Okay, I will review this with help from my own reviews on single levels, and I will write a few sentences about the levels I didn’t review so prepare for a long review.
Level 1: Zaitox Station 67 by CelL.
Gameplay: Good/Very Good. It’s not perfect. The spring placement was very good. But when you fall down at a base, you need to go back up. You can get stuck somewhere. There are many sucker tubes, and that makes the gameplay even better. Also, the balance is as good as it must be.
Eye candy: Very Good. I loved it. There were lots of stuff in layer 4 and 3. It was really one of the best eye candy I ever saw. There were also lots of brown and mud tiles. I liked that.
Pickup placement: Good/Very Good. There was not really many ammo, and the place of the bouncers was questionable(the bouncers near the bases). It’s better for Jazz, I think. There are 3 PU’s. Seeker, Bouncer and Toaster. The most ammo in one group was 9 gun9. There was also a Full Energy(of course). It’s good placed, but I think that it’s closer to the blue base. There is also a +1 carrot at the centre of the level. The Toaster Power-Up was closer to the red base, I guess.
Level 2: Angelic Warfare by CelL and RagE.
This is a nice level, the level has good trigger use, and a nice ammo placement. Great eye candy and gameplay. One of the best levels in the pack.
Level 3: BloodBunny’s Lair by BloodBunny.
Gameplay: the gameplay in this level is awesome. It’s the best gameplay ever. The layout in this level is kinda good, although the level is open. The flow in the level is very good. The spring placement is very good and there are warps which prevent you from jumping. There is some Spaz biasing here. You can get the left carrot with Spaz, and if you fall off, you acn get up again. Jazz has to copter and that’s a biasing. There are many platforms and you can get on them without jumping.
Conclusion gameplay: the best gameplay ever. Very nice flow, level is quite open. Some Spaz biasing, but a very good spring placement.
Eye candy: the eye candy in this level is nothing really special. There is not too many, but there are some secrets here and there. The tileset is used good enough. The tileset is under-used too, and it’s also hard to use it good. The lava in this level is made translucent, but sometimes, you don’t see the translucency. This is a bug, but that’s the game’s fault.. Layer 3 has alot of stuff, and that’s the reason why the eye candy is not bad or very good.
Pickup placement: the pickup placement in this level really rox. The ammo placement is very good, it’s good spread throughout the level. There are 3 power-ups, bouncy, seeker and gun9. The seeker power-up is placed at the left side, and you can get it with TNT, bouncies or gun9. This really rux. The bouncy PU is placed probably closer to the left base, and the gun9 pu is placed at the right side(and base). There are 2 full energy, you can shoot one down and it’s more close to the left base. The other carrot is at the right side, and cannot be shot down. There are coins in this level and tehre is a coin warp that leads you to the base. Left is left base, right is right base.
Originality: This level is very original. That coin idea was very good. The tileset was used original too. The tileset is under-used. The music is just standard, but it fits this level. The level’s name is original too. I will just say that this level is the most original possible. That means 8.5 points.
Level 4: Martian Megatropolis by URJazz[si]
Gameplay: Good/Very Good. It was very good. There was good spring placement but that horizontal springs were annoying. You don’t have to jump alot that’s very good. There are dead ends, that’s the only bad.
Eye candy: Very good. The eye candy was also very good. There were lots of things in layer 3 and 5, and the other layers were used good too.
Pickup placement: Good/Very good. It was almost very good, but I liked to use one type of ammo less, that would be good. The other ammo was good, because it was on the platform and not above. The full NRG was in the middle, thats good.
Level 5: SPACE ISLAND LEVEL WITH ISLANDS by EvilMike.
Gameplay: This r0x. That idea of the level was so original, and the layout was very original too. The level has not too many camp places. The size of the level may be quite strange, but I like it. This level doesn’t even need alot of springs. The gameplay is already very good(even without springs). The level seems quite big, and I like that too.
Conclusion gameplay: Pros: Everything.
Cons: Nothing.
Eye candy/Tileset use: Good/Very Good. Nothing really special here, but it’s quite good imo. I think the tileset is used well, and I kinda like it. There isn’t too many, but some places had nice eye candy. Others didn’t have, and that’s probably why the eye candy isn’t perfect or very good.
