Good music.
Fits well with the episode.
P.S.: the episode is cool!
Good eyecandy and stuff. But the second point is a bit “quik” finished, too bad of that… Good music well chose. Not a very good story, try to work on good storys.
To bad in the end the eyecandy is ugly. Try to work at least 3 or 4 hours on a level. Funny level names by the way. :)
Download reccomend.
I have TSF and it’s doesn’t work at some point.
ANSWER: Re-build your level with TSF, and see if it works then.
O, sorry Aiko I din’t read your review! :(
I’m sorry but in all my life I have never seen reviews like that, it is, simply put, totally crazy.
Tick, I hope you understand that I’m not writing a huge review, I’m doing that considering you will be busy through the whole of this year reading those other two reviews.
Anyways, I really enjoyed playing this, it was great being betatester aswell, even though I felt quite helpless compare to the amazing power of traftie. The highlight of all this is for me is the level you made with Spacey Universe (gee, I wonder why), I never thought I’d see stuff like that using that set, great job!
The one thing I particularly liked was the design of these levels, it was great! Not at all linear, I think you desevre an extra pat on the back there. That’s it from me, great pack, ‘nuff said.
Well, it’s a good gameplay, but it’s to small. Good use of eyecandy, but this is a tileset I’v never seen before. Enough weapons and stuff, but it just needs some more.
Try to make your levels longer, put more action in it, it will realy make your levels better. Pratice much!
Download reccomend, well see for yourself.
This is a good level. I also liked the tileset with the pallete. And it was very difficult with all the Triggers and stuff. It is very challenching, because it’s very difficult to complete, and don’t set the level difficulty on hard! Many enemies will kill you. Good save point placement, when it’s get difficult, most of the time there’s a save point nareby. An 8 and a download reccomendation. Much eyecandy by the way, nice…
>=O!!
so..wwinc is back?
hurrys off to make some levels
I’ll rate the level after school.
sorry for that yelling it seems to bee typed on the not funniest day of my life so lets hope i kan make better lvl,s when jcs isent crashing anymore maby its a bad lvl bud i still wish all downloaders many lucky
Good job Spaztic! I really enjoyed the pack (well maybe except the Mines of Moria…. O_o)
Good job with eye candy especially I like the use of the background and foreground layers in the ‘All the Gold that Glitters’ level – you did an amazing job there with those crystals!
I give this pack 9,5 and a download recommendation!
Again – good job Spaztic!
Dan.
It’s kinda interesting that Cell is one of the first to use this tileset and he is already trying something different. Kinda like Stripe’s level…
GAMEPLAY:
A Cell level in typical Cell level format. The layout is good. The balance is nice. It’s not too complicated. Players can use some new strategy. I can’t spot any fatal flaws so I don’t have any complaints about the gameplay. I barely played it, but it looks good.
EYE CANDY:
In a word, interesting. But is that a good thing? I don’t even know myself. I’ll just assume it’s better than average (or something).
CARROT AND AMMO PLACEMENT:
There’s a full energy carrot in the middlw of tehe level. Can’t go wrong with that. The ammo placement is good and so is the powerup placement. There isn’t anything here that I don’t like.
HOST THIS OFTEN?
I dunno. Maybe? The BG is a little strange for my tastes, but whatever (I’m not taking points off for that anyway). I’m rating this an 8.2 just because.
o.O! This took me by surprise….
a hyper-long review by Trafton!
Level 1: NiP Start (Emerald Isle) (NiP_Start (EM).j2l)
I don’t know if the levels were made in any paticular order, but saying that is about the only introduction I could come up with for this level. I shall review it, and then review the other levels, and then see how Trafton’s review dwarves mine to all get out and beyond.
STORY: Having a “STORY” section for each and every level seems a little pointless. I suppose I shall tack it onto the end as an extra part of the review if I remember to do so. In the meantime, this remains here to be utterly pointless and irritate all who read it.
Pros: N/A
Cons: N/A
Rating: N/A
TILESET/TILESET USE: The tileset use is ok, but really nothing amazing. It looks exactly like you’d expect from a Diamondus level, exactly like you’d expect from a Diamondus level. To tell the truth, I’m not sure I’ve ever seen a Diamondus level which looks different. Unsettling. Regardless, this has normal background eyecandy, no foreground (the author used the foreground trees in the background), and snow. Yes, snow. This level, for reasons unknown (maybe he wanted it to look more interesting) has light blue snow in it. I’m not sure how I feel about this, as it looks kind of weird but is easily ignorable (thank goodness for gradients). Anyway, there is nothing too bad here, but there is nothing really good here, either.
Pros: Everything fits together, the various layers work.
Cons: Nothing too interesting, some bugs with the background trees (check for little black lines), foreground somewhere else.
