Had fun betatesting this
Just like I had mentioned in the JCF post I made about this pack, it is a very good one (Imo I prefer it over time tripping) and this is the place where I’ll justify my reasons.
FSP: Rent CollectionLegends and Hints
Well, to summarize this in one sentence: This is one of the best cutscene levels I’ve seen. Not one of those old overdone ones where you’re taken through a sucker tube and read text strings (I’ve done those a few times =P), but a hocus style one with even pictures (Taken from google!). Good first impression on the pack.
A Random Castle
Not particularly the most creative name I’ve seen, but the level itself is good. Firstly, it’s non-linear, which, at least for me, made playing it more enjoyable. I really like the chesire trick used here (and throghout the pack), original and cool. The level was challenging enough, and provided several off-route secrets which made it more fun to play. Eyecandy was alright-good, nice to look at, but I’ve seen it before. Enemies where placed alright, even though the bats may have looked a bit awkward floating in midair.
Layout/Gameplay: 9.2
Eyecandy: 8.5
Placement of Stuff: 8.5
Originality/Music: 8.4
Overall (not average): 8.8
Average: 8.68 ~ 8.7
Lack of Marmalade
This was one of my favorite levels. Firstly, I liked the music choice here. Layout was also nicely done, I had trouble finding some of the coins here playing the first time, and spent a while on it. I don’t like some of the changes made to it after I tested (the dark lighting) though, looks strange and I don’t like how it interfers with the playing arena =\. Other than that, the level was fun, had some cool effects, and was nicely done.
Layout/Gameplay: 9.5
Eyecandy: 8.3
Placement of stuff: 9
Originality/Music: 9.5
Overall/Not an Average: 9.2
Level Rating: 9.1 (on the dot).
A Cold Day In Foomania
Hm. A nice change, a level in the pack that doesn’t use the hocus tileset =P. Looking at the tileset (which is rather limited – Ground Force by ET) Violet did a good job. I like the music, it gives the level a nice feel, and the eyecandy is near the best it could be considering the set. I really like the layout, very nicely done, and lots of secrets too. Considering the chosen set, this level is very well done =P
Layout/Gameplay: 9.8
Eyecandy: 8.7
Placement of Stuff: 9
Originality/Music: 8.6
Overall (not an average): 8.7
Level Rating: 8.96 ~ 9.
Black Ninja’s Castle
Beginning (and lighting) of level owns (especially the nice blackness effect of the skulls). Level is actually fairly short, but the boss battle with BN owns (must’ve been annoying animating all that =P). I like the eyecandy here a lot, creatively done.
Layout/Gameplay: 9.2
Eyecandy: 9.2
Placement of Stuff: 8.5
Originality/Music: 9.7
Overall/not an average: 9
Level Rating: 9.12 ~ 9.1. The shortest level so far got the highest rating, heh.
The Nature Castle
Nice & different scenery, interesting layout, and lots of secrets. Not the best level, but I like how it differed in appearance from the rest of the hocus levels so you wouldn’t have the same eyecandy thrown at you and stuff. Different enemy choice, and nice (but overused ;() music. Lots of chesire2s, too.
Layout/Gameplay: 8.5
Eyecandy: 9.3
Placement of Stuff: 8.4
Originality/Music: 9
Overall (Not an average): 8.8
Level Rating: 8.8 on the dot.
Mellenwah
Also nice first impression & tileset use. Music is alright, fits the mood. Eyecandy rux, layout is alright and the level is flooded with enemies. I like how the mad monks were designed. Seemed to be less hidden stuff in this one.
Layout/Gameplay: 8.5
Eyecandy: 9.3
Placement of Stuff: 8.4
Originality/Music: 8.7
Overall/not an average: 8.7
Level Rating: 8.72 ~ 8.7
Fooruman’s Hologram Machine
This level was HARD. And long. Layout was nicely done, multirouted. Lots of sparks, hurt events, lava, hatters, etc. Ergh. But lots of shields and pickups too so =D. Eyecandy was chaotic but managed to peice together alright, we couldn’t find a better music for this so this stayed, although I don’t mind M04. I had no idea what to do in the end boss place. I just stayed crawled up on the left side platform where nobody seemed to be able to hurt me (sparks were faced towards me, Bilsy didn’t notice me). Stomp scenery = evil. Sooner or later I somehow won. So yay.
