It is clear that Agama puts a lot of work into his tilesets, and Sirius is no exception. Sirius is composed of three tilesets, Dimensions1-3, each with a different colour scheme. They come in blue-gold, pink-light blue, and green-blue flavour my personal favourite is the blue-gold one, the others seem to hurt my eyes). There is also an example level, which illustrates the tileset’s many uses to the full.
Graphics: 9.5/10
In Sirius, you walk along a series of pipes (gold, pink or green) with stars as more solid scenery. The pipes can slope up and down, with tiles for each. These pipes have variations, with kinks and scratches in them. There are also T and + junctions for the pipes, but with the stars as denser scenery there are a lot of junctions and it can be difficult to find what you want. There is an 8×8 parallax background, and some layer 6 and 7 tiles if you put your mind to what you want. There are also pipes to walk through, diamond ‘backgrounds’ (light and dark versions), and more. The one problem is that the stars have gaps in and you can see through them, making it hard to conceal secrets in the walls. However, there are a lot of tiles (about 700!) and they all look beautiful, so graphics get a high mark.
Ease of use: 6/10
I actually found this tileset quite hard to use. Maybe it was because of the number of tiles (there are a lot) but most of the time I couldn’t find the tile I wanted. In most cases it was hidden among a group of similar-looking tiles, in other cases it wasn’t in the tileset at all. For example, there’s a pipe sloping at about 30 degrees to the left, and a similar one with stars underneath it. There isn’t any sloping to the right, and if you flip it the stars are also flipped which looks weird if you’re using non-flipped stars around it. Also, the user is forced to use some layer 5 to achieve some tiles, such as pipes ending in stars. Finally, there are tiles for layers 6 and 7, but they’re hard to find and could just as easily be part of the sprite layer. I use the diamond backgrounds for layer 6 and the blue linking boxes for layer 7. Make the backgrounds semitransparent for some cooler eye-candy (and so they aren’t confused with backgrounds from the sprite layers) On a lighter note, the animations were easy to find and follow and looked great.
Example level: 9/10
Sirius comes with an example level and music, as an example to what it can achieve. The music suits the level, with a space-y theme. The level itself is a single player level, with enemies and some secrets. It is well designed – it uses all the tiles in the tileset to the max. There are some instances where the stars have been flipped, but as there’s no other way around this I’ll let it off. The only other niggle I had with the tileset was near the end there was a big flashing blue thing. This really slowed down Jazz 2, and stars could’ve been better for the job. Also it was quite short, but it’s an example level, who cares?
Overall: 8.5/10
This is a beautiful level – the pipes and stuff are very well done, and the stars are a nice idea. This had great potential, but I found it quite hard to use with some tiles hidden or not there. Download recommendation? Yes. It’s a good tileset, but use it if you fancy a challenge![This review has been edited by Shen]
This tileset rocks, it has the requirements needed (poles, destruct blocks, back+fore eyecandy etc.) and it looks so cool. The backround looks grey and dull, but it fits in with the tileset. There are some nice and interesting animations, and awesome looking spikes. There are a few bad points, but i cant really take much off because of that. Read WR’s review for more.
I think this was a bit overated for me….
Lets starrt with the caslte levels. The eyecandy could of been WAY better and the level sometimes looks dull and ugly. The placement, i have no major complaints but could of been a lot better. The gameplay is leveling of beetween average and good.
The mez levels, some like the tunnel one were used good, the only one with good eyecandy was the tunnel one, the rest, the eyecandy was below average. The placement, in one level i saw some spaz biased platform with powerups, and the warp tiles looked weird and took back from eyecnady a bit. Gameplay was good though.
The tubelelctirc one: The eyecandy was not much better than the rest, except for the tunnel one, and the gameplay was ok. Nothing more to say here
The beach one: I really think the tile placement/eyecandy was the worst here, tiles placed poorly, i dont know if there even was any eyecandy, except layer 4 and 8.
