What did I do? :)
Level 1: Officials VS Competitors (original name unknown)
Trafton’s copy of this level may have come from an OVC match, but I always have and probably always will identify it with Team Battle, a game mode it is ideal for. This level, using the Medivo tileset, has good (though nothing spectacular or new) eyecandy, great gameplay and design, and the standard music. I find I can not say anything bad about this level at all, in fact. Yay whoever made it (Mike?).
Level 2: e-Line Circuits
This is another of my favorite battle levels. I have been told it is grossly underplayed (I don’t join servers as a general rule, so I’m taking their word for it), and I can’t see why. The eyecandy is/was new, though just a little on the sparse side, and the rest of the factors are great. The multiple warp targets idea is used well IMHO. So far, this pack is turning out great.
Level 3: Mystic Forest Cave
Oh well. A lot of people like this, but I can not say I really care for it. Battles end up converging around the Toaster powerup, and the flow is horrible. Still, despite the fact that I do not like it, I suppose it’s a good level.
Level 4: Universal Warzone
Several of the levels in this pack seem to be levels I hosted as Newer Rabbitaria pregames, and I’m beginning to wonder if that’s how I helped. Anyway, this is a good level using a good tileset. The main problem with this level is, of course, the infamous bug where you get stuck if you hit a certain spring. Trafton/whoever was apparently able to do nothing (or didn’t bother to) about this, sadly, so it’s still there. Other then that, this is another great level.
Level 5: Toxic Waste (no, not THAT Toxic Waste, the OTHER Toxic Waste)
I can not say I really like this tileset all that much, but this level (as do seemingly all that use it) uses it pretty well. There is nothing revolutionary or amazing about anything in this level, it is just a solid battle level which takes few chances. The flow could use just a little work.
Level 6: Chocolate Lamp
This level is HORRIBLE! Boring background (just a flashing color with some moving bubbles), single (for the most part) colored walls, incredibly sparse ammo placement, tons of chocolate.. you name it! The whole level looks like it was made by a hyperactive kid on a sugar rush in two days with an urge to add every powerup imaginable! The top half of the design is ok, I’ll admit, but the bottom half is either too cramped or too open, and plainly uninspired. As a saving grace, there are some nice sucker tube things, though the vertical ones on either side could have been done much better.
Level 7: Carrotus Squash
This is possibly the best example of an unoriginal, solid level I have ever seen. The author knew what he wanted (I think) to present with this level, and suceeded – normal Battle gameplay, but at its best. This is, simply, a great level all around. The eyecandy is nothing amazing, the gameplay is nothing new, the design is standard, but all put together they come out AOK.
Level 8: Shine-o-Rific Land
This is another example of a good, solid level that doesn’t rely on dazzling special effects to generate fun. My only real complaint about this is that the background is too plain.
Level 9: Sandstrand O’Hazes
I do not recall seeing this level before. Regardless, it’s an interesting level, but while like the last two it shows nothing new or exciting, it does not execute this well enough to make it super cool. I am not too fond of this, but it’s ok.
Level 10: Doomsday Darksdream
Now, THIS level I have seen before. I can not, however, think of too much that is interesting to say about it. Everything in it is done well, except for one or two spots where I think it’s a wee bit too cramped, and the background doesn’t work in 8-bit (not entirely the level maker’s fault). Still, this is another great level for this great (as of yet) pack.
Level 11: Green Beret
I never want to see this level again. Not that it’s very bad, in fact it’s good, but I am so incredibly sick of it!
Level 12: Hectic Housewars
One of the most recent levels of this pack (I’m not sure how many of the levels were actually Made in the previous year, but probably not too many), this is interesting but I think it’s grows a bit boring after extended play. The tileset use is, of course, good, and the design is good, but there’s just something wrong about this level I can’t put my finger on.
Level 13:
Never seen this one before! It uses Blade’s Oasis tileset, and I can only assume the level’s theme is an Oasis as well. This level is overall good, but I have one gripe with it, the background. It’s nice that Mike found tiles in the tileset that could be textured, but it really needs support from the other background layers to not look so incredibly dull, especially in conjuncture with the lack of color of the rest of the tileset. (The level needs more greenery) Apparently there’s a shield in this level, but I don’t know where.