Conclusion eye candy/tileset use: Pros: The tileset is used well, and there are some places with nice eye candy. Cons: There could be more eye candy in some places.
Pickup placement: Very Good. I love the placement here. There is alot of ammo and there is enough in every place. There is a full energy placed in the middle of the level. There are fly carrots, which prevent you from falling I think. They’re also used for the fun I guess. And the originality. There are 3 Power-Ups, A Seeker, Toaster and Bouncy PU. The Bouncy PU is placed at the left-top of the level. There is less bouncy ammo there then Toaster ammo at the right side(with the PU too). The groups of ammo are mostly placed 5 × 2 or 6 × 2 or 7 × 2 × 3 ammo. There is also ammo on that small platforms, which you can get without jumping. The Seeker PU is placed in the centre of that two PU, where are 5 platforms. And the Seeker PU is placed on the 3rd platform of them.
Conclusion Pickup placement: Pros: Everything what needs to be good.
Cons: Nothing.
Originality: Good/Very Good. Yes, this level is very original. I give the complete 8.5 points for it. First: The excellent layout. Second: That interesting use of islands. Third: The placement of that fly carrots. Fourth: The tileset that’s used. And fifth: The music in the level.
Fun Factor: This level is very fun to play. The bases are easy to defend, but not too easy to kill the opponent after one hit. The RF PU would be nice here, but it doesn’t matter. You can kill he opponent with a RF or Bouncer than too. The full energy is placed on the ground, which prevent it from falling.
Conclusion fun factor: A very fun level.
Level 6: Celestial Wargrounds by Enigma.
This level is nice, there could be more ammo, but the eye candy is nice. The other placement rocked, and the gameplay was nice too.
Level 7: This level is Untitled by EvilMike.
This is a nice level, the ammo placement is intelligent. The eye candy is good, because the tileset is rather limiting. The gameplay here is good too.
Level 8: One Silver Penny by CelL.
Gameplay: Good/Very Good. Well, I can say this is a nice gameplay, but could be better, though. I will explain. First, there is a nice spring placement. Second, there are one ways in some places. Third, there is a copter in the level which makes the level Lori-unfriendly. But who cares, it’s mostly a 1.23 level and not hosted alot too. Fourth, there are some warps in some places. Fifth, the layout and flow are nice. Sixth, there are some tubes in some places. Seventh, there are some float ups too. And eighth, the level is not too big, but that doesnt matter much.
Conclusion: Nice gameplay, but not perfect.
Eye Candy/Tileset use: Very Good. Yes, this is again a very nice eye candy in a level by CelL. There is very nice eye candy in layer 4(sprite layer). There is a nice background. The tileset use is very good, too. There is a foreground, and that are trees. There is also something in layer 3, and it looks nice too. Even layer 5 had something, I saw too.
Conclusion eye candy: Very nice.
Pickup placement: Good/Very Good And here it is, the evil part of the level. I will explain why. First off, there is a very good ammo placement. Second is, there is one silver coin(penny) that’s why the name is One Silver Penny. There are 2 Power-Ups. One Seeker PU in the middle, with a Toaster PU at the right side. The Toaster PU is probably closer to the Red Base, but I dunno if it’s really true. Why is there a Silver Coin here? Well, there is a bonus of one coin and when you inserted the coin, you will be at the Full Energy. That’s quite evil, but it’s original. The other evil is, there is not another carrot in the level.
Conclusion: Nice placement.
Originality: Good/Very Good. Like I said, the idea to put a full energy in a warp where you need a coin for is very original. The music used is bonus2.j2b, and that music isn’t used alot for diamondus. Most times people that use a diamondus tileset always put Diamond.j2b as music. But I am glad to see that this time it isn’t the default music.
Conclusion: An original level.
Level 9: High Volume CTF by FireSworD.
Gameplay: Good/Very Good. I like it, spring placement is very good, only the level is quite small, if it was that big with this gameplay, it was very good.
Eye candy: Very Good. I loved it. This is how you need to use this tileset. I don’t care about that it’s overused.
Pickup placement: Good/Very Good. The ammo placement is really good, but you must get up again to get the ammo at some places. There are more levels which have that. The amount of ammo was very good. The carrot placement was also good.
