the last one :P )
Also the carrots ar good placed.
Baddies placed
Cool also the endboss is really cool, Black Ninja’s movements ar awsome. I like the baddies placed i cant say this is bad.
You really deserve a 10 ( no 7.7 >.< )
Cooba i agree this is awsome.
10.0
~Dx
Ps: Download Recommed
According to what did you say, this should get a 10. This is like TT-JJ2 because IT’S BY SAME PERSON.
Okay, time to rate it, after I left this comment lonely. I hope this review won’t be biased because of me being a beta tester.
Legends and Hints
This level was an intro. Well made, too; it’s been done in similar way Hocus Pocus cutscenes were. The eyecandy is about the same, it took a lot of effort to do from what it seems. The concept behind this level is simple – you can change the pages instantly and flawlessly. I barely see intro levels in level packs, so I was surprised that there is one – and I was proud to notice that it’s done well, too.
A Random Castle
This looks just like a castle from Hocus Pocus. Same eyecandy (well, the mushrooms are far bigger), same gameplay, etc. All what makes this different than one of TTJJ2 levels is Toaster ammo spread there and there (which will server a purpose in latter levels), and Spotty the Friendly Ghost instead of Terexin. Otherwise, this is just like a typical (hard) TTJJ2 level. It had switch puzzles, too (one evily placed), AND they’re just like TTJJ2’s. Let’s just get this short: everything you’d see in TTJJ2, is here.
Lack of Marmalade
Here entire thing mixes up. Gameplay here is still Hocus-ish, but actually it’s a little different. This features more jump-from-enemy-filled-platform-to-another-enemy-filled-platform things, and if you fall, the only way to get back is to take a long path with silver key put in (and neat, yet aggrevating lighting effects). After that, you fall to lower part of the level (assuming you got a gold and shiny key) with a well-done Triggered Collapsing Scenery. AND after that “collapsing” bridge appears, you found yourself in same pathway you fell in once. That’s design of this level, quite enjoyable. One coin put in a not so secret secret, some lava to melt your lungs on hard mode, not all that much combination locks, and voila. One of my favorite levels, despite lack of marmalade.
A Cold Day In Foomania
This level doesn’t feature Spotty because he got a cold. In fact, entire castle is frozen over, which is a break from warm bricks+warm bricks monotony which two previous levels had. Design of this level is quite unique, too: it’s divided to three floors which are similar to eachother. You can go between floor 1 and 2 with ease, although you can get back from floor 3 only ONCE if you missed any coins in floor 1 and 2. If you didn’t hit the coin limit after you went back to floor 3, you’re doomed.
All the floors force you to jump from a platform to a platform (with Ravens attacking you from below) with a look at bright textured sky. I’ll admit I like how background eyecandy turned out, because it was quite dull. ;p I don’t like some eyecandy effects though, like remains of destroyable blocks different than the blocks themselves, and collapsing sceneries. The binary code (it’s 666 written there for all of your non-binary nerds) looked a little out of place, too, but I’ve seen worse things looking out of place. Other than that, eyecandy’s good for given tileset.
Plus, this level is one of rare levels here not to feature InstaKill on Hard difficulty mode.
Black Ninja’s Castle
This level was a break from the others, mainly because it was linear. Only first three coins can be taken in random order, latter ones are placed in more or less linear path. After you get those three coins, you can head to Black Ninja’s lair and the coin “he conveniently has”. You touch a somewhat ugly pillar, and are warped to a dark den where Black Ninja himself (a REALLY cool animation which easily beats “SUPER SKATER”) jumps around and tries to shoot you. You can’t hurt him in any way YET, because you must take his weird hackingness out of him. To do it, you must shoot certain brick in the ceiling and a crate will fall, unleashing a way to 4th coin, and setting lighting back to 100% (lighting is set to higher amount than 100%, which looks cool and makes Pulze Lights look funny).