Rating: 7.5
WEAPON/ITEM/ENEMY PLACEMENT: There were hardly any weapons at all, really. There was a little Pepper ammo in a secret, and a Pepper Spray powerup which you could access with a coin warp (I found 0 of the 20 coins! YAY ME!), and that’s really about it. Unless you count the single TNT ammo which you use to blast your way out of the current area. As for enemies, I can’t say I liked the enemy placement too much. It seems the author (Spaztic, I seem to recall) wanted to stick in as many enemies as was humanly possible without giving them too much variety. The sky is filled with bee hives and Float Lizards (paticularly in small passages), the ground is littered with groups of Tuf Turtles, which are made almost harmless by the equally numerous Normal Turtles that accompany them on all their excapades. Fortunately there are lots of slopes, and somehow the enemies (despite feeling way overdone) manage to kind of balance out with Jazz’s durability. The Normal Turtles add a kind of gambling feature to the level, as there’s a possibility you’ll get carrots, but you might not, so who knows? Oh, and items were pretty good, nothing spectacular or anything, but the sugar rush seemed pretty nicely timed. The author placed food not everywhere, but spread around enough that the level doesn’t feel as barren as it could otherwise.
Pros: Everything’s done pretty well.
Cons: To be honest, there aren’t too many cons. There may be too many enemies, but I’m not sure (and don’t feel like digging through Trafton’s review to find out). Let’s just say I would have replaced the TNT with a trigger crate, dropping a crate with TNT in it in front of the tree trunk thing, and leave it at that.
Rating: 8.5
ORIGINALITY: The level is, for the most part, a big solid Diamondus level, but that doesn’t mean there aren’t smidgeons of originality (which are a little less necessary for Single Player then Multiplayer) here and there. The roller coaster which sends you through walls is a nice touch, though it’s a bit underplayed (no special effects at all), and some of the invisibility stuff is pretty cool. There ended up being several things in this level I’m not sure I’ve seen before, but there was also a lot of stuff which I had certainly seen before.
Pros: Some parts are original, and it balances out pretty well.
Cons: The roller coaster (if such it is) comes off pretty boring.
Rating: 8.0
DIFFICULTY: This level is reasonably difficult, but not excessively. I play everything without an episode file (and even them) on Normal mode, so I don’t know what it would be like otherwise, but that’s really beside the point. Yes, there were a lot of enemies, but you can certainly get them to come at you “one at a time” for easy killings. There are also a whole lot of Tuf Turtles, but the normal turtles make up for this. The puzzles (which are MUCH better then the ones in SXR, which consisted mainly of finding the TNT and Trigger Crates behind masses and masses of layer 3) are not too hard, but not too easy, either, and I look foward to seeing more of them in the latter levels, assuming I survive that long. Ok, so I died ONCE.
Pros: N/A
Cons: N/A
Rating: 8.5
REPLAY VALUE/FUN FACTOR: This level is pretty entertaining. It has the potential, of course, to have the fun ruined by the enemies, or other things, but the author has managed to avoid this and it ends up making a pretty fun play suitable for all ages who are willing to give it a try. Ashcroft doesn’t count, of course. Basically, what this level is a fun play, nothing spectacular, but pretty good nonetheless.
Pros: N/A
Cons: N/A
Rating: 8.2
OVERALL (not an average of ANYTHING): One thing that didn’t seem appropiate to mention in the other categories, which is prominent about this level, is that Spaztic uses Wall Secrets. Not just a few, but almost everywhere. It got to the point where I’d expect them in every wall I saw. This could, as could many things in this pack, easily be a rating pitfall, but it ended up working out pretty well, though one or two places were a wee bit too much in my mind. Ach, ah’m not Scottish, laddie. (I have so got to stop writing reviews at late hours) Anyway, hold the rambling, this is a good single player level with no real plot to speak of. There are some interesting parts, and I could almost envision it in the normal JJ2 rotation of levels, but not quite (too many trigger crates). This level, though not quite as good as I was expecting from the ratings (if not the reviews) of FoD and Trafton, was quite well done.
Pros: It’s just a good level.
Cons: One or two eyecandy errors, and it’s all kind of done-before.
Rating: 8.5
Average rating for Level 1: 8.0
Level 2: Fungi Jungle (NiP_fungi.j2l)
I didn’t like this level as much as the last level. Maybe it was because I had just reviewed the last level and thus was growing a little resentful towards the pack (typing!!!), or maybe because it’s just not as good in my mind. It was kind of short, and kind of boring, too.
TILESET/TILESET USE: This level uses, as you might expect, Jungle. Again, tileset use is mostly as you’d expect, JJ2 SP style, with a few exceptions. One exception is, of course, the evil wall-as-layer-5-cave thing. It’s ok if the wall is mostly black, but it’s not, and ends up looking solid instead of background. And there are a few other instances, like the actually cool area where you are jumping from fruit platform to fruit platform with various jungley stuff. One thing I noticed (well, didn’t notice) about this level is that there basically seemed to be no leafs (or I can’t remember any!). There were certainly trees (there were a few masking troubles with said trees, and I’m debating whether or not this is actually Spaztic’s fault), and branches, but I don’t recall any green foliage stuff. Oh well. Other then what I have mentioned, the tileset use was very standard – undergrowth in the background, nothing in the foreground.
