Review by the WINNER

Posted:
Posted more than 21 years ago
For: Bricky Town
Level rating: 6.7
Rating
6.2

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]

Review by DarkSonic

Posted:
Posted more than 21 years ago
For: Chromosphere
Level rating: 8.4
Rating
8.5

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.

Review by RSPSS FR

Posted:
Posted more than 21 years ago
For: Technos
Level rating: 6.3
Rating
6.2

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]

Review by RSPSS FR

Posted:
Posted more than 21 years ago
For: Jazz Paradise
Level rating: 9
Rating
8.7

When I made my last review, the wheel was still a radically new invention.

When I saw the title of this tileset, I thought it would be an island tileset. How wrong I was.
Well, this tileset is quite interesting. The tiles are mainly simply made, but there is so many different ones and so much various eyecandy is all evens out. This is one of those rare TSF tilesets that actually could not be converted to 1.23 without loosing some tiles/animations. And, speaking of animations, there are a lot of them. One of the basic ground types is animated. The signs are animated. There are animated fireworks bursting in the background. There are giant animated words floating in the air. There are animated bobbing baloons holding up animated bobbing hooks. There are spinning coins with Jazz, Spaz, and Lori’s faces on them. I think you get the point. Also on eyecandy, there are some interesting things. Giant wheels which can have a platform centered on them so it looks like a very low-load carnival wheel (nice touch, by the way). Giant pictures of Lori. Giant cards. Giant dice. Giant pool balls. It makes me wonder where are all the giant rabbits to play with them, or if they are just there to look pretty. As for needed tiles, they are there. Destruct blocks, all of them, and of four colors, are present. Spikes are here. OK looking belts are here. Hooks are here. Vines are here, though they are nothing special. Warps are here, though I think they are ugly. If eye-catching, blinking, animations were needed tiles, this category would have a double check.

Having lost all semblances of flow, I just want to say- in conclusion, this tileset’s looks is greater than that of it’s parts.

Review by the real one Bjarni

Posted:
Posted more than 21 years ago
For: Godaikoku Part 1
Level rating: 8.3
Rating
8.2

Ok, here comes my long review, one level per review:

Level1:
Eyecandy: Not really good, it reminds me of old computers, that’s great!
Layout: yeah, the layout is nice!
Story: Save sheep is so nice, it’s really hard to find them! ;-) That’s so cool!
Backround: Great backround
Walk underwater: Wow, that’s nice, I’ve never play these levels
Machines: They’re nice, and all machines gives sound so I answered this guy: “Everybody knows that”
6.2

Level2:
Eyecandy: Fantastic, it’s so cool! It’s so real!
backround: Yeah, that’s cool too! And so real, like I am on North pole with the Senta Clause
Layout: I love that, that’s real too!
Story: Wow, I love save the Senta Clause and the christmas! =D
Fake Senta: He is bad, he shouldn’t be available to life
9.7

Level3:
Eye Candy: So dark and evil
Layout: Yeah, that’s so vampireless
Backround: It’s so dark, I was scared!
Story: So, Spaz Jackrabbit would like to be a vampire? That’s nice, so now he is! =D
Find the keys: Yeah, there were hard to find them!
7.2

Level4:
Eye Candy: Nice eye candy, both dark and light eye candies!
Layout: Great layout, good job!
Backround: I love both backrounds!
Story: Well, save a heros that was in prision and did nothing wrong, five heros, that’s cool! =D
Hidden dark: Well, it was hard to find the hidden dark world, lol!
9.7

Level5:
Eye candy: Wonderful, just wonderful
Backround: Yeah, I love that!
Layout: The layout is perfect!
Story: Well, it’s not any story in this level!
Balloom Race: Hey, it reminds me of Balloom race, but it’s easier then that!
8.2

Avarge:
Eye candy: I love all the eye candies
Layout: Well, that’s good too!
Bakcround: Yeah, that’s good!
Story: I like them all!
Other: Wow, this is all cool!

Avarge rating: 8.2

Nice job! Keep it up!