Level 14: Forsaken
A good level by BlurredD, using one of the most complicated tilesets in existance (certainly harder then Metal Mania). For some reason I thought this was a Treasure Hunt level at first. Anyway, there is really little to say about this level, as it feels like any other Egypt level based inside the temple and not outside.
Level 15: Virtual Headache
Umm.. this level, using the Jungle tileset, was made by a variety of different people and comes out with multiple types of eyecandy, gameplay and design, if not music. It is actually kind of hard to review, and besides, I worked on it (though it’s hard to tell as almost everything I did was cut out by someone later on in the chain).
Level 16: Higher Fragging Rate
I’ve reviewed this one before, and I don’t feel like doing it again. Let it just be said that this level is a very vertically oriented piece of work with some nice strategy.
Level 17: 60,000 Feet Under
This is another good, solid level with nothing much all that interesting. My main gripe with it is the eyecandy, as it uses Dam Nation in such a way as it looks like the most boring tileset in existance, which it isn’t.
Level 18: Rockingham II
This, like Carrotus Squash (a better level, however), is a simple solid Carrotus level with nothing too amazing, just bringing normal tileset use/gameplay to its best. I am not quite sure if the two of them belong in the same pack, but oh well.
Level 19: Dark Fortress
VERY interesting choice to come after the last two levels, as it contrasts with both of them so incredibly. While 60,000 feet under and Rockingham II were solid normal levels with mostly standard tileset use, this is different. The author takes chances and usually suceeds, with fun gameplay, good design (a little too vertical, but oh well), and eyecandy which you can look at it without getting dizzy. There are also a lot of coins, several morphs (!), and some TNT (…) to round out this very interesting level.
Level 20: Spider Swamp
I find the only thing I can say about this is “I never knew Swamps had an owl”.
Level 21: Chemical Reactions 2
Ok, who made this (..oh, MidN), how did it get in here (I see, MidN made it), and why on earth is it Battle and not Treasure Hunt? This would make a GREAT treasure hunt level, but it seems to be Battle instead. Anyway, it feels amazingly like the official multiplayer levels, in that it’s rather linear and has several dead ends. The eyecandy is a lot more daring then in the official levels, but I’ve never been a fan of layer 4 walls in the background without at least a transparent black tile in front of them. While this is interesting, and probably the most different level in the pack, I still say it should be Treasure Hunt instead.
Level 22: Where Warriors Fall
WAHHHH MEMORIES!!!! I learned to fight in this level…. . did you know you can push Monolith all the way from the coin warp back to it again? Umm, anyway. This is a good, oldish level, but I find that it makes a pretty good last level. As with many of these levels, it’s a good solid play.
Overall, this is a great pack composed of some of the best levels around (and one or two others). My main complaint is that there are too many good, solid levels and not enough exciting ones like Dark Fortress.[This review has been edited by Violet CLM]
Eyecandy was horrible, all most as bad as my sister’s old levels.
There was a lot of originality, though. There were no copied ideas, and many new ones.
The levels weren’t very fun, but I can tell the author just uploaded these for fun.
I love the selection. It can’t be faulted – Carrotus Squash is in it, and Toxic Waste is in it. Good stuff. I’m sorta glad that ‘Bobbo Meets Royalty’ isn’t in it this time ;)
First level? Meh, not really. :P
EDIT: Hmmm Newspaz is right, they replaced it last year cause of that.[This review has been edited by defalcon]
Well, it’s that time again – Anniversary Bash is coming this weekend (the 12th and 13th). This pack features the battle levels for AB (CTF will be coming in a bit). AB is Anniversary Bash, an event that occurs once every year on the anniversary of the release of the shareware version of Jazz 2. Since I did not make the levels, please do not rate this, though feel free to review them). Here are a few shorts reviews of the various levels in this pack (I will post extended versions once I get enough time to):
1. Officials Vs. Competitors (ab5btl1.j2l)
This is a good and fairly unknown Medivo level. I like it, so I thought I would include it. My apologies to whoever made it, as I’m not sure.
2. e-Line Circuits by BlurredD (ab5btl2.j2l)
This level features a very creative and well-done layout and some neat-looking eyecandy. Also, I thought that BlurredD should have three levels in here.
3. Mystic Forest Cave by Spy (ab5btl3.j2l)
This is a really good Jungle level, and far underhosted in my opinion. The flow is nice, especially for a battle level, and it is a classic.
