Review by ThunderWalker

Posted:
25 Mar 2011, 20:13 (edited 25 Mar 11, 21:07)
For: Episode 3: Rabbit's Revenge
Level rating: N/A
Rating
N/A

The Secret Level did not work. Where is it?

I like playing the (pseudo-)JJ1 levels again though… it is a loooooong time ago I’ve played the orginal JJ1 levels. What? At least ten years, I guess…
Therefore, I don’t write a full review about this.

Not recommendedQuick Review by ThunderWalker

Posted:
28 Dec 2010, 10:56 (edited 28 Dec 10, 10:57)
For: WallPaper Jazz2Online
Level rating: 2.3
Rating
1.5

It has no use, and it did’t took a lot of work to make. Why did you make this in the first place?

@VioletCLM, Rabid Rabb was just sarcastic there.

Review by ThunderWalker

Posted:
15 Nov 2010, 10:43
For: Lava Factory
Level rating: 5.4
Rating
5.4

Okey, here’s your review.

Let’s start out with a Story.

This level doesn’t have a story.
0/0

Music:
Easy points as always.
10/10

Eyecandy:
The eyecandy is pretty well. However, several tilebugs here and there with Layer 3, and also some tilebugs with collapsing scenery there.

Sometimes it felt bland and the lava near Devan Shell was painfully executed.
4,75/10

Gameplay:
Very hard parts scattered around, with those falling rocks but also with the lava below. Text signs to warn for collapsing scenery would be nice anyway.

Nothing special, alltough this level isn’t easy! Some parts, however, were annoying because of wrong use of the
tileset.

And too many checkpoints.

And at last, some spikebolls were nearly impossible to pass without getting hurt.

6,75/10

Enemies:
Somewhere, there was an huge cluster of enemies which I just blew up with TNT.
However, don’t place enemies too close to checkpoints. Those can be practically invulnerable.

Most other enemies were well placed anyway.

The Boss was hard but not unbeatable.

7/10

Pickups: Just enough of ammo and coins, and I ran around with 1 health often. The area arount the last checkpoint was too cramped. The pickups where just slammed in there but in fact there wasn’t enough space to contain them, which resulted in several unusual gameplay-bugs. Don’t stack all those events THAT close to eachother!

Too few secrets, especially because most secrets where actually visible due to horrible Layer 3 usage.
6/10

Replay value:
Horrible. Lack of secrets and lack of a story hurts, and tilebugs aren’t really helping either. And orginality is very important, and this level clearly lacks orginality.
1/10

35,5/60 -> 5,9/10

Penalties:
Avoidable tilebugs: -0,5

5,4/10

DR: Mwuah, so-so. You’ll likely to play this level only once and after you’ve done it, you’re going to delete it.

This level has some good parts, but none of them are really orginal.

Not recommendedReview by ThunderWalker

Posted:
22 Oct 2010, 17:19 (edited 22 Oct 10, 17:21)
For: Street Zerg
Level rating: 3.5
Rating
3.3

I’ll write also a full review:

Story:
None, as said.
0/0

Music:
Allright, easy points to pick here. Too many crabs are annoying though.
9,5/10

Eyecandy
The way you used secrets actually cuts most here. Many tilebugs… too many to list. Also some bad enemy placement, especially placing Fencers in narrow area’s isn’t a good idea. Looks ugly and does not work. The tilebugs were avoidable.
3/10

—— Gameplay ——

Level layout.
Well, it was much better if most of the secrets were (partally) covered by layer 3. Don’t cover all secrets entirely; otherwise players might decide to not search for them. If they actually see something, they’re going through a massive maze covered with layer 3 (unless it is frustrating with a lot of enemies and traps).

Also the 4-destruct blocks were placed wrong; sometimes enemies get stuck with them (especially the destruct blocks.

In general, the level layout was quite horrible. Something was done right, but that’s not enough to be anything more than…
2/10

Enemy placement:
Some enemies were placed well, like the Bats in the beginning and the Fat chicks. Some were not: The rows of Tuff Turtles and the Crabs are obvious examples.
Variety of enemies is good, but do not overdo it. Think of a reason why those enemies are placed there.

Ask yourself the question:
What is that enemy doing there in the first place?

I liked the King Kong monkey, but the other monkey shouldn’t be there because of it.