Layout/Gameplay: 9.2 (haarrdd, try it on hard mode :P)
Eyecandy: 8.8
Placement of Stuff: 9
Originality/Music: 8.9
Overall/not an average: 9.2
Level Rating: 9.02 ~ 9
Just a question, but what was Greenkiller doing in Fooruman’s Hologram machine? =P
Oh Yeah
This is really a level ;o. I like the effects in the beginning of the level (the Hologram machine’s destruction, Fooruman being a stup and taking your coins). Most the level is just credits in a level (Nice idea), except the epic battle in the end which is nicely done. I don’t really know how to rate it since it’s not really a level (level, credits, cutscenes and EPIC BOSS BATTLE in one!) so I’ll just say it was an awesome ending.
Final Notes: I really like the concept of this pack. Needing to collect a certain amount of coins is more original and fun then just searching for the ending. It also had most the levels be multirouted and non-linear, which is also good. I had a lot of fun playing, testing, and giving suggestions towards this pack, and I think it is definately something you should all download and play. Happy (Early) holidays!
=Ratings=
A Random Castle: 8.7
Lack of Marmalade: 9.1
A Cold Day in Foomania: 9
Black Ninja’s Castle: 9.1
The Nature Castle: 8.8
Mellenwah: 8.7
Fooruman’s Hologram Machine: 9
Average: 8.914 blahblah ~ 8.9. I’ll be nice and up this by +0.3 because the cutscenes were rux enough to help the rating of this pack. 9.2 is what I give, and definately a download reccomendation.
Good Job Violet!
~Blacky.
(Kinda ironic that I would give this less than I gave your hocus pack. Heh, standards changing I guess.)
Diamondus Beta. Here goes:
Firstly, since you only had two small screenies to work with, I’d say this was more of a tileset itself then a remake/conversion/whatever.
Firstly. the first impression this set gave off was amazing. I personally love the grass in this set, and the gems are cool. Plus there are 5 current versions of this set – and pyro said he’d release another one (not going to ruin the surprise and tell you the theme of it ;D) later.
Firstly, the technical rating:
Diamondus B Day/Garden
Pin 500 bump: Looks really good.
Pin paddles: Also look good.
Small Tree: Looks good.
Psych Pole: Looks really good.
Diamondus Pole: Looks really good.
Carrotus pole: Looks pretty good.
Jungle Pole: Looks green =\.
Pin Carrot bump: Not really fond of the colors but looks alright.
Water is good, Snow is green.
Diamondus B Lava: Snow is still green, and green doesn’t really fit in with a lava looking place. (Red snow would’ve been cool, or grey snow like ash). Water looks like lava so thats cool. Pinball Carrot bump looks really good, and the rest is either good/pretty good.
Diamondus B Midnight: Diamondus Pole might be too light, again don’t particularly like the colors of the carrot bump, snow looks a better here. Rest is alright.
Diamondus B Night: I really like the psych pole, and the water is pretty good. Rest looks good.
Technical Rating: 9.4
Now onto the tilesets themselves. Looking at them and comparing them with the original diamondus, I could see that most the stuff is there. None of the rotating gems are able to be placed without the wall in the backround, or on the edge of the wall though. I suppose adding that would make the set too big, though. A lot of new stuff is animated (waterfalls, which look a lot like the ones from BlurredDs Diamond Dust, and a lot of roating gems.). There are also more destruct blocks added in the set. Pyro said there is room enough for 34 anims (actually 33, since when you get to 1024 it still counts as too many – 0 in access). This sounds like a lot, but if you animate the gems, the mushroom, the flower, the sparkles, the waterfall, the destructable rabbit signs, and all the destruct blocks, you won’t have enough, so you’ll have to make some sacrifices. Something I noticed is that the destruct blocks were visible from behind any side wall that was put over them in layer 3, so you couldnt fully hide them. I’d have also like to see more invisible tiles (half masked one, slopes). Backrounds are nice, and I like how you made some fade into colors that matched the set in 8 bit (like the lava one, especially. Nice feel). There is a LARGE tile variety, lots of different jagged walls, ceiling tiles, backround tiles etc, and lots of potential for good eyecandy so your level wont get boring. Poles are there, vines are there, spikes, lots of eyecandy tiles, all the destruct blocks needed, foreground eyecandy, a solid invisible tile, nothing that looks like a hook, but some tiles are masked thin enough for them to be able to be used as one (tile 6, 16). No sucker tubes either. Using this set is pretty easy. Masking is good. Generally, I really like this set, and its palette edits, and I’d definately use this in the future.