Level 10: Arabian Highlands by Super Saiyan.
A level I don’t know too good, but I saw the interesting eye candy and good placement. Gameplay is good enough.
Level 11: Knightmare Castle by Unhit.
Gameplay: This level has good gameplay. The CTF bases were good placed in a small level. The springs were good, enz. Nothing bad about this.
Eye candy: Eye candy is very good. There are lots of dark places and all layers were used. That’s very good.
Pickup placement: Ammo placement was very nice. Not many ammo for a small level, great. The full energy was good placed on a small platform in the middle of the level. At each side of the level was a power-up, and the selection of RF and bouncies were good chosen.
Level 12: Swingin’Jazz by BloodBunny.
Another BloodBunny level. This level is worse than the other 2 by him in this pack, but it’s still good. The eye candy is nice, with a good placement and gameplay.
Level 13: Happy Castle CTF by stripe, FQuist and DizZy.
This level has alot of triggers, and I like that. Everything is good enough.
Level 14: Happy semiconductor CTF by stripe.
One of my favourites. This level has a very nice and strange layout, great eye candy and a nice placement.
Level 15: Darker Science by Shadow[GpW]
This level has again everything needed, no complaints.
Level 16: SmogCTF by EvilMike.
Another EvilMike level, this level uses the Wasteland tileset very nice. There is alot of good eye candy, nice placement and the gameplay is nice too. The rf powerup placement may be evil.
Level 17: Security Breach v2 by BlurredD.
This is one of my top 10, and I like it. I don’t know why this level isn’t on j2o, but it should be. Everything is nice.
Level 18: Diamondus Warzone by Epic and jeh(fixed it).
Argh. I don’t like this level. It’s too platformy and has a bad base and ammo placement. More than 1 seeker pu would be nice. The eye candy is good enough, but that’s all.
Level 19: Dirty Laundry by BloodBunny.
This is a nice level, with a great eye candy and placement. Gameplay is also nice.
Level 20: Claustro Mania by Shadow[GpW].
This is a level that uses Mez01, and I think that the way it’s used is very good. The gameplay is nice, but not perfect. The eye candy is very nice, like all levels in the pack. The placement is alright.
Level 21: ShockWave by Shadow[GpW].
This is another Tube electric level, and it’s very big. Again, everything that needs to be nice in a CTF level.
Level 22: Fiersome Flaggin’ by Disguise.
This is another level I don’t know too good, but it looks kinda nice, and has a good eye candy, placement and gameplay.
Well, it’s not too hard to give a long review for a pack like this, especially when you reviewed all levels somewhere. Some levels are not single on j2o, but anyway, bad that this pack may not be rated. I would say: awesome pack.
DarkSonic of XSÐ, CC and -XLM was here.
[This review has been edited by Da man]
Let’s see, a new battle level of Dx, who is my comrade in XLM. Maybe it is time to introduce a new type of review, so let’s see:
EYECANDY: 1.5 out of 2.5
The eye candy in this level has two sides. One side is that it is decent, good and original. The tiles are most of the time used properly and the backgrounds and foregrounds can be called original here. But the eyecandy has also a negative side: It is very confusing if you play the level for the first time (and also later, by the way) the “waterfalls” in layer 1 are kind of confusing, and they annoyed me a little bit while I was playing this game. Other bad sides of the eyecandy are the backgrounds, which are the same as in the front layer so you constantly think that you are landing on a platform while you fall through. This can be done a lot better in the next level. Overall, I can say that the eyecandy here is average, it has good and original points, but also bad and annoying points.
AMMO: 2.0 out of 2.5
The ammo in this level is most of the time placed average, there is a good spread among all the surfaces of the level and the PU’s are placed out of the way, so they can not be grabbed that easily. About the smaller ammo I’m not so happy, sometimes all ammo is cropped in large groups (see the fast fire guns, there are about twenty of them on one spot) they better could have been spread in small groups among the level. About the carrots placement I cant say so much. Ðx proclaims that there are two carrots in this level, but I only found one, which is even pushed into a green barrel and you can’t hardly see it while playing (I found it in JCS) Only people who know about it can find this carrot now.