Pros: Everything fits together right, the swinging platform area looks cool.
Cons: Still.. kind of…… boring.
Rating: 7.7
WEAPON/ITEM/ENEMY PLACEMENT: This didn’t stick in my mind nearly as much as it did last time, so don’t expect such lengthy thoughts on the matter. Weapons were ok, there was some Toaster (including some helpfully placed Toaster in case you can’t shoot down), and a little RF which I could have done without as its sole purpose seemed to be shooting through some blocks right ahead of the ammo itself. Items were also done fairly well, and the enemies were about what you’d expect as well, with a few exceptions (such as the Monkeys in the wall). There was nothing all that notable about this part of a level, but this level was pretty not too notable Anyway (meaning no offense).
Pros: It works.
Cons: Few.
Rating: 8.0
ORIGINALITY: Once again, this is a fairly straight foward level with a few bits of originality. The moving platforms are interesting, and I like the bouncing trigger crate (though it could just as well not be bouncing). This level was probably less original then the first one, but it’s probably less in everything else (including size) as well.
Pros: Some.
Cons: Not much.
Rating: 7.5
DIFFICULTY: This level was pretty easy. It lacked the interesting enemy combinations of the first level, and though the author tried his best with Spikes, Vines, Dragon Flies and Monkeys, it’s still pretty simple and straight foward. There were very few puzzles, too, so overall this comes off (at least to me) as a kind of boring play.
Pros: N/A
Cons: N/A
Rating: 7.2
REPLAY VALUE/FUN FACTOR: Maybe it’s just me, but I didn’t really enjoy playing most of this level. Some parts were cool, like the area with all the vines, or the swinging platforms, and the windy tunnels were ok (though you weren’t exactly the one playing them), but for the most part this level (to me) is… well… kind of boring. I really have got to stop comparing it to the first level, but the fact is, they might have been a bit better off being switched around. You might play this level if you’re bored and choose it randomly, or if you’re going through the pack, but otherwise there’s not too much incentive to reliving it.
Pros: N/A
Cons: Boring.
Rating: 7.0
OVERALL (not an average): There are, as you might expect, more wall secrets. Also some interesting parts, some decent eyecandy, some decent gameplay. But the fact remains that this is not the best level I’ve ever seen, nor paticularly close, for that matter. It is simply a single player level, ok on its own but not quite deserving (or so I hope, from the above ratings) to be in this pack. Again, I might have liked it more if it were the first level…
Pros: It’s a good level, true.
Cons: But not too entertaining, nor new, and it’s rather short.
Rating: 7.5
Average rating for level 2: 7.5
Level 3: Sticks and Stones (NiP_sticks.j2l)
After some thought, I have decided that the explanation for the name of the level is the number of Skeletons, which send bones flying all over the place when you destroy them (though one stays sometimes, depending on how it is killed). There were a few sticks here and there, as trigger scenery, and a bunch of stones did end up breaking my bones. Thankfully, there was an extra life in the 25 out of 20 coin warp.
TILESET/TILESET USE: This level uses MidN’s School v3 tileset, and I could almost grow to like it this way. The playground stuff continues to look bad, but parts of the level almost look good. The background eyecandy isn’t what it could be – a hovering planet, and nothing else – but layers 3/4/5? were all done fairly well. I’m not sure if I completely approve of isometric walls in layer 3, if nearby they’re not, but alas and alack and alas. Anyway, the level does not end up feeling too much like a school (even the teacher does not act like a teacher), so I presume it’s just some area with buildings and underground stuff (I can’t say I care for the look of the underground too much).
Pros: The author manages to use School v3 so it doesn’t look like the worlds next Blinding Variety of Inane Colors award.
Cons: Some parts, no matter how hard you try, just won’t look good. The underground area, for example. And there are some tile bugs with the bricks.
Rating: 8.2
WEAPON/ITEM/ENEMY PLACEMENT: Weapons were ok – not too many, not quite too few. As you might expect, quite a bit of the ammo is for getting through puzzles (Ice, TNT and Electro Blaster), but I seem to recall a little ammo remained for other purposes. I’ll admit it’s not too necessary, but that’s another story and will be told at another time. As for items, they’re pretty good. I managed to mess up the CTF-base-death thing by getting 25 coins out of a possible (or so I assume) 20, but other then that it was all fairly well done. The puzzle ammo was placed in sensible places, there weren’t too many carrots, and there were some nice goodies. As for enemies, this level might have overdosed just a little on them. True, it mostly consisted of a bunch of skeletons on the ground and three ghosts in the air, but I’m saying mostly. As in, most of the level. The ground was practically littered with skeletons (I think some might have generated, not sure), and the air is pretty undead too. Some monkeys made a nice respite near the end, but really, Spaztic should have shown the same attention to enemies as to some other factors. Overall, though whether this will be the conclusion for this section or not, I don’t know yet, everything is placed well except for maybe the enemies, who seemed overdone and kind of pointless. YES let’s get tons of points by ducking and shooting!