Rating time:
Conversion Completeness (it is technically a remake/conversion =P): 9.2
Tiles Added: 9.3
Color: 9.7
Animations: 9.6(-0.4 because I agree with LRK that the gems look a bit cartoony, and hog a large amount of space)
Masking: 9.5
Userfriendliness: 9.5 (had no problem)
Overall/not an average: 9.2
Technical: 9.4
Final Rating: 9.425 ~ 9.4. Definate download reccomendation, since this is awesome =P. (And I got to test it before it was released too.)
Download reccomendation, unless you want to miss out on something awesome.
~Blackraptor
Meh. Not going to go through this all, but I didn’t quite like it as much as the rest. Since this was pre-awesome conversions by Violet/Noka era, the HH94+95 sets used were ones of poor quality. The levels were alright, but fairly barren with not much new. A few bugs in some of them too, like one of the save points in the holidaeus being next to blocks needing a trigger to open. Well, once you die and touch that save point, when you resurrect, the trigger blocks are set to 1st anim therefore masked, and you get stuck in a wall. Eyecandy is average. The pack isn’t bad, but I wouldn’t give it higher then an 8. 7.5. A nice little pack with some fun things, but most things aren’t more then decent. Download reccomendation, although I feel empty because I expected more from soemthing rated 9. Maybe its because I have a small headache atm. OH well. review ends =D.
What everyone else said I guess. Eyecandy was semi-decent/decent, looked a bit clustered in the beginning and it was hard to tell what was masked and what wasn’t. Didn’t like the beginning much overall, but the end was rux. Great submarine idea, and nice final boss. This is old yet I havent seen anything else like it. Definite download reccomendation.
++originality.
Meh. I didn’t like this really much. I’ll basically summarize the reasons why.
I disliked the layout. A lot of it was bumpy at times and could’ve used more flow. Eyecandy was creative, but also really confusing. I dislike things meant and used for ground in layer 4 as well as used for backround eyecandy, since it tends to look confusing to tell whats solid and whats not. I kept running into and getting caught in the wall things around the sucker at 28, 46. Some areas could’ve been spaced out more. Weapon and stuff placement was decent (Edit to Bloodrabbit: Not very observant about there being seekers, are we? And some pepper to). Music choice was good, and eyecandy (aside the confusing things) was also alright. In overall, I agree more with Cooba’s review. Not bad, not your best work. Being nice and giving this a 7.5 (7.2 would’ve been my original rating).Ok, let’s see. This level didn’t turn out as bad as I thought.
Eyecandy: Pretty good, considering the chosen set. A bit confusing though because nearly everything is the same color and blends in together making it a bid hard to see. This took from the fun a bit, even though it isn’t your fault.
Gameplay/Layout/Stuff: Level was pretty long, even when I rushed through parts of it. Difficulty is alright, I lost around one life when playing this, but I recentely played Donkey Kong where your character moves a lot slower so I had to get re-used to the speed of jj2.
Placement of stuff: I would’ve liked a bit more pickups and a bit more creativity with them. Enemies were alright but got annoying at times (The bats ,especially). Ammo is also fairly sparce. Concluding the placement: needs more.
Overall (not teh average): It’s a decent level. A few things bring it down a bit (not counting the tileset choice). Not bad, considering what you chose to build the level with.
Eyecandy: 7.2
Gameplay/Layout/Stuff: 7.5
Placement of Stuff: 6.5
Overall(not an average): 7.1
Final rating: 7.075 = 7. I’ll be nice and upgrade this to a 7.2 because you will probably be the only person to use this set. And I like the orange transparent stuff. It was a good level overall, but a lot of things got annoying in it and I didn’t have as much fun as I should’ve. Then again I played like 3 hours straight of DK so maybe I’m just tired. Either way, believe it or not, this gets a download reccomendation =D.
