cracks knunckles
A race level by Jaws, review
Layout/Gameplay: A lot of the level basically has you running over collapse scenery, and a bit of climbing/falling and platform hopping as well. The obstacles aren’t really all that original (but I’ll discuss that later), and you appear to have forgot to place one ways under the spikes at the end, so now you can get stuck there under them, same with the masked green snakes popping up from the ground, and any other masked things popping up from the ground. The ‘last obstacle’ doesnt work in MP (evil jj2 programmers) so you have to host is as race, and that sucks.
Eyecandy: Very little of it. Firstly, making a level based on only one setting of the lost viking world (space, dino place, cave place, egypt, weird place, candy place etc whatever I forgot) isnt such a good idea because you will get a limited supply of tiles to use. Limited tiles = limited eyecandy = limited rating ;P. The backround, firstly, is very repetetive,you could’ve put something new in it or at least some backround eyecandy to cover it up. The eyecandy in the walls is a bit boring, the same tiles used over and over again. There is at least a variety of brick tiles you could’ve spread out in the walls, or put something interesting in them like maybe the quicksand, water or lava pools, or some l4 ground with crypts/torches. Be creative ;D.
Placement of stuff: A few packets of random freezer ammo placed in random areas. It could be alright for some people, but I think its too few. Next time, try putting a bit more in areas, and maybe put a larger variety of ammo, like Freezer, TNT, maybe something else if you want like seekers.
Originality: Not really. I’ve seen most of these (including the last obstacle0 done many times before, but that part with the mummy is cool (how it jumps out, walks etc) so that brings the rating of this up a bit.
Overall (not an average): Its an alright level, it just needs some work, and perhaps another last obstacle (I had that same problem with ‘Cat Maze’ where my platforms wouldnt appear in multiplayer so I improvised and replaced them with dissapearing and reappearing blocks). And this certainly does not get a 9.5. This still has its pros, though.
RATING TIME >||:
Layout/Gameplay: 6.3
Eyecandy: 6.2
Placement of Stuff: 6.5
Originality: 7
Overall (not an average): 7.5 (I feel nice =P)
Final rating is….takes out calculator: 6.7, rounded to….6.7! The level is alright, but needs some spiffing up. Next time, a better tileset choice could help, as well as more eyecandy and MP functioning objects. Race levels are rare these days though, so you get a +0.3 for making one ;D. Download reccomended to race level fans, and maybe to others who have enough free time. 7.
Hahahaha, I am so pathetic. I’ve been playing this level for like 2 years almost and I havent even reviewed it. Anyways, here goes:
Layout/Gameplay: I love the layout here, the base placement and stuff is fairly original and the bottom has great flow and strategy to it. I dont like some passages because they are a bit narrow and I crash into the ceiling slopes, but whatever. Warps are also strategic and a lot of multiple routes. OWNAGE.
Eyecandy: Pretty good, a bit plain in some areas but in places like the bottom its really awesome. Nothing too original about it, but Im satisfied with it either way.
Placement of stuff: Decent, powerups are placed alright except the Toaster is way closer to the red base then the seeker is to the blue base. Also, no idea why you put pepper spray here, since it wasnt needed that much, but you could’ve placed more of it here then 3 +3 ammos on each side. Carrot placement is good except the red side has the +1 carrot while the blue side doesnt >|||. Although, strangely, this never bothered me in duels…
Originality: Yeah. Back when it was released, it was pretty original, and hey, people still play it today!
Overall (Not an average): One of my favorite CTF levels, heck, one of my favorite levels. I’ve played this for years and I still love it. Lots of strategy (and camping ;D) involved, I almost love this as much as SBv2. The music is also a good fit, and is hilarious when it speeds up to like 5x the speed when you die at times because of a jj2 glitch. ;D.
RATING TIME >|||:
Layout/Gameplay: 8.7
Eyecandy: 8.2
Placement of Stuff: 8.7
Originality: 8.2
Overall (not an average): 9.4
Final Rating: 8.64 rounded up to an 8.7. This is among the top best CTF levels imo (and the top overhosted ones) so if you don’t have it, you should definately get this. I feel so stupid for not reviewing it beforehand.