LEVEL STRUCTURE: 1.5 out of 2.0
The level is a square of 90×90, which is a good size for a battle level like this. The structure is quite fine, but thanks to the sometimes annoying eye candy I can’t move around really good. It’s hard to find your way sometimes, but there are a few nice sucker tubes which help you along the way. There’s some diversity among the structure (springs, vines, platforms, sucker tubes, warps, etcetera) so it keeps the level enough diverse. Overall, the structure is average, I guess. Maybe it could have been a little bit better next time.
GAMEPLAY: 2.0 out of 3.0
Always the most interesting part of a level. The gameplay in this level would be fine, if the eyecandy didn’t annoy me that much. Now, it’s a little bit annoying and not really funny to play. The flow is decent, could be a little bit better in some places, like the part where you have to jump from pumpkin to pumpkin. I liked the music, which was stolen from I believe High Volume CTF.
RATINGS:
This level can be fun to play in after you know it, but I won’t play it that much for sure. Next time make little bit better eyecandy and fix the annoying structure. If I count al the cores up, I will get this final rating:
Score: 1.5 + 2.0 + 1.5 + 2.0 = 7.0
Download: If you like battle levels and you want to try something new.
Host: Nah, the standard battle levels are better, but do it if you wish something new.
[This review has been edited by Niels aka ChippieBW]
Ok, here goes my own review (i am lucky this site doesn’t have a text limit……)
Level 1: Save the Sheep:
Let’s start with the whole storyline itself, the story was good, you start in the old farmer’s house and he asks you to get his 5 red sheep back, pretty basic levels, the music gives it a nice touch though. 7.6
Level 2: Santa’s Stolen Hats!:
This level was also good, but at the peak of the music somewhere, you can hear a bit of a Mario game song used in it, the music was ok, though, getting the hats ain’t a easy thing. Hard to find at times. 8.3
Level 3: Hank wants the 5 heads:
Good level, Jazz/Spaz came and nearly were good enough to become vampires, but to actually become ones, Hank requested them to bring back the 5 heads of the people he murdered, so Jazz/Spaz set off to get the 5 dead people’s heads. 8.5
Level 4: The Snowdust Reloaded:
I say this is nearly the best level i played in the pack, the music is real good, but rescueing the prisoners and finding the keys is hard, one thing though, rescueing the final one made me already forgot where to go. _
;,….. The level is REAL nice, finding the keys is nearly as hard or harder than picking up the 5 dead heads in Level 3. 8.9
Level 5: The Casino:
Despite me being tooo lazy to finish this level, i can’t say much, this song is from FF6: The Collesium, kinda funny if you trust me. I’ll probably give this a higher score if i get around to actually finishing the level. 5.0
Rating: let’s see…… Level 1 + Level 2 = 7.0 + Level 3 = 8.4 + Level 4 + Level 5 = 9.5
This game really deserved a high rating.
Edit: Forgot to rate the Level 3… This made the rating go a bit higher though. The pack is still no prob though.[This review has been edited by Master Cheater]
Could you make some tilesets of Sonic cd/pc, please :)
(Unsupported rating removal edit. On a side note, http://sfghq.emulationzone.org/sprites/bg/backgrounds.php?sub=6 – though I don’t know if you’re able to read those files. ~Violet)[This review has been edited by Violet CLM]
Da Man
Ther ar 2 carrots
Okay, time to review this new Ðx battle level. I am excited.
First impressions: Like I said, a new battle level by Ðx, and I saw it uses the carrotus tileset, and I thought: bah, not again carrotus. Anyway, let’s continue.
GAMEPLAY
Layout: The level’s layout isn’t too bad, but not very good, either. The level’s size is ok, like Satan said, but it could be bigger. Anyway, the layout in the level is kinda good, but the level is open in some places.
Flow: Probably something new. The spring placement here isn’t as good as before, because the level’s layout isn’t too good for springs.
Other gameplay: The level uses some tubes and some vines, and has alot of dead ends, like in Ðx’s last level. some one ways placed at some places too.
EYE CANDY/TILESET USE
Tileset use: The tileset use was very nice, no complaints.
Backgrounds and foregrounds: There is alot in layer 3, and that waterfalls in layer 1, but if I play the level, I don’t see the translucency of the waterfalls. Layer 5 has alot of stuff too, and layer 6 uses a normal background(finally). Layer 7 has a confusing thing in it, and I didn’t like it too much.