Later comes jumping above a wide pit, and you see Spotty gloriously defeating Black Ninja. The eyecandy made this level look like a (boiling hot and shiny) castle, because of Layer 7’s shape. With eyecandy like that and fun gameplay, this level is overall very good.
The Nature Castle
Now here’s something back-in-the-ordinary. This level, featuring some cool eyecandy (using vertical Greenkiller text as a vine) is completely non-linear and completely non-easy. There are quite a few combination locks, too. In short, pretty much TTJJ2-ish gameplay, again. However, there are some evil twists in the gameplay there and there: this is filled with generators of Floating Suckers, which are EVERYWHERE. Evil. Moreso, there are evil bats placed under the floor so they just fly up and hurt Jazz. Really evil. I advise you not to play this level on Hard difficulty mode, because all the fun will be spoiled over by incredibly hard to pass places. Plus, there’s a place where you’re gonna get killed with an InstaKill (yes, those are back, slow & lumbering as always) because floor is on layer 3. Later you realise that red tiles on layer 3 were supposed to warn you. 2 BAD ITS NOT KEWL =((9 This level would be much more fun if it wasn’t so big and hard. My five cents.
Mellenwah
Tile bosses have always been cool, and this is really no exception. Except there are no bosses, but enemies. Hence the level name, Mellenwah monks block access to vital parts of this level, and the only way to kill them is to use TNT on them. And because you have not TNT, there will be some. Unfortunately, it’s not that kind of TNT you can grab and go crazy nuts on Battle2. All the TNTs are in boxes whichfall down (or in case of one monk, raise from ground), and you must smash the crate so monk will explode. Pretty entertaining. ;p There’s still some playing with combination locks, Cheshire cats and secret warps, all which round gameplay here to be really awesome. And if you thought that’s enough, there’s awesome eyecandy. Layer 2 for a quick example: it gives a cool feeling of a curse or something and still doesn’t get on nerves. There are some translucency tricks such like golden skull blocks. After killing all of the monks and stealing their coins, you’re ready to face your worst enemies: Greenkiller and Fooruman.
Fooruman’s Hologram Machine
Ah, the fiendish level. Violet’s excuse for VERY confusing eyecandy here is “because it’s supposed to be a hologram machine.” This has a little unusual design, too – lots of rooms connected by elevator shafts, with SP Airboards as elevators. It’ll be hard to get used to this level, and even harder to survive. This is chock-full of strategically placed enemies and spikes. And spark generators, which Spotty calls “efil prezences”. ;p Those are everywhere you don’t want them to be, aka literally everywhere. They’re guarding almost every passage, but they don’t guard coins. Because here’s only one coin. To get it, you must collect countless of keys and open countless of passages, and when you’re done, you must face Greenkiller himself. To kill him, you must shoot him A LOT, and he will finally vaporize. He’s also protected with a skeleton generator and sparks generator. And just when you thought it’s almost impossible, all the floor is buttstompable and Bilsy’s fireballs come out from ground. Life is good. When you finally take the 40th coin, you run away with pleased Spotty.
Oh yeah
This, probably most linear level in this pack, consists both of typical FSP gameplay and a couple of storyline screens. What makes this different is that you see credits listed IN FRONT OF A WALL disguised by destructable blocks. Fun. Finally, you stop reading who’s behind this evil pack and get five coins Fooruman stole from you just when you were gonna escape. But, he won’t let you go – he will fight you to death. If you play on Hard difficulty setting, it’ll be your death for sure. ;p What you have to do is to grab Cheshire cats and shoot Fooruman while you fly up. What Fooruman does is walking around and casting Killer spell. Except the effect is a little twisted because what falls down are Tube Turtles. When Fooruman dies, Cloning Machine (which I didn’t mention in review of Black Ninja’s Castle) makes another clone of Fooruman, and you’re told that they will ENGAGE A WAR!!!11
Overall
Ruxors stuff. =)) ++me being in last level. ;) However, some minor flaws which I failed to mention during my period of betatesting makes it so that this doesn’t get a 10. However, I give you a big 9.9 instead which you can play around with.