4. Universal Warground by CelL (ab5btl4.j2l)
What would AB5 be without an array of levels based on Disguise tilesets by CelL?
5. Toxic Waste by Shadow GpW (ab5btl5.j2l)
One of my favorite all-time Shadow levels, and definitely a great battle level. Plus it has a lot of cheese.
6. Chocolate Lamp by Violet CLM (ab5btl6.j2l)
This level is nice, as it is a break from a lot of dark-like space themed levels. It’s an enjoyable, fun level with enjoyable gameplay.
7. Carrotus Squash by martin aka partydude (ab5btl7.j2l)
Definitely a classic. You really can’t go wrong with Martin’s levels, even if it does use Carrotus.
8. Shine-O-Rific Land by EvilMike (ab5btl8.j2l)
This level uses JJ1: Diamondus and is a fun level, especially when there are quite a few people. Even though it is small, it balances that out with good weapon placement. An old favorite.
9. Tribal Temple CTF by Cell (ab5btl9.j2l)
Something about this level just makes me want to put it in the pack. I really don’t know what that is though. In any case, this is a worthy level, and one with no serious flaws.
10. Sandstrand O’Hazes by spy (ab5btl10.j2l)
This is a popular level, and while I am not a huge fan of it, something made me want to put it in the pack anyway. So I did.
11. Green Beret by Bluez (ab5btl11.j2l)
Like six hundred people asked me to put this in the pack, and I like it, so it’s in.
12. Hectic Housewars by Disguise (ab5btl12.j2l)
I wanted to include a Disguise level, and this one was his most recent, so I elected to put this in. It’s fun and definitely a unique level.
13. by EvilMike (ab5btl13.j2l)
I included this half because it’s a great level and half because I like to be yelled at for including a level featuring a shield.
14. Forsaken by BlurredD (ab5btl13.j2l)
What can I say? A BlurredD level using Agama’s Egypt. I love Agama tilesets and this level definitely makes great use of Egypt.
15. Virtual Headache by Project Forward (ab5btl15.j2l)
Perhaps one of the best collaberation levels of all time. A great use of Jungle, and tons of fun to play.
16. Higer Fragging Rate by FireSworD (ab5btl16.j2l)
A great FS level. I had to include one level using 7th Lava Fall, and this definitely was the best this year. Nice gameplay, good weapon placement, and all-around a fun level.
17. 60,000 Feet Under by BlurredD (ab5btl17.j2l)
It’s always a good idea to have plenty of default tileset-based levels in AB packs for obvious reasons, and this is one. Well done with good item placement and gameplay. And it’s by BlurredD, so why not.
18. Rockingham II by Merlyn (ab5btl18.j2l)
It may be a Carrotus level, but it’s amazingly well-done. I feel bad for including two entire Carrotus levels, but well…this is just too good to resist.
19. The Dark Fortress by CelL (ab5btl19.j2l)
A fun and definitely unique Castle level. Plus it’s by CelL.
20. Spider Swamp by defalcon (ab5btl20.j2l)
A fantastic level using the famous Agama tileset. This was apparently a first level, and a great one at that. Fun to play, and even more fun to just sit back and look at.
21. Chemical Reactionz II by MidN aka Chimaera (ab5btl21.j2l)
By (in my opinion) the most underrated levelmaker of all time, this is a great Labrat level. I had to put something by MidN in here, and this is a great level, not to mention fun to play.
Special thanks to Bobby aka Dizzy, FireSworD, and Violet CLM for help along the way. Also thanks to the AB5 organizers and hosts. I hope you enjoy this pack. See you at AB5!
EDIT: Various longer reviews.
16. Higher Fragging Rate
“Higher Fragging Rate” was intended to bring some strategy into the fairly strategy-deprived world of battle levels. This is a step in the right direction, but there are a few more steps before battle is truly a strategy-heavy mode. The level may be gameplay-centric, but it is not short on gameplay. It has an elevator-ish background with a foreground that is sort of industrial (it uses 7th Lava Fall by Dethman, which usually ends up either looking like a city or some sort of factory, this time it is a factory.) Weapon placement is good, but not amazing. The flow is good, but there are some places where it is hard to move around. It did, at times, remind me a lot of battle1, with a lot less ammo. It’s definitely worth a download and the eight point two I’m giving it. Great job, FireSworD.