Pros: Weapons and Items placed well.
Cons: Enemies could use some work.
Rating: 8.2
ORIGINALITY: This level is significantly more original then either of the previous two, possibly because it uses a custom tileset and thus has less room for been-there-done-thatism. There’s CTF bases in combination with a spring crate (Do not be afraid to die and lose your hard earned fastfire), mazes, rocks, ammo puzzles (I have still yet to see a puzzle where you must shoot Pepper Spray diagonally….. shame), and other fun stuff. I also don’t think I’ve seen this paticular kind of eyecandy used for this tileset, but of course I could be wrong. Really, this is more original then the last two, and I like originality. ;)
Pros: Yes.
Cons: No.
Rating: 8.7
DIFFICULTY: This level is not too difficult as a whole, but there were some parts where you were likely to get hurt. Some things with the rocks were rather dangerous (I liked the place where they were rolling back and forth), and the skeletons were overdone in some places (like the underground trek to the brick place), but overall it was a fairly simple level denoted by some puzzles, none of which were extensively difficult, but most of which were fun. I really don’t have too much to say about the difficulty of this paticular level, but call it a “medium” challenge and move on to the relatively useless Pros and Cons.
Pros: Puzzles strike a good balance with the rest of the level.
Cons: Enemies are overdone in some places.
Rating: 8.5
REPLAY VALUE/FUN FACTOR: This, at least for me, was the most entertaining level so far. It mixed normal gameplay with brain stuff in such a way to make me give it a high rating, whether this was intentional or not. I read Trafton’s review of this level last night (while writing this one), and he does not seem to have liked it as much, but to each their own. If you’re like me, you will find this to be a very entertaining level which you Will play again (I had to play it again myself, due to stopping last night in the middle of reviewing this level, and didn’t paticularly mind), and maybe even often. While not as good as the Top Secret levels in RHG:TF, this is not saying much, as few things are.
Pros: Quite fun.
Cons: The underground place is a little extreme.
Rating: 8.7
OVERALL (n07 4n 4v3r4g3): Yay. I truly enjoyed this level, and though reviewing it found a few flaws, it was overall a good level. I have not seen the levels following it yet, but I hope they will be the same or better quality, as this is just good. Objectively, of course, this level has problems, but it still makes for a very good play. One fun thing is that I got a sugar rush by the coin warp both times, hit the green tendrils (which turned out to be ceilling spikes), and hung there for the full 20 seconds, spewing tons of bee pieces. Fun to watch.
Pros: Yes.
Cons: A few eyecandy problems, the CTF base puzzle is kind of boring (and allows you to cheat), and some parts didn’t seem quite right.
Rating: 8.5
Average rating for Level 3: 8.5
Level 4: Shock Core (unsure of filename)
TILESET/TILESET USE: As you might have guessed, this level uses Tubelectric Night. We all (I should think) know Tubelectric has a lot of possibilities, but once again, Spaztic ops to use the standard, intended-by-Nick method of using Tubelectric, and it ends up looking just a little bland. The background eyecandy is normal, the foreground eyecandy isn’t, and layer 4 uses everything as you might expect, other then a whole lot of tile bugs. Tubelectric, like Carrotus, is very often prey to tile bugs, and this level makes that mistake. The shading on the background bricks is placed all over the place, randomly, and the normal brick walls look kind of off, too. The yellow stuff seems to fit together, but there wasn’t much of it, adding to the blandness. Once again, originality in Single Player levels’ eyecandy is less common then in Multiplayer’s, but the same old stuff Does get boring.
Pros: No major problems, the level looks presentable.
Cons: Brick tile bugs, the eyecandy’s kind of boring.
Rating: 7.7
WEAPON/ITEM/ENEMY PLACEMENT: Once again, there were few weapons. Spaztic does not seem to be much of a fan of giving you weapons to use, but the enemies are so easily dispensable with Blaster, it barely matters. Regardless of the usefulness, weapons Do make a level look better, and weapons are something this level lacked. Items were placed pretty well. There was a largish amount of food (I’ll have to ask Hugela if Tacos are appropiate in Tubelectric), and a few carrots now and then. There’s not too much to say on the items front. As for enemies, they are placed well, much less extreme then in some (if not all) of the other levels, leaving you to be able to play the level instead of shooting constantly. There were, basically, a few sparks flying around, and some Tuf Turtles on the ground, and now and then some float lizards where the oppurtunity presented itself.
Pros: The items and enemies are placed pretty well.
Cons: Few weapons, and by this time this has gotten to be a noticable problem.