(Apologies for double spaces in the review, it’s all fault of Notepad.)
Nice Level Pack…
But its so much like the Hocus Pocus JJ2 levels some other person made -Edit: (I think its made from the same person).Even if I don’t like it that much, I’ll give it what it deserves because a lot of effort was put into it.
Edit: Raised rating. It was down just because I like playing co-operative with my brother – If one person just accidently touches a coin, we would have to load form the last save. If the person who is collescting the coins dies, we would have to load (He dies, loses his coins and the coins don’t come back)
More Edit: What I hate is that when I use the cat and jump of too early or late, I end up being stuck in the wall. Pay attention to how high you are when you’re on a cat cause something might happen…
Alexander: If you want to know what it’s like, the easiest way to find out is to download it. ;p
Another CTF review. I wasn’t able to download this level, but I did now.
Introduction to Apocalyptic Afterworld:
this level was created by MaGoo DM and uses the wisetyness tileset. I haven’t seen many levels with this set, and you will find out if this level is worth downloading(because this level has not many downloads. But that was because you were unable to download this level.
Gameplay:
this level is pretty big, isn’t symmetrical, but it is balanced. It’s easy to get around this level. The suckertubes make the flow pretty good, among with the good spring placement. There are many suckertubes, and they will lead you to a warp with a warp target. It’s not very hard to get to each base, but you can get lost sometimes. There is a straight way to each base, but there are other ways to go to there. I like how this level is constructed, so the layout is good. The vines can be a good idea, instead of springs. Overall the gameplay is nice.
Eye candy:
when I loaded the level, I immediately saw that there is lightning here. Yay! The lighting looks great, I like the flicker lights. There is also lightning in the background, it’s great animated. Layer 3 has alot of secrets and the tubes, and also has some stuff. Layer 2 can be a bit irritating, but I can live with it. There are many things in layer 5, it’s mostly standard… but it’s good. The fire looks nice. I like the tileset use alot here. There are many layers used, except layer 1, but almost no-one uses layer 1 alot. Overall I like the eye candy alot here.
Pickup placement:
I will start off with the ammo placement. There are many groups of ammo, some are odd, others are creative. There are 3 Power-Ups, and they’re pretty basic. There is a tube that leads you to a warp with a Seek PU at both sides. The Seek PU is protected by bomb scen, so you cannot shoot through it. The Bouncy PU is at the bottom-left, and the Toast PU is at the bottom-right of the level. There are 2 +1 Carrots, and 1 Full Energy. There is a warp to the Full Energy, which is at the left and the right side. The +1 carrots are also at the left and right side, in a tube. I also like the pickup placement in this level. A thing that is pretty funny are the Freeze events that are at 50,3 and near.
Others:
This was a nice level by MaGoo, it’s also a bit original, like the freezers. The music fits this level well. This tileset isn’t used many times, like I already said. It’s a fun level, and you can do 3 vs 3/4 vs 4 in it. Also, this level could be hosted sometimes, because I never saw it hosted.
I give this level an 8.35 = 8.4 and a download recommendation.
TBM: Music modules with the extensions .mod, .s3m, .it, .xm and some others work with JJ2 too. You just have to include the extension in the music field in the level proporties. You have to have version 1.22 or higher to make it work tho (correct me if I’m wrong) And besides, some remixes are just for listening.
Violet: I think he’s either trying to suck up to me (Tubelectric is my fav JJ song) or finding that the song so easy to remix, along with Technoir.
And with that, i’m forced to write a review. How lucky can I be? :P
First impressions
Danyel has really overdone it this time. Just a warning to future reviewers: it’s 10 and a half minutes long! Be sure to have some spare time handy ;p. Anyway, this a real remix, not just a change of instruments, or tempo. Just parts of the song rearranged, but because the original song is so short (2 minutes at the most) you only have that many parts to work with, so repetition is a major danger here. It gets repetitive, yes, but I actually didn’t find it that annoying, especially near the end.
