When I saw Chip’s review, I thought: I want a long review like that too! Anyway, let’s start.
Introduction to Un-Named Battle Pack volume 2: this is a new pack by NiQ aka Snooze, and volume 1 rocked, so I was going to check this new pack out. This pack has 6 levels, and 4 of them were the ones in UB volume 1. The other 2 levels are new, and this review will be long too.
‘Woodland Warfields’
Gameplay: this level’s gameplay is really great. I didn’t have to jump alot, I could just run right or left. This is a very good thing. There are sucker tubes in places where you are forced to jump, but just run right or left and there is a sucker tube. I liked this alot. This level has a great layout, and the flow in it is almost perfect. The bad thingy is that the level is quite small, and that’s probably the only reason why I don’t give a perfect at the gameplay here.
Conclusion gameplay: one of the levels with the best gameplay I ever saw. I really enjoyed it. The layout and flow is excellent, and you don’t have to jump alot, thanks to sucker tubes. The level is small, and that’s the only point here.
Eye candy/tileset use/layer use: I saw that this tileset doesn’t have too many eye candy, only mines. This level’s eye candy reminds me of ‘Moree Mines’ and I think that this is a good point. There are alot of mines in layer 5 and 4, and there is something in layer 3 too. In that case, the tileset use was good. The layer use was also good, like I already said.
Conclusion eye candy/tileset use/layer use: This level’s eye candy is good. That mines are probably the only eye candy here, although I don’t like this tileset too much. The tileset use was good too, and layer use was also nice.
Pickup placement: The level’s ammo placement is really good. The PU placement is also nice. There are 3 pu, bouncy, toaster and seeker. The bouncy pu placed at the left side, and you get it with gun 9(again). The toaster pu at the right side and you get that also with gun 9. The seek pu placed in the middle of this level, and no complaints about it. There are too many carrots in this level. There is a carrot +1 at each side, and there is a warp with another 2 carrot +1’s. I don’t like it that there are too many carrots here. I think some ammo is too close to the ground, and there is some other ammo placed in the air. Less ammo that close to the ground and more in the air would be better. Anyway, the ammo is good spread and there were good choices of ammo.
Conclusion pickup placement: the ammo placement is good, but too close to the ground. There are too many carrots in this level. Good choices of ammo, and it’s good spread.
Originality: I can’t say this level is original, but this tileset isn’t used too many. The music in the level fits the tileset not very good, because that music is more for a tileset like Wasteland. It’s kinda ok, so don’t bother. The way the tileset is used is kinda ok too, but nothing really special.
Conclusion originality: this is a not too original level. The music fits the level ok, but not too good. The way the tileset is used is nothing really special.
‘The Space Fortress’
I already reviewed this level for volume 1, but that was very short, so this will be longer.
Gameplay: this level is small, but still has great gameplay. There is alot of one way, and no dead ends. There is a great spring placement, and after that springs, there is one way, so that you don’t have to jump at that places. The level is kinda open, but still has a good layout. The flow in the level is also nice, there is no biasing and like I said, the spring placement is also very good.
Conclusion gameplay: this level’s gameplay is very good. Great spring placement, layout and flow, the level could be more closed, but it’s still ok.
Eye candy/tileset use/layer use: this level’s eye candy is, at first place, very good. I liked it alot when I reviewed volume 1. I think that it’s confusing now. It’s still very good, but the confuseness makes it worse. The tileset use is very good when the eye candy is too. The layer use is also very good, there is alot in layer 3, and there is something in every other layer. I really liked this.
Conclusion eye candy/tileset use/layer use: The level’s eye candy is very good, but confusing. The tileset and layer use is also very good, no complaints.
Pickup placement: this level has a great placement in it. There are large groups of ammo, and they are good spread again. There is probably a bit too many, but I can live with it. There is a seek pu at the right side of the level, with a bouncy at the left side. There are mp starts above that power-ups, so you can get them when you just started this level. I don’t think that’s a good idea. The choices of ammo were again good. This time, the ammo is not close to the ground, but all in the air. I really liked this.
Conclusion pickup placement: the ammo placement is very good, there are large groups of ammo placed here. There are 2 power-ups, but they have a mp start above them. The ammo is good spread, and every ammo is in the air.
Originality: this level’s music is one I like. I don’t think this music is overused, and it fits the level nice. The tileset used is kinda over-used by some people, because CelL made alot of levels with this tileset. The way the tileset is used was very good, and also original.
Conclusion originality: this level is kinda original. Although the tileset is over-used, the way it’s used is original. The music fits the level good.
‘The food facility’
Gameplay: this level’s gameplay isn’t as good as the previous two levels, but it’s still good. The level is quite open in some places, and it’s changed since I saw the last version of it. There is a new tube now. This one leads you to the toaster power-up, which is new in this level. And of course, there is a tube that leads you out that place. The level’s flow is good, but I don’t think that horizontal springs around 60,24 are necessary. It’s a good idea, but I don’t really like it. The other springs are good placed. I saw there are 2 small dead ends. There is one at the left-bottom and there is one small one with that horizontal spring that are near the toaster ammo which starts in 49,26. Other than that, the gameplay is good. Good layout, too.
Conclusion gameplay: good gameplay, spring placement, layout and flow. 2 small dead ends, and some tubes here and there.
Eye candy/tileset use/layer use: when I saw the eye candy of this level for the first time, it wasn’t as good as I think now. This level has a bunch of good eye candy. There is alot, but still not perfect. I can’t say alot about it. The tileset use is nice then too, and about layer use, only layer 1 is not used, but it doesn’t matter that many. The level’s backgrounds looked good, I especially liked the background in layer 7.
Conclusion eye candy/tileset use/layer use: this level’s eye candy is just good, I can’t say alot about it. Tileset use is nice and layer use too.
Pickup placement: the level’s placement is nice, but nothing creative about it. The level has 3 power-ups, toaster, gun9 and bouncy. I don’t know why gun9 pu is needed here, and I would prefer if it was not near a start position. There is only one mp start, which is not really nice. The ammo in this level is mostly in the air and some on the ground. There is also ammo on vines, and you get some ammo by going down on that vines too. Like the name of this level said, this is one of the little levels with food in it. There are still people who put food in their levels, but this was mostly in the past. But I see it’s still going that way. Anyway, about pu placement, it’s good. A bouncy pu placed at the right side and that toaster pu is placed in a place where you need to take a tube to get there. There are no carrots in this level, and I wonder why there isn’t.