Other eye candy: There was stuff in layer 2. The background in layer 8 was something new.
PICKUP PLACEMENT
Ammo: The ammo placement in this level is kinda good. Although, there are too many crates. I am just giving advice: don’t put crates in your levels(or only 1 or 2). There were too many seekers in one place, too.
Power-ups: like Ðx’s last battle level, too many power-ups. I found 5 power-ups, and one of them was ice(argh). Others were gun9, rf, bouncy and blaster. I think 3 pu should be good enough in this level, and don’t do this again, please.
Carrots: There is one carrot in this level, and it’s placed in a barrel. It may be a good idea, but it’s not too good, because a single carrot should be better(or 2).
Other pickup placement: a real complaint: way too many fast fire! Never do this again, same as too many power-ups. I didn’t count all fast fire, but it was way too many.
ORIGINALITY
Music: the music in this level is used alot of times, but I like it, so it’s not a big problem.
Tileset used: the tileset used is too overused. You should try to use some other tileset next time, because this becomes really annoying after some time.
Other original: The level is original, like that waterfalls. Also, the background is original, but not too nice.
Conclusion level: A level by Ðx, with good eye candy, very nice tileset use, some bugs(I didn’t say), some original ideas, and a overused tileset.
Host this: It should be a good level for TSF if you are bored.
Download recommendation: For people who like many eye candy. No download recommendation: For people who don’t like battle.
Final rating: 7.2.
- DarkSonic of XSÐ, CC and XLM was here.
Edit: Sorry, I didn’t notice. So that means there are 2 carrots in this level.
[This review has been edited by da man]
WOW! This is real a nice tileset! lets review it.
The level contains nice things, like a counter (a red one=P), sucker tube eyecandy, nice tiles to stand on, stop signs, shoot blocks and many other things. If you need a nice background, you can make it with this! One thing that is a bit bad: a half part from the tileset are only white lines, and those are not realy usefull. And the animating tiles in this… Really good. And there also SMILIES on the counter blocks! =P
Also there are 2 great example levels included, one (HARD)Race and one TEST.
The race is really good and difficult, but with that stopwatch, you can see when the blocks dissapear. Want to know what I mean? Download this if you want to know!
DOWNLOAD RECOMMEDATION: YES!
MAKE LEVELS WITH THIS : YES
RATING FOR RED COUNTER: 8.0!
Ok!!! My review will now start.
EYECANDY:,
Good!!! The eyecandy again is quite good and detailed. Let`s start with the background, the backgound is clouds and in front of the clouds there are beautiful hills with carrots, spikes plants and many more. And in front of those hills there is a big river and that looks nice. The layers for the clouds, hills and river where 6,7 and 8 but 5 is also used. Layer 5 has the speed 1 on 1 so it has the speed as layer 4. In layer 5 are a lot of climbing plants, carrots, caves and many more. Also layer 5 is used to prevent tile bugs good. Layer 4 has not really eyecandy but i am glad he didn`t used it because it is no jungle. The foreground layers 3, 2 and 1 are also used. I can see a lot of eyecandy in the foreground layers like Plant`s and more ground so it looks like there are hills. There are also waterfalls but i think a little bit too much. There could be 3 or 4 waterfalls but you used 6 and that sometimes is confusing for me because it ruines the view sometimes.
Conclusion: good eyecandy here.
PLACEMENT:
Fine!!! Ok lets start with the ammo placement. The ammo placement is quite ok there are a lot of different ammo`s and thats ok. The ammo is good spread out in the level there weren`t any spots where it is totally empty of ammo so you will always be well supplied in the level. There are some spots with too many of 1 kind like there is a place with a lot of seekers and a pla withce really a lot of fast fire guns and there are not really much fast fire guns needed. Also there are powerups for the ammo blaster, RF, bouncy and if i am right 1 more and that`s an electro gun powerup. Well thats exually 3 powerups because gun9 pu doesn`t make any differenties. I think that there could be 2 powerups because the level isn`t that big but the powerups are well placed. I see that threre is a carrot barrel and thats quite bad because if you are playing online and you destroy that barrel a couple of times without needing the carrot there will come more and more carrots. The springs are well placed and get me where i want to go.
conclusion: fine because of some minor details.