17. Rockingham II by Merlyn
I had the pleasure of playing this excellent battle level online and must say that while I am a CTF lover, this is one of those few levels that actually makes me consider playing more battle levels (not that I’m un-lazy enough to get around to doing so.) If you thought that there was no room for battle levels in Carrotus to get anymore (or any less, for that matter) innovative, you may want to rethink your assumpitons, let alone your entire world view. Most battle levels fall into a fairly narrow margin of creativity. A lot of them are fashioned off of the gameplay of Battle1, and these days the sight of one that truly attempts to put some strategy into the realm of battle is a rare commodity. While it does not go as far as to revolutionize the entire gameplay as a whole or introduce some psychadelic funky eyecandy set, it does what it does best: be a really, really, really good and solid Carrotus battle level.
When you first start playing the level, it is hard not to compare it to Every Other Carrotus Level Ever Made. After all, Carrotus levels have been stereotyped more than Michael Jackson has had pretend skin diseases. This level is not predictable in any way, shape, or form. That’s why it is so strikingly different from other Carrotus levels out there (I am not saying the tileset can not be used with interesting gameplay, it’s just that levels using Carrotus often are similar in gameplay – solid but uninspired, much like the tileset). Gameplay is always very good. Weapon placement is one of the two areas, however, that were not perfect and could have been improved if it was thought about enough. While most powerups were fairly well-placed, certain areas had an overkill of powerups that seemed a little too out in the open. While I can’t say that this effected gameplay that much, it still was just one of thost things that annoys me without actually mattering that whole too much. However, WCS (Weapon Clumping Syndrome) is annoying beyond belief, and this level has a very minor case of it. A few weapons moved around here and there would be nice. The second area that could use some minor improvement was eyecandy. Generally, the level looked solid and had sufficient eyecandy to keep you interested, but in many cases there were small overlookings in the scenery. A few tile errors here and there did not exactly help how the level looked, but unless you were specifically looking for them, it probably won’t bother you too much. Since I informally beta-tested it, I must say that I am disappointed that the author did not fixed either of the two mentioned tile bugs after we pointed them out, but nonetheless that doesn’t detract a huge amount from the overall feel of the level. Flow was excellent for a battle level. Flow isn’t as important in battle levels as it is in Capture the Flag, but that doesn’t mean I like to see levels just ignore it, and this one certainally pays due attention to this often overlooked aspect of the battle genre. Another interesting thing which may fall under the “pros” column or the “cons” column depending on personal preference is the use of coins and a bonus coin warp in this level. You don’t see this often in battle levels, since the “roast as fast as you can” additude of battle levels does not exactly lend itself to hunting for various coins to get a powerup which you will probably lose after being killed a minute later. Still, while few people were able to get this powerup, the coin price seemed fair, and its inclusion certainally did spice up the level a bit.
What you have here is an example of a Carrotus level at its best. While it may not echo every other Carrotus level ever created, it achieves the hard-to-garner goal of being new and lemony-fresh without being so revolutionary puritist players who refuse to play anything more revolutionary than Chemical Warfare won’t play it. It bridges the large gap between classic and innovative, and bridges it quite well. While it may have a few quirks, the amazing level of concentration, ability, and knowledge of how gameplay structure works in a new JCSer is about as common as unpoisoned water in Death Valley. Even if you aren’t a fan of battle and aren’t amazed by this rating, it is definitely worth a download just to see the great skill of a new level designed. I seriously recommend you download this pack, and I think that a 8.2 rating, while it may not seem extraordinary, is still quite high. This may be the highest rating I’ve ever given someone’s first officially released level, and I really hope to see future releases from this level’s author. Rockingham II is really that good.
21. Spider Swamp by defalcon
This is a very nice battle level using Agama’s excellent Swamps tileset. When I saw someone using Swamps, I was in dobut, since it’s a somewhat hard set to use. But neither graphically or play-wise does this level fail. The level excels especially in ammo placement, which is near perfect. It also flows very well. The only problem is that the level is very small. It takes a long time to make a large but very good level using this tileset, so I won’t knock this level that much for it. However, this level would not be suitable for multiperson duels or the Battle Server (though I would have no complaints if the Battle Server accepted it.) All in all, and excellent level, definitely worth a look. A big download recommendation.
I hope you enjoy these levels. See you at AB5!
- Trafton[This review has been edited by Trafton AT]
I like how you’re saying that you don’t know of any bugs and you want to change that.