Conclusion placement: the ammo placement is nice, there is not too many on the ground. Power-up placement is also good. No carrots, and I wonder why there isn’t. This level has alot of food in it, like the name tells ya.
Originality: I remember this level’s music. I used that one for my Wasteland levels. This music fits this level, though. The way the tileset is used was kinda original, and that horizontal spring idea was also quite good, although I didn’t like it. But still, it’s some idea.
Conclusion originality: this is a quite original level with some ideas, and an original tileset use. The music fits the level ok. The way the tileset is used was kinda original too.
‘Evil Realms’
Gameplay: this level’s gameplay is kinda good again, with alot of springs placed. This level is not too open, but it has too many platforms. The level’s layout is kinda squared-off in some places, but the flow is really good. Other than the squared-off layout, it’s still okay. I think more springs than one at one place is too many. I’d just put one spring at one place except there are 2 tiles between 2 platforms. Other than that, the spring placement is good enough. This level has no real biasing, and that area at the left-bottom is changed too. I think that this area was very bad first, because it had alot of horizontal springs in different colors first.
original ideas again, and also a good music. The way this tileset is used is not one to be rated, because it’s so small too.
Conclusion originality: some original ideas and good music.Conclusion gameplay: this level has a good gameplay. The spring placement is good, okay layout and good flow. There was something changed that I didn’t like before, so that’s good.
Eye candy/tileset use/layer use: it’s hard to rate the eye candy here, because this tileset has only some stones and pipes. That pipes were in layer 5, 6 and 7, and that’s probably the only eye candy here. About that stones, they weren’t used alot, although too many of them isn’t good. I think there was only one here, with text on it. That was 1 r.i.p. stone.
The tileset use is nice in that case, because it’s just so limiting. The layer use was good too, layer 3, 4, 5, 6, 7 and 8 were used in this level.
Conclusion eye candy/tileset use/layer use: this tileset is so limiting, that’s why I can’t give bad or good eye candy here. The layer and tileset use were good enough, though.
Pickup placement: this level has alot of ammo in some smaller and bigger groups of ammo. Most ammo is in the air and you can get it without and with jumping, and some of the ammo is on the ground. The level has 3 carrots, one at each side, and one full energy in the middle of the level. The level has two power-ups, which are gun8 and gun9 ones. This should be original, and yes, it is. There are more types of ammo than that power-ups, because only that two types was already an idea in another level.
Conclusion placement: the placement of this level is good, there are large and small groups of ammo in the level. There are 2 power-ups, gun9 and gun8, and 3 carrots.
Originality: the level has some original ideas again, and also a good music. The way this tileset is used is not one to be rated, because it’s so small too.
Conclusion originality: some original ideas and good music.
‘CrYsTaL MaNiA’
Gameplay: this level’s gameplay isn’t as good as I thought first, but I still like it. The level is changed since the last time, and it’s not too open or closed, it’s just good. There are no dead ends, when there could be a dead end, there is a tube placed that prevents a dead end. This level has a good layout, and the flow is also quite good. The level has a good spring placement, and I don’t think there is some biasing in it. the only thing that should be better are that small one-tile platforms with one ×3 ammo on it. I don’t like that part of the level too much, but there is one way placed under it(not everywhere) so it’s still a good gameplay. There is a tube added to a warp that leads you to a seeker power-up, but it was else when I saw this level for the last time I think. This level is quite small, but it’s not really bad.
Conclusion gameplay: this level is not too open or closed, has a good layout and flow. There is no biasing and a good spring placement. There are some one-tile platforms, which I didn’t like that much.
Eye candy/tileset use/layer use: the eye candy in this level is great. Although the eye candy is confusing, I could see all the things here. The level has alot of eye candy in layers 3 and 5, and also something in layer 1 abd 2. This level has every layer used, and that’s why the layer use is very good here. The tileset use is also very good. I think the eye candy is slightly overused, but if it was, I couldn’t see anything.
Conclusion eye candy/tileset use/layer use: this level has a great eye candy. It’s slightly overused, but I could see everything. The level has great layer and tileset use, which is very good.
Pickup placement: this level has really a good ammo placement. The ammo is quite good spread, and the groups of ammo are small and bigger, but still not alot. This is good, though, because too many ammo in one place isn’t too good. The ammo doesn’t look very creative, but still, it’s good placed. There is one carrot in this level now, and that one was a full energy first. The level has a good pu placement. The level has 3 power-ups, which are bouncy, seeker and rf. The bouncy pu is placed at the left side, and there is a warp under it, which leads you to the place where it is. the rf pu is placed at the same place, but then at the right side with also a warp under it. The seeker pu is placed in the middle of that two power-ups, but the warp that leads you to it is placed at the end of the tube that was added in this version. You enter that tube in pos 75,38. The level has 4 food things, and I think a few food is good in a battle level, but not too many, like in ‘the food facility’
Conclusion placement: the level has good ammo placement, quite good pu placement, 4 food things, which is enough, and 1 carrot +1.
Originality: this level is quite original. Although the tileset is overused by CelL (again) and some other people, this tileset is used very originally. I’ve never seen that good eye candy with this tileset. The music in this level is a decent one, which is used more times. It was a good idea to put all the power-ups in warps.
Conclusion originality: this level is quite original. It has decent music, has an original tileset use, and that idea to put all power-ups in warps was a good one.
Finally, up to the last level.
‘Carrotus Clash’
Gameplay: this level’s gameplay looked like the one of ‘Woodland Warfields’, which had very good gameplay. This level has the same method as that level, when there is a dead end, there is a tube above it or next to it. I think that the gameplay here is again very good. This level is again not too big, wbich is no big point. This level might be too open in some places, but it’s not too bad. The level’s flow is good, so is the layout. This level has some small platforms again, like ‘CrYsTaL MaNiA’ also had. The level has one way under that small platforms. There are more good things, there is one float up above a bridge, and it’s placed that way, that you can get up that low platform without jumping. This is a good idea for a low platform, and it helps the flow too. The level has a warp to a seeker power-up, which is a tradition now.
Conclusion gameplay: the level’s gameplay is great. There are tubes above or next to a dead end, the level has some one way, and one float up for one low platform.