Melody
It’s not a straight conversion, but some part of the original are used more than others. We’re talking 10 minutes of play time here, folks, ten fricking minutes! The Intro is really… well, semi-active, just some beats in a regular tempo. The real thing starts at about 1:20, a tad long for my tastes. That’s where the intro of original Tubelectric kicks in, and keeps kicking in till 1:58. Then we get the intro again, mixed with the second part of Tubelectric, fading in. When near 2:48 it fades out, then the song relies on beats and the second part of the Tubelectric, stand-alone. At 3:05 it resumes its original pattern, but more of the original can be heard. Stay with me folks :P, We’ve only covered a third so far. Intensifying at 3:31, switching to outtro at 3:57… To make this short, It’s repetitive, but not that annoying (Yes, I’m a cheapskate for not giving you the entire song ;p), thanks to the variaty in instruments and good use to fading in and fading out of some parts. I just wish more of the original melody would have been used, would have made it more interesting to listen. As for looping, there is none, only fade-out from 10:00.
Instruments and Samples
Danyel claims this to be techno trance, I’m sensing more techno than trance. In fact, I dare say this more dance music. Heavy beats, synthesized instruments and the like. Tho the melody is repetitive as stated before, the change of instruments gets most of the sting out of it. A real nice example of this is near the end from 8:58, where it keeps switching between two sets. i don’t really have anything else to say :)
Final Verdict
Things are starting to look up for Danyel, he’s finally getting closer to the jackpot. This remix is more for listening (or dancing, it’s perfect for that) than for using in a level, therefor it’s recommended.
- JelZe GoldRabbit =:3
P.S. I’m playing this in XMPlay, but MODPlug works fine too
Wait a second, is this allowed? This music file doesn’t work on every JJ2 game, but J2B does, is this allowed, FQuist? Derby? Someone?
(Bjarni, you are the ONLY PERSON IN THE WORLD this music file does not work for. I’m sorry. ~Violet)
(Well, I only do have 1.21 version my game is old! And I’m pretty sure I’m not the only one. And I also need to know how to update this. ~TBM)
Play online not splitscreen? Now I have to look for somebody to play with online… I’ll review this later when i find a guy to play with.
why is it ALWAYS TUBELECTRIC?????????????/
I love this. Even though Pyro kinda didn’t make this tileset. It’s the best.
Eyecandy: Same as the old Diamondus, but the Gems SWIRL! Very nice.
Easy to use?: Yes, You’d have to be pretty bad to mess this one up.
Tiles: Pyro added an extra couple of things such as more destruct blocks.
All in all: 10.0
Add this to your collection and have fun.
Blackrabite you caan run multiple instances of the program so you have have 5,10,15,20 OR MORE! ;D heh.
Good program although the style is cramped (im sure you get that from everyone) I’ve used this alot for stuff where people normaly ask the same question OVER and OVER. So take that you annoying non-sign reading peoples! I give it a 7.7 ;D Oh and Download recommendation :)
Diamondus Beta. Here goes:
Firstly, since you only had two small screenies to work with, I’d say this was more of a tileset itself then a remake/conversion/whatever.
Firstly. the first impression this set gave off was amazing. I personally love the grass in this set, and the gems are cool. Plus there are 5 current versions of this set – and pyro said he’d release another one (not going to ruin the surprise and tell you the theme of it ;D) later.
Firstly, the technical rating:
Diamondus B Day/Garden
Pin 500 bump: Looks really good.
Pin paddles: Also look good.
Small Tree: Looks good.
Psych Pole: Looks really good.
Diamondus Pole: Looks really good.
Carrotus pole: Looks pretty good.
Jungle Pole: Looks green =\.
Pin Carrot bump: Not really fond of the colors but looks alright.
Water is good, Snow is green.
Diamondus B Lava: Snow is still green, and green doesn’t really fit in with a lava looking place. (Red snow would’ve been cool, or grey snow like ash). Water looks like lava so thats cool. Pinball Carrot bump looks really good, and the rest is either good/pretty good.
