It wasnât a warez request. âWhere do you get that version?â is an innocent question asking which retailer one would buy it from.
Ahh! Ugly pinkness!
All the sprites are done in odd shades of pink that makes it incredibly hard to play. Once you get over that, it looks ok, but not the best.
I would give it a 6.7, but the ugly pinkness!
What? I think this is pretty good, and I didnât see any bugs. Interesting, but few enemies. I understand that it is the city of Tuf Turtles. I made a level similar to that once. Anyway, it warrents a 6 from me.
Pros: Good looking, not too hard, not too easy
Cons: Hard at some points, at some points lacks originality.
EDIT: Oh yes, and I wanted to say that I love creating Single Player levels too! And please make more levels, especially if they are like this![This review has been edited by mikeejimbo]
Very bad gameplay, and very short⊠the eyecandy is okay for a simple tileset like the one you used, but itâs nothing great. I donât think this deserves anywhere near an 8⊠Maybe this is even too high.[This review has been edited by labratkid]
Warez request. Evil. Go to (coughs and sneezes).org for it.
The second level didnât seem to change too much, so Iâll just mainly review the first one since I already reviewed the second.
Dark forest terrain
GAMEPLAY: Almost close to balanced. Bumpy flow. Too cramped in places.
EYE CANDY: Somewhere around average. But annoying lighting.
CARROT PLACEMENT: Full energy carrot in middle top. Decent.
AMMO PLACEMENT: Iâve seen worse.
HOST THIS OFTEN? Nah. Like once.
Overall review: Dark forest terrain isnât a bad level. Itâs just not great either. It reminds me of a bad version of Slab Ratz in a way. Players will be able to get around, but the flow could be much smoother and less restricting. And Iâm not sure why players have to hit the crate for the fast fire. It seems to be pointless and just another thing that gets in the way. As for eye candy, I hate the lighting in it. It looks bad in 16-bit and worse in 8-bit. I know the lighting is needed to make the name of the level make more sense, but a darker forest tileset would have been a better idea (yes, there are some somewhere). Also, in 16-bit, the bright pink BG is a bit distracting and annoying. As for carrot placement, I suppose I can live with it, although it could be better (and Iâm mostly referring to its nearby surroundings). And ammo placement is so-so. As with Snoozâs strange universe, the only thing I see that change was the thin border at the top. Itâs not the biggest fix, but it helps. For my rating of this pack, I have to give it a 7, just because. I feel delusionalâŠ
BTW, these two levels donât loop too well. And your description confuses me.
You canât review your own levels, or anything that you may have helped somebody else with.
And now, more CTF level reviewing fun. Joy.
GAMEPLAY:
There still seems to be not much of an improvement with flow. And once again, the left side has no easy route up. And to no surprise, it has an unbalanced layout and various areas which may tend to slow down players. This level seems to have a few more useless things like the tube near 24,34. Iâm not sure what itâs for, but there isnât enough reason to use it, plus it might be safer to avoid it. Also, thereâs the same start position for each team again, which of course doesnât help with the balance. Furthermore, the top edges of the level need some border tiles (you SHOULD know why by now), and the bases are placed in the same boring way as in the last level. Please do something different next time. Thanks.
EYE CANDY:
More or less average eye candy. I canât complain too much, but it is just average. Perhaps TOO average (except for the BG which is almost different but not really). Hmmm.
CARROT AND AMMO PLACEMENT:
The carrot placement is somewhat better than in the last level. And I could almost live with the ammo placement this time. But this level does use the bouncer powerup as its main powerup once again. Argh.
HOST THIS OFTEN?
I still canât say you should. It feels like these last few CTF levels were made in under a day or something. Iâm giving this a 6.7 since Iâm not entirely sure of what to give this. What an annoyingly short review I made. Bleh.
Medium sized? Maybe. Really worth a download? The rating tells all.