Eye candy/tileset use/layer use: this level’s eye candy is really good. This is how you should use Carrottus, it looks like the eye candy of Carrotus Squash, the bad is that this level is smaller. The level has something in layer 1, 2 and alot of stuff in layer 3. This level has every layer used, and that’s again a great layer use. The level’s tileset use is also very good, like I said, this is how you should use the Carrottus tileset.
Conclusion eye candy/tileset use/layer use: the level has alot of eye candy. The tileset use is very good and the layer use is also very good. Every layer used, which is a very good point.
Pickup placement: this level has some un-original groups of ammo, 3 power-ups, and no carrots. The ammo placement is good again, and there is nothing on the ground. There are a few ×3 ammo that you can get without jumping, but that should be all. The power-up placement is quite good. This time it’s toaster, bouncy and seeker pu. The toaster pu is placed at the left side of the level, with a tube above it. The bouncy pu is probably placed too close to the toaster pu. The seek pu is placed in a warp at the right-bottom of the level. There are no carrots in this level. This is sometimes a good idea, and this time, I think it is. The ammo is good spread and there were good choices of ammo.
Conclusion placement: the level has a good ammo placement, no carrots and 3 power-ups. The power-ups are placed good, too.
Originality: this level has no real ideas, but the way the tileset is used is good. The tileset is, of course, overused, bit it doesn’t matter if you use it on an original way. The music in the level is just the standard carrottus music.
Conclusion originality: this level uses the tileset original. The music is just standard.
Conclusion: this pack was great. Although I over-rated the first version, I think that was still worse. I am too lazy to change that now, because I am tired of this long review.
Host this: Yes, you should do this.
Download recommendation: for everyone, especially battle freaks.
No download recommendation: you should download this, so no-one shouldn’t download this pack.
Final rating: 8.2.
-DarkSonic is tired of this thingy.
[This review has been edited by Da man]
I think it’s really nice! =) And it’s good, you’ve made a cryshilis remix, becouse it’s not an easily remixable track, I think…
(Unsupported rating removal edit. Please provide more detail in your reviews. ~Violet)[This review has been edited by Violet CLM]
I don’t understand.
There are 4 new instruments + I’ve changed all of the melody instruments, not only two drums… So before you tell opinion about it, please listen the original one. Thx.[This review has been edited by TaZaR]
The remix didn’t change much: you just added some shakers and changed the beat a little bit. Noxt time, try experimenting with more instruments, and try to think of ways you can extend the melody. I’d say this remix is just about average. Keep trying, and you’ll have better results.
(Somewhat unsupported rating removal edit. I have no idea how to rate/review music either. Please provide more detail in your reviews. ~Violet)[This review has been edited by Violet CLM]
A faster tempo and an extra drum or two does not a remix make. No/10.
EDIT:
Ok. Comparing this and the original in ModPlug shows that you added a bass, two drums, a hihat, and a drum loop. Every other sample from 1-14 is exactly the same. The patterns themselves are also the exact same, barring the drums you added. The tempo was also upped from 124 to 138. Even if the instruments were different, just doing that isn\‘t what constitutes a good remix.[This review has been edited by Scizor CT]
The Unnamed Battle Pack Volume 2
I Thought you were uploading the XLM Contest level? Ah well, the Unnamed Battle pack Level 2 will also be fine. Yes, I heard the rumours that there was a really good battle pack called UB1, also made by Snooz aka NiQ aka The chair aka Blue Chair etc. Well, let’s see if this pack is worth the same score as pack 1… What?! 6 Levels? Ah man, I guess I have to point them all out. Well, hold on, this is going to be a very long review, I guess my longest, and perhaps one of the longest on J2O… Sigh… I didn’t made my comments on the levels as long as I do in normal reviews, but because this is a pack, it will be sufficient I guess. Here we go:
Carrotus Clash
I wonder why the Carrotus tileset is getting so popular last time in battle levels? I wonder, Dx made a battle level with this set too a week or two ago and now Snooz uses it again in his UB-pack 2… Well, let’s check it out:
EYECANDY: 2.0 out of 2.5
Yep, this is good. With this eyecandy, you can see the Carrotus tileset at it’s best! Many different layers are used, and with the foreground and background it gives it a nice 3D look… In the game itself, you won’t find any bugs with the eyecandy, but if you look good in JCS you can see that some of the roof tiles don’t mix with the tiles above… Ah well, these are just small problems and don’t distract much from the score.
AMMO: 1.75 out of 2.5
Most of the ammo is placed fine, there are three PU’s which is perhaps a little bit too much for a level of this size, maybe 1 or 2 PU’s would have been enough. The smaller types of ammo are placed really good, very diverse and at good te reach spots. One problem about the placement: there isn’t any form of a carrot available in the level, which makes this level probably good for fun games and instagib, but less for serious duels… I don’t say I don’t like it, because battle3 also hasn’t carrots and it is still my favourite battle level, but it takes away a bit of the strategy.
LEVEL STRUCTURE: 1.75 out of 2.0
This is good… The structure of the level is very nice, there are many types of movement and there are some sucker tubes which transport you secretly to other parts of the level. Everything is good te reach ands there is quite a good amount of diversity available. The structure is good, perhaps the level is a little bit too small sometimes, but this is also easy because you can access to every spot in no-time, and this adds speed to the level.
GAMEPLAY: 2.5 out of 3.0
I liked playing this level and I enjoyed the diversity of the gameplay. The music file used is standard, but of course it fits nicely to this level. The flow is most of the time OK and there is a good balance in the placement, every Powerup is placed on a different spot in the level so you need to walk around to get it. The speed is OK, because you can’t stay long at one place and you will have many encounters with enemies because of the small size (opposite to B3, which is too large so you never meet your enemies) This is a battle level with not really much strategy but surely a lot of fun!
RATINGS:
As you can see I liked this level most of the time, and it would be a good idea to host this online. Eyecandy is good, placement could be better sometimes but it’s OK and the structure and the gameplay are OK. This level gets a 8.0, up to the next one.
Score: 2.0+1.75+1.75+2.5 = 8.0
Host: Yeah, if you like battle this is a very good choice if you get sick of the old B# crap.
Woodland Warfields
Now we move on to the second level in the pack. Carrotus Clash was a really good opener, and now I will see if this level, called Woodland Warfields, is just as good as the first level in the pack.