GAMEPLAY:
Good!!! Well lets go. The flow is quite good in the level you can easely run without much stopping or jumping. This level really isn`t linear and that`s good too. I had not really problems with dead ends. Also i did`nt get bounced against walls because a spring was bleu in stead of red. Also to make the level better there are suckertubes to go an other way or do some shortcuts. Those suckertubes are easely to find because there are arrows pointing at it and that`s good. Well sometimes i lose my view because there are much waterfalls. Also a annoying thing is that there is a tree hiding a spring. Ok the start positions are good. Before you get dropped in the level you will suck an then get warped in the level i don`t know why exually.
conclusion: i fun battle with friends or online.
OTHERS:
Okay!!! The music fits ok and the level is ok sized but could be bigger. Good texts.
Conclusion of the level: A good new battle level by Ðx. A ^$&8.0#%#$^%
-SåtäÑ of XLM
Let’s review :-)
CHECKLIST
[x] Single Player Mode available
[x] Multiplayer Mode available (Co-Op)
[x] playable with Jazz
[x] playable with Spaz
[x] playable with Lori
[-] easy/medium/hard setting
LVL DESIGN AND EYECANDY AND…STUFF
Lvl design was ok, not too easy, not too hard. But the level is again way too short. Dx, why don’t you listen and make a big level. Make a playtest and stop how long it takes to beat the level. I worked on my level 2 and a half our now and it only takes 3 minutes and 30 seconds. :-(
Good point of this level is eyecandy. The tiles all fit together and there is a background layer with sprite tiles in it. Most people hate this, but I like sprites in the background. Makes it more interesting than a constant oversample of the same textured bg.
GAMEPLAY
Gameplay was normal Dx style, but a bit easier than in most of his levels. It uses one type of enemies (only doggy dog?). BAD. It has also some food, but not enough to get a sugar rush (more because of the level’s size) and some trigger scenery.
AMMO AND OTHER WEAPONS STUFF
Ammo placement was good this time. There were several types of ammo and enough of it. Well done.
BADDIES
There are only doggy doggs…and a flying tuffboss at the end. Well, the flying tuff altough moves a bit weird…
HURT EVENTS AND OTHER OBSTACLES
There are several spikes and some moving platforms. There are no parts where you have to get hurt, so well done. Oh, forgot, there is also a door needing a trigger crate.
TILESETS
The tileset the author used, was the candy one. I don’t like this tileset too much, but ok.
USE OF TILESETS
The tileset use is good. The background is fine and there are no tilebugs (only one really minor bug at the background but doesn’t matter).
CONCLUSION
Well, don’t get mad on me (I even think you ARE mad on me since long time ago…), but I think Satan is overrating this a lot, because of that XLM thingy. Because of the size and it’s nothing spectacular I can only give a 6.2
PHT
Oh what baaaaaaaaad.
(Unsupported rating removal edit. Please provide more detail in your reviews. ~Violet)[This review has been edited by Violet CLM]
An Example Level really HAS to be there because how could i know to use it?
Others…
The Animations and Jetpack graphics are Nice… an 6
(Unsupported rating removal edit. Please provide more detail in your reviews. ~Violet)[This review has been edited by Violet CLM]
HEY PHT!:
The Co-op Idea isn`t really by Violet CLM. Everyone can make Co-Op Levels!
They are fun! and yay! This one too!
Good work!
[This review has been edited by sonictth]
GRRRRR….F…internet. Now I have to type the whole review again .
Sorry, the server crashed. I will do it short this time.
The last two levels aren’t playable for me, because in the one with those clouds I jumped from the edge and found myself trapped. And in the fourth level theres a part with lots of TNT, bombs and moving blocks. Everytime I get in I get pushed out. Pack isn’t playable for me, so please tell me how to do, or reupload. I think they are way to hard for race levels.
Sorry, because the review is short now, but my server deleted the old (long) one without a reason :-(
cya
PHT
PS: because I couldn’t finish it, no rating. Sorry[This review has been edited by PHT]
Well it have been a while since i reviewed so here it goes!!!