~Bjarni Haraldur Sigfússon[This review has been edited by the real one Bjarni]

Review by DarkSonic

Posted:
Posted more than 21 years ago
For: Dark Graveyard
Level rating: 7.8
Rating
8

Okay, I am going to review this level, I thought: Wow, an eight from BlurredD, so why shouldn’t I review it?
First impressions: This is a CTF level created by Superjazz, and I am sure it is the best CTF level from him ever.
GAMEPLAY: This is a symmetrical level, and it’s quite big in the length. There were some tubes which prevent dead ends, although I saw small dead ends somewhere, but it doesn’t matter too much. The level has a good spring placement, and it’s kinda easy to get around. The level is very open in the middle, but the sides of this level have enough space. It looked like the level doesn’t have a complete border, but it has. This is always needed, because a level with no complete border causes a flag bug, which is very annoying. Anyway, the flow of this level is kinda good, and the level isn’t too hard to learn, although there are some secrets here and there.
Conclusion gameplay: Good spring placement, flow and a decent layout, which is very open in the middle. The level is not hard to learn, but there are some secrets here and there.
EYE CANDY/TILESET USE: This level’s eye candy is nice. There was alot of eye candy in layer 3, and 5,2 and 4 had many eye candy too. I liked it. The tileset was good used, it was just nice.
Conclusion eye candy/tileset use: This level has nice eye candy. The layer and tileset use was good.
PICKUP PLACEMENT: This level has not too many ammo, but it’s okay. What was there, were good choices. There were fast fire, 3 on each side. There were 3 power-ups, and the placement of them was good. There is a bouncy pu at the left side, with the rf pu at the other side. The seek pu placement was average, but I don’t rate it. There was no gun9, but that doesn’t matter, because the level doesn’t need it I think. The carrot placement was alright, there is a +1 carrot at each side, and 1 full energy in the middle, and there is a seeker pu somewhere above it. There were some crates too, but there was only 1 at each side and I saw one in the middle, above the full energy and under the seek pu. Anyway, the pickup placement here is nice too.
Conclusion pickup placement: The level has not too many ammo, but the ammo placement in the level is nice placed. There were some fast fires and crates, and 3 carrots, which is good for the size.
ORIGINALITY: The tileset the level uses is kinda underused, but I only saw one CTF level with this tileset. The level’s music sounded kinda scary, but it sounds nice. The seeker pu placement was kinda original, but nothing special.
Conclusion originality: This level is original, the music was kinda nice, and the tileset is under-used for CTF levels.
FUN FACTOR: This level has not a straight way to the base, and is kinda open, like I said, but it’s decent. There are 2 openings, and they both lead to the base. This is more fun.
Conclusion fun factor: The level is open, but not a straight way to the base. There are 2 ways to the bases, that’s better.
Conclusion level: A nice level by Superjazz, with a good gameplay, nice eye candy, and everything else was good too.
Others: Host this: Yes, occasionally.
Download: Yes.
Final Rating: 8.
- DarkSonic of XSÐ, CC and XLM was here -

Review by blurredd

Posted:
Posted more than 21 years ago
For: Bricky Town
Level rating: 6.7
Rating
7

The music doesn’t fit in as well as it should.

GAMEPLAY:

The layout isn’t all that bad, but it looks kind of odd. I didn’t like how the springs and the platforms were placed on the side of the level; it’s a little restrictive. Other than that, most of the spring placement is decent and the flow isn’t horrendous. The layout in general should be more open so that players will actually be able to dodge some shots from opponents. Everything else in this level is just the same old thing I’ve seen a million times before.

EYE CANDY:

The eye candy isn’t the worst I’ve seen, but it isn’t anything that good. It’s pretty much mostly the mud tiles with a few bricks, like in Distruct’s example level with this set except maybe a little more bland. Disguise did a lot better job with the eye candy in his level with the same tileset. Also, the atmosphere for the level could be better. For something named Bricky Town, this doesn’t seem too bricky. And some of the wrong tiles were used, like with the edges of the unmasked bricks around the RF and bouncer powerups.

CARROT AND AMMO PLACEMENT:

I can’t say anything bad about the carrot and powerup placement, except maybe the RF and bouncer powerups and the full energy carrot are too close to one another. And the area around the seeker powerup should have been made so that it’s less in the way. The ammo is placed well enough, but I didn’t particularly like how it was all in long lines.

HOST THIS OFTEN?

Not really. But I’m giving this a 7 since this level isn’t too bad.

Review by blurredd

Posted:
Posted more than 21 years ago
For: Dark Graveyard
Level rating: 7.8
Rating
7.7

I will indeed feel free to rate.