EYECANDY: 1.75 out of 2.5
If you play the level for the first time, the first thing you will think is: Hey, the eyecandy used here is worse then in the first level. That’s a bad point. But, when you will play It a few minutes, you will see that it still looks very cool. If you open the level in JCS, you will see that this level is completely translucent and you can see through everything, which has a nice effect. The backgrounds are also good, standard thing, but they look really nice. Also, the background layer in layer 5 doesn’t move right along with layer 4, and this gives the level a very nice 3D look. So, this level gets the same score as the first level. Nice job.
AMMO: 2.25 out of 2.5
There is very good ammo placement in this level… Much better then in level 1. Just as in the first level of the pack, there are three PU’s placed here, but the placement itself here is better. The Toaster and Bouncer can this time only be get with the Electro blaster, so you need to use more skillz to get it. I’m glad that this level DOES contain carrots, in fact two +1 carrots. This is better, because you now need to use more strategy to achieve them. Other small ammo is all fine, good placement and not too hard, not too easy to reach.
LEVEL STRUCTURE: 1.5 out of 2.0
I guess this is the only part in which the level is worse then in Carrotus Clash, because the structure isn’t that great. It is good, though, but not great. The level has an original shape, it is totally made of invisible wood but sometimes the sucker tubes and other points are hard to reach. But overall, the structure is more then OK, the ammo is well divided and it has a good flow and balance.
GAMEPLAY: 2.25 out of 3.0
I thought the gameplay would be just as good as in the other level, until I found a big bug which takes away 0.5 points of the score: there is no music file attached to this level. Unfortunately, this takes a lot of fun away. For the rest I don’t have to say much bad about the gameplay, there is a good flow almost everywhere (except the places with the sucker tubes perhaps) and the eyecandy isn’t annoying and there’s a good ammo balance and other things…
RATINGS:
This level could probably get a higher score then the other one if it had music in it, now it has the same. Eyecandy is good, perhaps some more eyecandy next time would be fine but I guess you couldn’t have done more with the tileset. Ammo placement is very good, and the structure is also pretty nice. Gameplay could have been very good if it had music in it, now it’s just good. Counted up everything this level also gets a 8.0
Score: 2.0+2.25+1.5+2.25 = 8.0
Host: Yes, see the comment at Carrotus Clash.
Evil Realms
Let’s move on to the third. This review is now already the biggest I ever made, and I have still 4 more levels to go! Let’s check out a new level, called “Evil Realms”…
EYECANDY: 2.0 out of 2.5
Considering the limited size of the tileset, and the eyecandy used here, I can say that the eyecandy in this level is almost perfect! The tileset doesn’t offer really much, but what I can say here is really good. The light settings give the level a dark atmosphere, and the background with the eyes in it give me the creeps… Just as was meant to be. I don’t got to see any bugs in the level, it’s just fine. The only little bug about the eyecandy is that you don’t see that much because of the darkness, and so you might bump up to some things sometimes. No comment further.
AMMO: 2.0 out of 2.5
NiQ did a nice job with the placement in this level. Just like the eyecandy was original, the placement is also original. About the powerups, there’s a strange combination of them. In usual levels you very often get to see a combination of Seeker-Bounce-Toast and RF, but here you see a combination of Pepper Spray and Electro Blaster. This is original, but an upgraded EB doesn’t really more damage then a normal one. Also the carrots could be divided a little bit better, because they are both in the upper side of the level now. Overall, the ammo is nice, and the other placement too.
LEVEL STRUCTURE: 1.75 out of 2.0
There is a good structure in this level, better then in Woodland and just as good I guess as in Carrotus. Most of the time you can get around without problems, except you sometimes might bump up to a wall or something (because of the darkness merely) The level is quite open and you have lots of moving space.
GAMEPLAY: 2.25 out of 3.0
First, I must say that there’s again no music in this level ,which distracts a few points. You can say that most players have the music already, but I just reinstalled JJ2 and I have nothing. So, this is not really an argument. The flow in this level is most of the time good (thanks to the open structure mentioned above) and everything is OK. Despite the fact that there’s no music around, it still has a quite good gameplay.
RATINGS:
Probably this is the best level of the pack till so far, perhaps thanks to the open structure and the original placement and excellent eyecandy for a tileset of this use. No music, which is a bug, but still a quite good level. This gets a 8.0 too.
Score: 2.0+2.0+1.75+2.25 = 8.0
Host: Yes, see the comment at Carrotus Clash.
The Food Facility
This level name reminds me of The Food Factory, where have I seen that level before? Ah well, let us check out the fourth like in the good Unnamed Battle Pack. I wonder if it is just as good as the other ones…
EYECANDY: 2.25 out of 2.5
The eyecandy in this level is really owning… If you open the level in JCS, you will directly be swallowed by the beautiful eyecandy used and you can see that Snooz really has put a lot of work in the eyecandy to get it this beautiful as it is now… The background layers are truly terrific, just as the foreground layers. The only reason that I don’t give as much points for the eye candy as the maximum is the fact that you can’t always see what’s a platform because the background layers almost have the same colour as the sprite layer.
AMMO: 1.75 out of 2.5
Another example of good placement you can see in this level, and it truly honours the level name. There is a semi-usual combination of Powerups, with 3 Powerups (Toast, Bouncy and EB) You’ll get the EB directly when you start the level, in a isolated room where you can’t to normally. The rest of the ammo is placed fine, sometimes it’s a little bit hard to see where it is because of the huge amounts of food spread over the level. Another point of criticism: no carrot in the whole level. It could have been placed on a ideal spot at the point where the suckers cross each other, but it isn’t. For the rest the placement is just fine.
LEVEL STRUCTURE: 1.75 out of 2.0
About the structure of this level I really don’t have much to say, it’s just good, sometimes very good. There is a huge diversity in moving around, just look at the sucker tubes and other original things (ropes, water blocks, sucker tubes, springs, etc.) perhaps a little less springs could have been used.
GAMEPLAY: 2.0 out of 3.0
The points above were very good, but after I all I didn’t like this level as much as the previous 3. There are just as fine, but there are a few problems that swallow away points from the gameplay rating. Again there is no music used, which again distracts 0.25 from the gameplay score. The flow in this level is OK, not as good as in the first 3 levels, but it’s decent. Just like the balance.
