Hard and annoying. It’s gonna make you go crazy. I suggest that everyone plays it. :)
“Medivo Battle” is a minibattle level. In fact, at 50×40 (and not much of that used), it is quite mini. Most minibattle levels feature a moderate amount of powerups and are well-fitted for a lot of people. While this level does fit the criterea, it suffers from an overdose of powerups, a lack of interesting eyecandy, and a way-too-easy to get coin warp. This level probably does not have that much effort put into it, but shows some skill. Everything is placed together in a way that demonstrates some knowledge of JCS. However, after that, there are some major problems with this level that definitely need attention before it can be any good.
TILESET/TILESET USE: The “JJ1: Medivo” conversion is used in this level. Unfortunately, it is not used very much. Most of this level consists of being in the air, so there is not much eyecandy for a lot of it. It would have been nice to at least see background eyecandy in the areas in which you were in the air, but there was very little if any. The areas on the ground demonstrated acceptable eyecandy, and although they were not amazingly good or flashy, they were good enough.
Pros: The areas on the ground have acceptable eyecandy.
Cons: The part of the level which takes place in the air has very little eyecandy.
Rating: 3.7
WEAPON/ITEM/ENEMY PLACEMENT: If there is one place in which this level fails, it is weapon and item placement. There are simply too many weapons and items. Powerup overdose is a big problem here. There are almost ten powerups in total within this level. That makes one powerup per about 20 square tiles, which is pretty overdone. You might think that in such a small level, this would make it really easy to be killed. Not so. This level balances out the amount of weapons with invincibility carrots. This is, however, where the level makes a big overestimation. It makes this overestimation in the fact that the carrots have way too long of an effect. The player who gets it is invincible for 15 seconds, while they can go around and kill and heal. This is way too long. While this would be acceptable if there were a lot of players in the game at once, this is not necessarily always what happens. It needs work in this category.
Pros: Not as bad as it could be.
Cons: Overestimation on amount of powerups versus carrots.
Rating: 2.5
ORIGINALITY: The idea of minibattle levels are nothing new to say the least. However, they are somewhat original. Though that does not necessarily mean the level is original. I doubt this level was intended to be micro, and it has nothing that shows that it is in the microbattle format, so it is nothing but a really small battle level. Sigh.
Rating: N/A
GAMEPLAY/DESIGN: The gameplay falls short, much like a lot of other things in this level. This is mostly because of the problem I mentioned early with the carrots and powerups. It is true that this is a seperate category. However, it is badly affected by this, and therefore that deserves mention. The rest of the non-related category is not exactly very good either. For instance, the level’s layout is awful. The level flows badly, and collisions are extremely likely. This category is not so good.
Pros: A few interesting places.
Cons: Not many. Masking issues. Not ver interesting gameplay. The carrot/ammo problem.
Rating: 3.2
REPLAY VALUE/FUN FACTOR: There is not much replay to this, unless you are in a server with a lot of people. I suppose in that case it might be mildly interesting, but probably not interesting enough to keep interest. Wow, that was redundant.
Pros: N/A.
Cons: N/A.
Rating: 3.2
OVERALL (not an average): I think the rest of this review pretty much sums up this level. Too small, not of good quality, and generally not worth it. Sorry, and while this does show effort, I’m afraid that it is too small to be worth anything more than the 3.5 I am getting it. Perhaps consider making a bigger level next time and spending more time on it.
Pros: Eyecandy could be worse.
Cons: And everything including it could be better. Much, much better.
Rating: 3.5
GAMEPLAY: D
Flow: D -
Layout: D -
Creativity: C -
Bugs: D+
EYECANDY: C -
Tileset use: D+
Eyecandy look: C -
Creativity: C -
Bugs: C -
PLACEMENT: D -
Weapons: D -
THE FINAL GRADE: D
THE FINAL RATING: 3.5
Pros: Eyecandy could be worse.
Cons: And everything including it could be better. Much, much better.
- Trafton
I’m afraid that there are two things wrong with that statement. The first is that this is your level, and you should not rate it. We do. The second is that there is no such rating as 7.9, and even if there was, I would definitely not rate it that. Here is my original review for the beta, which I did while I thought it was battle:
Well, the first thing I have to say (this is a standard thing), is that the general rule is that betas should not be uploaded. They sort of mess up the review system, as technically they have to get low ratings, as we rate what is there, not what could be there. And, as such, this level will get a low rating. But it still shows some degree of promise, although it does half several very major problems, such as how it just stops mid-level. It is small in its current form, although there are a few things that I will point out that definitely show quite a bit of promise. So let’s start the review.