GAMEPLAY:

The layout isn’t complicated, though it does have a nice feel to it. I noticed that in this version of the level, there weren’t invisible masked tiles at the top middle anymore, but instead wind events at the egde—something I think was a big improvement. Getting around is easy enough, and the layout is symmetric so balance is not a problem. The level may not be extremely original, but it does have good gameplay in it and several places for some nice strategic moves.

EYE CANDY:

Should’ve yelled at Pyro more to fix the textured background, though. Other than that one detail, I liked the eye candy. The background doesn’t seem confusing as it looks like it should be, and it even helps out the atmospere a lot. The tiles in the 3rd layer didn’t get in the way too much, and I can’t complain how most of the tiles in the sprite layer were placed.

CARROT AND AMMO PLACEMENT:

For carrot placement, the +1 carrots on the side were a good idea, especially since the full energy carrot in the middle may be too risky to get most of the time. I can’t say I hate the seeker powerup placement, although I know a certain other who would probably complain about it. I liked the tube near the bouncer and RF powerups, which were nice choices for powerups by the way. Ammo placement is alright, although all those crates aren’t really needed, and some Electro Blasters could’ve been useful.

HOST THIS OFTEN?

On occasion. Although the size is adequate for duels, I wouldn’t recommened it for them. It’s best for 2on2’s and 2on2’s alone. Bonus points for making a level that’s Bob’s weakness. 8.

The Edit: Okay, so maybe I was a bit too eager to rate this an 8 after realizing Bobby aka Dizzy wasn’t that good in this level—at least this is what I think. It’s really not too different from a lot of other levels, so I’m making 7.7 my new rating. It’s still a good level, though. By the way, I can barely hear the new music while I’m playing the level. The old music was good enough as it was.[This review has been edited by BlurredD]

Review by SuckaTube

Posted:
Posted more than 21 years ago
For: Cocacolla battle
Level rating: 2.8
Rating
N/A

Nothing done here, basicly. It is an obvious insult to all levels made and sent here to J2O.

Graphics: The coke tileset. Nothing more, nothing less.

Music/Fx: No new FX. The music was very…silent? And repeats all the time. Note: THERE WASN’T ANY!

Placement: “Har de har har; to be placing things like that is to make a fool out of oneself” -Nuff said….

Download: Only if you want to make your own fun with it, like a cardboard box or a stick and a hoop…
(Unsupported rating removal edit. Please provide more detail in your reviews, as this is just an obvious insult to all reviews made and sent here to J2O. ~Violet)[This review has been edited by Violet CLM]

Review by Niels aka ChippieBW

Posted:
Posted more than 21 years ago
For: Bricky Town
Level rating: 6.7
Rating
7

Yay, a new level of DarkSonic! Anyway, eveything in this level is CUTE! The tileset, the music, the name !!! Enough, let’s get down to business:

EYE CANDY:
Well, the tileset is CUTE, so the eyecandy is CUTE too (DS hates it when I use this word, so let’s do it often) But it’s not really impressive. It will do and at most of the places it’s decent, but it’s nothing special. Anyways it looks a lot like our Suburban Traffic level we uploaded a few days ago… Backgrounds are nice and CUTE, but some more interesting eyecandy would have been nice… I don’t know if that is possible with this set.

AMMO:
Three Pu’s have been used in this CUTE level, and they are placed in CUTE houses… The PU’s don’t have that much originality (Seek RF and Bounce, been there done that) and there are two carrots around… a fullNRG and a normal one. Maybe that’s a little bit too much for a small level like this. The other ammo is placed fine.

LEVEL STRUCTURE:
CUTE again, but sometimes a little bit too raw. The design gives it a quite good flow, and the base placement is average, maybe a little bit too hard sometimes. Anyways, sometimes the structure is a little bit raw, as I said, especially in the corners, that are very straight. Maybe you should have use some roundings somewhere, which would fit to the CUTE atmosphere.

GAMEPLAY:
The gameplay is good, the mellow music gives the level a CUTE attitude, and it’s funny to play in it. It really looks like a village, and it has the correct atmosphere. The flow is decent, and the whole thing works relaxing…

————
RATINGS
————
As I said, this level is quite CUTE. It;s funny to play on it sometimes, but most of it is a little bit of “been there done that”. Like all DS’levels the are worked out fine, but he would be a better level creator if he brougth in some original idea’s. The levels of him begin to look like if they are all the same….

Score: It gets a 7.0 from me.
Download it: Yes.
Host: Yeah, maybe one or two times.

PS: I thought this level was supossed to be in the XLM level pack! You create something new now?