Rating: 7.7
ORIGINALITY: In the originality section, this level does not fair incredibly well. Yes, the Copter/Trigger Crate “puzzle” (I want brain stuff) was new, and I think a few other things were as well, but for the most part this was not too new and different – merely a very cramped, standard, into-the-ordinary Tubelectric single player level. As I already said, the eyecandy’s unoriginal as well, so this level (complete with an irrelevant name) does nothing more then give you a few minutes of normal SP gameplay.
Pros: N/A
Cons: N/A
Rating: 7.0
DIFFICULTY: Despite the lack of weapons, enemies were sparse enough so as they weren’t too difficult, and the main challenge was just playing the level (which comes out sounding bad, but isn’t quite as bad as you may think). It’s not paticularly hard, other then trying to get through those annoying pinball bumpers, so you’re free to wander around and smell the daisies, or in this case, the electricity.
Pros: N/A
Cons: N/A
Rating: 7.5
REPLAY VALUE/FUN FACTOR: This level is mildly entertaining, but it is by no means my favorite, and probably wouldn’t get too high of a rating even without being compared to the rest. I’ll admit the place with the Copters and the Trigger Crates was mildly amusing, though I’m not sure why the author chose to place a non-float-lizard copter there, but the rest of it was quite ordinary. Strangely it reminded me of some parts of RHG, though I’m not sure if that’s good or bad.
Pros: Mildly entertaining.
Cons: Only mildly.
Rating: 7.2
OVERALL (it is not an average, you can not Make it an average, unless you pay me for some odd reason): I’m not sure if this is the worst level so far or not, or if it’s just in comparison to Sticks and Stones, but this isn’t the best level around. Still, on its own, it is quite good, and sort of enjoyable. The eyecandy, while bland, is sufficient, and the gameplay’s decent as well. So this level is, basically, good but not great.
Pros: Eyecandy mostly works, the level is mildly entertaining, and it’s not nearly as bad as you may get the impression of.
Cons: Some tile bugs, and it’s kind of boring.
Rating: 7.2
Average rating for Level 4: 7.5
Level 5: Toxic Sunsets (unsure of filename)
The author says that this level and another one are the ones he is actually proud of, and this one certainly does stand out from the previous levels.
TILESET/TILESET USE: As with Sticks and Stones, Spaztic seems able to put interesting graphics into levels which do not use default tilesets. There are walls consisting of grey, black and green, transparent backgrounds, or caves with blue things sticking into them. The yellow caution thingies slope around in connection with green or brown walls, and strange looking spikes stick out of diagonal walls. Tileset use is probably this level’s main feature, so you might want to take a look at it while you’re there. Regrettably, despite some of the open spaces, there is nothing at all (absolutely NOTHING) in the way of background eyecandy.
Pros: Some inventiveness, looks pretty good.
Cons: Some things look kind of off, no background eyecandy at all.
Rating: 8.2
WEAPON/ITEM/ENEMY PLACEMENT: There are actually a few weapons this time (to deal with the ravens?), and while it is still far below average in terms of quanity, I actually ended up having full RF missiles. Items seemed, in comparison at least, a little low – few carrots, and not too many other goodies, either. As for enemies, there were Skeletons (I think) on the ground, and Ravens in the air, though what they have to do with the theme (apparently in 16-bit the green background fades into bright blue) of the level, I have no idea. There are also a few float lizards. For the most part, and as usual, the enemies seem to be placed just randomly, wherever there aren’t enough enemies nearby, plop some down. Ravens aren’t much problem, of course, as Jazz, but I wouldn’t want to have played this level as Spaz, and I pity anyone who does.
Pros: A few weapons.
Cons: Not many goodies, randomly placed enemies, too many ravens.
Rating: 7.0
ORIGINALITY: There is, of course, originality in the tileset use, but what do you expect from Spacey Universe? However, the level itself is not too negligent either. Horizontal springs, cliff face, normal springs, spike balls, and various other stuff combine to make this an interesting play, though I’m not sure if it’s my favorite Spacey Universe level or not. I’m not sure how all you people do so well without animations. Anyway, this level, unlike the default tileset ones, is pretty much anything but Cliffy style leveling. Avoid the standard JJ2 tilesets from now on, Spaztic.
Pros: Some things are quite interesting.
Cons: I still refuse to like that warp maze.
Rating: 8.5
DIFFICULTY: This level was indeed kind of difficult. Whether you actually have to go up the spike platforms four times or not, or if that was just my being confused, I don’t know, but it got a little tiresome. The random enemies got a bit annoying now and then, and the float lizard’s bombing (you should know the one I mean if you played this level) was irritating, but as a general rule this level’s difficulty toed the line and w as pretty acceptable. There were some puzzles, of course, though it’s hard to tell where to draw the line between puzzle and normal levelness here. Good.
Pros: N/A
Cons: N/A
Rating: 8.2
REPLAY VALUE/FUN FACTOR: Once again, Spaztic’s levels just seem much better when they do not use the official JJ2 tilesets. This is easily more enjoyable then the Jungle or Tubelectric levels, and possibly Diamondus as well. I’ll admit anywhere in this level with moving spikes is kind of annoying, but other then that this is a most enjoyable play, though not quite as enjoyable as some levels I’ve seen. I’d play this one again.