TILESET/TILESET USE: I am honestly not sure what exactly to make of this tileset use. In parts, tileset use is mainly dull and uninteresting for the most part, but in other parts the eyecandy is quite good. What balance is there? Well, there is some. Throughout the level, there are annoying foreground things which go by way too fast and do not exactly fit. However, in many places, the layer 4 eyecandy is actually quite nice. It is too early in this level’s creation (yet again, the beta problem) in order to tell how well it will turn out, but for now, it is actually above average. Nice job, especially for a first level.
Pros: Everything seems to fit together, and some looks quite nice.
Cons: Nothing amazing. Foreground annoyances. Some areas are dull.
Rating: 5.7
WEAPON/ITEM/ENEMY PLACEMENT: This part of the level definitely needs work. The main problem with the entire thing is that there are no generators on the items (click on “Create a generator for this event” when choosing the event from the events list and then specify a delay in order to do this). Therefore, once someone gets the ammo, it is gone for good. Unlike many first levels, ammo is surprisingly sparce. There is only a bit of somewhat useless ice at the beginning and some RF ammo in a secret area. There are no powerups or anything, and since nothing regenerates, most of the time the player is stuck simply using blaster and sidekicks. Generators are definitely needed, and more ammo would be nice, too.
Pros: Not as bad as it could be.
Cons: No generators.
Rating: 2.5
ORIGINALITY: This level is not all that original. But, then again, originality is not expected on a first level. There are indeed a few elements of this creation that are fairly original. Tubes are used fairly well, although the entire design is more or less linear. And then there are springs in the middle of a walkway, Battle2 style. I’m still not sure how hot I am on this. It stops you from being able to go through quickly, although it does fill in space. The float ups are nice, and it is rare to see a lot of these advanced concepts in a first level. The thing about this level is, although it does get a low rating, it shows a lot of promise. The techniques used in this level are generally not the sort of thing most levelmakers use until the first or second level. If this was completed and everything was filled in/fixed, it would probably get more than a 6. Which is, all things considered, very high for a first level. Add more eyecandy, fix the generators, and make the level a lot bigger, and you have yourself here a solid level indeed.
Rating: N/A
GAMEPLAY/DESIGN: This rating gets quite a bit of a hit because this level allows the player to just fall off a cliff. This is not really acceptable, and should have been fixed before uploading if not anything. Other than that, this level has an okay flow. For some reason, this level bares resemblance to both the race and battle levels that use Tubeelectric (the placement of the ice and the springs that bounce you back towards the wall remind me of the race level, and the springs the battle). Whatever, this level has an okay layout other than the whole falling off a cliff thing. Too early to decide, however, whether or not it is really good. Keep on working, though – it is promising.
Pros: Some areas are very nicely done, and if compled, it will probably be good.
Cons: The falling off the cliff thing and size.
Rating: 2.2
REPLAY VALUE/FUN FACTOR: Not much to say here. It’s a beta, and therefore not much fun and fairly buggy.
Pros: N/A.
Cons: N/A.
Rating: N/A.
OVERALL (not an average): This level shows a lot of promise. And I mean quite a bit. However, it is too early to pass much judgement. This beta does get a low rating from me because of the bugs and size, but it still shows good promise and you are on the right track. I would recommend adding generators and such in addition to more ammo and probably more eyecandy. Still, you are definitely on the right track, especially for a first level. Nicely done so far. Keep up the work.
Pros: Shows promise. Not bad gameplay.
Cons: Still needs some work. Small. You can fall off the platform.
Rating: 3.0
GAMEPLAY: D -
Flow: C
Layout: C+
Creativity: B -
Bugs: F
EYECANDY: B+
Tileset use: B+
Eyecandy look: B+
Creativity: B+
Bugs: B -
PLACEMENT: D -
Weapons: D -
THE FINAL GRADE: D+
THE FINAL RATING: 3.0
+ PROS: So far, fairly good and promising. Keep working on this level.
- CONS: Still needs some work. Small. You can fall off the platform.
- Trafton
EDIT: Generally demos are not allowed and I do tend to rate everything. However, I will leave this unrated upon your request. Just remember in the future that demos probably are a bad idea to upload. Sorry if I hurt your feelings. :)
And here is my review for the final. What all has changed? Not a huge amount. It is still a good level with a few problems. But it is now bigger, and there are now a few more eyecandy problems, and a few more gameplay problems. Let’s review, shall we?