STORY: From attempting to read the end text (which needs some @ symbols), I’m guessing the story is as follows; Bubba has a playground with diamonds but you don’t like him having diamonds so you kill him.
Pros/Cons: There are some times when Pros and Cons are completely useless. Let’s just say I don’t care about the story and leave it at that.
Rating: N/A
TILESET/TILESET USE: The author uses, as I’m sure you know, the Dam Nation tileset. Layer 4 is used pretty well, with no apparent tile bugs (other then a few masking troubles), but I can not say the same for the other layers. There are some boney skeleton things hovering strangely in the foreground, and transparent lava doesn’t look right in the background. There is little that is inventive or interesting to speak of here.
Pros: Layers 4 and 8 fit together.
Cons: Poor other layers, nothing interesting, the bridges look weird.
Rating: 3.7
WEAPON/ITEM/ENEMY PLACEMENT: I suppose this was ok. Nothing bad stuck in mind, but nothing good did either.
Pros: N/A
Cons: N/A
Rating: 5.0
ORIGINALITY: Well, there are giant red gems in the walls around the playground.
Pros: Some originality.
Cons: Not much.
Rating: 3.2
DIFFICULTY: This level is rather easy, to tell the truth. What with the blaster powerup and the lack of any serious threat from enemies or the level, Bubba is the hardest part and he’s not dangerous at all.
Pros: N/A
Cons: N/A
Rating: 4.0
REPLAY VALUE/FUN FACTOR: This level is kind of fun to play, but I find it unlikely that I would play it again unless I come across it while randomly selecting levels while bored. It is just not paticularly interesting.
Pros: Not bad to play.
Cons: Not paticularly interesting.
Rating: 4.0
OVERALL (not an average): This level is.. ok. However, it suffers from worse-then-average eyecandy and nothing interesting to speak of.
Pros: Some good,
Cons: some bad. Eyecandy needs work.
Rating: 4.5
Well, I’ll have to admit that the Evil Forest was much better, but this is still a good level.
Eyecandy: 4/10 Could’ve been much better, especially in the foreground layers, and some edges.
Enemy placement: 5/10 There were hardly any enemies! When people reviewed the Evil Forest and said there were too many, they didn’t mean to get rid of all most all enemies… The enemies that were there were placed well, though.
Ammo placement: 8/10 Couldn’t have been too much better (or worse) since this is such a small level.
Bugs: 6/10 Well, unless you downloaded Fanden’s level pack, your game will crash. Also, some of the warps are hard to find; some of them you have to guess that one will be there.
Fun: 6/10 Pretty fun to play, actually. The endboss was quite boring because it was a very small rectangular arena.
Total is 5.8, but I can’t do 5.8, so 5.7.
TILESET/TILESET USE: This pack uses Labrat for one of the levels (presumably the unfinished one), and Tubelectric Day for the other three. I can not say I paticularly like the eyecandy in any of the levels. The tubelectric levels are probably the best in the eycandy department, as it’s hard to mess up its background eyecandy, but the walls are still messed up (and some of the shading). The Labrat level is just tile buggyness.
Pros: The sucker tubes fit together, some other things work.
Cons: Not nearly enough work here (“You shouldn’t really have too much” indeed)
Rating: 3.0
WEAPON/ITEM/BASE PLACEMENT: Let’s go over these in order. Weapons were very sparse, and the items consisted of carrots laying here and there. I personally would advise replacing two carrots together with a full energy carrot in CTF, but oh well, to each their own. As for the bases (in the levels that were CTF), they were ok, semi-opposite ends of the level. Still, I felt they could have used some work.
Pros: Ok bases, ok carrots.
Cons: Little more then ok, sparse weapons.
Rating: 4.2
GAMEPLAY/DESIGN: The levels have varying design. The Tubelectric levels (two of which are the same level only one with CTF bases) consist of a bunch of rooms connected with small passages, sucker tubes, or annoying warps. No, not like in Auqa Zone or Rat Race. The Labrat level is a bunch of tiny platforms with money where you buy shields and powerups (more on that later). I really can not say I like the design for any of these levels, except for TubeCTF.j2l which is kind of ok.
Pros: TubeCTF kind of ok, some saving graces.
Cons: Most of the levels are substandard, not enough freedom of movement.