EYECANDY:
Good: In first looks it looks good and it is. The background looks fine. There are multiple layers used. In those layers there are candy mountains and much candy. Layer 5 and 6 are used for candy cave spikes and cookies. Another good thing is that there are multiple ground tiles used some people don`t do that and those levels looks kinda unproffessional(spelled wrong). There are also multiple ground tiles used goodly. Wow!!!! Layer 3 is not only used for secrets and stuff but also for yummie eyecandy. I see in layer 3 candy lights cookies(hmmmmm) and much more. Layer 2 is also used with sweet eyecandy. A good point is that there is no tilebugs in this level. The level doesn`t look dull. The tileset is really good used a plus for that.
conclusion: The eyecandy rocks in this level.
ENEMY PLACEMENT:
Fine!!! There are many kinds of enemies. The enemies that are in this level is Doggy dog, Doggy dog, Doggy dog, Doggy dog, Doggy dog, Doggy dog, Doggy dog, Doggy dog,Doggy dog, and doggy dog. hmmmm….. That`s only 1 kind of enemy so there could be more of a kind in this level. Well there is a boss but i don`t count that as an enemy. Well i can`t say that the dogs are bad placed. There are not too many and not too less.
conclusion: could be more of a kind.
PLACEMENT:
Good!!! Glad there is not only 1 ammo. Lets just say that the ammo is good placed. The ammo is not placed on places where it should not be and there are not places where there is no ammo and places where there are too many ammo`s so it`s goodly spread out in the level. Hmmmm….. There are gems and they are also good placed. There is also a good original thingy in this level. There is an full energy carrot. To get the carrot you have to use a specail ammo to shoot it down and then you can get it.
conclusion: Good placed items.
GAMEPLAY:
Good!!! Okay i like it. The level is fun because there are many good thingys in the level like spikes, moving platforms(like the sewer level of Ðx) and many more. There is also a passage where you need to find a key. That key is hidden in the wall but not too hard to find. Like i said there are floating platforms and that`s quite good. But i have seen it before. Well it`s also fun because the layout is good and the levels is also fun because the enemy and item placement is goodly placed. The boss is original because he is floating.
conclusion: A fun level.
OTHERS:
Oke!!! The level is really short so it could be really longer. This music really rock as hell. There is no easy, normal and hard mode o.
Final conclusion: A good level with good eyecand and good baddies placed but the level is rather short. An 8.0
-SáTäÑ of XLM
[This review has been edited by Satan]
Well, it’s supposed, that this tileset hasn’t textured blocks – it’s my first tileset and it was made in paint. I wanted to add some textures to tileset. But i haven’t got much time to play with color pallete. I will try to add them in next tileset, that is comming soon…
This is no personal attack, but the WINNER, you should try to be fair. Your rating is 6.2, although it should be 7. Because the total of your ratings is 42.2 and that :6 is not 6.2. I am not saying a 6.2 is low, I am just saying that you can’t do math. That means you did -0.8 for nothing. Oh, and banning from a server because the level has a seeker power-up is also very stupid. If you do that, I can’t see what the other people in the server think of my levels. You shouldn’t hate seek pu’s, foo. Yes R3ptile, that’s true. Another edit: whatever, I don’t really care cause I was in a bad mood that day. So, I can live with it.
[This review has been edited by Da man]
A level.
EYECANDY: 7.4
I don’t see anything special with it. But it’s not the worst. The background mountains should still have some difference in them. The houses are cute, but nothing special. Pretty much fine.
GAMEPLAY: 6.8
Sometimes you fall down very much and that’s where the Jazz charactes comes. I have missed the carrot many times with the stupid oneway system like that. The springs are the saviors, except that I need to jump in multiple springs at the bases. Blue spring to the down instead of green.
SEEK POWERUP PLACEMENT: 6.5
In an electroblaster place at the centre. And the gun9’s are at the opper-left and -right. I’d declare this pretty easy to access.
STUFF PLACMENT: 5.5
I dislike the long lines of ammo almost everywhere. There is no “boxes” like four pickup +3 ammo’s shaped like a box or something. Everything is just a long line. And there is no point for the +1 carrot due that this level has a seek powerup.