TILESET/TILESET USE: I am honestly not sure what exactly to make of this tileset use. In parts, tileset use is mainly dull and uninteresting for the most part, but in other parts the eyecandy is quite good. What balance is there? Well, there is some. Throughout the level, there are annoying foreground things which go by way too fast and do not exactly fit. However, in many places, the layer 4 eyecandy is actually quite nice. It is too early in this level’s creation (yet again, the beta problem) in order to tell how well it will turn out, but for now, it is actually above average. Nice job, especially for a first level.
THIS TIME AROUND: Well, there has been a lot of stuff added. Most of the eyecandy is alright, although there are some fairly major annoyances. The entire level looks okay, although there are destruct block portions that are, for all intents and purposes, ugly. Everything looks like it would work one way, yet works another.
Pros: Everything seems to fit together, and some looks quite nice.
Cons: Nothing amazing. Foreground annoyances. Some areas are dull.
Rating: 5.5
WEAPON/ITEM/ENEMY PLACEMENT: This part of the level definitely needs work. The main problem with the entire thing is that there are no generators on the items (click on “Create a generator for this event” when choosing the event from the events list and then specify a delay in order to do this). Therefore, once someone gets the ammo, it is gone for good. Unlike many first levels, ammo is surprisingly sparce. There is only a bit of somewhat useless ice at the beginning and some RF ammo in a secret area. There are no powerups or anything, and since nothing regenerates, most of the time the player is stuck simply using blaster and sidekicks. Generators are definitely needed, and more ammo would be nice, too.
THIS TIME AROUND: There are still a little too few ammos, but now that I know this is single player (sheepish smile), that is not such of a big problem. Rating raised accordingly. However, there is one problem – the enemies, they are often right below you when you exit the suckers. There is no way to avoid this. Better placement would have been nice.
Pros: Not as bad as it could be.
Cons: Enemy placement needs work.
Rating: 5.2
ORIGINALITY: This level is not all that original. But, then again, originality is not expected on a first level. There are indeed a few elements of this creation that are fairly original. Tubes are used fairly well, although the entire design is more or less linear. And then there are springs in the middle of a walkway, Battle2 style. I’m still not sure how hot I am on this. It stops you from being able to go through quickly, although it does fill in space. The float ups are nice, and it is rare to see a lot of these advanced concepts in a first level. The thing about this level is, although it does get a low rating, it shows a lot of promise. The techniques used in this level are generally not the sort of thing most levelmakers use until the first or second level. If this was completed and everything was filled in/fixed, it would probably get more than a 6. Which is, all things considered, very high for a first level. Add more eyecandy, fix the generators, and make the level a lot bigger, and you have yourself here a solid level indeed.
THIS TIME AROUND: Nothing much to add.
Rating: N/A
GAMEPLAY/DESIGN: This rating gets quite a bit of a hit because this level allows the player to just fall off a cliff. This is not really acceptable, and should have been fixed before uploading if not anything. Other than that, this level has an okay flow. For some reason, this level bares resemblance to both the race and battle levels that use Tubeelectric (the placement of the ice and the springs that bounce you back towards the wall remind me of the race level, and the springs the battle). Whatever, this level has an okay layout other than the whole falling off a cliff thing. Too early to decide, however, whether or not it is really good. Keep on working, though – it is promising.
THIS TIME AROUND: The gameplay is more or less the same as I previously said, minus the falling off the cliffs thing.
Pros: Some areas are very nicely done, and if compled, it will probably be good.
Cons: The falling off the cliff thing and size.
Rating: 5.5
REPLAY VALUE/FUN FACTOR: Not much to say here. It’s a beta, and therefore not much fun and fairly buggy.
THIS TIME AROUND: Not much more to add, although it is no longer buggy. Yay.
Pros: N/A.
Cons: N/A.
Rating: N/A.
OVERALL (not an average): This level shows a lot of promise. And I mean quite a bit. However, it is too early to pass much judgement. This beta does get a low rating from me because of the bugs and size, but it still shows good promise and you are on the right track. I would recommend adding generators and such in addition to more ammo and probably more eyecandy. Still, you are definitely on the right track, especially for a first level. Nicely done so far. Keep up the work.
THIS TIME AROUND: It is finished and thus vastly improved. However, it still needs some work. Good job so far, although you may be a little too proud of your work. I hope you will not act like others and only look at the negative things I say and the rating instead of the positives. No one can be good so early in and while having a competitive additude is good, become egotistical is not. Not that you have, but just something to keep a look out for. It is easy to slip into.