Rating: 4.0
REPLAY VALUE/FUN FACTOR: You could have some fun here, but I’m unsure enough to not give any rating to this factor.
OVERALL (not an average): This section doubles as a bug report. The main problems (other then the levels themselves) are that not one of the levels has a working next level setting (several don’t even have anything put in), and that in the Labrat level, if you buy the bouncy powerup you’re pretty much able to get all of the other things for sale without paying. The walls are just that thin, and there’s nothing preventing you from shooting through the sucker tubes. Anyway, the levels aren’t too good. Work more on eyecandy, scrap the Labrat level and fix up the two double levels a bit and I might rate this higher.
Pros: Some things are good.
Cons: And some things aren’t.
Rating: 4.0
Old or not, this game mode is just boring(which doesn’t mean I don’t encourage people to make new modes. New modes sometimes rock).
I won’t rate the level, since it’s only some sort demo level for this gametype. And, since the gametype already exists, I won’t rate it either. Which means there’s nothing left to rate.
So, no rating from me.
no time to write a review, but indeed, king of the hill is a sooo old gamemode…
Well, I’ve seen this hosted many times and since Darkhelmet asked me to review this, I guess I will.
TILESET/TILESET USE: The tileset used was castle. The tileset use, I found some of it interesting. Like the layer 5 (or at least it looked like 5 to me) with those backround eyecandy things on top of the brown backround brick tiles, that was really cool. Though there was a deal of backround eyecandy missing (no layer 6 or 7). There wasnt much foreground stuff as well, but at least it was basic.
Pros: Basic eyecandy, the layer 5 thing amused me.
Cons: Just basic.
Rating:6
PICKUP/ENEMY PLACEMENT: Well, the author has included some powerups here, and they were placed ok. The ammo could use more creativity in some places, other than that there werent much inconveniences. Springs were sometimes placed annoyingly.
Pros: Basically ok
Cons: Nothing really extraordinary.
Rating:5.7
ORIGINALITY: Well, its hard to be original since there is so much castle levels out there. The top was somewhat original, but nothing else. For a new levelmaker using overused tilesets, originality is quite hard for them to master, so I wont ratethis level on originality, but good job on the layer 5 top thing.
GAMEPLAY/DESIGN: I found some flaws here. There were some small ones like the fact I wasnt particulary fond of the left side, since the bottom of it was a big dead end (the only way to get out is to go back up, since there is a wall to the left and columns to the right, as well as a floor to the bottom) I did’nt like the fact that I sometimes bumped into the sucker in the wall and it jutted me back, some triggers could of solved this but it wasnt really a big problem. I also wasnt particulary fond of where the warp in the bottom takes you.
Pros: Basic gameplay
Cons: Many things could of been better, and some small downfalls.
Rating: 5.5
Replay value/fun factor: The level is easy to move around at, and would be fun to play with more people, except for the small gameplay downfalls.
Pros: Fun to play
Cons: Some annoying things
Rating: 6.5
OVERALL: A small nicely designed level, with no real complaint except for some small ones which don’t hurt the level toobadly. Its ok and quite good for your second level.
Pros: Nicely done, basic and fun to play
Cons: Some small errors such as lack of eyecandy, potential dead end, warps not really needed, ammo was sometimes strange, somethings could of been fixed.
Rating:5.7
Final Rating: 5.88=I’ll give this a 6 and good job on it.
One more thing, the next level setting is to a different level which isn’t included in the pack. This isn’t good, since the player may not have the other level. Sadly, the rating was dropped by .1 point and was rounded to a 5.7. =([This review has been edited by Blackraptor]
I will use the same reviewing method that Violet and Trafton use, since it works the best.
Firstly, like people mentioned, the gametype isnt new, I’ve seen it before a few times. I have expected a great deal more from this level, hoping it was a fun king of the hill game, but its a basic level, nothinh special, and looks like the author was in a rush to show his “new” gametype and most likely only spent 5 min on his level.
TILESET/TILESET USE:
The level uses the diamondus set, as the above reviewers probably mentioned, thankfully, it uses the day version, which is a bit less used than the night one. The tileset use, though, is very poor. The slope you’re on when you start isn’t done very well (look at the edges plz) and hardly any tiles are used. I was quite dissapointed in this, since there isnt any eyecandy whatsover, the backround isnt even textured (!!) and well, you get the point.
Pros: More than 1 tile was used.
Cons: Many.