Diamondus B Midnight: Diamondus Pole might be too light, again don’t particularly like the colors of the carrot bump, snow looks a better here. Rest is alright.
Diamondus B Night: I really like the psych pole, and the water is pretty good. Rest looks good.
Technical Rating: 9.4
Now onto the tilesets themselves. Looking at them and comparing them with the original diamondus, I could see that most the stuff is there. None of the rotating gems are able to be placed without the wall in the backround, or on the edge of the wall though. I suppose adding that would make the set too big, though. A lot of new stuff is animated (waterfalls, which look a lot like the ones from BlurredDs Diamond Dust, and a lot of roating gems.). There are also more destruct blocks added in the set. Pyro said there is room enough for 34 anims (actually 33, since when you get to 1024 it still counts as too many – 0 in access). This sounds like a lot, but if you animate the gems, the mushroom, the flower, the sparkles, the waterfall, the destructable rabbit signs, and all the destruct blocks, you won’t have enough, so you’ll have to make some sacrifices. Something I noticed is that the destruct blocks were visible from behind any side wall that was put over them in layer 3, so you couldnt fully hide them. I’d have also like to see more invisible tiles (half masked one, slopes). Backrounds are nice, and I like how you made some fade into colors that matched the set in 8 bit (like the lava one, especially. Nice feel). There is a LARGE tile variety, lots of different jagged walls, ceiling tiles, backround tiles etc, and lots of potential for good eyecandy so your level wont get boring. Poles are there, vines are there, spikes, lots of eyecandy tiles, all the destruct blocks needed, foreground eyecandy, a solid invisible tile, nothing that looks like a hook, but some tiles are masked thin enough for them to be able to be used as one (tile 6, 16). No sucker tubes either. Using this set is pretty easy. Masking is good. Generally, I really like this set, and its palette edits, and I’d definately use this in the future.
Rating time:
Conversion Completeness (it is technically a remake/conversion =P): 9.2
Tiles Added: 9.3
Color: 9.7
Animations: 9.6(-0.4 because I agree with LRK that the gems look a bit cartoony, and hog a large amount of space)
Masking: 9.5
Userfriendliness: 9.5 (had no problem)
Overall/not an average: 9.2
Technical: 9.4
Final Rating: 9.425 ~ 9.4. Definate download reccomendation, since this is awesome =P. (And I got to test it before it was released too.)
Download reccomendation, unless you want to miss out on something awesome.
~Blackraptor
Let’s rate it:
Eye Candy:
The eye candy is so great, but it’s not perfect, sorry! I would give the eye candy 8
Enemies:
No need for enemies in a multiplayer levels, some MP levels however has it 10
Layout: The layout isn’t bad, it isn’t good either, I would say you should have better layout, but this is really good I’m not saying that’s bad! 7.5
Weapon Placement: There are some weapons, not too few not too many either, but I like how you put weapons in the level 6.7
Powerups: Well, I found some powerups, there are some powerups that I didn’t noticed, but I saw a lot of them! Really good! 7.8
MP Start: Well, there are a lot of start points, I like how you place them, there are so many, that’s really good! 8
Music Choice: Well, the music’s choice is great choice, it’s great choice, I love this music, I’m not interested in music, but I sometimes enjoy them! 8.7
Tileset choice: Well, good choice I would say, some people chooses a custom one but you chose this one, it’s really good choice, great work! 7.5
Avarge Rating: 8.052= 8.1
Download Recommand: Yes
Make it into Server: Yes
Edit: Since I now have the text box, I have edit the rating to higher level, it deserves that high, and to the guy that didn’t find my review helpful, please PM me and explain why you didn’t!
Time to review!
In very early versions of JJ2, even before v1.00, Diamondus looked much different. Only two screenshots of the old Diamondus have been released, as well as a portion of it left in the current version of Diamondus. Pyromanus took what little resources he had and turned them into a fully usable tileset.