Pros: Shows promise. Not bad gameplay.
Cons: Still needs some work. Small. A little easy.
Rating: 5.7
GAMEPLAY: B -
Flow: C+
Layout: C+
Creativity: B
Bugs: B
EYECANDY: C
Tileset use: C
Eyecandy look: C
Creativity: C+
Bugs: C
PLACEMENT: C
Weapons: C+
Enemies: C -
THE FINAL GRADE: C+
THE FINAL RATING: 5.7
+ PROS: So far, fairly good and promising. Keep working on this level.
- CONS: Still needs some work. Small. Enemies are placed annoyingly.
- Trafton
Y’know what this level REALLY has? Instead of just saying it’s good or bad, which is different wit other people’s opinions, I’ll tell you the strong points and the low points.
HIGH Points
1.The title lives up to it’s name, hanging wires inside the blocks?!
2.Light values change the way you play this level.
3.I got an exellent “jupiter trails” music track, thx to whoever made it…
4.PINBAL!!
5.Good use of enemies, sorta…
6.SUCKER TUBES DOMINATE!
7.Warps that can save your ass…
8.BACKROUND THAT WAS WORTH MAKING
LOW Points
1.Maybe too many enemies…
2.I made it in spanish mode, so that might of screwd some parts up (jkz)
3.Some say not enough weapons, but if you are a real JJ player, you can survive here.
4.A bit short :(
OVERALL: I’d give it a 7.7, but it’s stupid to rate your own levels.
Oh yeah, and thx for taking your review and rating it even lower. It REALLY makes me happy to know that there are terrible people who do that.[This review has been edited by progenitor_caretaker]
“Sunshine Walking” is an interesting idea. It is not often that new level makers use their own tileset in a early level and it does not work very badly. While I can not say that this is my favorite tileset by any measurement at all, it does offer some eyecandy, there are other problems. The gameplay was not exactly amazing, either. And a lot of this can be traced back to one thing – the tileset. The tileset’s mask is one of the major faults of this piece. The tileset often caused me to get stuck and because of poor masking on the diagonal surfaces, the level flowed badly. It is also fairly small and there is not all that much to bring the level’s quality back up. At least for a while after first using JCS, I recommend people use other’s tilesets. Building your own tileset and then using it in a level is definitely a challenge, and perhaps one that this amount of experience does not allow for.
TILESET/TILESET USE: It is often hard to compare the quality of new tileset-using levels, as no other level has used them before. But there is one thing which is definitely obvious what sort of quality the tileset is of, and the tileset use. While it is apparent that the author did attempt to make the best use of his (I think) first tileset, it is also apparent that the tileset is not exactly ready. The masking, if anything, is at the most fault here. There are a lot of jaggies throughout the level that the player can get stuck on, which not only reduces flow, but also proves troublesome and makes the level look bad. The eyecandy itself is not wonderous either. The entire level was indeed quite bland. Overall, not a good job here.
Pros: It is nice to see that the author went to the trouble of creating a tileset for this level. And then it is obvious some effort was put in.
Cons: None of this was enough to save the level from having bad eyecandy.
Rating: 4.0
WEAPON/ITEM/ENEMY PLACEMENT: Here is yet another area in this level that needs some serious work before being good enough to be even average. First of all, the level has very little ammo. Most of the ammo is more or less easy to get, though, and the lack of ammo is not that bad, considering how short the level is. Still, it does not look as if much thought was put into the selection of where to put all this ammo. The same goes for enemies. Enemies are placed in some interesting areas, but everything seems to not have been thought through well enough. The enemies are placed in areas which are inconvinient and downright hard to get to, therefore making the player go out of his or her way simply to kill one, when they could just be evaded just as easily.
Pros: Not as bad as it could be.
Cons: Bad placement all around.
Rating: 4.5
ORIGINALITY: The idea of this level is not that original at all. However, there are a few parts of this level that are more or less interesting, although none of them are used very well. The first thing is that this level uses the author’s presumably first tileset (at least first publically released tileset, I think.) The tileset does not exactly look very good and functions poorly, but does provide some originality to this level. The second thing that you somewhat rarely see is the warps in areas in which the player could simply fall to the ground – they warp you back to start. These warps, however, are annoying and quickly become more of a burden than an interesting part of gameplay. They are easily avoidable, though, if you are actually trying. Good examples of somewhat original concepts used badly.