Edit: Oh yeah. Two more things. One text string says: Tileset made by (insert blank space), and the level doesn’t cycle to itself, or anything that exists in my jj2 folder. Neither bugs matter enough for me to deduct the rating any, but I pointed them out anyways.
Sorry to ruin the rating of this, but I don’t think it should be rated this high.
Concept of this level is a bit strange. Not sure Im fond of the covered up layer 3 passages and stuff. Otherwise it’s alright.
Eyecandy and tile placement could be a lot better. Mostly the fault of the tileset.
Layout of the level is unusual. As I mentioned before I don’t really like the hidden stuff, and the warps in the defender room could’ve been assorted by how far away the target is (i.e first comes the warp thats closest to the attacker base, last comes the warp thats closest to the giant gems).
I haven’t really gotten to play this much, so I can’t really rate it accurately yet. I’ll keep this here for now and edit it when more people join server so I get to play this more thoroughly. Current rating suspected to be around a 7. Maybe higher if I’m nice/have a good experience when I play this again.
Uhh. It took me like a month to make a level worth around 6 ;(.
Ok. Lets start.
Conversion Completeness:
Comparing this to the original pezrox through j1cs. yay. Big stone blocks are there, and even with the blue brick BG. Small vertical bricks are there, and positioned nicely. Blue backround bricks are there. Candle animation is there…Spiked pillars, Wall, Ceiling, and floor spikes, trees (Big and small), arrows, sun (except why are there 4 pezrox suns in J1CS? O.o), stone pillars, HUGE amount of the green and yellow brick tiles (with basically every combination, or close to it), the sluggion like brick ground, same as the previous but with blue bg, backround stone pillars, ramps and stuff, backround stuff, grey bars, everything seems to be there. Even the green spike balls are there!
Rating: 9.5
Tiles Included: Lots of variants of other tiles with different backrounds, strangely made sucker tubes, chain hooks, poles, vines, destruct blocks (though not weapon based ones), backroud stuff, arcs(sp?), lots of eyecandy stuff, arrows, signs. I would’ve liked for more destruct blocks though, otherwise this gets pretty good.
Rating: 8.5
Color: I never liked the color of pezrox much. Most things were either greyishblue or orange (Or black, but black is ok ;D). With the colored blocks and other stuff, this gets a more bigger color variety, but the orange backround is EVIL. Makes me think of a really hot place/staring at the sun when in a desert and stuff. Ah well. At least the blue and black offer a bit of shade.
Rating: 8
Animations: Arrows, a small torch, more arrows, some wheel things. And destruct blocks. There are some, but most of them are small. Though that is the fault of pezrox, something new like a belt could’ve been added.
Rating: 8
Masking: A couple of stuff I’m not too fond of (some of the bricks, the small green things confused me at first). Some things could’ve been fully masked but werent (oh well). The masking in general is good, but a lot of it doesn’t go along too well with me.
Rating: 7.8
Userfriendliness: Userfriendly enough. Might take me a while to get to learn how to use those colored tiles, so I’ll just avoid them for now =P.
Rating: 8.2
Overall (Not an average): Another good conversion. Definately not your best, although you did a good job considering it was apparentely rushed and had no betatesting. Definately a download reccomendation.
Rating: 8.4
Technical Rating: Snow works really good. Water works pretty good (looks like lava in 8bit too). Carrot bump works really well. 500 bump works well except the bottom of it looks a bit buggy. Pinball pads work pretty good (nice shade of orange too). Jungle Pole and Small Tree look a bit buggy, otherwise they’d have an interesting shade of blue. Carrotus pole works really good. Psych pole works really good. Diamondus pole works pretty good. Not bad for an untested job =P.
Technical Rating: 9
Overall Rating: 8.425 or something. = 8.5
Good work, and download reccomendation (And h8h8h8h8 my new calculator).
Alright, I’m bored and its late at night, so lets start.