Review by Lark

Posted:
Posted more than 21 years ago
For: Jazz Paradise
Level rating: 9
Rating
8.5

The last time I reviewed, the Germans were in the process of capturing Berlin (a long time ago, okay?). So, my comrades, it’s time to review.

Good tilesets deserve long reviews, I always say. I was originally planning for this to be long, but I’m going to cut it short, and turn it into a medium review.

Colors – Very good
A nice, colorful tileset. I see red, orange, yellow, green, blue, purple, pink, black, grey, sea green, turquoise, tan, white, maroon… you get the idea. Very colorful.

Graphics – Good
There are a lot of colors, yes, but the graphics aren’t very detailed. They still look nice, though. Simple graphics can look better than extremely detailed graphics sometimes. There’s tons of stuff in this tileset, ranging from fancy orange and red carpet (I think) blocks to colorful and blocky, blinking conrete (I think) blocks. The carpet blocks have 45 degree slopes, 60 degree slopes, and 30 degree slopes, while the concrete blocks only have 45 degree slopes. Most level makers will probably use both varieties a lot. There’s a dartboard, balloons, destruct blocks, hooks… but, what’s this? Moving hooks! The hooks are placed on balloons, and thus you can make them hover up and down a bit. There are pillars, fireworks for the background, a large variety of coins, some mix and match signs (for example, you can write “WE ALL LOVE DEVAN and WE ALL LOVE DEVAN, and so on. Lots of fun there. There are palm trees (that blink, yay!), some clear brick-like tiles (unmasked). There’s a castle with mountains for the background, and a nice blue textured background. We’ve got spikes, flowers, neon signs with Jazz, Spaz, and Lori’s mugs on them, giant cards, giant dice. Oh, yes, and there’s water for the background in addition to the castle and mountains. There are giant pool balls, neon blinking arrows, and… I’m really wasting my time. Why don’t you just download the tileset and find out for yourself?

Animations – Very good
I like the animations here a lot. There are tons and tons of them. Probably the most I’ve ever seen. Neonius, this tileset, and Reactor Core have probably the most animations in any tilesets. They all look great, excluding maybe the coins. The coins could use more frames in them. It looks like they spin around a bit too fast, especially when they are approaching and leaving the state where they look like this… | … you can only see the sides of them. At that state, you can chose to have the backside of the coin look differnet. In other words, you could have a coin with Spaz on heads, and Lori on tails, Jazz on heads, nothing on tails, etc. Very customizable. There are loads of other animations, too, but I’m too lazy to write more about them.

Masking – Very good
Masking is great, very smooth. My only complaint is that you didn’t include any balloons that you could stand on top of. That’s probably the only thing that bothered me at all in the mask. Other than that, it’s awesome.

Palette events – Good
Jungle poles work and psych poles work. The other poles do not work. The snow is blue, and looks good. I’m not sure if the snow being blue was accidental or not, but it matches the background. All the pinball events look great. Good job there.

Oh, and the tileset has plenty of eyecandy tiles. I’d like to point out to everyone that the reason that this is TSF is because of a combination of large size and a surplus of animations. If this were 1.23, you wouldn’t be able to fit in very many animations. I’m not even sure if you could fit this into 1.23, anyway. I would use this if it was 1.23 and 1.23 had room for more animations, but I’m afraid this is TSF, and I don’t want to make levels for TSF. Most of my major beta testers only have 1.23, anyway (Blacky and FS, for example).

Anyway… .Download or not? I guess so :-)

Review by scatman

Posted:
Posted more than 21 years ago
For: Project Fog
Level rating: N/A
Rating
N/A

no time to review now, id rate it 8 or 9 but i have no story.
got a good signature one about N0’s random experiments: nobody is as random as Spaz…

Alex

Review by Superjazz

Posted:
Posted more than 21 years ago
For: Godaikoku Part 1
Level rating: 8.3
Rating
N/A

Just wanted to make a short review about this, not really wanted to judge and rate.

Well, the levels are puzzle-type but all they have the same idea. Bring 5 things of some type to a person and find out exit, but they seemed to be really interesting and I really wish that you would make more of another kind of puzzle-levels. Well, stories and designs were invented well. Eyecandy suxed in some levels quite much but it had been done very well in others.
So, you did all the tilesets yourself anyways, great! That’s really original, good!
If I remember correct, the 3rd level was being hosted once in a server. The head hunter. I remember that as I didn’t solve it at the server but now as there wasn’t any other players on the way, I solved it in about 10 minutes.
I also liked quite much about other levels. There were some japanese animation-style in the 1st level. Nice music choice! I also wonder that why there were lots of ammo which had no use. No readme, doh.