Rating: N/A
GAMEPLAY/DESIGN: When I first saw the areas in which there was no floor in the level, I was sort of expecting that I would be able to just fall through them. Fortunately, the author decided to place warps down there. This did not add all that much to gameplay, but was better than just getting stuck down there and being unable to get up. The rest of the level fared similarly. Nothing was as bad as it possibly could be, but nothing was very good, either. The masking of the tileset, yet again, was this level’s biggest problem. Flow and everything was hurt by this. It was difficult to smoothly navigate the level. This level simply does not play very well. Oh, yes, and this level is too easy and short.
Pros: A few interesting places.
Cons: Not many. Masking issues
Rating: 4.5
REPLAY VALUE/FUN FACTOR: I obviously do not like this level as much as the previous reviewers. It was not fun to play more than once, in my opinion. In fact, it was not all that fun to play the first time.
Pros: N/A.
Cons: N/A.
Rating: 4.2
OVERALL (not an average): It is apparent that the author did put some degree of effort into this level. Unfortunately, that effort was brought down by the poor tileset. It probably would be a better idea to use someone else’s tileset until you can get both a good hang of how to use JCS very well and a good hang of how to make tilesets. Still, this level is not all that bad, and while it is below average, there are much worse. Continue making levels with others’ tilesets. This does show promise, although it also needs definite work.
Pros: Shows promise. Uses authors’ own tileset. Shows effort.
Cons: The tileset is badly done and masked.
Rating: 4.5
GAMEPLAY: C -
Flow: D+
Layout: C
Creativity: C
Bugs: C -
EYECANDY: C -
Tileset use: C+
Eyecandy look: D
Creativity: C
Bugs: D
PLACEMENT: C
Weapons: C
THE FINAL GRADE: C -
THE FINAL RATING: 4.5
+ PROS: Does show effort, and the author did use his own tileset.
- CONS: Major masking issues. Not good gameplay. Too short.
- Trafton
First of all: health warning: don’t try to save your game in the fifth or seventh level unless you enjoy tearing out your own hair (in other words: it will give an amnesia error). That being said, i’ll try giving an actual review.
I must say, i quite enjoyed this one. It’s a pack hard enough to keep you busy for several hours, yet it wasn’t insanely difficult. It’s a very nice combination of puzzles (lots of them) and combat (lots of it). Eyecandy looked rather good in all of the levels, at least i haven’t found any major flaws. Maybe the ammo is a bit too scarce for some players, but there’s enough of it to keep yourself alive in every situation.
I haven’t seen many glitches in this pack. The only i can think of is the lack of a next level setting in the Moria level, and a place where it’s possible to get trapped in that same level (mind you, there’s a bit of text to warn you).
Conclusion 1: yes, definitely worth the download.
Conclusion 2: Trafton needs a hobby.
This is one of the best packs i have ever come accross, although you need a fast PC to make them look prettier. I would thoroughly recommend this one, although it can take quite a long time. The music Throughout the pack is excellent, as is the placement of the stuff. It is best to play these when you have a lot of people, other wise they can get boring, if you only have something like 2 people on the server. I think that all of Blades’ tilesets looks exceptional, and these are no exception. The levels are very well laid out, and great fun to play…Excellent!
I HATED IT! IT ABSOLUTELY SUCKED!! Gotcha! (i’m terrible at jokes) Well, it was good, long enough…kind of easy in “dificĂ®l” mode…I like it. You should of placed more “disperdo rapido” boosters…I’m giving this discusting game a 6! Oops, I rated it higher, so I have to think of some good exuses…um…Very fun, download this and…Yeah, very fun
Yes, I like carrots. :)
The level wasn’t good. When you jump into a secret, nothing is lying there! Not a very good gameplay, I came from base to base easly.
Normaliy I would given a 4, but it is a nice name of the level so it will be a 4.2. :)
I like this tilset (NOT):).
PUT THE TILESETS WITH THIS DOWNLOAD, BLADE!!!!!!!!!!![This review has been edited by wadledee]
My 200th review!
It’s fun to play, good use of brigdes and eyecandy. Good ways and it don’t get boring. Good placement of ammo, realy worth of download.
Reccomend for 2-5 players.