Pros: N/A
Cons: N/A
Rating: 8.5
OVERALL (not an average): I’m getting this horrible feeling of repeating myself. repeating myself. repeating myself. Still, this is a good level, in most every way (most. The background eyecandy and placement need work), and is certainly one of the better levels of the pack. of the pack. of the pack. There is, of course, no story, and I’m not sure the name makes sense either, but this level was built for the graphics and gameplay, afaik. And the cliff face is pretty cool.
Pros: Pros: Pros: Goodish layers4abouts eyecandy, pretty good gameplay.
Cons: Not the best placement, no background eyecandy, some annoying parts.
Rating: 8.5
Average rating for Level 5: 8.2
Level 6: All that Glitters is Cold (NiP_gold.j2l)
This is the other level Spaztic says he is pleased with. I’m not quite sure I share the sentiments.
TILESET/TILESET USE: I have never liked the Sirius tileset a lot, and this level goes nowhere near changing my mind. It is, in fact, possibly the worst good use of Sirius I’ve seen yet. Let’s go over it objectively. There is practically no background eyecandy, half the level is transparent, tile and masking bugs abound, and it’s all rather boring to look at. The blue walls don’t flash at all, the cavey area looks dull, etc. Maybe it’s just me, but I really did not like most of the eyecandy in this level. As a few saving graces, the 64×64 gems actually were done pretty well, and there was a cool pulze lighting (though nothing TOO new) thing at one point.
Pros: One or two good parts.
Cons: Read above.
Rating: 6.7
WEAPON/ITEM/ENEMY PLACEMENT: Nothing in this factor stuck in my mind at all, really, but that could be because I was so anxious for this level to be over. Let me see. There were weapons (Toaster, I think… a few in a secret, and some boxes before Bolly), and a little TNT to blast stuff away, and thus not counted as being a weapon. I think the items were placed ok. As for enemies, they were probably (and I have no wish to go through it again to check) placed randomly, as they are in practically every other level of this pack, with no thought to creative defeating methods. I am considering copying and pasting parts of my review by now, like Trafton evilly did, but my ethics have taken the upper hand and forced me into submission.
Pros: Decent weapons and items.
Cons: Not sure.
Rating: 7.5
ORIGINALITY: Well, the spike balls were kind of original, and I suppose some of the tileset use was. However, I don’t have much to say about the originality of this level, as I just learne from sitting staring at the screen for a few minutes, as my train of thought was ambushed and the passengers robbed of their metaphorical belongings. Basically, some things are original.
Pros: N/A
Cons: N/A
Rating: 7.0
DIFFICULTY: This level was not too difficult, and not too easy either. The randomly placed enemies did not add too much of a challenge, and neither did the occasional hurt events. As for puzzles, there weren’t many, and this ended up being way too much of an action-oriented level, adding another level to my general displeasure. I sincerely hope I can end this review on a high note with the next level.
Pros: N/A
Cons: N/A
Rating: 7.7
REPLAY VALUE/FUN FACTOR: In case you have not gotten the message yet, I did not enjoy this level at all. However, Trafton seems to have liked it somewhat, so I am going to N/A this section and decide it was probably just me.
Pros: N/A
Cons: N/A
Rating: N/A
OVERALL (you know what it’s not): This is probably a good level, but I don’t care for it. The eyecandy is ok, though not too good, the lighting is a bit annoying, but the gameplay is ok in places. Now let me stop typing and play the next level.
Pros: It’s… ok.
Cons: Maybe it’s just me, but I took no shine to it.
Rating: 7.0
Average rating for Level 6: 7.2
Level 7: Mines of Moria 2 (NiP_moria.j2l)
TILESET/TILESET USE: Well, this uses Mez01, as I’m sure you already knew. It is probably one of the better uses of Mez01, which I keep typing Mex01, though that’s not saying too much. The stars/rain/whatever in the background is kind of interesting, but when the author shows off the pipes and stuff at the very end, it kind of made me wish the rest of the level had looked good too.
Pros: One of the better uses of Mez01, some parts look good.
Cons: Way too bland.
Rating: 7.2
WEAPON/ITEM/ENEMY PLACEMENT: Weapons and Items were pretty much ignored in this level. As for enemies, there are a bunch of dragons. I am not about to imitate Trafton and repeat the word Dragon (Dragon) over and over (Dragon), but it is true that there are lots (Dragon) of Dragons (Dragon). At one point there are some devils which charge at you out of the wall, too. It is hard to place dragons strategically, so having a larger variety of enemies might have been a good idea.
Pros: Not really.
Cons: Not enough weapons or items, too many dragons.
Rating: 6.5
ORIGINALITY: Most of the originality was in the tileset use, as there’s very little you can put in a Mez01 maze level which hasn’t been done before, muched on thoughtfully, and abandonded in search of better levels. Still, the air obstacles are kind of interesting, though it gets confusing figuring out where you can or can’t jump.