Huge levels can use most kinds of enemies which can appear in several parts of the level… however, in levels of a size like this level uses, just use a few different enemies. Let’s say, Fat Chicks, Dogs and/or Cats and Tuff Turtles, maybe a few bats or Ravens scattered around.

The bosses… well.
As Ischa said, I would definately NOT pick the Uterus boss in a city level. Probably a pair of Tuff bosses was better. The tuff Boss and Caterpillars in the wall were great.
4/10

Pickup placement:
Too few floating pickups. Could be a lot more (especially ammo)… alltough I would reccommend less crates with ammo when doing so. More difficult to kill enemies (or just huge flocks of Ravens) can force heavy ammo usage though).
Also, what are coins doing in a level when there isn’t a coin warp?
Food placement was fine.
6,5/10

Replay value:
None. I’m sorry. I never want to play this again, so…
1/10

26/60 = 4,3/10

Penalties:
End level bug: -0,5 (to fix this, place “Ending” in the Next level string.)
No Layer 3 usage: -0,5

Final score: 3,3/10

DR: No.

Advice: Most of my advice is already in the review. Other things to note are, that several things are easy to improve, like the End level bug which is very easy to avoid and takes only half a minute.

I honestly think you can make good levels in the future. We all have to start somewhere. When planning to make an huge level, don’t be afraid to put twenty hours, or maybe even a lot more time in a level. Heck, if you need to put fifty hours in a large level to add in everything you want, just use all the time you need. There is really no reason to finish a level quickly.

Put time in a level whenever you want to… sometimes there are boring moments, like covering a large level with tons of layer 3, but just keep on going and do other things in between. You don’t have to work with a deadline, after all.

That’s all I wanted to say…

Not recommendedReview by ThunderWalker

Posted:
18 Oct 2010, 17:58
For: Deader Than Dead 2. In Honor Of Satan
Level rating: 6.3
Rating
5.9

Da Full Review

Story:
Two ways of passing with a different ending. It is based on believing in God, which is a downside because not everyone does.
It is simple as that… and I didn’t really like the story. It was too short. Also, the Boss in the second level was a wrong choice; Bilsy was much more in line with the story…
6,5/10

Music:
Fine. Easy points here.
10/10

Eyecandy:
Very bland, especially in the Heaven level.
The Hell level was much better, but still bland at times.
A much harsher rate than previously on the same eyecandy style…
4,5/10

—— Gameplay ——

Level layout:
Just as bland as the eyecandy. I could run through everything except the fly-frog-thing in the Hell level which was extremely annoying and frustrating.
I could run through the both levels with ease, just jump over the pits whenever they were there… There was a lack of hard obstacles/enemies to prevent this.
These levels weren’t any different from your previous in layout.
5,5/10

Enemy placement:
Not enough to kill me. BY FAR not enough. Even on hard, it was very easy.
The Tuff Boss wasn’t really harder than many other bosses, and was very repetitive with dodging the flamerang and placing TNT at the upper right corner.
The Bubba Boss was very easy, actually. Just falling, jumping around and kicking Bubba’s ass.
Respawning enemies made this level easier.
5,5/10

Pickup placement:
Most pickups were well placed. No real complaints about this. Too few at times. Carrots weren’t really needed because of a camping issue (respawning enemies FTW).
8/10

Replay value:
After playing both ways, there is no real reason to replay this except finding secrets…
5/10

45/70 -> 6,4/10

Penalties:
Camping issue’s: -0,5

5,9/10

DR: No. Sorry.

RecommendedReview by ThunderWalker

Posted:
28 Aug 2010, 13:42 (edited 30 Aug 10, 13:04)
For: Coldwater Mines
Level rating: 8.4
Rating
8.3

Time to write a review, isn’t it?

Story:
Whatever. 0/0

Music:
Worked fine for this level, easy points like always. 10/10

Eyecandy:
A few layer 4 tilebugs here and there (especially in the upper-right corner, also, albeit orginal, the splash water when walking through the waterfalls in the left-bottom corner doesn’t look that well due to graphical limitations, so I suggest removing that.

Also, the water-level line on this map looks really ugly, alltough it is hard to find something different. I don’t have any recommendations except completely removing it but that removes the possibility to swim which is not a good option either… and I am not going to penalize on tileset limitations.

8/10

GAMEPLAY:
Level layout:
Well, most of the map is allright and you can have really awesome battles here. However, I suggest removing the fireshields and the “anti-cheat-trick around them”.