I could say that this would be overally just good puzzle-solving, it takes some time but it’s interesting. Just enough long and not too hard or too easy puzzles. This would be about 8.2 in my opinion, but since I’m not sure about it because this is a puzzle-levelpack I don’t rate. Well done, and make more of these.

-Superjazz was here[This review has been edited by Superjazz]

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Godaikoku Part 1
Level rating: 8.3
Rating
8

Ok, time to begin my second review of today. Whee argh.

Saving the Sheep: The story of this level is nothing too complicated, the farmer’s sheep have ran away and he wants you to find them. The level itself isn’t too bad nor is it too good. It could’ve used a lot more eyecandy, and some things like the pillars at 46, 31 could’ve been in layer 3 or so. The backround looks sort of boring, no auto-scroll and no bg eyecandy. Some things in the tileset look like they didnt tile much, and this level could’ve used layer 3 to make things look more realistic and better. I didn’t like the music too much at first but then I found that it fit the level pretty well imo.

Santa’s Stolen Hats: The storyline is similar to that of the previous level, someone asks you to get back something they’ve lost/been stolen. In this case, Santa has lost his “kinky” hats and wants you to find them and save christmas. The story doesn’t really relate to that of the previous level, but it’s probably not suppose to. The backround eyecandy is better in this level, there is some mountains and christmas trees aside from the red backround, but the higher you go in the level the more empty the backround seems. The eyecandy was a lot better in this level. I didn’t really like that area with the bridges since the bridges seemed a bit out of place (especially the floating vine bridge, why would there be a vine bridge, especially one that’s floating, in the north pole? O.o). Overall, despite the fact that this level had a few cons and wasn’t all that large, the concept of it gave me a good idea for my level and I found it enjoyable playing this. Music also fit, Good job!

Head Hunter: For a starting point, the place underground with the lava and the very small platforms, whenever I sidekick there some ugly line goes straight across my screen. Don’t know why it does that, and since I’m not sure if the level is at fault I can’t really subtract marks from it. And, Jun-Jie bat cave? O.o. I liked the layout and puzzles of the level, and the story of it (bring 5 heads to the vampire), althought I’ve noticed how these levels lack enemies (they’re prolly puzzle levels, but then if no enemies so far why the ammo?) Anyways, this level seemed harder to solve than the others, and I had fun playing it. Great tileset usage btw. Eyecandy was rux.

Snowdust: Reloaded: This level seemed alright, it followed the style of the others, and the snowmen were cool. Just a question, but why didn’t the large spikes in dragonus’s place have hurt events on them? The poem thing in the warp to darangus’s place was nearly impossible to read in the level because the F-Dimension text came too soon after it, a sucker with a delay could’ve helped. The red scrolling backround in the F-dimension also got on my nerves a bit..Other than that, the level was alright, I didn’t like it as much as the santa claus one or the head hunter one but it was alright.

Grand Casino: Interesting level. I had a bug in the “Sucky” part with the airboard, when I got the airboard I suddenly flew into a sucker and when it let me out things got a bit weird. Without any touch of the keyboard, jazz would slowly fly up on the airboard, and when he hit one of the blocks it looked like as if he went through them like they were one wayed (which they were), but stopped at the very last inch of the block so I had to use no wall to get out. Strange. And then after that my airboard wouldn’t let me off the ground =\. This got fixed when I got a new airboard, though. This level took me a while mostly because of the balloon part (that one was evil). It was pretty basic, you didn’t need to think much, just be good at tests and stuff and you can pass this quick.

Final ratings:
Save the Sheep: 7.5
Santa’s Stolen Hats: 8
Head Hunter: 8.3
Snowdust: Reloaded: 7.7
Grand Casino: 7.5

Overall Comments: The levels were all decent, some more than others, and I like the style of them. They could’ve used a bit more spiffying up here and there and the eyecandy could’ve been more rux, but they werent too bad and I liked them. Plus I’m also in a good mood, so I might be rating them a little higher than what I would rate them if my mood was a little lower.