Unlike others, i treat eyecandy as equal as gameplay, and the gameplay saved this from a 4. If the eyecandy was taken care of more, the level could of got a higher mark from me. I’ll give this a d/l reccomendation to those who dont care about eyecandy much.
This is a bit overated….
The backround was ok, strange, but ok. I think it mught of been a more stranger and colorfuler version of a forest backround, but im not perfectly sure. Were the wood tiles ripped from jungle? The water looks ok, better than some types of water, but worserthan soem as well, but it was above average. The ground was ok, not to perfect, but better than some, but not to good as well. It just looks weird and all, and i dont think it deserves almost a 9. Around 7 would do.
Guys, I know this is a first-set, but please lower your rating to 7. This is higly over-rated. ;P
Look nice![This review has been edited by CraccoBoy]
Bad eyecandy, to much enemys. And that music drives me crazy!!!
Foolish boy! FIRST LEVELS DO NOT COUNT. That was my mistake. ¬_¬ So. I don’t like it. Really bad. Bad layers. Nothing. Empty. Etc. [This review has been edited by Red_XIII]
FlameWitch, you’re dumb like a turtle shell without turtle inside.
THIS CONVERTION ROCKS!!!
So, whats gonna be next? Maybe Commander Keen in Good-bye Galaxy? :)))
EDIT: forgot the rating :P[This review has been edited by ScionFighter]
You’re joking right???
This stuff’s crap and I won’t rate it.
Nice level, I’m looking forward to the full game. I will rate this already, to a 9, so I think the full game will be cool
Overall, an low-quality suberb tileset, but for a first tileset, which I assume it is, it’s pretty good. The ground features rather dull-looking dirt with stones in it. The buildings are also, apparently, made of dirt with brick walls. One gripe is the noticable lack of destruct scenery. As for eyecandy, this tileset sports two different colors of strange-looking mounatins and some streetlamps.
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.
Hmm….a better version. It has all or mostly all the tieles in the first onel, but lots of added tiles as well. As shown in the pack, you can make many types of levels with this and it is a fun tileset to use. The color and graphix are good, the tileset is also good, not agama type good, but good. The level with the moving spaceship was cool, and was used to describe the planet. There are lots of cool stuff here, and hopefully et will make more and more sets. Congratulations et and good luck
W-O-W
The talented ET has made another tileset, not as good as some of its companions, but still good. IT has acid lakes, metal technology, and strange purple ground which has a resemblance to the ground in jj1 nippius has. Although the color rocks, its a bit one typed as well and i just didnt like it very much, but it still rocks. To bad you didnt include how the planet looks from space =(
Hmm…..what a cool set
The colors of this rock, that green is so cool, and those waterfalls and fans. It feels one typed, for some reason. More color could of been used, only a few colors have been included, and i feel a lot more could of been in. But the texture is good, i didnt check for bugs yet, but i doubt there will be any. Nice pic included, the planet looks cool. You ppl should download this, this guy got talent.
Very good levels. Only some puzzels are difficult…
EDIT: cached the 9.2 to a 8.5. Reason: to difficult and to many traps. Nice enemie and the end, though.[This review has been edited by spazz]
my username: royj.kennisnet.nl.
Now about my levels, not a good episode. I am now working on my 4th episode. My 4th episode is much more better that this won. Wen that episode is ready, I will put it on this site.
WOW…………. COOL
cool tileset and i download this lvl forever! The lvl : that’s to bad MAKE SELF LVLS! cover not battle1 to etsplanet2battle2! thats bad! for noobs! i will not says that this tileset bad is , i will says that the lvls………… no good………agama . disquise . and other toppers make cool lvls . do you that ? then are you one of the best tileset and lvl builders ever. you tileset’s rating i a 9 and lvls a 7.not that i stop with downloading your tileset’s………. but , you most not covered battle1 make self lvl’s!!!!!!!
i rating a 8
spear XD
I like this level. Cool music. I will gife it an 8.2.
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