GAMEPLAY:
This level has some flow but not much in it. At a glance it doesnât look too balanced and after playing it for a little bit, it still looks unbalanced. Is there a way to get up on the left side of the level? It feels as if a spring is missing. If thereâs a blue spring on the right side, why not on the left? There is one way up, and thatâs by jumping through the bridge although it is spaz biased (I can visualize jazz players complaining about the unfairness at this very moment). And about that blue spring on the right side, if a player was to jump on that spring an go far left, he/she would have to double jump/copter to make the platform. The ground tiles at 66,35 should have been extented a few more tiles to the right (not that this alone would save the layout, but itâs the little things that help). Other than that, thereâs the wide open area on the right side and the closed up area on the left. This isnât the worst thing, but it certainly could take away from gameplay. Also, the bases seem to be placed too closely together. It feels like a dull dueling level. That means âmedium sizedâ may be an inaccurate description of this level. But at least the start positions are better than the last time, except maybe for maybe what I presume to be a Jazz start position. Use only MP positions unless a neutral start pos somewhat in the center is desired (I really recommend this, though). Too bad thatâs not the only problem. In short, general gameplay could be a whole lot better.
EYE CANDY:
The eye candy isnât bad for a Diamondus levelâfour years ago. Itâs decent, but after seeing like a billion Diamondus levels, itâs nothing too special. OK, little bit different (by the smallest margin), albeit not enough to make the eye candy above average. It may help to use top-notch tilesets.
CARROT AND AMMO PLACEMENT:
The full energy carrot is placed closer to the blue base, while the bouncer powerup is closer to the red base (all in the bottom area). Could be worse, but I donât like it at all. It unbalances the level a little bit. The ammo placement also isnât as bad as it could be. I just donât like it too much either. It also doesnât look like it was distributed well enough. But do you know what I hate about this level the most? NO SEEKERS. What is with that? Too afraid of seekers? Are you worried that seekers are too hard to dodge? Wimp. The bouncer powerup was the only powerup once again. Nice variety. Not that a seeker powerup is really needed, but at least include seeker ammo. Sheesh (great⊠You just had to make me say âsheesh,â didnât you?).
HOST THIS OFTEN?
Donât, or else. My review tells all. 6.5 and thanks for trying.
sorry, you said PACK?
1 level is not an pack with whan bonus.
i think its just whan level ( i reviewd already strange universe! ) ( I think +D )
but ok. yor levels ar very better then first!
so i give you an 8.2
well done SñÞÞzzzzzzzzzzz
Yeah, i must say that if you downlaod this then also review this.
its good
First whan thing: The red and the blue ar very close to eachother. The rest is good, good eyecandy. ammo placed very good.
and the rest is ok ( only the bases)
Rating from me an 8
hmmmâŠ
I dont have much to say. this is an a average tileset,it has some tiles in it. i m gonna give an a 6.7.Dont ask why. :p
its good, good anie.tiles
Next time make some walk.blocks ( more )
Rating from me an 7.7
Myself i think that this tileset is very good.
Why? because:
-Ground tiles are really good
-Masking is good
-Idea is good
-Background mountains are good
Rating: 8.5
Taz, Kirby was made by Hal Labs. Nintendo just published it and own it.
Yay! I have WWP (which is almost like WA) and I see the similarity. Thereâs many different fruits: strawberrys, oranges, lemons, limes, grapes and many other. You may say: âit must be similar to Carrotusâ. And I say no! It looks quite different, especially that on Carrotus there are only vegetables. :) The masking is okay, I see no strange stuff. Itâs very well thought, remember that everything in Worms except for background is solid. Finally Scion made a textured background (thanks to me :D) and it looks very smooth. Overall itâs maybe not as good as Agamaâs tilesets, but it beats Blade by far! (I think soâŠ)
Nice⊠the levels ar easy ( for me then )
whan bad thing: Devan springs out of the level ( sometimes ) use the event: scroll.
Rating from an 7.2
GÞÞd LĂșçk WĂth YĂžr ĂĂ©xt LĂ©vĂ©l
ok, the level is easy, but you can do all over again the same way and that`s annoying.
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