This tileset includes everything the original Diamondus had to offer, and more. Some of the new stuff includes ground without grass, slopes with varying angles, easier-to-work-with cave tiles, a good amount of blocks, waterfalls, and animated gems. If that wasn’t enough, Pyro went above and beyond what most tileset makers do and made event compatibility great. (This calls for a checklist!)
Textured background in 16bit – Yes! Pyromanus created a new textured background rather than using the old one. It works flawlessly.
Textured background in 8bit – Yes! Something you don’t often see these days.
Carrotus pole – Yes! Although I probably wouldn’t want to use it. It’s dark brown colored with tannish moss.
Diamondus pole – Yes! Looks great.
Jungle pole – Yes! It’s a fairly light green color, and looks better than most jungle poles you see do.
Psych pole – Yes! Looks great.
Small tree – Yes! Looks perfect.
8bit water – Yes! Looks perfect. Pyromanus even took the extra step and made the water red in the Hell version, so it looks like lava.
Snow – No… but I suppose it gets the job done. As it was in the default Diamondus sets, the snow here is green.
500 bump – Yes! Looks great, but the 500 is kind of hard to read in the night version.
Pinball paddles – Yes! They look great.
Carrot bump – Yes! I don’t like the colors all that much, but it still works.
Moving on to the masking, it is fairly flawless. The masking on the background trees is a bit jagged at parts, but I really doubt anybody’s going to use those trees in layer four anyway, so I won’t take off any points for it. Besides, the thin parts of the trees, which were the ones I thought looked a bit jagged, are meant to be one wayed anyway, so getting stuck shouldn’t be too much of a problem.
The two most major things added are animated gem stones and waterfalls. The waterfalls look magnificent, but if I were making a level with this (which I probably will), I’d probably leave the gemstones unanimated, unless the feel of the level was cartoony, or something. Naturally, a gem stone would look much more realistic if it were not moving. Nevertheless, the extra step of adding all these animated gems can only improve your rating from me.
The example levels look good, and the tile placement is very user-friendly. Pyromanus also included several palette edits, including Gardens, Night, Midnight, and Lava. The Gardens gives the set a… well… “gardenny” feeling. (if the word gardenny didn’t exist before, it does now.) The lava edit gives the tileset a Hellish feeling, a lot like the Thermal K1 edit of Carrotus. The midnight set gargantually darkens everything including sprites, while the night version takes after the classic green-on-purple night version included in the newer version of Diamondus. Rumor has it there will be another edit released in the future, too. ;-)
I suppose that should be enough. You really ought to be downloading this tileset and making a level with it, not reading my review. But thanks for reading my review anyway, even if you just skipped everything and looked at the bottom part.
-LAbRaTkiD
Very well done, condsidering you only had two small screenies to work with.
Download recommendation.
Nice, Pyro! I love the LAVA one. :D
5.0 for the well made tilesets.
+
3.0 for the nice levels
+
.5 for a bonus :)
Download recommended for most people, especially people who like the diamondous tileset.
Good job pyro!
Oh man i betatested it many times and its really great!
(Eyecandy)
Very much tiles the diamonds and the background
as in the diamondus normal things
ar changed but its really great ( ct layer 5 )
(Tiles – Walk )
Great diamonds ( the unfinisht ones in jj2 ) ar
in the wall and its really cool!
I cant tell more but its wasome, pyro
you really get some high ratings.
from me a 9.0
Black Ninja uploaded something. Its been a while.
As Black Ninja described the meaning of the title, this level should have vertical gameplay, the level size is 80×80 which is a perfect square shape; However once I got to play it I noticed the way the layout was designed it made you play by moving in vertical directions most of the time. Although this is true most people won’t notice as you still move in horizontal directions quite a bit. Fort Oblivion does a much better job of providing vertical gameplay than this level, and it doesn’t even have a title to try to emphasize it.
