With so few tiles, I’m sure Obi could pull off much better art quality. I’m not even convinced this improves over the original Dreempipes. Basic ground looks cut off at the top. Inside corners for the metal background are missing and even the example level suffers from that. It’s still above average though, and palette rotation was a creative move.
This tileset its very good! It’ s a remake of JJ1 Dreempipes.
This tileset has 480 tiles, the crystals are good for Dreempipes, there are blocks, vines, hooks, small poles, signs.
and there are also clouds and waterfall that does not work, with the clouds works well as Textured Background and crystal hurts.
Rating = 8
Rating = 10
Is good, work well the falls, the bane trigcrate works with water, and the level goes slow.
Rating = No rating!
This is nice,small and remaked.
I like the design, there are three versions of this tileset, there are thousands of tiles (blocks, belts, vines, hooks, poles, float up, sucker tube, switches “on and off”, the signs as similar where they were in the original JJ2 tilesets.
The stakes are flags, the hooks are lights, the vines are flags, and the walls were written
“gale” “disguise” rules “epic” and “vortex” and palms.
Clouds, skyscrapers and mountains to the layout.
The masks are fine.
There are three levels examples, one singleplayer without enemies (evening version), two CTF (the day the first version, the second version of the night). The gameplay I like but I will not rate examples levels.
Overall, these tilesets I really appreciate it.
Download Reccomandation? Yes! :)
This tileset captures the essence of JJ1’s Dreempipes with sceneric crystals added in. It manages to have 2 types of ground tiles (well, I count the metal edges different enough) and 2 types of Layer 5 backgrounds. There’s poles, vines, hooks, tubes, blocks, and signs as well, which is all great for a 150 tile limit!
The drawing style of the crystals and especially the clouds may be a tad odd to go with the rest of the set, but then again I’m not that good at judging art.
Biggest drawback may be the waterfall tiles needing AngelScript to properly animate. While it is indeed a blessing that such things can be accomplished by palette swapping to save tile space, it did give me some framedrops while playing the example level. And even though you can copy-paste the necessary script to your own level to get the same animated effects (also note the cool sparkling effect on the crystals!), it doesn’t really add to the convenience for the level maker and the player.
Speaking of the example level, it was short but fun to play nevertheless. The gameplay felt like Dreempipes with switches (crates in this case) that make the water level rise, opening up higher areas and secrets in lower areas. All well done for just 4 hours of work!
Overall I recommend this set for advanced users, since like most small sets it needs AngelScript to make a level look special enough to match up with the big boys, even while the set itself looks well-drawn and is very usable.
Clever but lacking. With such a name and a custom tileset you could have done much more than a nondescript industrial level (even if the tileset looks decent).
It’s a nice level. Eyecandy is very good, gameplay too. I just don’t like the platform on 25,13. I got stuck there.
Heh. This was a fun level to play.
I really liked Sparks Factory for a number of different reasons. For starters, the gameplay was amazing. It’s a Boss Challenge map, where you have to navigate your way through a short level and break into a boss arena. Sort of like starting from the last checkpoint of a Jazz 2 level and going straight to the boss.
In SF, you are required to find twenty coins and activate a warp, which leads you into an arena with the Schwartzenguard. Easy enough, right?
Wrong. The whole time that you’re searching for coins, the Schwartzenguard is throwing flailarangs at you. Since you’re in a Sparks factory, Sparks are constantly being spawned to come after you. The eyecandy was quite whimsical, with Sparks parts moving through tubes and belts as if in a real factory.
The only thing missing from that is the factory ambient sounds…
SF is relatively free of bugs, and the music, while not terribly interesting, was nonetheless quite fitting.
My biggest beef with the level is that there’s too much going on. Don’t get me wrong, factories are USUALLY busy, and there SHOULD be plenty of activity here, but for such a concentrated are there seems to be an inordinate amount of eyecandy. It’s kind of distracting.
In any case, Sparks Factory is a good level, and it’s worth a download.
nice boss fight, maybe the coins should re-generate a bit later but i liked it :)
good one! :)
I actually bothered to play this with all characters in all Easy, Medium and Hard. Not that it’s really useful to know, but it helps me know how the level works with each character.
