Good level but not without issues. There are a lot of obscured hazards and often it’s very unclear where to go. One area requires you to collect an item but gives it only barely distinct looks and doesn’t provide any feedback when you get it. The introduction of pits is accompanied by fake foreground pillars and the last checkpoint is far behind.
Disagree all you want, if you ask me, this is one of the top 10 tilesets on J2O. Two ground types, abundance of eyecandy, highly customizable background layers, and incredible ease of use. If I could ask for anything, it would be to add more of the same. The second priority would be some art improvements.
These are good quality and introduce some interesting twists to the traditional single player level design style. Unfortunately they won’t be challenging for a relatively skilled player, with their abundance of carrots and lack of strategically placed enemies. The visuals show professionalism and care to detail.
This is a pack of mediocre, tiring, repetitive levels. No thought went into designing gameplay; there’s nothing to keep a player interested. Half of the time with the pack is staring at nearly static screens of cutscenes without dialogue, and the story hardly makes sense, certainly far from enough sense to justify the lack of good gameplay.
I found this quite enjoyable. It may not be overflowing with innovation, but it shows a consistent individual level making style rather than an imitation of Epic’s. Stijn’s review lists most of my issues, I’d also say throw out the secrets one is forced to find to continue. Also there really could’ve been an outro level to finish the storytelling.
Quite cool. It doesn’t provide any challenge or innovation though. Also, at some places the levels look empty or flat. Other areas look ideal for pickups but don’t contain any. One thing I would especially suggest to look into improving is the secret placement: avoid placing unmarked secrets in the floor or spikes because nobody will find them.
It’s not particularly interesting but can be fun for a single playthrough. Definitely worth a download for those who enjoy the official JJ2 campaign, but not those who are looking for originality or a challenge.
Despite its apparent simplicity, I consider this one of the best CTF layouts to date. It offers enough paths for strategy to matter but doesn’t overcomplicate it. It’s universal and matches games of a variety of sizes. Carrots are where you expect them and power-ups are easy to find, although I’d debate collective spawn times of the latter.
During my duel in this level I learned that I really enjoy its layout and carrot placement. It’s easy to learn and intuitive. My main issue turned out to be weapon balance: bouncer is extremely powerful and toaster barely useful. The highlight of the level is its heavily scripted atmosphere, something we’ll hopefully see more often thanks to it.
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 may look cool but is completely unplayable. The layout consists of seemingly randomly placed platforms and the gameplay is based on maintaining control over a single area that contains both the level’s only powerup and its only carrot. Needless to say, your start position might settle the match. Also, the masking is extremely inconsistent.
This is a cool remake and an improvement in every way, but it fails to address some of the main issues with battle1, such as its one-directional layout and low number of carrots. It also overdoses on powerups placed in walls. And I mean all of the powerups are in walls. Still, the level is fairly playable.
This level has amazing visuals, but its gameplay tends to be overcentralized. All carrots and both bases are placed in the top 30% of the level, and in a map of this size, that simply doesn’t work out. Sometimes I also wish for a wider choice of available paths.
This is a nice replica of the original tileset, but a history lesson is the only reason you may want to download it. As opposed to Diamondus Beta, this conversion is only a palette swap of Castle1N.j2t and actually removes some bottom rows of that tileset instead of adding any new tiles.
7th Lava Fall, the level, is the quintessence of awful. Off the top of my head, I can’t think of a worse CTF level whose layers tile correctly. The Jehlevator is slightly better but not much, plus it’s tiny. You never want to play either of these. So why the download recommendation? The zip contains 7th Lava Fall.j2t.
Probably the best CTF level of its size so far.
This tileset offers a lot of eyecandy tiles and some original concepts but it has one fatal flaw that’s impossible to ignore: it’s as ugly as sin. It has an inconsistent art style, perspective issues, and an abundance of solid colors and simple gradients. The tile placement is also not the most logical thing in the world, making it harder to use.
This is a very useful tool for learning how JJ2 tile cache works. You probably won’t want to use the utility nowadays anymore because JJ2+ scripting can achieve the same and better effects by generally much less complicated means but even then tile cache remains relevant and this download offers a good way to understand its mechanics.
Violet I fixed your broken flood fill tool 5 months ago why won’t you accept my pull request.
This is another program made obsolete by JJ2+. It was vital when released but I don’t imagine you would want to download it nowadays.
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Eat your lima beans, Johnny.