Final rating is 7.8, rounded down to a 7.7, but +.03 because of the combination of good mood, rux music, fairly interesting level style, and a small semi-story in the first four levels. I feel like im overrating this a bit though, since the levels are pretty small, but for now this rating stays what it currently is. I might adjust it in the near or later future, though. Download reccomended I guess.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Kickflip McTwist (Skateboarding)
Level rating: 6.7
Rating
6

Alright. Thankfully, this is uploaded as singleplayer instead of as tileset.

The level idea is pretty original. This was made long ago and still I’ve yet to see another level having an idea like this one. But the level itself isn’t so good, which is mainly fault of the tileset quality. You’re basically skating through the whole level (except for the part where you turn into a frog) and the level isn’t really big. The enemy placement could’ve been a lot better, I saw many enemies just standing on one spot stuck in a tile, and some where too evily placed to avoid gettign hurt by. Overall, I really didn’t like it. There were also parts where I got stuck (the part where I was a frog mainly) and parts that were too narrow and filled with enemies like dragons and ravens which were hard to kill in this type of environment. The level is logical though, and it does somewhat look like a skate park (in most places, some just look strange) and it isn’t really horrible in any way, just could’ve been made better. Eyecandy could’ve been more plentiful in the foreground, and tiling bugs could’ve been covered up in layer 5. The backround layers (the buildings) were done alright though, looking at the set the backround could’ve been far worse. The skateboard in layer 1 was also decently placed, most of the time it looked like you were actually standing on the board.

To conclude the review, this level has a nice idea, but it could’ve just been improved a bit, and it was made so long ago that it just doesn’t compare with some of the levels made today. I still think this level is alright though, and I’m in a fairly good mood (don’t know why though), so I’ll give this a 6.

Review by Sasik

Posted:
Posted more than 21 years ago
For: SummerCTF
Level rating: 6.8
Rating
N/A

I have corrected SummerCTF…now it is with ONE WAYS =P and I also made a new start position ( whithout Jazz & Spaz lvl start )…

Review by KeMi

Posted:
Posted more than 21 years ago
For: SummerCTF
Level rating: 6.8
Rating
N/A

I don’t like CTF but this map is nice. I know Sasik. He love CTF. I don’t see much better map CTF. I give 8,5 (i am not expert).
(Unsupported rating removal edit. Please provide more detail in your reviews. ~Violet) [This review has been edited by Violet CLM]

Review by DarkSonic

Posted:
Posted more than 21 years ago
For: SummerCTF
Level rating: 6.8
Rating
6

Ok, I start reviewing.
First impressions: A level by Sasik[VS], which I saw in his server once.
Gameplay: This is a symmetrical level, with almost the same ammo and even 2 Blaster PU’s. There is some Spaz biasing. Like near the base, there is a spring which is too low for Jazz, but you can double jump with Spaz to land on the platform above it. This is something I dislike big time. The only thing in the level which isn’t symmetrical, is the warp to the full energy at the right side, with a bouncy PU at the left side. This is a very bad thing. I saw tubes too, they lead you to the base. This prevents there is one boring way to the base. There are dead ends too, and I also dislike that. I wasn’t too fond of the spring placement, and I disliked it that there is a airboard too. Layout and flow aren’t too good.
Conclusion gameplay: Bad gameplay here, bad layout and flow, spring placement, Spaz biasing. There isn’t one route to the base.
Eye candy/Tileset use: I said first that I didn’t like the eye candy too much, but I think it is quite good, though. The tileset is used fine, and I kinda like it. There are some animations, but I don’t see sense to make the spikes animated. The other eye candy is good, so be it.
Conclusion eye candy/tileset use: The eye candy is quite good, the tileset is used good too.
Pickup placement: The ammo placement could be alot better. There is too many Ice and TNT. There could be less PU, because this is too many. There is almost of eveyr weapon a PU, except Ice. I am glad it isn’t PUed, because I don’t like Ice. I don’t see a reason why there is destruct scenery in this level, because it’s not good to use in CTF. The PU placement isn’t too good, it’s mostly too close to eachother. The carrot is placed in a warp that is only at the right side, and that’s a bad thing.
Conclusion pickup placement: Not too good. There are too many PU, too many Ice and TNT, destruct scenery is unnecessary.
Originality: This level’s music was kinda original, although I didn’t like it. I couldn’t hear the other music, and I don’t know how it hears. The tileset use was kinda original, such as that animations.
Conclusion originality: The level’s music is original, although I didn’t like it. The tileset use was original, such as that animations.
Fun Factor: This level is not too fun to play. That there are more ways to the bases is a good thing, but there is a straight way to the base with not too many obstacles, so it’s kinda boring. The level is too open, and I don’t like it.
Conclusion fun factor: Not too fun. Open, straight way to the base. That there are more ways to the bases makes it more fun, but the level itself is not fun.
Others: Host this: No.
Download recommendation: For people who like TSF. No download recommendation: for anyone else.
Final rating: 6.5.
- DarkSonic of XSÐ, CC and XLM was here -
Edit: I looked at other ratings, and I noticed a 6.5 is too high, so here you go with a 6.
P.S: The WINNER, didn’t you notice there are 6 PU?[This review has been edited by da man]