Firstly, the backround. It would actually look alright if you could remove all the boxes from it. Because right now it looks awkward and annoying. If you want to keep the boxes, at least cut them out from the bg and put them onto an empty tile so if anyone wanted to they could put them in layer 7 or something. Next, the tileset content. Just like the name implies, this tileset mostly consists of…..boxes. Indeed. Most the boxes actually look decent enough. There is a little coloring error where a small snip of orange protrudes the outline of the box, which makes it look strange. Color needs a lot more variety, everything is basically a shade of orange, aside from some blue arrows and a few green letters/boxes. Usability is easy, at least, although there aren’t many tiles to use. Also, needs a variety in boxes. yes, boxes. Maybe some oddly shaped ones/different colored ones to spiff up the theme a bit. On something that does not affect the rating at all, you need a better example level ;o. Overall, rating comes down to (1.7 tiles included, 2 color, 3 useability, 1.2 animations, 2.2 overall (Not average, darnit) = 2.02, rounded down to a 2. This needs quite a bit of work. In the future, consider making a tileset with a larger variety, perhaps multiple themes, and include more tiles (especially the important ones like vines, hooks, suckertubes, destruct blocks, poles etc). Can’t really reccomend this for download, sorry.
~Sleepbaked BR
My pants are on FIRE (random review).
And I’m bored enough to review this. Anyways, I really like this set. The colors are cheerful and bright, and the tiles are nicely textured. The tileset is easy enough to use, and has a large color variety. Comes in 3 different versions (the original is still my favorite). Enough eyecandy tiles, sucker tubes, destruct blocks, hooks, poles etc etc. Masking is also good. Blah. Sorry for the short review, but I think this set owns. 8.5 for the reasons I’ve mentioned above, and the fact that you can make really rux levels with this (as shown by BlurredD).
~Blackraptor
Bah. How could I not review this? I’ve had it sitting in my folder for such a long time…
Corrupted Sanctuary:
I’ve seen it used a hundred times, I’ve made levels with it, I still think its rux. The texturing is just awesome, the tileset is easy to use, and you could make awesome stuff with it. I love the animations (the moving blocks, the chains, the fire, the flags etc), those look so awesome. It has the important tiles as well. My only complaint is there isn’t too much of a color variety and the tileset could’ve had a larger variety in tiles, since most of the set now consists of stone bricks (although they were done very well). Also, the Carrotus Pole, Jungle Pole, Diamondus Pole, Small Tree, and all the pinball objects other then the Carrot Bump sorta look awful. Water looks fine in 8bit and 16bit. Snow doesn’t look too good but doesn’t look too bad either. Same with the psych pole.Although this is a castle style tileset so I don’t know why people would put in poles anyways, so whatever.
Tiles Included: 9
Color: 8.7 (9.2 – 0.5 for palette problems with events such as pinball)
Animations: 9.5
Originality: 8.5
Userfriendliness: 8.9
Masking: 8.8
Overall (not an average): 8.5
Final Rating: 8.8428571 ~ 8.7 (just 0.01 away from 9 ;o)
Alien Space Lab:
Its also a rux tileset, but I don’t like it as much as Corrupted Sanctuary. The textureness and stuff is awesome, but most of this set’s colors are of a dark shade and make it harder to distinguish tiles apart. I don’t like the backround too much (although it does look spacey. Animations are alright, but most of them are pretty small. Tileset isn’t too userfriendly. It has the important tiles (suckers, hurt events etc). Masking is good. Water looks normal in 16bit and slimy green (although it doesnt look too much like water it fits in with the theme and looks cool here) in 8bit. Snow has the same color as most other tiles in this set (dark green) so its a bit hard to see. Pinball pads look alright, and the Carrot and 500 bump look awesome. Carrotus Pole looks sorta ugly but is tolerable, same with the Diamondus pole and Jungle Pole. Psych pole and small tree look sorta sux.
Tiles Included: 8.3
Color: 8.7 (8.5 – 0.2 for color problems + 0.4 because pinball objects and water look rux, snow, diam, carrotus, and jungle pole look OK.
Animations: 7.7
Originality: 8.2
Userfriendliness: 8
Masking: 8.9
Overall (not an average): 8.2
Final Rating: 8.2857142 ~ 8.2
Corrupted Sanctuary: 8.7
Alien Space Lab: 8.2
=8.45 ~ 8.5
This is a rux pack, with sets you can’t miss out on. A great contribution from FQuist and Disguise (and J2LC) and shouldn’t be missed. Good work, and download reccomendation.