This map allows for infighting with Toasters and even streetfight-moves, but also for firing at longer ranges with bouncers, Seekers and RF’s in the open area’s. Variety is key and this level shows that clearly.

Sometimes it is slightly Spaz-biased, like the hook where only the double jump gives access to jump on a bridge. Bad thing. Also the Layer 3 pipe at the right side of the map is somewhat Spaz-biased because Spaz has, when he wants to go upwards in the level, the easiest time to do so, alltough this difference gets smaller once the players are more skilled, but the difference is still there.

Another bad thing is that there is only one MP start position (better said, I only found one when looking in the editor) on a large map, while there is no Single player start position on this map as well to check it out before playing it MP unless you’re going to cheat.

8,5/10

Pickup placement:
Good things and bad things. Always check if ammo/carrots can’t be shot into pits. This is however possible with several ammo pickups and some fastfire powerups on this map, which is a bad thing in multiplayer for obvious reasons.
Powerups were well placed, and carrots as well, alltough mostly concentrated on the left side of the map except the RF PU, which might make the right side of the map somewhat unused, and that the RF PU is placed very low, doesn’t really help either.
Good thing: No Seeker PU.

7/10

Enemy placement:
What?
0/0

Replay value:
It is a good battle map and brought several orginal things with it. It has it’s flaws, but every map has those, for that matter.
8/10

41.5/50

Penalties: None

7.9/10 -> 8.3/10

DR: Yes… like I said in Replay value, it is a good batle map with several orginal things. It works well, you can play on this map and you can escape if someone fires Seekers behind you unless you’re swimming…

… Well… this review became longer than I expected.

Edit: Well, a pair of grammar errors.

Also, why is my review nonsense, SkeLe?

GlaDoS: My bad. Somehow I made the error replacing the five with a four when calculating.

Not recommendedReview by ThunderWalker

Posted:
15 Aug 2010, 11:52 (edited 15 Aug 10, 11:52)
For: Falador Castle
Level rating: 5.7
Rating
4.8

It is your first level and a lot could be improved.

No story.
0/0

Music: Basic castle music, fine. Not orginal though, but it fits well.
8/10

Eyecandy.
Well, rather basic. Not many tilebugs… if any. I didn’t observed the background but I didn’t found any in the foreground. The sole cucumber in that secret room with that sign made me laugh… especially because this level has so much food on every other damn spot in this level.
8,25/10

Gameplay:
Level layout.
This level was quite a bit like the Epic levels… but it was much shorter… way too short, in fact. It is playable with Spaz and Lori: Jazz can get through the level but can’t finish it because the blocks in the end cannot be destroyed without sidekick. The spikes work anyway.

The warp in the right side can be passed and that is a bad thing. Just put three of the same warps next to eachother to make this impossible. However, the entire right side was pointless in the end..

6/10

Enemy placement:
Rather bland and way too few enemies, on hard. It was by far not enough to kill me…

The Bats were well placed though.
6/10

Pickup placement:
Gem barrels/crates don’t need to be THAT full… sjeez. Way too many food; I got two sugar rushes in such a short level!
There was enough ammo; some toasters and some RF’s. Outside of a spring to defrost, the ammo was not necessary or even useful; the level is finished soon after so I didn’t had to use either of them. Especially because the spring isn’t even necessary to defrost… well.
5,5/10

Replay value:
None because the secrets are way too easy… everything was, in fact. No story, not much ammo, etc. Sorry, but nothing else as a:
1/10

34,75/60 / 6 = ~5,8/6

Penalties: Unplayable with Jazz. Despite the warning to NOT play this with Jazz as this was avoidable, I will give a -0,5 penalty here.
End Level bug (just put “ending” in next-level string if it is the last level in an episode): -0.5

4,8/10

DR: No.

Tips:
- Less food, really.
- More ammo early in the level, especially in levels as short as this one.
- More enemies.
- Make your levels at least three times larger unless it is an episode in which several levels can be as short as this one.
- Add a coin warp if coins exist in a level.
- Add orginal things in a level as long as it isn’t totally ridiculous.

RecommendedReview by ThunderWalker

Posted:
3 Aug 2010, 07:32
For: Universal CTF
Level rating: 8
Rating
8.1

A full review…. I dislike short reviews.