Ok, Space Race, using the Lost viking set by Jaws, here goes:
This level is pretty nice to play, I like the obstacles in this because its one of those fast paced races. The layout is a bit crowded here, you could’ve tried spreading out the level a bit and widening some of the passages. There is a lot of eyecandy, but the bars do get annoying because they’re basically everywhere =\. Tileset use is pretty good, except around 69,43 where the purple asteroids are gets confusing because they blend in with the ones in the backround. You used the good ol’ Aryx music, and it fits alright. There aren’t a lot of pickups placed, just ice and TNT, and they are placed that you have to go a bit out of the way to get them. This is nice, although more of it could’ve been placed on the track so it will be easier to get. In a couple of places this level has multiple routes, which is good. It’s not too original, although the float up thing in the start is pretty cool, and I honestly havent seen the narrow passage ways dividing into different routes seen in any other level O.o. Overall I like the way this level is made, although a few things in it could’ve been done better (more ammo, less of those ‘bar’ things, maybe a bit wider in some areas) Anyways, rating time:
Layout/Gameplay: 8.1
Eyecandy: 7.4
Placement of Stuff: 7.3
Originality: 7.7
Overall (Not an average): 8.1
Final Rating: 7.72 rounded down to a 7.7. We don’t get a lot of race levels here, and this one is a pretty good one, so definately a download reccomendation, and good job.
Y’know what, I’ve been looking for this program for years. Having over 500 levels in my jazz2 directory, gets really annoying, because a lot of the levels I want to play (the SP ones) with a diff. difficulty setting don’t appear in the lists and other MP levels by people who neglected to check off “Hide in homecooked levels list” do. Well, finally. This program works efficiently, even has extra features such as a filter search. Its accurate, it works, I love it. The only things that prevent me from rating this a 10 is that the layout could’ve been a tad more exciting, and perhaps show a bit more details on the levels (i.e, the tileset it uses?). Anyways, THANK YOU. I seriously needed something like this, and this is exactly what I needed. 9.2 for you, and a definite download reccomendation.
I saw this hosted so many times I might as well review it. Firstly, this is a pretty big level with no carrots. I like the fact that it has no carrots because it would be really hard to kill someone if this did have carrots. There are lots of powerups, and the seeker is in a 100 coin coinwarp. There are a lot of coins in this level and they are pretty easy to get, so that shouldn’t be too much of a problem. Layout is alright, I’m not particularly fond of the bottom areas but the top is good. Pickups are placed alright. The eyecandy is about average, more of it would’ve been welcome. Overall, this is a pretty spiffy level that I’d probably play a few times in the future (especially since EvilMonkey keeps hosting it ;D). Apologies for the short review, and RATING TIME >|.
Layout/Gameplay: 8
Placement of Stuff: 7.5
Eyecandy: 7
Originality: 7.5
Overall (not an average): 7.7
Final Rating: 7.54, rounded down to a 7.5. Pretty decent level, and I await to see more from you in the future, download reccomendation. ;D.
hahahaha..eyecandy > all. These levels are awesome, your my hero dude :D. For a more detailed review:
The first level (the battleships one) had good eyecandy despite it being a sucky tileset, although the eyecandy was really confusing at times. The level was rather clumped in a lot of places, and in some places it was impossible not to get hurt. The level was pretty hard though, and I like how you did the ending boss.
The second level, in the beginning, you can get stuck in the pole if you hit the hurt events (you’ll see what Im talking about if you try it), a simple one way under the pole could’ve solved this. The eyecandy was good, but there wasnt as much of it as in the 1st level. Some enemies were also nearly impossible to avoid and some springs didnt take you up as high as needed. Some parts in this level looked really awesome in eyecandy. The level was challenging, but imo easier than the previous. It was less original, though, imo, and maybe a bit short. Also, you need to place more save points in your levels.
Rating time!
First Level:
Eyecandy: 8.5
Layout: 7.2
Pickups: 7.7
Originality: 8.7
Overall (not an average): 7.7
Rating: 7.96 = 8.
Second level:
Eyecandy: 9
Layout: 7.7
Pickups: 7.7
Originality: 7.5
Overall (not an average): 8.2
Final rating: 8.02 = 8
Final rating for pack: 8
Keep making levels, these show a lot of promise, except next time make your levels a bit longer and consider adding a bit more savepoints, as well as focusing on layout and placement of things a bit more. Still, these are spiffy levels, and they get a download reccomendation. Good Job.
And finally, Alien Temple ][ by disguise. Funny how now I have 3 internets (for the 3 seperate tilesets) and 3 JCS (for the 3 seperate tilesets) to compare the sets/ratings for them now, along with calculator ;D. Anyways, review starts:
This tileset also surprised me quite a bit. The quality of the color and the sweet looking crystals etc. There are many animations in this set (waterfalls, glowing green letters) and probably more of them then in the other two sets. The color is awesome here (the textureness), although there is a small variety of it (most tiles are either brown, grey, or green). Backround is there, lots of eyecandy, awesome looking sucker tubes, hurt events, vines, but where are the destruct blocks? ;( ;( ;(. Oh well, that alien dude looks really awesome as well. I really like the crystal rain and the variation of size in the crystals you made. Rating time!:
Tiles Included (keeping in mind the 200 tile limit): 8.7
Important tiles: 7.3
Masking: 8.2
Color: 8
Animations (keeping in mind the 200 tile limit): 8.4
Overall (not an average): 7.7
final rating: 8.05, rounded down to an 8. Interesting, how all 3 tilesets, are both given 8 by me. Shows how close of a race it is =P. This is also a very sweet tileset, and would be nice if Disguise found some extra time to expand it a bit, since so far it looks awesome. Just like the other 2 sets, this gets a definite download reccomendation and congrats to wisey for making suck a good set. GJ.