I’ve played this millions of times in jDC events and its one of my favorite races. Lets start the review (Which will hopefully be a long one):
Layout: Beginning might be a bit too crowded (with the springs on the walls) and there is a masking error (which isnt your fault), but I never minded it much. Sucker tube things are interesting, except at the end of the 2nd one where it juts you out from above, someeone could camp underneath and keep shooting you and keep you trapped in the sucker tube. This happend before (with some face kept shooting us and not letting us get out of the tube until like 5 people piled up there). And its no fun being trapped D=. The next two parts after that (climbing and falling) are some of my favorite in the level. Narrow passage with a spring (evil spring) after that, with running across belts soon after. Then some nice peaceful running, and then shooting destruct blocks to climb up (annoying getting stuck in those D=). Despite this having several flaws (some of which should’ve been put into consideration and fixed before this was uploaded, like the getting stuck in destruct blocks and sucker tube thing) this level is really fun to play online with lots of people..
Eyecandy: BG is original and cool, foreground/layer 4 is mostly average. I dont really mind eyecandy in race levels as long as its tolerable because I dont get many chances to stroll through and look at it closely, but more eyecandy here could’ve been welcome (although its good the way it is and probably was really good back then). On another note, I like the eyecandy in the parts especially after the vine/belt thing, with those metal tiles bordering the purple ground tiles. That part always looked cool.
Placement of Stuff: Lots of evil sucker tubes and springs, a few very evil belts and vines which I rather dislike. More ammo would’ve been especially welcome. Its rather too empty, though I never minded it much.
Originality: Its an old level, so I cant really say. N/A in this category for now, although the backround is still pretty original.
Overall (not an average): One of my favorite race levels, old, fun, lacks a few stuff, minor flaws, download not working anymore so I cant get the music, etc etc. This level grew on me, and I like it. No matter how much layout bugs it needs fixing/eyecandy needs adding.
Rating time:
Layout/Gameplay: 8
Eyecandy: 7.5
Placement of Stuff: 7
Originality: N/a
Overall (not an average): 8.6
Final Rating: 7.775, which I’ll upgrade to 8 because I like this level 8D. Download reccomendation.
lalalalala. I betatested this, played it online a dozen times, yet didnt review it! Here goes a small but probably meaningfull review (or probably not):
Firstly, I loved the eyecandy here. Very original, very pleasant, very fun. Looks like some factory place (as the level’s previous name: Machine Conversion Factory). One thing, though, the bg looks absolutely horrid in 8bit ;o (not that I play in 8bit anyways, though). I also love the layout. Simple and fun. RF=ownage. Placement of stuff was alright, maybe a bit more ammo could be placed. I like how both powerups in the wall are toaster to avoid complicating things. Carrot + Powerup placement is good, except I think I prefered it when the +1 carrots where team based (3 carrots might be a bit too much in this). Flow, Gameplay, Tile placement etc, was all good. The coin idea was also original, except most of the time I felt like Im playing a normal level since the coins are almost always there and all I have to do is run and WarP. Still, ++originality ;o. Base placement is rux, and the turrets on the sides prevent camping so yay =D. I also like the one wayed tiles above the turrets, since all you have to do to get away is jump and run. There is only one exit from the bases, which could lead to people camping above it, but who cares. Your fault for camping in there anyways ;o ;o ;o. I’ll just get to the ratings:
Layout/Gameplay: 8.5
Eyecandy: 8.4 (textured BG in 8bit! >O)
Placement of Stuff: 8
Originality: 8.5
Overall (not an average): 8.2
Final Rating: 8.32 = 8.2. Almost made it to an 8.5 there ;o. Anyways, very spiffy level, one of my favorites by you. Definite download reccomendation and rux work.
Whee. Small set. A few ripped coke bottles/glasses, and a lot of different ground tiles. Not much of a variety in tiles, therefore might be hard to make a good level with this. Original theme, but you’d have got higher if you put in more tiles (maybe add in Pepsi and some blue tiles, since most of this tileset is red). You could easily expand this.
Pretty easy to use set, needs more color variety, needs more tiles, original theme. Also, barely any animations (if you count the destruct blocks as animations.).
Tiles Included: 6.4
Animations: 4.5
Color: 6.2
Userfriendliness: 8.2
Originality: 8.7
Overall (not an average): 6.7
Final Rating: 6.7833333 = 6.7. Original theme and the set shows promise, but more tiles should’ve been added to it since its quite restricting right now.