Story: None

Music: No comments, it was allright.
10/10

Eyecandy: Well, the Top Secret tileset was well used, but it is a rather well known tileset and it is often used for levels…
This level has nothing outstanding in the eyecandy.
7/10

Gameplay:
Level Layout:
Two bases, one left, one right. The level is not symmetrical… However, the left side is much closer to the deathpits than the right side.

The level has a lower and a main path. The lower parts are interrupted with blocks and such, so you can’t run straight through the low level to your opponents flag. There are two deathpits, but they aren’t actually placed that balanced. The left side is MUCH closer to the deathpits… alltough the Toaster PU on the left side is much easier to obtain in comparison with the Bouncer PU on the right side. This might actually make it balanced…

The main path contains the Seeker PU and most of the ammunition of the level. It is very open, but also not TOO open, so both the Toaster and Seeker PU’s are very powerful here.
There are two sucker tubes which can take you from one side to another… more or less.

On top of the main path, is on the left side a Toaster PU, and the full RNG in the middle… but these are more of seperate places in the map than pathways… they contain something important, but you won’t stay there for long anyway. This is a good thing… considering that this map is quite large.

However, there is no way to take a look in Single Player considering the deathpits… at least not without a bunch of cheatcodes. This can be annoying if you want to check out the level before playing it against other humans.
8/10

Enemy placement: Whatever
0/0

Pickup placement:
The left side has a toaster PU high, while the right side has a bouncer PU above a death pith and thus much lower as a result. The Seeker PU is in the middle with a full RNG straight above it. In fact, this is rather balanced…
The ammo placement and Fastfires were fine, but there was nothing really special.
8/10

Replay value:
Well, this is a level good enough for clan battles and is relatively easy to learn. However, it doesn’t have any orginal tricks… but it is better than at least half of the CTF-maps at Zeal Alpha.
7.5/10

40,5/50
8.1/10

DR: Yes.

RecommendedReview by ThunderWalker

Posted:
27 Jul 2010, 20:59 (edited 27 Jul 10, 21:10)
For: Psychedelic Experience
Level rating: 8.7
Rating
8.7

Oh god.

First, no story included in the rating…
0/0

Music:

I listened to it seperately from the level and it definately fits. However, several parts of the song tends to get annoying VERY QUICKLY so no full points here… not as much lower as a ten as you might expect now, but I think there are people around here who like the parts I found to be especially annoying.
9.5/10

Eyecandy:

Well, it was a non-traditional approach of tileset usage, but I liked it. Almost no flaws in the eyecandy, alltough the mushrooms didn’t have a floor beneath them (but considering that would look even uglier, and there isn’t a better way to do it than this, I won’t rate down on this.
However, sometimes I found tile placement looking ugly and because those cats were both used in background and in the traditional way…
9/10

Gameplay:
Level layout:
Well, make sure you can recognize deathpits, otherwise quite a few players resort to JJFly and will not touch the ground again.
A few secret pathways and a few other secrets… but nothing special. Only one checkpoint in a level with quite a few deathpits is annoying though.
And many, many times, there was a masking error which made the level less fluid. Probably a tileset-problem but still. It was annoying and unnecessary.

Everything else was (very) well done though…

8,75/10

Enemy placement:
Annoying, but most enemies were well placed and fitted well with the tileset… alltough I should replace the Christmas enemies with their normal versions.
9,5/10

Pickup placement:
Nearly without flaws. A double coin warp is hardly ever used in levels, but huge levels like this one can use it… I like it.
9,5/10

Replay value: Well, it is a difficult level. The lack of a story cuts ALWAYS down here, but the lack of secrets does as well. Also, annoying contraptions with a deathpit below don’t really help as well for me. However, the level has several unique things in the eyecandy.
8,5/10

54.75/60

Penalties:
Avoidable tilebugs: -0,4

8,7/10

DR: Yes. If you aren’t a good player, just use cheats. This level is harder than EvilMike’s levels in several occasions, alltough probably not as good in terms of quality and replay value. But it is worth a playthrough, at least!

Edit: Listened to the music.

RecommendedReview by ThunderWalker

Posted:
26 Jul 2010, 18:59 (edited 27 Jul 10, 19:20)
For: Light Switch
Level rating: 8.7
Rating
8.8

Levels which use the JJ1 Medieval tileset are indeed messing up at the preview. Always.