RATINGS:
I didn’t like this level as much as the other levels in the pack, but it’s still a good level. I wouldn’t prefer to host it above the three other level in the pack, but it’s at least better then numerous crap we see every day.
Score: 2.25+1.75+1.75+2.0 = 7.75
Host: Perhaps, not as good as the other three in the pack, but it’s nice. Host a a few times as battle level.
The Space Fortress
We are reaching the end of the pack, only two more levels to go! Now let’s check out the Space Fortress, the fifth level of the pack.
EYECANDY: 2.0 out of 2.5
I don’t really know what I have to think of the eyecandy here… Let me say I just give it 2 points. There’s lots of animation and movement visible and the starts background is nice work, but the space ships in the front layers are really annoying and the only disturb the gameplay. But, there are no errors and almost everything is worked out fine, so I will give 2 points for this.
AMMO: 2.25 out of 2.5
As you can see in the score there’s some very good placement in this level. This time a two PU strategy was used, which is more then enough for a level this size. The ammo that has been placed is probably the best so far, but sometimes there are too huge blocks around. I’m very glad that there’s a carrot in this level, this is really godo for the strategy.
LEVEL STRUCTURE: 1.75 out of 2.0
The structure here goes back to level 1 and 2 of the pack, because it’s not too big and easy to navigate. You can get around easily and all places are good to reach. The level is quite open and there are some sucker tubes which lead you around through the level. A good structure, in other words.
GAMEPLAY: 2.5 out of 3.0
In gameplay, this level is possibly the best level in the pack so far, because it offers lots of good things. Again, no music, and I will distract again 0.25 points for it. For the rest, there are almost no problems with the gameplay in this level. It’s just good. The level is open and thanks to this the flow is really good. The balance is fine
RATINGS:
Thanks to the open structure, the good eyecandy, the speedy gameplay and the nice placement I can say that this is the best level in the pack in my opinion, even with the very annoying spaceships floating over your screen. This level would really get higher scores when you left them. Now, the level is (very) good, the best level in this pack so far. It gets a 8.5 form me for that reason.
Score: 2.0+2.25+1.75+2.5 = 8.5
Host: Yeah, this probably is the best level in the pack.
Crystal Mania
Finally, the last level in the pack! I’m getting really tired now, so I’ll keep this a short one. Here it comes, will this be a climax or an anticlimax of the UB-pack 2?
EYECANDY: 1.75 out of 2.5
I guess this is the only level that has a visible parallaxing starts background, but this is only a good point, because otherwise this level would be nearly invisible. I don’t like the tileset of this level, because it’s too plain and hurting my eyes. Moreover, I don’t like the eyecandy that much in this level as in the other levels in the pack, in my opinion it’s the worst of all, but it’s still OK.
AMMO: 1.75 out of 2.5
This level has some weird placement, due to the annoying level structure which I will point out in later parts of the review. There’s a usual combination of powerups in this pack (Seeker, RF and Bouncy) and there are all placed in the upper side of it. The ammo ammo is allright, but it’s spread in an unlogical way so it’s hard to collect it.
LEVEL STRUCTURE: 1.5 out of 2.0
I really didn’t like the structure used in this level; it’s really hard to navigate because of all the sucker tubes and the eyecandy makes it even harder to navigate. Perhaps you could have deleted some eyecandy in this level to make the paths more clear, or you could have deleted some sucker tubes to make the level a bit more open.
GAMEPLAY: 2.0 out of 3.0
As described in the point above, this level has worse gameplay then in the other level in the pack, mostly because of some bad points in the level structure and other problems, like the confusing eyecandy and unlogical placement at some places.
RATINGS:
As you can read in the points above I didn’t really like this level as much as I did like the other levels in the pack, because of the all the 4 elements of the level weren’t just as good as the other levels in the pack. I could say that the level pack UB ended in a anticlimax, because this level is the worst (however this is just in the order I played them, you also could have started with this level and ended with level 5, which is the best)
Score: 1.75+1.75+1.5+2.0 = 7.0
Host: There are better levels in this pack, but if this was a standalone level, then perhaps one or two times.
FINAL RATING (finally)
Oof, that was a heck of a review. I spent more then three hours on it, but it was really the worth. Overall I can say that this is a level pack with a lot of ups and downs, it has certain really good sides and also a few less good sides, but overall; this is really a battle pack you can’t miss. I didn’t play UB1, but I’m sure this pack is a good sequel. Perhaps not as good as his prequel, but it will be surely just as funny! If I count all the scores of the levels up and divide them by 6, then you will get the final score of 47.25 / 6 = 7.875, which I will round up to an 8.0. Good job. Now, I’m going to drink some coffee. Goodbye.
Score: 8.0+8.0+8.0+8.5+7.75+7.0 = 47.25 / 6 = 7.875 = 8.0
Download: Yes, it’s a good battle pack and something else then the ordinary.
Host: Yes, it’s a good battle pack and something else then the ordinary.
Greetings,
- ChippieBW of XSÐ, CC and XLM
I wanted to make comments on the reviews I got at one point or another. does so now
Blackattack: TNT can be good for getting powerups and stuff. For example, if you jumped up to 38, 30 and then placed TNT and ran off, you’d get the toaster powerup without taking a couple seconds’ time to climb up onto the ledge and shoot it. Same with the bouncy powerup.
PHT: Lori can reach that warp via the green spring to the right of it (not that anyone uses Lori anyone… I only know of one person who uses Lori and I don’t think he/she even plays anymore. It was someone I played in a clanwar). If you run into that green spring from the right, it will take your directly to the warp (the green spring doing that is the main reason I chose that place for the warp). The warp used to be under the bridge. You had to kick to the left with Spaz while standing in the middle of the bridge to access the seeker powerup. That was too Spaz biased, so I took it out.
Sonictth: I’m sorry you had to run in this level. Maybe next time I should make a level where you don’t have to run! =D
Nobody in particular: Layer two contains two tiles under the bridge to help out the eyecandy, layer three contains lots of things that are used for obvious reasons, layer fourThe end.[This review has been edited by labratkid]
Niq wanted me to review
good anyway great battle :D:D:D:!!!!!1!!11111111111111
EYECANDY:
Good i like it. that level with 7th lava fall
rocks also that Mezemerize or something
level.
the eyecandy was good…
GAMEPLAY/ORIGINALLY/OTHER:
Great you dont get bored.
thats all. and its not really originally.
some bugs fixed i saw..
but its quit good.