Furthermore I am not too fond of the layout as it doesn’t appear to have a design, or at least a very good one. There are questionable parts such as rooms that could qualify as dead ends – I don’t mind them too much though. The room at the top right contains a blaster powerup, some ammo and a coin, the fact that it has a powerup might help justify it some extent. It isn’t another platformy battle level which is good, except I think that a platformy layout with greatly-designed platforms would look better than what was designed here, mainly because the floors are mostly long and unvaried, little use of slopes except for the top area, or maybe the layout is varied enough and I am just picking at the wrong thing, maybe it’s just the lack eyecandy that I find so unappealing about this level. Too many springs were used and some weren’t placed well, the area 67,21 (JCS pos) has a carelessly placed red spring, it may not seem like much, but if I am trying to out run someone who is chasing me and I don’t want to enter the room at the top right which is guarunteed to be a deathzone if your enemy is carrying seekers, I’m toast. So you might be thinking “well then avoid it!” but that’s not always the case when you’re rushed and have little knowledge of the level, especialy if I touch it going from the left side. Another spring that bothers me is by 69,39 – It is placed near the middle and would take a little skill for a rushed player to avoid it, if it were moved a tile to the left it would be perfect.
Coins are scattred throughout the level. So there’s a coin warp which apparently sends you to one of three powerups, not by choice but by order each time you enter the warp. First: Toaster, Second: Seeker and lastly Third: RF – No apparent order applied as you would think that RF would come first, then Toaster and finally Seeker, unless Black Ninja has an odd way of thinking about the power of each powerup. Ammo placement seems alright although they don’t have appealing designs and aren’t placed strategicly. You can see the powerups, in fact Black Ninja really wanted you to see them, even at the sacrifice of adding weird wind events and invisible bomb sceneries just to prevent you from touching them without entering the coin warp. I’ve found two +1 carrots, one at the top middle, the other near the bottom middle – that should all work out nicely. I think I’ve covered everything here.
The eyecandy is, well, unacceptable. The tileset is mostly to blame, basic typical brown colored dirt, basic- looking snow, amatuerishly drawn christmas trees, I like the gingerbreadman though, he looks adorable, really. The background is just weird, it consists of moving candy canes, they must be alive, kinda creepy. A plain untextured background, I hate it. Black Ninja, however did a good job with the lighting. I like the beams of light especialy the one that appears to be coming through the large crack near the candy canes.
I can’t quite recommend this, but host it as I have a feeling it’ll be the only christmas battle level we’ll have this year and the gameplay mostly works.
-fs
Another remix by the up and coming Danyjel. Review coming soon…
…TO A J20V2 NEAR YOU.
EDIT: I can’t get the file to work. Sorry, no review. Sure it rocks, though.
Holy crap on a stick toasting over a fireplace! This server’s wicked fast! My download started at 22.7 kb; not even FilePlanet goes that fast for me.
Also, I want to know why the hell you had to password the level. Not cool, d00d. I’m docking a point for that.
Ok, let’s GET IT ON!
Eyecandy:
Not bad. The lighting wasn’t varied and you don’t use the set light event, which could’ve been a big help. The background/foreground eyecandy wasn’t bad, but avoid using the same tiles for the foreground that you used for layer 4. It gives the impression that the things in the foreground are smaller than the stuff in layer 4. The same goes with background. Also, I believe you forgot to set up the textured background. Maybe it’s broken. I don’t know. The tileset wasn’t the best, so you get saved, I guess. :P Eyecandy gets a 7.5.
Music Choice:
Not bad. Fits well, though a custom soundtrack would’ve been nice. 8.5.
Gameplay:
Awesome job. I’m not going into too much detail because you should see this for yourself. 9.0.
Overall:
Very well done. The eyecandy wasn’t the bast, but everything else brought up this level.
7.5 + 8.5 + 9.0 = 25 – 1 = 24 / 3 = 8 out of 10. GJ, d00d.
Review = Over.
Download recommendation = Very yes.
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Eat your lima beans, Johnny.