I played this – the hardcore version – online a few days ago, and well, with 4 vs 4 or something like that…. And guess. It was awesome!
Everything was well placed and works properly.
The light switch was the most ingenious and nasty thing ever… especially when everybody was blinded and some fell quite a few times into one of the deathpits lol.
It was one of the funniest CTF games I ever played.

There is also a version which put the lights back to normal after you die, which is obviously a good thing.

Music:
Fine. No problems or whatever.
10/10

Eyecandy:
Everything works properly, no noticable tilebugs.
8/10

Level layout: Well, seems fine. I like it. You can run fast through the level once you know it and ti is easy to learn.
8/10

Pickup placement:
No complaints about it. Everything is fine… alltough I should place 2 normal carrots instead of the Full RNG for the sake of symmetry.
9,5/10

Replay value:
Well, this isn’t a level that you want to play once.
I still want to play it again lol.
8,5/10

44/50 / 5 = 8,8/10

Penalties: None

DR: Yes. It is really fun.
The “babie” version is more suited for serious duels, but the hardcore version was suprisingly awesome when playing with quite a few players!

A question for the admins:
Why am I unable to rate this an 8,8?
Edit: Thanks VioletCLM.

Not recommendedReview by ThunderWalker

Posted:
21 Jul 2010, 17:38 (edited 22 Jul 10, 07:58)
For: Infernal Dungeon
Level rating: 7.3
Rating
6.7

First, don’t post every single level once finished. The fun of the episode goes down VERY quickly if you do so.

Story:
N/A

Music:
Is allright. I didn’t noticed it even from the very beginning…

EDIT: My fault: Music volume was lowered for whatever reason.
9/10 -> 10/10

Eyecandy: more or less allright. Most of the level looks fine, but there were a few tilebugs here and there. It could be a lot better anyway.
Also, the Bilsy Bosses sometimes appeared on top of a DEATH PIT. WTF!
6/10

Gameplay:

Level layout
Well, the level played rather bland and is quite like the basic SP-episodes from EpicGames, with the difference that some parts were annoying with Lori because she can’t jump as high as Jazz or Spazz can when jumping on small platforms. It is possible for her without cheating though, but JJFly is a much, much easier solution, especially for the unexperienced players.
Very few secrets.
6/10.

Enemy placement: Fine, but it wasn’t enough to make me die (on hard), except the damn Bilsies.
6/10

Pickup placement:
This was quite well done, alltough the extra lives and some carrots weren’t really necessary.
7/10

Replay value:
Quite low. Too few secrets to search for, and you’ll don’t have to retry because you’ll die often (probably only when facing the Bilsies in the very end). Some text here and there couldn’t do any bad, as well.
5/10

39/60 -> 40/60

Penalties:
None.

6,5/10 ->6.7

StarLORD overrated this level. A LOT.

DR: No. This level plays too much like the basic levels from EpicGames… and if the only though part of a level is beating the boss, something went wrong…

RecommendedReview by ThunderWalker

Posted:
3 Jul 2010, 13:59 (edited 3 Jul 10, 16:20)
For: Deader Than Dead
Level rating: 7.7
Rating
8

There we go.

Story:
Well, it is rather dull, but probably because the episode consist of only two levels. It isn’t a basic “Devan Shell is back” story which is always a good thing.
14,5/20

Music:
Fine, no comments or complaints.
It fits very well with the levels.
10/10

Eyecandy:
Well done when looking to the tileset limits. The Devil and the Gate to Hell could be better though… which definately shows the limit of some tilesets… and there were a few tilebugs appearant in the first level.
8,5/10

—- Gameplay —-
Level Layout:
Well, a few puzzles and – one of them quite hard to find – four secrets for each level. Both levels have a special secret containing an extra live which is more or less hard to reach, especially if you aren’t a good jumper (in the second level). The second level has a Coin warp.

The first level had no real flaws.
There was a minor flaw in the second level in that you can’t get out of a pit after you got the four carrots and food in one of the secrets. (Edit: This flaw is fixed, but it doesn’t really affect the rating in this case)
8/10

Enemy placement:
The enemies which were appearant were very well placed, but there were too few enemies and too many spike pits (especially in the second level).
I liked the Crate Destruct Boss Fight…
8/10

Pickup Placement:
There are no carrots except the four mentioned above when you aren’t playing on easy. Ammunition and foot placement was fine – and the same goes for the other pickups.
8/10

Replay value:
You’ll know the amount of secrets each level has where you can search for. Some of them are HARD to find, but after you’ve found them, the replay value is gone in an instant because the story is rather dull – but there are VERY FEW episodes which have a good story while not suffering in terms of gameplay.
7/10.