FUN FACTOR: 7.5
This level isn’t bad but the frustrations caused by seek powerups.. Well, placing a seek powerup in a level ANYWHERE decreases the fun factor points a litte. It’s just annoying in not-open levels like this.
ORIGINALITY: 8.5
Townsville isn’t used that many times. I never heard this music either. The layout is simplistic.
OVERALL:6.2
DOWNLOAD?: Maybe
HOST THIS?: Frustrating game it be shall be, if you do that.
EDITEDIT: Two 7.0s and one 6.2? “Unfair”? Now that’s a lie. Take a look at the rating of Stuff in the Heaven and look at Moonblaze’s rating. You see how much it differs from other ratings? And btw, did you write that only because I banned you from my review server? 6.2 isn’t that low and I won’t change my rating unless any admin PMs me about this.[This review has been edited by the WINNER]
EDIT2: Then don’t put seek powerups in. I can ban from my server for any reason. If I ban someone from my server, it’s no reason to come and whine on J2O.[This review has been edited by the WINNER]
EDIT 3 darnit: 6.2 isn’t that much lower than 7.0. Believe it already. Seek powerup placement lowers more than any of these other aspects. It’s like more sensitive.[This review has been edited by the WINNER]
Another random level review. Btw, I will use a new review system.
First impressions: This is a level created by CelL of OLC and FoR, and it is one of his many levels.
GAMEPLAY
Layout: This level’s layout is nice. The level has enough space.
Flow: The level’s flow is good. It’s easy to get around, although there is one dead end, and that’s the place of the carrot. Also, no biasing and a good spring placement.
Other gameplay: The other things in the gameplay here are good. The level uses triggers in a good way, has alot of warps, and has more routes to the base. There are also some tubes, and a few one way and float ups. The level is not too big, though, but it doesn’t matter, it’s just the level itself.
EYE CANDY/TILESET USE
Tileset use: The tileset was used nice, I liked it alot.
Backgrounds: The backgrounds in the level were how they need to be. Just good.
Other eye candy: There was alot of other eye candy here. There were alot of dark tiles or something, colourful things in red, blue, black and yellow. There were also some moving chains, and some more.
PICKUP PLACEMENT
Ammo: The ammo placement was very nice. Not too many and good choices.
Power-ups: 3 power-ups here, there was a seeker, bouncy and rf. The seeker pu placed in a warp, but you can also get it with gun9. The bouncy pu was placed near the bottom of the level. The rf pu placed left from the carrot.
Carrots: 1 full energy in this level, placed in a small dead end, you can go to that place 2 ways. One way is using the red spring. There is one way there and are there if you take it. Second way is using a warp at the left side of that area.
Other pickup placement: No, no other pickups here.
ORIGINALITY
Music: I liked the level’s music, I didn’t know it, and it also fits the level.
Tileset used: The tileset used isn’t overused, so that’s a good point.
Other original: The level has many warps, there aren’t many levels with that many warps like this level.
Others: This was my new review system. I don’t rate fun factor anymore, I don’t like to do that.
Host this: Yes, an underhosted level.
Download: Yes.
My final rating is a nice 8.5.
DarkSonic of XSÐ, CC and -XLM was here.
Argh! This is the second time in the last ten minutes I put a 1.24 tileset in my 1.23 folder without knowing it was a 1.24 tileset…
But anyway, ‘Technos’ is as tacky and generic as it’s name is. It has two types of ground. A brick ground, that is just a pure gradient, no texture. Tip next time- add textures to your blocks. There is also a very plain grey ground, that has edges that grow lighter (I generally find it is smart to make it grow ligher as it gets farther into the block). Both types of ground can have holes in it or be cracked to some extent. Oh, and the brick ground can have a yellow-black striped thing on it, that looks OK. There is also two animations that have this glowing, shifting, light thing, and neither look too good. Plus all the arrows, the text sign, and this ugly light thingy are animated. There are spikes, window things, wires (tubelectricky, but not as good), vines (which are chains and look OK), hooks, text signs, sucker tubes, and destruct blocks. There are also there wierd things above the sucker tubes that I have no idea what they are suppost to be. But really, the best thing about this tileset is it’s textured BG.
A 6.2 from me.[This review has been edited by RSPSS FR]
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