Rating:1
PICKUP/ENEMY PLACEMENT:
In levels like these, I’d expect some more ammo. All there is are some seekers and ice surrounding the platform you stand on (which is like 4 tiles wide). The ammo would cause chaos, and some ammo is placed really low so that only spaz can get it by falling and double jumping back up.
Pros: At least there is ammo, and the ammo choice could of been worse
Cons: A bit Spaz biased, all clumped (which is mainly because of level side I might add)
Rating: 1.5
ORIGINALITY: No. There could of been something new and interesting here, but there isnt.
Rating:1
Gameplay/design: I would give this a 0, if I could, but 1 is the lowest. Gee, youre on a single platform, with clumps of ammo surrounding you, a pit of water below which you cant get out of, and around 10 people in your server playing. Firstly, I don’t know how everyone can fit on a one tile platform, secondly, based on the size I’d say this would only last around 2 minutes, maybe less.
Pros: None
Cons: Everything
Rating:1
Replay Value/Fun factor: Unless you consider falling off a 4 tile platform into a pit of water and that you can’t get out fun, then I would give this a 1.
Pros: No.
Cons: Not fun, too short, not enough room to support many players.
Rating:1
OVERALL: A poorly designed level, which can only hold about 3-5 players, and that there is no way of winning this level unless you use controller (but that wouldnt do anything since THE LEVEL DOESNT HAVE A NEXT LEVEL SETTING!!!At least there is someammo here.
Pros: At least the author remembered to include ammo.
Cons: Poorly designed, bad gameplay, ammo clumped, no next level setting, bottomless pit which you can’t get out of etc etc.
Rating: 1.2
FINAL RATING: 1.116666667=I’ll be nice and give this a 1.2, since it could of been worse.
This level is just…no. That’s pretty much all that I can say for it. It’s a simplistic level using the Diamondus tileset, and at that, it’s a really, really, really bad one. It features absolutely no eyecandy, a gameplay that is nowhere near new, and well…it’s bad. The entire level is just one small enclosed platform with seekers and ice surrounding it. The idea is to shoot the person off of the platform, down into the water below. A simplistic and somewhat effective idea, but just not fun. First of all, one has to rejoin to play again. Secondly, this level has its share of problems. No multiplayer start, for instance. I can not imagine that this took longer than a minute to make. Now for the review.
TILESET/TILESET USE: The tileset used is Diamondus. What is there to say about the tileset use here? Perhaps that this is absolutely horrible tileset use. While there are not many tile bugs (not to say that there are not any – the platform looks strange), there is too little eyecandy for that to be a tangable benefit. This ends up being one of the most ugly levels to come along in recent history, and definitely not enjoyable to look at. The best-looking part of this level is perhaps the water, and the author did not make that.
Pros: None to speak of.
Cons: No eyecandy.
Rating: 1.2
WEAPON/ITEM/ENEMY PLACEMENT: All the weapons in this level are located slightly above the play area, where there are some seekers and ice to be used during play. There is not much to be said for this. Distribution seems random, though it would be hard for this not to seem like random distribution, all things considered. All in all, weapon placement is absolutely unacceptable.
Pros: None.
Cons: Quite a few.
Rating: 1.0
ORIGINALITY: There is nothing original about a platform with ammo and then water below. This gametype is no where near new, and it really can not be considered a full gametype.
Rating: 1.0
GAMEPLAY/DESIGN: Gameplay? Gameplay?! There is no gameplay! This level is a platform, ammo, and water. There is absolutely nothing more to it than that. What to make of this? Well, it is not fun. It is plenty glitchy. And you can not host it multiplayer because, well, there are no start positions. Gameplay was also unacceptable and this level should not have been uploaded.
Pros: NO.
Cons: YES.
Rating: 1.0
REPLAY VALUE/FUN FACTOR: The problem with this level is that there frankly is no way to replay it, in that the level crashes if you try to host it. Not that you would want to replay it in the first place. There is nothing interesting about this level at all. Period.
Pros: N/A.
Cons: N/A.
Rating: N/A.
OVERALL (not an average): This is an unoriginal and frankly terrible level. You have to add the start positions yourself, and even then the gameplay gets steadily more painful. There is no system to gameplay – you just have to rehost it when everyone is out. I think this level can be summarized with one word, and that word is “no.”
Pros: No.