64/80

8/10

Penalties:
None.

8/10

DR: Yes? Why not.
There are very few flaws to find in this level pack.

RecommendedReview by ThunderWalker

Posted:
29 Jun 2010, 21:40 (edited 29 Jun 10, 21:41)
For: GM Unfinished
Level rating: 9.2
Rating
8

I played through those levels on hard mode, using Lori. Well, I needed JJFly only once – but it is fairly playable with Lori otherwise.

Story:
None.
0/0

Music:
Fine, but you forgot to add the music of one of the levels… alltough it is downloadable elsewhere but I didn’t.
10/10

Eyecandy:
Not that bad. Except for a tilebug in the third level, everything looked fine. Nothing outstanding though, but it wasn’t bland and didn’t suffer from any serious flaws.
I should remove the 100-coin warp if there aren’t 100 coins available though. If they are… well… they are at least well hidden… probably TOO well.

The collapsing bridges should be made of different tiles (looking to the third level)
8,5/10

Gameplay:

Level design
You had to search for coins to get to the exit, but otherwise the levels were lacking orginality. It was impossible to rush through the level and the levels don’t suffer from any serious flaws… alltough getting sucked into a bat is no fun.
7/10

Pickup Placement:
No flaws, but probably a little more ammo(-secrets) should be fine.
8/10

Enemy Placement:
Most enemies were well placed, but I shouldn’t place piranha’s if they cannot move.
7,5/10

Replay Value:
The levels were well designed. This is were the lack of a story cuts down in the rating – because a story adds to the raplay value – and despite the levels were good, they hadn’t anything really special and weren’t really hard either – alltough I had to keep on my toes on hard mode.
Also, the levels lack many secrets which also cuts down into the replay value..
7/10

47/60
8/10

Penalties:
You forgot to add a music file… but it is downloadable somewhere else and the link is posted. -0

8/10

DR: Yes.

Review by ThunderWalker

Posted:
19 Jun 2010, 06:49
For: R.A.B.B.I.T campaign
Level rating: 2.7
Rating
N/A

Several critical bugs make it unplayable.
Probably because you’d forget to include all tilesets you’ve used.

I had the Industrius tileset and also the tileset for the second level already in my inventory, but the third level crashed the game.

I will write a full review after you’ve fixed this.

RecommendedReview by ThunderWalker

Posted:
18 Jun 2010, 18:14
For: RaneforusV
Level rating: 9.3
Rating
9.5

My first tileset(-conversion) rating :P

Tileset in general:
Everything worked in all three tilesets. They will do what they have to do and there is variety everywhere, in all three tilesets.

I should add a few Jungrock tiles (the special rocky grounds, like the large rock and such) in the Raneforus Pst tileset, and waterfalls in Raneforus Present, but that’s it.

The Raneforus Future tileset should be a little darker like PT32 said.

9/10

Masking:
The masking is unique, but it fits the jungle levels pretty damn well, and I didn’t find any bugs.
10/10

Example Levels:
I won’t rate the example levels or criticize them to hell; it isn’t uploaded as “Multiple”, and they are playable with either Jazz, Spazz and Lori and don’t suffer from serious design flaws.
0/0

DR: Yes, offcourse!

Not recommendedReview by ThunderWalker

Posted:
11 Jun 2010, 18:59 (edited 18 Jun 10, 18:33)
For: Electric Landscape
Level rating: 6.2
Rating
6

Another review.

Story:
Non is given.
0/0

Music:
Fine, fits the level, but I’ve heard it before. However, there is no better choice.
10/10

Eyecandy:
Allright, but nothing especially pretty like several other levels have.
8/10

Gameplay elements:
Level Layout:
The basic layout is fine. The maze was too easy but still somewhat refreshing.
The Boss was battered in seconds with the Flame powerup. Powerups can absolutely cause havoc on bosses – and especially the Flame powerup.
This level has nothing special aside from two coin warps.