I don’t think a custom tileset automatically makes it better (there’s some bad custom tilesets out there), but it’s a decent tileset, so I’ll give props for that. I get the theme, it works. I like how the tileset implements health bar tiles. However, there’s so much major animations found it rather distracting. Yes, there’s something called too much EC. So much that I didn’t even know what was solid when I first played the level at some points.
The basis of the gameplay consists of collecting 20 coins to meet the boss while avoiding his attacks, I actually thought it was going to be Bolly Boss before I played this, considering he does look a bit like sparks (at least the eye does, anyway).
I have mixed feelings…actually, there is quite an amount of issues. The idea itself is good, but not that well implemented. I don’t really like how the enemies are somewhat hidden behind from where they generate, so by means you barely have an idea when they’re actually there. Also, spawning carrots is a bad idea for single player. Why? You can pretty much stay there and wait to recover, it’s not that hard to dodge the Boss attacks while waiting for the c’s to respawn. And I’m not sure if you know about this, but there’s a lame Spaz sidekick bug which allows you to infinitie sidekick the boss if you get close to it, killing it in seconds by holding the down and jump button. And it’s not too hard to perform here.
Now about character balances. I actually found Lori the easiest to use (heck I passed Hard in one try with her while with Spaz it took a few tries, and didn’t bother with Jazz as I explain why later), considering killing the spark enemies are a lot easier to kill with her kick, not to mention you can easily turn back with it but I don’t think this was intended to become a somewhat Lori biased level, because I don’t even think the creator of this level has TSF himself, so this won’t really impact on the rating. So I’ll only compare Spaz with Jazz here.
Spaz can get up a few places faster. Helps a bit. Then you got the sidekick boss bug with him, which I sadly don’t even think the creator even knows about.
Ok…Jazz just isn’t very useful here. Took several tries to finish the level with him, And the uppercut and sidekick blocks don’t balance anything. Why? Same rewards, in the same place. Not to mention uppercut is the slowest special move to perform.
I think the default Boss music would’ve done just as well at fitting, but I suppose it’s nice to hear something fresh every now and then. It’s okay music.
No story here. I suppose it’s possible to make a story about this level although I think improving the gameplay is far more important.
The tileset is a cool little gimmick worth seeing for a while but the gameplay leaves such to be desired. If you don’t mind hidden spawning enemies, with waiting for c’s to respawn then you might like it. By the way, character balance isn’t all that important in SP, but it’s nice if you can, although it’s not really a big issue. I just wanted to say that, because the low-ish rating is not mainly because of the somewhat imbalancedness.
awesome one of the best ones great eye candy and all can’t say much leaves speechless. download!
I noticed there were no reviews for this, and I think I should review this level because I am bored anyway. Not the best reason, but one nonetheless.
As this is a custom tileset, one word: AMAZING. You have fully conveyed the spirit of this location. There are Sparks being constructed in front of you, yada yada yada.
It’s a square room, coins scattered around the area, Sparks coming at you from lots of directions, and a Schwarzenguard in the coin-warp-accessible room in the middle of the arena. It’s creative, but not the most creative. There are coins which you have to buttstomp through blocks to get to, coins which Spaz must sidekick through blocks to get to, and coins which you must shoot blocks to get to. It’s not the best place, but it’s good.
You start at the bottom of the arena. Sparks are already here to greet you. The Schwarzenguard is already trying to kill you. What do you do?
A: Collect coins! There is a coin warp below you that requires 20 coins which to collect require the above mentioned tactics. Sparks will fly at you, determined to zap you, and the Schwarzenguard keeps flinging his chained mace at you. When you get hit, what do you do?
A: Collect carrots! They respawn (which is a weak point in my opinion) and you can feel free to get hit as much as you want.
When you have finally collected coins, you warp into the Schwarzenguard’s room. It’s easy peasy after that, even with no ammo.
Custom tileset! +0.7
8.33333 rounded to 8.3
DR? Yes, but don’t expect too much.
Okay, simple review.