Cons: Let’s see…it doesn’t work, it’s bad…shall I go on?
Rating: 1.0
GAMEPLAY: F
Flow: F
Layout: F
Creativity: F
Bugs: F
EYECANDY: F
Tileset use: F
Eyecandy look: F
Creativity: F
Bugs: D
PLACEMENT: F
Weapons: F
THE FINAL GRADE: F
THE FINAL RATING: 1.0
+ PROS: Absolutely none.
- CONS: Doesn’t work. Really bad.
- Trafton
First I’d like to say that King of The Hill is by no means new. It is possibly the oldest custom gametype around, though I’m not sure how sucessfully it has ever been engineered. What with one thing or another (such as the tileset being Diamondus) I did not have the highest hopes for this level.
It was worse then I feared.
TILESET/TILESET USE: Ummm… no background eyecandy, no foreground eyecandy, layer 8 not textured, a few tile bugs. That pretty much sums this factor up.
Pros: Layer 8 tiles, not that many tile bugs.
Cons: See above.
Rating: 1.2
WEAPON/ITEM PLACEMENT: At the top of the “hill”, there is a high number of generating Seeker/Ice ammo (which generates fairly fast). I do not even know why seekers are up there, as it seems sort of useless in such a small area. RF or TNT I could understand, but not seekers. Regardless, very little thought appears to have been spent here.
Pros: There is ice.
Cons: Very “click click click done”.
Rating: 1.5
ORIGINALITY: There is really nothing original about this level. If the author had added some cool automatic thing to give a point to whoever the winner was and then start a new round, that would have been ok. As it is….. just no.
Rating: 1.0
GAMEPLAY/DESIGN: The level consists of a four tile wide “hill” with a pit on either end leading way down into some water beneath. There is no way to get back up for the next round, so the host (assuming there is one) would have to use Project Controller.. not that there’s a next level setting!
Pros: Hey, it’s King of The Hill..
Cons: ..executed poorly. The platform is way too small for more then two people, and the ammo doesn’t really help either.
Rating: 1.5
REPLAY VALUE: There are, simply put, better KoTH (or similar) levels out there.
Pros: No.
Cons: Yes.
Rating: 1.0
OVERALL (not an average): One fact not mentioned in the level uploading process is that this is a BETA. I suppose I should be relieved, except for the fact it means the author will probably post a second version later on. Anyway, this is a low quality level which looks like the author spent two minutes on.
Pros: The author managed to avoid placing invisible tiles on top of the pits.
Cons: The author managed to avoid placing quality.
Rating: 1.2[This review has been edited by Violet CLM]
Everything in the above rating I was thinking as I played this level, myself. I thought it was very creative to use most (or maybe all) of the background layers in the castle tileset. I’ve never seen it be done much.
Download? Yes (or you could just wait for somebody to host it :-])
I added .2 points just for the cool background usage. :-p
To small.
(A 1 because it is too small seems a bit…uh…overboard. Rating removal. -Trafton)[This review has been edited by Trafton AT]
Very nice set from Wisey’s new PSP8. Seems waaay too detailed for me to use, but nice nonetheless. Plenty of eyecandy, nice atmosphere, and choice of theme. The night version could use something different from the day other than the palette though.
Download reccomendation? It’s Disguise, duh! :P Get it.
It’s a empty spot. Only enemy’s no tiles yust brrrrrrrrrr.
i think it taked you 3 minutes to make this level.
Not an interesting level.
It’s to short, and this is an Assault level, isn’t it?
That’s a sort of single player, I think.
PROS: Good for your first download, good eyecandy, almost no PROS…
CONS: Too short, too less ammo, not a good gameplay, shall I continiu?
OVERALL:
This is not a good level, you can’t play it over the internet with 32 players. But it’s good somehow, if you play it 1 against 1 or 2 against 2, but it’s just too small.
You’v got to keep practising, makin good and big levels, mabye you’ll get a high rating from me. :)
Download not reccomend.
Not too bad.
Tileset use: rather good. I saw bugs, but there weren’t many.
Layout: actually quite interessting. I have the feeling there’s something “new” in it, but I can’t tell what it is.
Event placement: weapon placement was good. There was a sucker tube, but I didn’t get what it was doing there.
Eyecandy: average. Nothing special.
Overall: a funny level worth a download.
just very short cool bud at some places i kant get throug witoud cheating so its a 8.2
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