7/10

Pickup Placement:
Way too easy, way too easy. I ended up with having 99 ammo and such, and too many carrots. Alltough I like many enemies, I don’t like many pickups.
4/10

Enemy Placement:
Not enough to kill me… on hard. They are well-placed and well-chosen though, but it is simply not enough to kill me.
6/10

Replay Value:
None altough this isn’t exactly true. But this level has nothing special, while the lack of consistency cuts down on it. The level shows creativity here and there though, but is outclassed on every possible way when looking to several other levels around.
4/10

39/60
6,5/10

——————

Penalties:
End level bug: -0.5 -< Fixed. -0.
Lack of consistency: -0.5

6,0/10

DR: Well, this level isn’t that good. It is a large level, but it is relatively easy and absolutely lacks consistency when looking to conveyor belts and the fans on the floor.

@Level maker:
This level shows creativity here and there. I’d suggest, like Jahari, that you’ll keep making levels and improve your skill at JCS.

I’ll often give a relatively low rating. Don’t let that stop you from making levels. Try to avoid things which can be a real hitter in the rating like being unplayable with certain characters or the end-level-bug which results into a game crash. At the end of episodes, fill in at the “next level” string, “ending”, which effectively stops the bug from appearing.

Edit: End Level Bug is fixed.

Review by ThunderWalker

Posted:
3 May 2010, 18:33 (edited 5 May 10, 09:14)
For: TownBTL
Level rating: 6.7
Rating
6

Well, there IS a Seaker PU and a second carrot.

It is a nice first battle level.

Story:
N/A
0/0

Music:
I liked the music not that much, but it was at least quite orginal.
9/10 —-> 10/10

Eyecandy:
It is there, but it is very basic.
6/10

Gameplay:
Level Layout.
There are no warps, but everything is fluid and works properly. There are no real secrets, altough some Electroblaster ammo and the Seeker PU are more or less hidden. But they are too easy to get, with the result the top of the map ends in Seaker mayhem, which concentrates the fight in the bottomleft corner.
There is only one sucker tube which doesn’t do anything unless you are chased, but Seekers will blow you up regardless – it won’t save your ass.
5/10

Pickup Placement:
The toaster PU and a carrot and Seekers are in the left corner, the Seeker PU in the right corner with another carrot. There is no reason to go to the top of the buildings or whatever. There is some ammunition there, but it isn’t needed with the PU’s near the bottom which concentrates the fight even more to the bottom.
5/10

Enemy Placement:
N/A
0/0

Replay Value:
It is too standard, and not orginal. It is either Seaker spam or Toaster spam, a little bit dependant on where you are running. And we’ll have enough of that kind of maps. Sorry.
3/10

——————

28/50 —-> 29/50

Penalties:
None.

5,8/10
However, it is your first level, and it is not that bad, so I’ll round up instead of down because I cannot rate a 5,6 or a 5,8.

DR: I dunno. Decide for yourself. It isn’t that bad, but it isn’t that good either.

—-
The hardest hitter on the rating was actually placing the Seeker PU, because I’d think those ruïn the gameplay in multiplayer levels. The electroblaster PU could be placed better or at least with some Layer 3 in front of it (and the entire building if you do so).
The music, despite I do not like it that much, is no reason to downrate it that much; it has in the end nothing to do with the gameplay. He does get nearly full points there. After talking with FawFul I added the last point there… but it doesn’t change much besides the roundup makes the 5,7 a 6,0.

Review by ThunderWalker

Posted:
2 May 2010, 08:21 (edited 9 May 10, 14:03)
For: Crysilis Caves
Level rating: N/A
Rating
N/A

I don’t know who made the music anyway, I couldn’t find it anywhere, but I thought it was Blur, because he was mentioned in VioletCLM’s CrysilisV download and the other two tracks in that download are tracked from JJ1 and not from Sonic.

Edit:
Snooze, you are probably right.

But what do you exactly mean with “small adjustments”?

Not recommendedReview by ThunderWalker

Posted:
28 Apr 2010, 19:41 (edited 29 Apr 10, 15:57)
For: Lost Vikings The Big Return Of tomator
Level rating: 1.1
Rating
1

Story: 10 levels, 30 points.

Good, there was some kind of storyline, but it is very vague. There is no reasoning behind the story; the reasoning of the bad boss is nowhere to be found. Also, your grammar was awful. Capital letters and interpunction could help. Also, the story had no real ending scenario or final boss-fight and the two boss fights were placed somewhere in the campaign. The robot-boss was placed fine though. The first boss fight was weird? Three Schwartzenguards without any explanation.