Unfortunately, I’ve seen too much of the crazily good tilesets like Desolation, 7th Lava Fall, Swamps of the Sleeping Jaguar, WTF and all of those to give it a good rating for the visual look of it, so I’ll be fair and give it a 5.0
Diversity of Tiles:
Quite a wide selection of different pieces of terrain, a good number of animations, plenty of eyecandy and detail to go around, good work there. This section’s worth about 7.8.
Quite good at using a small number of layers for the main part of the level, leaving more room for more distant scenery and background detail. Worthy of a 7.3.
Half-city, half-resort appearance to the tileset. Looks okay during the day, but evening and night variants look quite a lot better and more atmospheric, especially with light events dotted around the place. This one nets a 7.4.
Art Style – 5.0
Diversity of Tiles – 7.8
Layer Management – 7.3
Environment – 7.4
Total —> 6.875
Final rating: 7
Nice work on that, I’ll be sure to make good use of it.
As I promised I would like to rate this 9.5. Everything is almost excellent.
I suppose being a betatester doesn’t rule me out of reviewing?
The concept is good, as with Lava Fortress. A plaza, presumably among the mountains, made of shiny orange triangles and full of palm trees.
The masking never gets too complicated to use, though it’s disappointing that all the masking is pretty standard. There never is a half-masked tile through the center or something bumpy for us to sneakily put on the left of a warp target and then put a layer 3 tile over it to create the illusion of the bug being fixed. I had to resort to a diagonally masked tile for that, and we all know that doesn’t really work well.
Well drawn, nicely animated, and in general looks good. But the method used to draw upside-down diagonal tiles can get confusing, almost forcing you to check the masking to confirm what tile that is. But that isn’t really too bad in my opinion.
Mostly decent. But I find a few snags here and there:
1. A section of land must ALWAYS end in a corner tile, both on the ground and on the roof. It would have been great to be able to end it with a diagonal tile.
2. The floor must always be isometric ground, and that leads people to believe you’re meant to be able to get there. NICE.
3. It’s impossible to combine different EC tiles, which can get annoying sometimes.
Very good compared to quite a few tilesets I’ve seen. There are tiles for sections of triangles sticking out, tiles for triangles digging in, railings that can both end normally or be violently cut off, lamp posts that are on/off, pots of plants/trees (including the titular PALM TREE :D), sections of what I like to call the ‘cave’, tiles for ‘caves’ fading to black, rain, a translucent and an opaque lightning tile (you can see how it’s used in the Night version of the CTF level I made), and much, much, much more. My es-special favorite is the fully customizable building background. Lovely!
1. It is very unconventional. Kudos! (+1)
2. Lots of duplicate tiles. (-0.6)
8.6 and a download recommendation!
You’ve done well, young Padawan.
Hurray, I waited for this upload. It can be that I’l write a review, but it’s not 100%.
[Review changed to quick review. ~Violet]
Very Very Very Good Map!
The tileset is original and have good textures.
Merry Christmas to everyone!
All the lava animations are obviously lava. It’s not just a steady flow of lava, but more something like pouring honey or a milk shake. It is thick and has viscosity. (+1)
The panels on the floors look like something from a lab on another planet. I like that. The Ground looks like a desolate area, and the trees look very dead. It looks like the lava overflowed more than once!(+2)
IDEA AND ORIGINALITY
I haven’t quite ever seen anything quite like this before. I mean, since when has there been a tileset with lava flowing all over the place with the rest of the area being an uninhabited wasteland except for these weird lab-like places here and there? This is obviously very original. (+4)
There are no tilebugs as far as far as I’m concerned.(+0.5)
For eyecandy, this tileset is up there with Windstorm fortress. There’s lava, plenty of background scenery to choose from, such as volcanos and a lava red sky, and if you choose, some lava falling from the air! This is total apocalypse! (+3)
Overall, I recommend this highly for anyone with an end-of the-world destruction idea. It has plenty of eycandy to choose form, only one small tilebug, extremely original, and a very realistic lava animation. In total, this is worth 9 points!
Dont hesitate to press the pretty button.
Eat your lima beans, Johnny.