I did’nt like the level as much as the other reviewers did. There is a part when a text string says: Wich way now? If you go right or left, you’ll get killed. You have to fall and don’t move, there’s a warp. The puzzles are in my opinion to hard, make one mistake and it going to be a hard path. Good eyecandy, nice trees and stuff. Layer 3 is used well, as there are many secrets in the level. You have got to use layer 3 much. The background is basic, the same as the example level of the autor who made the tileset. (I think it was Disguise)
Some difficult enemies, to many and to less carrots. In overall it was sort of okay. ;)
Not interessting, almost no eyecandy. Or as Violet CLM said: These are bad levels. No download reccomend here. I think these are beginner levels and I’ll just leave it N/A’d.
Practise and put your best levels on J2O!This is the BETA of the tileset we are making for a level we are making. Its going to be a very big one and we’ll submit it if its finished(we are working on it since christmas :))
Don’t put demos on the site. Only put level on it when it is ready.
Make a new level and don’t steal things![This review has been edited by spazz]
Hmmm, a nice tileset.
Good gameplay, only a bit sort, good use of Sucker Tubes. But it doesn’t matter if it is small, as it not get’s boring. Very good eyecandy and dark paths. No realy secrets, to bad. You can get easely to the Power-ups. Put more ammo in it. Good ideas for a small level. Oh well download and see. :)
Put with the other autors Evilmike with it, he has made the tileset![This review has been edited by spazz]
Yeah, yet another great level by Martin!(I think I am fan of him! ;P)
The level is just great! It’s huge, many ways to go from base to base. The coins are well speaded over the level. The bonus warp reward: A full heal carrot and some fast fires. Very good gameplay, it realy doesn’t get boring, you can just do each time another way. The bad point is that the ammo placement is a bit… euh… spreaded. On some parts you can’t get very well to the ammo if you are Lori.
The eyecandy is just perfect, it’s difficult to build good eyecandy with this difficult tileset. To bad there isn’t a texured background, but okay, that doesn’t matter that much. Good generators, nice gameplay and stuff, you realy deserf a 8.7 almost a 9.
Please fix that next level setting, thank you.
Nice music choice…
GAMEPLAY:
It’s okay, good pinball stuff. And the secrets are well hidden, if there are any secrets because I coulnd find one! No strait paths and good use of Sucker Tubes. There is also a path when you fall.(That part with the destruct scenerys) When you fall, a warp will catch you and it will put you into another part of the level, that’s intersting. Only it’s a bit short if you ask me.
PROS: Good use of sucker tubes and it doen’t get boring.
CONS: A bit short.
RATING: 7.0
EYECANDY:
In the beginning the eyecandy was perfect, but when you walk further in the level, the eyecandy get’s worst and worst. Too bad. Some platform don’t have any eyecandy, only strait platforms. The background layers aren’t very well, look at the original levels of JJ2, your background must be like this, not percisly.
PROS: In the beginning the eyecandy was sort of good.
CONS: Background layers are ugly and if you walk further in the level it only get’s uglyer.
RATING: 5.2
ITEMS:
Not good enough. In that part when you battle lots of Skeletons, you don’t have enough ammo, but you can finish the level to the east, tough. Most of the time I only carried the blaster. You can get a bit of Bouncer ammo and some TNT and some Toaster ammo( Only 15 or 18 bullets…) I think there aren’t any save points in the level, and that makes it hard because there almost aren’t any carrots.
PROS: No.
CONS: Too much.
RATING: 3.2
ENEMIES:
Some strange enemies for a Tubelelectirc level, some Skeletons, and much of them. If have setted the game difficulty on hard and many Turtles and Sparks will come. So to many enemies, at some point many and at some point less.
PROS: Not realy.
CONS: I don’t know how many enemies you’ll face if you set the game difficulty on hard.
RATING: 5.5
EASY, MEDIUM OR HARD?:
Hmmm… easy to medium, in the middle. It get’s difficult because there are less carrots and almost no save points.
PROS: N/A
CONS: N/A
RATING: N/A
REPLAY VALUE:
Maybe I will replay it, it’s not very interesting. Deside yourself.
PROS: Maybe.
CONS: N/A
RATING: Deside yourself.
OVERALL:
Not a realy interesting level, work on your eyecandy and practise on gameplay. But you have done your best because the Tubelelectric tileset is difficult to make. Good pinball stuff, it’s funny! ;)
PROS: You have done your best and it works, no places where you can get stuck.
CONS: Everything just needs a bit more.
RATING: 6.5
Practise much, spend time in your levels, bee patient, I can’t wait to review your next level!(I hope it’s Single player ;P )
EDIT: Why I always forget the rating?[This review has been edited by spazz]
First prog I’ve tried that uses Ruby. You’re the protocol master, Cheeze. :)
I give this a high rating for originality and a download recommendation.
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