AMMO PLACED/FOOD/CARROTS/
Good in that food factory was it really fun :D
i liked the ammo placed.
also good.
Its really good and nice updatded.
here a 8.7
Byeaa
Ðx
Jagged Ectoplasm by LRK, time to review >D.
Gameplay/Flow/Layout: There are springs and suckers nearly every where and make the flow really rux, but this is a battle level, so this leads to less strategizing and more chaotic action shooting. But thats not necessarily bad, since chaotic shooting is basically what battle is most of the time. Other than that the level seems pretty much alright here. One final add on is that the lighting in the cave ruxed.
Eyecandy: At first the eyecandy just seemed plain average here. Nothing wrong or poorly done about it, but nothing new either. Some places like the cave looked great, but werent enough to bring up the rating much. On the positive side, the eyecandy + the music gives the level a nice feel.
Placement of stuff: Bouncer (12,44) placed in teh cave, Toaster (37,26) placed on a small ledge, RF (96,17)placed in a small passage leading off from the rest of the level, and Seeker at 13,58, which you need to find a warp to get to. Powerups seem alright, the Toaster might be a bit too close to the bouncer (when you’re heading out from the cave), other than that I have no problem with the powerup placement (Seeker powerup area can be ideal for camping, though). Ammo is also decentely placed, no pepper because of that flipping-spring bug thing, but I’m sorta wondering why you put ice and TNT in the level. Since its hard to kill someone with TNT unless they’re idling, and impossible to kill someone by freezing them (unless you use the freeze-kick/stomp tactic). They didn’t bother me much and weren’t placed in great amounts, but they still werent really needed. One final notice is that there seems to be a large amount of ammo placed in 2×3 rectangular shapes. Try to be more creative with the ammo next time, its alright if you have just a few patches of 2×3 or similar, but having nearly all the ammo 2×3 is just too much.
Overall (not an average): I like this level. Probably because the awesome music choice gives it a good feel when I’m playing it. Either way, the level is pretty decent, and I’d host it once in a while (if my router ever decides to let me host).
Final Rating:
Gameplay/Flow/Layout: 8
Eyecandy: 7.2
Placement of Stuff: 7.3
Overall (not an average): 7.7
+0.2 for teh music.
=7.75
=7.7. And a download reccomendation. GJ =D
A space battle…….
Let’s check your stats.
EYECANDY: You could at least improve the eyecandy, The backround could be textured, and what about layer 7, 6, 5, and 2. Low stats on this.
ITEMS: Mediocre, the ammo is like all scrunched up together in places, there are more coins one way instead of the other. In the BONUS 10 WARP there is only 2 powerups.
SIZE: I don’t really know about this, but it’s big and small at the same time.
RATEING: 2
FINAL COMMENT: Some of us know that you could do better than that.
Jungel(!) Flag Map
As you can see at the exclamation in the level title, I saw that the word Jungle is terribly spelled wrong here… Aw well, if that’s the only problem of the level, it would be allright. But, I saw this level first hosted in Winner’s server, and I have a terrible feeling about it… Hold on for a hard review!
EYECANDY: 0.5 out of 2.5
If I have to tell something good about the eyecandy, I would probably quit here. The only thing that’s good about the eyecandy (and probably about the whole level) is that is has a background. The rest of the eyecandy is simply said sucking. This level is equal to raping Agama’s lovely Swamp tileset, which is the best one around (see Marshland) But the eyecandy here is so bad… There are numerous tile errors, the floors of the level don’t match and there is so much more bad that I don’t want to even talk about it here… Please don’t pollute the server anymore which such bad eyecandy.
AMMO: 0.25 out of 2.5
Ammo? What ammo? Okay, there are some weird things in the level that can be called ammo (like the EB thing at the bases… where is that good for??) and there are two brown crates that contain 15 bouncies… As Winner said in his review, there is a shield used in this level. Everyone can say that shield are not wrong in MP, but I believe it is. How many times you got frustrated when you played in B1 or DW because the enemy used a shield? For myself, really a lot of times. Shields dimply suck, and the game creators shouldn’t have put them into the game. There are coins you can pick up, and they are all round a useless warp which warps you to a powerup place with horrible weapons. The placement is just bad, accept it.
LEVEL STRUCTURE: 0.25 out of 2.0
Yep. This structure is completely ruined, because you put up a warp at the red base which directly lead to the blue base where you van get the flag, but there is no warp at the blue base to the red base. This is bad, because red is terribly biased with this, and the complete structure is ruined. I can’t call this much of a level, because there even isn’t a border around the map so you will get a flag bug when you touch it. There are some nonsense events placed around the level, like sucking hurt events and other bad points. What is this?? Ruined.
GAMEPLAY: 0.25 out of 3.0
As you all can read in the other points described above I really hated to play this level… The gameplay is horrible too. There isn’t any flow in this level, there are too much bugs and you put all three Swamp sets in the download, but not even a good music file… After five seconds of playing this game, I knocked my head against the monitor wishing I could play another level, but no, I have to protect other players from downloading this. As you see, the gameplay sucks, also thanks to the biased structure of the level.
RATINGS:
I can talk hours about everything that’s wrong in this level, but I guess that’s a little bit too much and the level is surely not worth it that I talk about it any further. The eyecandy is sucked, there are so much tile errors and problems that it’s damaging the eyes. Same goes for placement, this doesn’t make any sense and there’s isn’t hardly any ammo here. Structure is also terrible, no border around the level and there is some horrible biased warp above the red base… There is no music in the level and the gameplay makes you want to turn of the PC. Advice for the author: restart with you JCS skills, try to get a new start in level creator and carefully read your reviews, OR STOP CREATING. If you are a little bit better then go into a level group, maybe they can teach you how to create REAL levels. For now, you’re LUCKY, because I give this not the lowest score; just a 1.2. Bweurk. This level is the worst CTF level ever made, and it give a new dimension to sadness.
Score: 0.5+0.25+0.25+0.25 = 1.25 = 1.2
Download: Never.
Host: Never.