Pros: Some things are original.
Cons: Sadly, Mez01 mazes just end up being Mez01 races.
Rating: 7.7
DIFFICULTY: The level itself is, of course, the main feature. There are enemies, but they’re more of a minor event, so devote your attention to beating the maze. Most of it is a lot easier then MoM1, or QoB, though the tube maze gets a bit annoying. I think you’re not supposed to be able to TNT the crate in the tube maze, as there was an area of the level I never seemed to be able to access, but I can’t say I mind. The hardest parts of the level were probably the tube maze (I’m not sure why, but it ended up taking me like a half hour), and the air obstacles, though those maybe because it’s hard to tell what’s a warp and what isn’t. Relieving.
Pros: Not as hard as it could be, allowing a little fun.
Cons: Still a Mez01 maze level.
Rating: 7.5
REPLAY VALUE/FUN FACTOR: This sort of level is unlikely to be fun for most people. I kind of enjoyed it, until it bogged down, but I like puzzles (ok, I like PUZZLES, but this sort of thing is ok too). You may not. I am not going to rate the entertainment value of this level, as it varies drastically between people.
Pros: N/A
Cons: N/A
Rating: N/A
OVERALL (not an average): Well, this is an interesting maze level, though I think I might have liked the original a little more. I believe you can get stuck, and it’s a little boring at times, and the eyecandy generally needs work, but you CAN see the author spent time and thought here, and so…. it gets a rating.
Pros: It’s a decent level…
Cons: with some quirks, of course. Wrong next level setting.
Rating: 8.0
Average rating for Level 7: 7.5
STORY: The pack has no story. Mines of Moria 2 aludes to some stories, with various LoTR sounding (sort of) names, and there are a few other instances of such, but overall the levels are not linked in any paticular way. They are not meant to be. This is more Spaztic’s level designing talents then an episode or anything like that, and I have decided to not rate this, after all.
Pros: N/A
Cons: N/A
Rating: N/A
Average rating for non-level factors: N/A
Average rating for levels: 7.7
However, 7.7. is a little low for this pack, as it fails to account for the amount of work spent, which wouldn’t really fit into any of the categories. The rating is raised from a 7.7 to an 8.5 and a download recommendation.[This review has been edited by Trafton AT]
I should have rated this a long time ago. This must be my favorite level that you ever made, at least so far. I’m feeling too lazy for a detailed review (for various reasons) so I’ll just give you an 8.5 and be on my way. Kudos.
A Diamondus level…
GAMEPLAY:
Gameplay is definitely an iffy. While it is simple and it follows the CTF basics, there are several things I don’t like about it. For one thing, the flow is a bit troublesome in several places. Not the biggest problem, but I notice these things. Another thing is the routes from base to base. The layout has the flags located close to each other, but are blocked by a wall and force you to take a longer route. It’s been done before, and with the same exact tileset. Although, that’s not where the problem lies. I find it a little annoying that I can take the upper and lower route from red base to blue base, but only the lower route from blue base to red base. The bridge prevents players from going down on the right side. Unless if I totally missed an alternative route or something to supplement this problem, it’s a major flaw in balance and makes gameplay slightly harder to bear.
EYE CANDY:
I would say typical for a Diamondus level. There’s nothing trully new in this level. It’s average, but at least some effort was put into it.
CARROT AND AMMO PLACEMENT:
I can live with the full energy carrot at the top middle. The ammo placement is a little scarce from what I can tell. The thing that troubles me the most is seeker powerup placement. It makes me wonder why bother collecting coins for the hard to find coin warp when players can just shoot it with some electro blasters. I don’t know if the author really wanted this, but I would advise to get rid of the coin warp and use a regular warp instead. All the other powerups are placed alright or close to it.
HOST THIS OFTEN?
Maybe once or twice, only if those bridges don’t annoy you as much as they did me. 7.2 is my rating.
Updated rating: Maybe I should have waited for the reupload. Anyway, I’m revising this to a 7.5 since now players can go from the top to the bottom on the right side.[This review has been edited by BlurredD]
Yet another Diamondus level that gives off a good first impression. Will it last? let’s see…
The gameplay was good but not flawless. The rock bridge at the top right gives red a small advantage as they can reach blue base by either going through the top left or down left paths, and blue can only reach red through the down right path, very big problem here in my opinion and even caused me some trouble playing it while online.
The seeker pu was placed in a coin warp, i’m not a big fan of coin warps anymore and don’t believe that they should be in CTF or battle levels IF you have to put a carrot or seek pu (like here) in it. The area with the seek pu is neither noob friendly if your new to jj2 of simply a noob to the level itself. Since you have to go up the poorly marked middle to reach the poles. I know FoD and/or [GpW]Electric put a red arrow to tell you but it doesn’t work too well, and even made me panic and actually thought the authors forgot to add an exit. Poles are, in my opinion, only for single player, however this isn’t much of a problem here.