Review by blurredd

Posted:
Posted more than 21 years ago
For: SummerCTF
Level rating: 6.8
Rating
6

The description already has my hopes down. Let’s see what I’ll give this.

GAMEPLAY:

The level didn’t look bad at first sight. But then I started exploring the level. And I must say, I don’t know how this level is suppose to be balanced at all. On the right side of the level, there’s a warp to the carrot, and where that carrot is are warps to both red and blue base. If the layout was ever balanced at any point, the carrot room warp would’ve killed it. As for the flow, it needs a lot of work. A lot of the springs could have been placed in a way so that they are actually useful all of the time. I advise not using “bridge holes” so often. Also, the start positions need to be fixed (use the Multiplayer Level Start events only with 0 for blue and 1 for red), and I found the airboard and the destruct/buttstomp scenary to be unnecessary events. Overall, there isn’t anything in the layout that could convince me to play this again.

EYE CANDY:

The eye candy could’ve been average, but there are so many avoidable small mistakes with basic tileset use. Just compare this level to one of the Epic levels with the beach tileset. The animating tiles in the water at the bottom of the level didn’t add much of anything. I found the animations in the background layer to be especially pointless.

CARROT AND AMMO PLACEMENT:

I already mentioned some of my thoughts on the full energy carrot placement. And to make things worse, the carrot can be shot down. Perhaps so much focus to adding so many powerups shouldn’t have been used; three powerups would have been enough. I also wouldn’t recommend hiding powerups. Maybe make them a little hard to access, but don’t just hide them. And two blaster powerups aren’t needed. Ammo placement isn’t flattering; it’s just there so that players can get ammo, and it doesn’t matter what kind of ammo it is. Ice isn’t particularly useful in this level, but TNT can be used to destroy the destruct blocks. Of course, the destruct blocks shouldn’t have been added in the first place. At this point, I didn’t feel like searching for any more secrets, but I doubt there is anything that could save this level.

HOST THIS OFTEN?

Simply, no. All of the flaws add up in the end, so 5.7 is my rating. The beta testers could’ve done a better job.

The Edit: The new start positions help a lot. But the new one ways I noticed didn’t make a significant difference. Nevertheless, I’m changing my rating to a 6.[This review has been edited by BlurredD]

Review by Niels aka ChippieBW

Posted:
Posted more than 21 years ago
For: SummerCTF
Level rating: 6.8
Rating
6.2

A 8.5? Nonsende. Let a better player review it:

EYECANDY:
The best point in this level. The background are smooth, good graphics and not many bugs in the front layer and in the sprite layer. Here are really no problems. It could have been better, but it’s decent. The plant that are moving under in the level are annoying.

AMMO:
There is some decent ammo placing here, but, just like the whole level, its red-biased. This also counts for other things in the level… The only carrot in the level is near the red base, and so is the Blaster PU. There’s also an AIRBOARD in this level, which distracts a point. Never add airboards!

LEVEL STRUCTURE:
The level could be fine if it wasn’t that red biased… Anyways, the level is created fine iwth a good flow, but there are some problems, look at example the warps near the red base, it directly leads to the blue base! Besides, the blue base doesn’t have a warp… Make it better next time, and more balanced! Also, there are some wooden bars where you can fall thorugh. You should use ONE WAY events next time.

GAMEPLAY:
Well, the level here has a quite good flow, with no hard places and I like the rocky music, but the airboard and the biased things killed a lot of the fun I experienced by playing this level… However, it was quite fun for one time.

————
RATINGS
————
Not really bad, if you play with lotsa people it can be fun, but it’s too biased and wrong to make it a tipped level. If yyou read hte crtitism, you could possibly make better level in the future.

Score: a 6.2 from me.
Download: Maybe.
Host: Maybe 1 time, with lots of people.

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