Greetings,
- ChippieBW of XSÐ, CC and XLM
Locked In A Lab
Well, another one of fearofdark’s levels… I thought he would quit creating when he made his fourth level, but here is it’s sixth. I guess he carefully read my review, because he said he made this level a lot longer then the other Mez level he created earlier (Electro Rabbit, a level I gave a average 6.2) Let’s check out if he learned something from the reviews I gave him…
EYECANDY: 1.75 out of 2.5
The level is made again with one of the Mez tilesets… It’s not my favourite tileset type, but it’s often decent. Fearofdark chose here for the Mez01 Tileset, a set we all know from the funny endurance level You Can’t Scream In Outer Space (LLOONNGG) But it doesn’t look like it was made with that set, because the backgrounds used here are totally different from that level. About the eyecandy, I cannot really say if it is very good or very bad eyecandy, but it leads me more into the positive direction then to the negative. There is some originality in this level although the tileset is overused (in example, the backgrounds and the light settings are fairly original and the look fine) About the sprite layer, I can say that I didn’t found any bugs around, but I also didn’t found the eyecandy very good in any way… But perhaps that’s just a failure of the tileset. The foreground layers are used nice, I can see that the author really put work in this level, but the foreground layer is sometimes annoying, because you can’t see where you’re shooting at (thanks to the strange vertical bars) Overall, I can’t say that the eyecandy is really good, but it’s decent here.
ENEMIES: 0.75 out of 1.0
Now let’s say something about the enemies. As fearofdark said in the author comment, this level is a lot bigger then the previous one, and so that means that there are more enemies around. About 4 types of enemies are used here: The red bubbles, the labrat, the fight turtle and the normal turtle, which is probably enough for this level, and it’s good. I like the amount of the enemies used in this level, it makes the level harder to play then the original SP ones and it’s a bit challenging in some way, because there aren’t that much carrots to heal you and there are now save points on your path, so the advice is: save the game a lot of times, or you have to restart! Overall, I like the enemy placement here, and it will be good for next levels.
PLACEMENT: 1.0 out of 1.5
Now something about the placement. If you play through the level you will sometimes see that the level is a little bit too empty at some places. There is not much ammo in some places and the other pickups can sometimes be hard to find… a little bit more food would be better. About the carrot placement, this has two sides; there aren’t that much carrots around and this will be a little bit hard for newer players, but it’s more like a challenge for experienced players. Perhaps you could add different difficulties next time, so that there are some more carrots in the Easy level and a little bit less in the Hard level. Overall, I can say that the placement isn’t that bad, but it could be improved at some places…
LEVEL STRUCTURE: 1.5 out of 2.0
Let’s talk about the structure. In the comment fearofdark said that the level was miles longer then the previous one. This is true, the level is really longer and it is of a good size, not too small, not too big. With this size you could get a maximal score for structure, but unfortunately there are some penalties. The main problem about this level is the fact that the structure gets boring when you get deeper in the level, because everything you will see is something that you have already seen before in earlier parts of the level. In other words, the structure could be a little bit more diverse at some places. There is some diversity however, there are a few springs, and there are different kinds of platforms to jump on. But overall, the structure is OK, but it could be a little bit more diverse sometimes.
GAMEPLAY: 2.0 out of 3.0
About the gameplay I don’t have that much to say anymore. If you want to talk about the flow, I can say only one thing: it is OK. There aren’t that much flaws around and the speed of the level is adequate. A problem of the gameplay could be the light: the level is a little bit dark in some places so you can’t see the platforms you need to jump on. If you make a wrong jump you sometimes have to do it all over again, which could be frustrating in some way. The music of the level is a good choice, not so original (after all it’s just a basic music file) but it surely fits to the atmosphere of the level. In total, the gameplay was fine, I enjoyed the level a bit and it’s better then in previous levels of yours.
RATINGS:
Let’s conclude this review: the eyecandy is decent, it’s not bad and there are no bugs but it could be a little bit more diverse. The enemy placement was good for this level, sometimes a little bit too hard for n00bs but further no comment. The placement was most of the time OK but there could be a little bit more ammo in the level, because it’s a but too empty now. The structure was OK but it also could use a bit more diversity. The flow, music and other forms of gameplay were nice. Any advice? Mmm…. Let me see… Oh yeah, quit using the Mez tilesets please. They simply didn’t provide good enough eyecandy and diversity, and you could get way higher scores with a better tileset. Although, I think that this is a good level, surely if you see the low possibilities of the tileset used. As you can see in the cores, I can’t find arguments to rate this lower then a 7.0. Good job, it’s your best level so far (from the ones I’ve seen) Keep creating levels, because you’re getting better and better.
Score: 1.75+0.75+1.0+1.5+2.0 = 7.0
Download: Yes, it can be funny for a short time and it’s one of fearkofdark’s best levels.
Host: Perhaps in Coop, I guess that there are better levels to host but it could be funny for a while.
Greetings,
- ChippieBW of XSÐ, CC and XLM
EDIT: I think a 7.0 is a little bit too overrated, since I’ve seen better levels with the same rating. I make it a 6.5.
[This review has been edited by Niels aka ChippieBW]
I may be late, but Happy Birthday anyway. My review is coming up.
Introduction: This is a tileset created by BlurredD, and I heard him talking about this tileset somewhere.
Eye candy/animations: this tileset is full of eye candy. There is alot of stuff in it. There are alot of that brown tiles or however it is called. The tileset has alot of animations in it. I saw that in the example level. This tileset has more than one sort of platform to run on. This is a good thing, because it will be boring if there is one. That’s why the tileset is quite big.
Easy to use: This tileset is not like Blade’s first tilesets, but also not like Agama’s. I think this tileset is not too easy to use, but also not too hard. I think it’s quite hard to make no bugs in your levels with this tileset, but I think you don’t have too many problems with that if you are good in level creating.
Size: This tileset has 940 tiles, and that’s quite big. This means it’s not too easy to use it very good, but you can use some parts of it and if you are planning to make more levels with it, use other parts of it.
Build with this: Yes, you should build with this if you are bored and can’t find a tileset to make a level with. If you are not good in creating levels, you should try an easy tileset first. But you will probably become better and after some time, you can use this tileset too.
Do I build with this: Maybe, if I am bored from some tilesets.
Others: I recommend you to build Multiplayer levels with this tileset, like BlurredD already said in the description of this tileset.
Conclusion: This is a nice tileset created by BlurredD. Download recommendation: if you are good in JCS and just want to use new tilesets for your levels. No download recommendation: If you hate tilesets or creating levels.