I need to review more. Whatever. Anyways, I played duke nukem 2 a lot of times when I was a kid (though only shareware) and I am glad you decided to convert it (even though it might’ve been partially because I was bugging you to). Most things from the jail are here, except the pipe tiles (around 4, 43 in JCS) are done poorly. They should either have been redone with a brick backround that actually blends in with the rest, or redone simply without the brick backround (the 2nd is easier). I like how you made the destruct blocks and poles blend in with the tileset, although I think this might’ve needed some hurt events, sucker tubes etc. Sad that you could only do the jail scenario from DN2, although the whole thing definately would’nt have fit (might even not have fit for TSF as well). Invisible tiles are there. yay. So are a bunch of stuff. Final verdict: Good conversions, needs a fex minor fix0ring in some places, and don’t hesitate to add more tiles if you ever decide to work on this more. I’ll try to finish the Duke nukem 2 example level for this someday, but it might only be playable in Coop online (A lot of my SP levels are ruined/hindered by the fact that coins turn to gems after you enter a coinwarp in singleplayer).
Rating time =D:
Conversion Completeness (considering the fact this is only suppose to be a conversion of the tileset for the first level in EP1 in DN2): 9
Tiles Added: 7.3
Animations: (No new ones, and the acid drop thing should’ve been better done. It looks very choppy and doesn’t tile good with the sewage thing. Which makes it look out of place and mostly unusable. Bah): 7 (I was nice ;o)
Color/Palette/Stuff: 8.5
Userfriendliness: 8.7
Overall (not an average): 8.4 (<3 DN2)
Final Rating Comes down to: 8.15 = 8.2. Solid good conversion, but you might’ve slacked off a bit in fix0ring it up/adding more tiles. You have rux conversion skills, but need to stop rushing things so they get released earlier. The half scale version of the set is also nicely done, but it reminds me of sets like Lost Viking by Jaws, and it makes jazz look a bit to big so I doubt most people would use it. Anyways, <3 at DN2 and thanks for succumbing to my endless requests for you converting this. I should’ve rated this sooner ;| and download reccomendation. <DukeNukem23333333333333333
I havent reviewed this and made a few levels with it so Im reviewing it now.
At first I didnt really like this set too much, but I have grown attached to it (like LRK), and now I love it. Lots of detail in the tiles, leaves look really awesome and original, many different tiles so you can build different settings with it. Black and white tiles, (yay black), invisible tiles, animations etc. Strange, I remember that same fire being in another tileset, one of the ones made by Hotel Heroes (which also includes you in it, so I can’t say the fire is rippeD). Signs, destruct stuff, poles etc, nicely done sucker tubes. Userfriendliness, not the easiest tileset to use, some times gets pretty difficult, but I find it tolerable. Nice theme. Overall, I’m giving this an 8.2. Keep making more sets, Mirrow dude B)!!!111!!11
Ugh. One of the levels I played in 2002 and sadly never reviewed until now (2004). Let me just say the eyecandy is brilliant and I’ve always loved it. The layout is alright but has a few annoying dead ends. Placement is alright. Music is pretty good, was one of my favorite tunes in 2002. Originality is there ,especially with eyecandy. A few stuff could’ve been one-wayed..
Layout/Gameplay: 7.5
Eyecandy: 9.2
Placement of stuff: 7.7
Originality: 8.2
Overall (not an average): 8.5
Final Rating: 8.22, +0.3 for teh rux music. 8.5, download reccomendation. It’s 4:10am, so sorry for the review suxness and shortness.
~Blackraptor.
Whee. These are the best castle edits I’ve seen. Not only are the palette edits of the sets done well, but BlurredD has also added more tiles to the set (rain, ceiling slopes, A BACKROUND!!! etc) which makes it better to use for levels. Castle 2 and castle 2 Night look a bit similar with each other, and my favorite has to be Castle 2 Eclipse because I just love the colors in it. Hopefully people will use these instead of the overused original castle sets in the future. Rating comes down to an 8.5. Good palette edits, extra added tiles, etc. I still prefer your diamondus edit and your psych edit over this, but this is a must download nonetheless. Keep up the great edits!
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Eat your lima beans, Johnny.