The ammo placement was decent but I would suggest more. In fact, there were probably more food placed than weapons.
The eyecandy was average, nothing really to discuss. Same goes for the tileset use too.
The general atmosphere exists. I was surprised at how the dim lighting, blowing leaves to simulate wind and music combo added such a great feeling to this.
Overall i’d say this is a good CTF level by WWInc. If it wasn’t for the bridge and seeker pu placement I would give it an 8.0. However, even though this level has problems. I like it enough to give it a 7.7 as my rating.
- fs
[This review has been edited by Fire Sword!]Probably DarkHelmets best level so far.
This level has a very nice first impression, however the more you play it, the more average this level seems.
The gameplay was certainly average for a battle level. It’s playable but nothing really special as it doesn’t dare to uncover any new, good concepts.
I noticed some areas that were open/wall – less, this isn’t good considering players can hide there and not be hurt/killed. I wouldn’t say this is a serious problem but it certainly is quite evil.
The tileset use was average for this set. No new uses to speak of.
The ammo and powerup placement was OK but the coin warp is cheap as you only get pepper spray and fast fires. That would be good for chasing but only very skilled players would consider it.
The carrot placement was ok. No problems to discuss here.
The eyecandy was a tiny bit above average. I can’t quite describe why. You’ll just have to see for yourself.
Overall, this is an average battle level. There were a few tiny things that were above average but still nothing spectacular.
- fs [This review has been edited by Fire Sword!]
Holy basketball player,TRAFTON! Do you really think ANYONE will READ THAT? XD;;;;;
Boyoyoy…well,I tested it,and assuming its bugs and such got fixed,I’ll give it a better mark than I’d have given it…thus,a 9,for challenge and extreme originality!=D
Right… another Psycho Man adventure…
GAMEPLAY:
Okay, not strait paths…
Nice story, monkeys… a nice idea. Some Trigger Scenery are used very well. Some small puzzles( example: In the beginning you have to shoot the wall on the left from you to escape!) But there are also min points: You can’t spring freely, and as Waz said before, the level is too small. Good of you to put V-poles in a part. I thought that when you swing that V-poles, you can get that Fast Fires. Wrong! You will be warped to another part!
PROS: Good use of Triggers and puzzles.
CONS: You can’t jump freely, there is no real action in it.
RATING: 5.2
EYECANDY:
Basic for a Mez tileset. You can’t make good eyecandy with it. Good idea, in the restaurant you can eat turtle*censored*!
Nice chairs also. But it can need some more eyecandy, because I can still see many layer 8. And it isn’t looking realy like a space base.
PROS: Basic for the tileset.
CONS: Needs just a bit extra.
RATING: 5.0
ENEMIES:
Not to much, not to many. You can find Lizards and Monkeys afcourse. And you can’t shoot some Monkeys because there behind a tile. That for eyecandy, though. That Bee Boys that coming out of that thing is just because it’s there dirty. :)
PROS: Some.
CONS: No, not realy.
RATING: 6.5
ITEMS:
At some points not enough ammo. I fighted to much enemies and I only can used my Blaster. But there is for the Blaster a Power-up in the levelm though. I want to say one more thing: That 1up crates, that are far to many. There are 5 1up crate each contains 1up(duh) and 15 bananas! To many if you ask me. And that bananas at the big room, that is also to much, but nice text file!( It’s a joke. :) )
PROS: That 1up crate realy helped me out. :) There or enough carrots…
CONS: Too less ammo. And that golden coin doesn’t make real sens as there isn’t a bonus warp in the level.
RATING: 4.5
EASY, MEDIUM OR HARD?
Easy to medium. I can complete the level without using cheats. But I only have at the end of the level 1 or 2 healt over.
PROS: N/A
CONS: N/A
RATING: N/A
OVERALL:
This is not a realy good level. It realy needs some inprovements. Make thikker wals, pracitse more on ammo and stuff. I liked that chair part, though…
Download not recommend.
A below-average level.
Tileset use: The tileset use was perfect, but what could we expect with mez01…
Events: basicly monkeys, xmas lizards and bees(or something likely). Some food, actually not too good event placement and choice.
Story: You are Psycho Man, and you must escape from the monkey base. You’ve been thrown into prison with Eva apearantly. Don’t ask me what she’s doing there…
Layout: rather bad layout. Level was too short.
Eyecandy: eyecandy? nope, not really…
Overall: below average. 4.2.
Good luck for your next stuff.
No download reccomandation.
Very good lvls
Nice tileset.
the tileset is very nice.
and teh ex-level to.
so the rating is great :P and 10!
dis tileset is great ![This review has been edited by dx dc]
(More detail, please. “Nice” doesn’t cut it. Rating removal. ~Violet)[This review has been edited by Violet CLM]
(Rating RESTORED due to date review was originally posted. ~Violet)[This review has been edited by Violet CLM]
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