I really like this concept. It can be used for the future. 10/10 Hype.
EDIT: it works for single player and even co-op levels!
Overall, this isn’t as good as the 2nd pack. Some levels are cool, while some are just bad, lasting a lame 3 seconds. Infected is the worst level, with everyone annoylingly pushing because of the same start pos, dying there out of your own control, as well as being far too small and risky for seekers. I will make a longer review later.
Clever and cute.
A high quality level pack of GF-levels for many, but not too many players at once. My favourite one being ‘Darkness.’ What’s yours? Go and share the fun with your friends!
Hey, better late than never.
- The flag direction shouldn’t actually matter.
- Added that MCE event (never bothered to actually fall in the pit during my own testing!)
- Can’t reproduce the JB4 bug.
- This scoring issue in BR2 only happened because someone managed to get a flag without returning it to a base. It was actually possible for this to happen due to me using an unmasked tile where I wanted a masked one (and not noticing); fixed now!
I feel like I failed you as a tester, but I’ll tell you here in hopes that you can update it!
In JB2, flag direction to top right jail doesn’t work.
In JB3, no MCE event in bottom right corner.
In JB4, there’s a bug whereby you keep dying if you fall in the pit in the pregame.
In BR2 there’s a bug where every 4th point for blue scores for red instead…
The rest seem perfectly functional though!
Sorry for not spotting this sooner.
Interesting pack, to say the least.
I can’t believe a decent review hasn’t been written about this yet, since it’s arguably a great pack. Good eyecandy, good mechanics and smooth flow.
In short, it’s a good pack, and DEFINITELY worth a download.
[Review changed to quick review, see the review rules.
i hosted this last evening and i thought it was entertaining :D
Coincidentially enough, I happened to have the creators company when I hosted these levels, but that’s somewhat irrevelant to the review.
Quite an amount of levels experiment with innovative gameplay elements, which breathes some fresh air into quite a well known custom gamemode. On the other hand, some other levels have the same fairly typical ground force gameplay elements which most are familiar with, and while those ones are nothing too special, they do okay for what they say on the tin, as there isn’t not too much freeze enemy events and ammo.
However, the less typically placed warps in some levels will leave people not realising that you’re not supposed to go there and end up being out of the game, which I noticed a lot of players were doing when they played those maps just for the first time, which happened to me as well…maybe some textstring note when you enter, perhaps?
Reguarding character balance, copter advantages in GF are inevitable. Fortunately, Spaz does get some given advantages, such as being able to reach more ammo with double jump. At first I thought it was unfair, but considering you have infinite health in GF (the original gamemode concept not LRS) , you can just get shot as Jazz/Lori to reach higher places. Power plant isn’t really much of a Lori friendly level, though, and well, reaching to the very top part in Nuclear winter can get rather tricky too. Now, before anyone gets annoyed for me saying that being that it is 1.23, remember that it’s supposed to be a balanced pack and that includes the character you all well know and love/hate.
There is quite an amount of new EC elements, which brings a little something more into the standard gameplay levels, and they also fit according to the theme too, so you shouldn’t expect random EC just to fill space. That aside, the EC does feel a little bit too empty for a few levels.
Nice music choices which fit most of the levels and pace of gamemode, although something about as the music progresses further in Buried, it doesn’t really fit all that well.
I think it’s pretty fair to say these levels are quite close to “Survivor” quality (a well known GF pack for you newbies out there). There are a few minor gameplay issues though, but overall, it’s decent. Download recommended.
I wish I could see this, as well as the previous episode hosted. I even wanted to convert that one to LRS so it can be put on ZB, but it looks like I forgot it in the end. The levels seem to be of Survivor quality and feature a lot of awesome ideas, so I can only suppose it’s the CTF-biased community that lets them slip of the downloads list.
A decent pack.
I’m really not sure why is this not getting attention, because these are pretty solid and original Ground Force levels.
This is frankly a great tileset. Great and practical. A few minor issues but overall well done.
Palette colors were spotless, which is definitely a big plus when considering previous
renditions of Fano by various users. All the tiles were there, which is also good, and tile
masks too are accurate.
I was struck profoundly by the large amount of tiles that were duplicated in the set. Many of
them were placed twice in the set, leading me to believe that either 1= There was an
option to make some tiles translucent in the level, or 2 (Which is far more likely) = The
author forgot which tiles had been already added, and put ‘em in again just to be safe. This
also occurred in the older versions of Fanolint. In any case, it was slightly irritating.
Fortunately, Minmay made up for this by using an excellent tileset layout, putting [almost] all
of each group of tiles in the same location, sorting expertly. A few of the orange bricks were
displaced, but overall it was nicely done.
Music was the fanolint song.
The tileset was fairly clear buggage-wise. Textured bg was alright.
So, what can be said about this Fanolint conversion? Very nice tileset. Not-so-nice example
level. I guess I’ll just say 7.9 and a DL rec for the tileset [I don’t recommend playing the
example level, unless you need help figuring out how to use the set].
Hahah sorry i was drunk :D
Level is very good, with nice eye candy. I found one bug in WUSS level, 109, 87 and it is masked tile. I guess it is an accident when you put it there. Also the WUSS version of The Rising Isle is much better, without pits. All JB levels are symmetrical because of balance of the level, so this one is too. 2 PUs for this level are too low, you should put at least 1 more in the middle, in my opinion. I am not a guy who thinks ‘You must put seeker/bouncer/RF somewhere in the level because I like it’ but no…I really think that you can put toaster in the middle, because 3h, without any ammo what can make damage 2h, will be very long game. Also 1 C in the middle (fullNRG) is…well…again needs at least 2 more Cs +1 somewhere in tubes or similar. That area, where is fullNRG, is very campy. Seeker can’t kill you from up and you can kill them up with seeker (just jump, and again back to wait C). If you look on the top of the level, you will see trees and other stuffs what are on the grass. You could put some of them down, in the level, in my opinion. Also that background style is good, but it can be better, if you put it in layer 5 and make it moving it will be much better, believe me.
Download recommended? Sure, download this level, not too much JailBreak levels nowadays. This level can be for 4v4 or less, in my opinion. I will rate this without that bug in WUSS because I believe that was an accident on position 109,87 ;). But please don’t give up with making levels, you’re not that bad, just don’t lose interest in JJ2 ;(.
(Sorry 4 my English, it is not very good, I hope you will understand this).
Sky is good!
And you fixed low detail!
I think this tileset is good for use!
RATING: 7.7 with DR
Defiantly better. order is still a little bad in some areas but you have added lots more tiles. The background looks better and the destruct blocks look better. I like it a lot better. 7.5 and DR
I like this level. It seems original,the layout is simple but good,so is the gameplay. Tileset is good.
Eat your lima beans, Johnny.