6/30

Music:
Well, it was indeed somewhere but not in this upload; altough that download is mentioned here.
No rating; I didn’t checked it out; it is more than fair if I don’t rate the music then.

Eyecandy:
It was very bland. Some levels contained tilebugs. All levels used the same tileset, which is, when using a massive amount of TEN levels, an instant fail!
There were no parts which were beautiful or such.
However, I liked the little buggers which talked to you, which was something else than Jazz, Spazz, Lori or Eva in other campaigns.
4/10

—— Gameplay

Layout:
Fine, but the levels were VERY short, which is fine for intro levels, but all levels felt like intro levels save the boss fights and the last level, which was fine. Even the boss fights suck. All levels were relatively short though. The levels didn’t have much obstacles, again, save the last one which had some spikes and such, and also water; you’ll have to swim through that level.
2/10

Enemy placement:
Only the last level had some enemies which could hurt me.
2/10

Pickup placement:
No pickups. Pickups in the last level were one carrot, some pepper spray and a few extra lives.
2/10

Replay value:
None.
1/10

17/80

Penalties:
- Lori couldn’t get past some point in a level. JJFly. -0.7
- The end-level bug appeared in the last level. Game crash. -0.5

1/10

DR: No.

Tips:
- Add more variety in pickups and in enemies as well. Place enemies, make levels longer with the result they’ll take some time to beat. At least 5-10 minutes for each level is fine.
- Add secrets.
- Make boss fights more interesting so you can DIE there.
- Use capital letters and interpunction and such.
- Pick the right tilesets. Some levels were better with another tileset, say, the Battleship v2 one for that short spaceship-level.
- Upload the music files as well in your upload, even if another download is needed (I’ll never download low-rated SP-packs).

EDIT: Removed music from rating for reasons listed there. Rating stays that 1/10, albeit just barely.

RecommendedReview by ThunderWalker

Posted:
8 Apr 2010, 13:08 (edited 10 Apr 10, 11:35)
For: The Journey Full Of Surprises
Level rating: 7.2
Rating
7.2

The tileset for WtBoss4 is missing (Edit: Seems deactivated in the game, which is actually very, very weird considering the level is visible on J2O).

Anyway, when talking about the other levels:

Story:
It was quite interesting with new characters and such. Despite it was another Devan Shell story, it was otherwise quite orginal and such. Many levels with story playing such an important role, make the story weigh on the rating. However, some of the levels seem to have NOTHING to do with the story.
35/40

Music:
Awesome and orginal.
10/10

Eyecandy:
Each level was different in quality, also in terms of eyecandy. However, many levels looked well. However, foreground was only used for secrets and the background was often fairly bland.
6/10

—- Gameplay: —-
Level Layout:
Well, there were secrets, everything worked correctly, save the one with the coin warp leading to the ice ammo – getting back was impossible – and that was annoying. That and the levels were easy (on hard), save the third Boss level.

The bosses were orginal, but the first boss is VERY EASY because the level is very and very bland. Especially Lori will brawl through it without effort, making that literally a one-minute level. The second and third boss levels were harder. The second boss level had an enormous death pit, but it was possible to get over it altough you had to be fast.

(Edit: Broke into Bosslvl 4: This level is a lot like Bosslevel 2, only without TNT and also a whole deal easier despite all the death-traps – the tileset was in the download but not activated for whatever reason)

6/10

Pickups:
Fine. The full NRG was always enough considering the low amount of enemies. The enemy-carrot ratio was fine.
Enough ammo, maybe even a little too much. No powerups, but you didn’t need them. It was fine, and very few flaws in pickup placement.
9/10

Enemy placement:
Enemies were too easy to kill, and placed on places were you could kill them without any effort, but fine otherwise. Luckily some enemies respawned in Boss Level 2 & 3, otherwise it was even easier. Yes, I ran through this on hard.
7/10

Replay Value:
The story and the amount of secrets make this replayable for multiple times if you want. As long as everything works properly, that is, considering that isn’t always the case.
9/10

82/100
8.2/10

Penalties:
- A few critical bugs can appear; and the game crashes. It is very rare and happens only in the third cutscene level, but I had to remove the level using JCS. -0,5
- Tileset of the last Boss Level doesn’t work, making the game crash: -0.5

Well, it is still enough for a 7.2. At least.

DR: Yes. Stay aware of the bugs mentioned nonetheless. And also, quite a few levels are easy.

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