My final rating: 9.0.
- DarkSonic of XSÐ, CC and XLM was here.
I’m not really in a mood to rate this as this looks quite like some weirdo thingy. So I say some things again in a simple way.(Or complicated?)
Now I found this out that this is also a level serie. It seems like you would be copying me as I made ultimate-command serie. Well I couldn’t make a copyright thingy for this idea, but I don’t like it as you..well..erm, like saw my episode and then you got an idea…YAY!! I MAKE MY OWN LEVEL-SERIE ALSO!!!YAY!! And you thought you can make a better one also, so you put an intro which’s tileset is made with that programmeh. And you put much same kind of commanding-thingies to your levels, but you made a lot of shorter episode than me. Well..I’m not sure that did you really wanted to copy meh but I don’t care by this stage so much that I would get angry, etc.
Then you used some converted JJ1-tileset and it seemed a bit crappy. It makes the originality thingy already quite poor. At least you included your own music etc. Other thingies were quite well done but originality but gameplay are some questionable, at least for me. But I’m not in a mood to rate this as this would be something too complicated for meh, but this doesn’t mean that I couldn’t rate my own episode if I would be able to..You know what I mean?
Hope you learned something about this. I wonder that does the name sonic, something like copy, as your not the first sonic-named on j2o who like copies others some and makes unoriginal things, as I remember Sonic the Hedgedog-game.
:| – SuperJaz..Argh, one z missing…z
First off, happy birthday.
The tileset is very pleasing to look at. There are some cool tiles you casn use to make effects like lightning, which can add a lot to the feel of a level using the set. But best of all, the set is farily easy to use. It’s pretty easy to find the tiles you’re looking for, and so far I haven’t found any tiles that seem to clash or mismatch at all.
THE GOOD:
Looks nice, great animations.
THE BAD:
Inexperienced level makers may have trouble using it properly.
THE UGLY:
I can’t really find anything “UGLY” about this set, except that I strongly feel it needs to have Fooruman in it.
Like Superjazz said, happy birthday. =D Great animations, and the tileset isnt too hard to use! Extremly good, in the way that the tileset isnt missing anything, (unlike some i dont like to mention). Good it has an example lvl, and music, and 3 different tilesets, very interesting tileset, It has all the tiles i would need. there are many things for all layers.i plan to use this in the future! =D.. keep it up!
Happy birthday to you…Blur
But now onto review.
———————————————
TILE AMOUNT / USEFULNESS
Yes, there is quite big choice of tiles which to use, and they are quite handful and look fine. Nothing else to add…Maybe something very little lacks or some things could have been done better that I would give 10, but 9 is fine also. Maybe some destruct scenery, etc.
9/10
GRAPHICS / EYECANDY
It’s fine but I would have wished for more background-eyecandy stuff, like mountains or desert.
9/10
TILE LINKING
This is perfect! This doesn’t seem to lack any kind of a tile like a bottom of a floor for an example.
10/10
ORIGINALITY
Some tiles look some about the disguise-tileset type and the turret idea also. It’s fine but not really original idea. I give this 8 in this case.
8/10
EVENT STUFF
I saw hook, vine and something else like this. But I waited for some more of animating tiles and lack of hurt-events I also noticed. I know as the blur said that this is basically meant for multiplayer-levels, like ctf, battle but there could be some kind of them anyways.
8/10
REALIZATION
It looks quite nice and it really involves me into the tileset like I would really be there, it doesn’t look so silly that I would be so confused. But how about this wind then?
9/10
+ OR – EXTRA POINTS
-1 No readme or another kind of information
+1 Example levels
+1 Three types of tilesets
OVERALL: 52:6=8.67~8.7
TILESET RANK: Good tileset
DOWNLOAD RECOMMENDATION: Probably yes, this can be useful.
ENDING COMMENTS: Nice tileset! I think that I’m gonna use this tileset some time and others also. Once more, happy birthday for you and your tileset. Unfortunately I don’t have a present for you. ;P
It looks like I would be able to build some kind of modern castle as this is a fortress, and windy one.
PS. YAY!!! Doom-sound effects in the music you included in this pack for the battle level. r0x!
-Sj
EDIT: I find some of these comments completly unneeded. Calling a level the worst CTF level in the world regardless of wether it was true or not, is very discouraging. Honestly, remarks like those are the things which make people never touch jcs again.[This review has been edited by Inf. Spaz]
Some tileset review.
Introduction: This is a tileset by Agama, and this tileset is known as one of the best tilesets ever and even one of the best files on j2o. Anyway, let’s comtinue.
Eye candy/Animations: This tileset has alot of eye candy. Things like grass, clouds, water, caves, ports and some other stuff. There are some animations, like that fireballs and that water thingy. There are also some spikes and the idea to put keys in it with doors was very good. This should be useful if you want to make triggers in your levels with this tileset. There is more eye candy to put in layers, and I can say I loved all eye candy in the tileset.
Possibilities: You can make alot with this tileset. This tileset is perfect if you are a good JCS user, because it has more sorts of platforms, and like I said, the eye candy is perfect.
How hard to use: This tileset isn’t the hardest tileset, but it’s not an easy one if you start on making levels. That edges that you should place under platforms are 2 tiles instead of 1, and you need to use special ground tiles to make your level not buggy if you are creating one with this tileset. This makes the tileset not too easy to use. You need to look good at the masking, because you easily make mistakes with it.
Build with this/Overused/Underused? This tileset is slightly overused, but if you have alot of experience with JCS, you should make a level with this. If this was not so old, I should say that you should make a level right now, but it’s kinda old now.
Conclusion tileset: This tileset has alot of eye candy in it. Although it’s hard to use, I think eye candy is most important for tilesets. I’ll give the tileset a 9.
- DarkSonic of XSÐ and XLM was here.
I’m a bit sleepy today, so i’m only going to write short paragraghs. EYECANDY: Low…… But not bad in the backround though. A little bit more work on this then eyecandy could really improve this.
SIZE: Mediocre, again, a little more work on this, you’ll improve.
ENIMIES: Third times a charm, the enemy placement just right.
ITEMS: Looks like items are not bad, there are a couple of metel crates to stomp on.
FINAL COMMENT: 6.5 ain’t bad, it’s over average. I cannot be bothered to write any more.
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Eat your lima beans, Johnny.