3rd review by me in the morning, here goes:
CaKeY:
A Cakeyfied set, and lots of cake like things. Compared to Sandy sunsets, it seems to have less of a tile variety (most tiles are ground tiles/sucker tube tiles), but the thing that I really liked was the textureness. When I look at the white ground, it looks fluffy and creamy, just like frosting, and the brown ground it looks just like cake. Im not really sure what the blocky waffle like things for the BG eyecandy is suppose to be, but whatever. There is a (although quite small) backround in this, so that gets + marks. The only animation in this, though, aside from the destruct blocks, is the cake candle. There are lots of eyecandy details for the brown ground included, and for the white ground as well, and there are signs, hurt events, destruct blocks etc included. Looking at this set really reminds me of cake and makes me hungry, which is why I voted for it in the poll.
Tiles Included (keeping in mind the 200 tile limitation): 8.2
Important tiles: 7.5
Masking: 7.8
Color (including textureness): 9
Animations (keeping in mind the 200 tile limit): 7.7
Overall (not an average): 8
Final rating: 8.033333333, rounded down to 8. A definate download reccomendation and congrats to TB for making this set look so much like cake. ;D
Edit: bleh, i had the old version. In the new version, lots of stuff are added/improved such as better backround eyecandy, another animation, a few new tiles, better example level etc. So im boosting this by .2. I feel tempted to rate this 8.5, but that might be a bit too high so 8.2. Goob job and download reccomendation.[This review has been edited by Blackraptor]
Wow, for a set with 200 tiles, Violet did an awesome job. The tileset is just awesome, the eyecandy you can make with it is awesome the houses are pretty awesome, the quicksand rux. The only thing is Violet couldnt fit in a bg, so it had to be a black tile, oh well. I absolutely love the sand waterfalls and the quicksand, as well as the sandstorm and rain in the foreground. There is even backround eyecandy, signs, vines, destruct blocks etc. An amazing peice of work, shows what you could fit in 200 tiles. I hope, in the future, you will consider making an expanded version of this set, since right now, it definately scores high from me.
Tiles Included (keeping in mind the 200 tile limit): 8.8
Important tiles: 7.5
Masking: 8
Color: 8
Animations (keeping in mind the 200 tile limit): 8.2
Overall (not an average): 7.5
Final rating: 8 (exactly). Definately a good tileset and definately a download reccomendation, and sorry for the short review.
Ok, since I just woke up, Im going to keep this review relatively short.
Tropicana Bay:
This level basically has the same style as the levels in CB’s previous pack; collect a bunch of stuff and activate the trigger zones, then return to the exit. The level was alright, although it needed more eyecandy, especially in the backround layers. There were a few eyecandy bugs (61,86, you could see yourself past the layer 3). In some parts the level looked really plain, and Im not really sure how those hooks floated in midair (would’ve been better if they looked like they were attached to something, like that blue thing), and the platform just above 126,30 confuses me a bit because its suppose to be ground yet its in layer 3 so you basically have no idea its not solid until you fall through it. I really like how you did the sucker tube in the volcano along with the floatups, it basically shoots you right out of it nice and easy. On another note, instead of using the water blocks that come with your set you could’ve had actual jj2 water in the level, since the fish enemy are basically useless without it (all they do is just float there). Enemy placement is a bit too scarce (barely any enemies), and the only ammo there is are toasters and bouncers in the beginning which all regenerate. The level was also a bit too easy (I beat it twice without losing and hearts), so you could’ve made it harder and place stuff in different difficulty modes (hard, easy etc). Also, the backround looks a bit screwed up in 8 bit. Overall, Im giving this level a 7. With more eyecandy, harder difficulty(if you want it to be an easy level so new people can beat it, you could make it a lot harder if someone plays in the ‘hard’ difficulty), more pickups and a longer level, you’ll get a much better rating from me. Still a spiffy level and a download reccomendation.
Whee. time to view the highest rated treasure level on j2o. Firstly, glad you included the help thing, since people dont have to spend forever looking for secrets/hints (although sometimes that is a good timewaster =P).
Layout/Gameplay: Its pretty good, the level is fairly large, although there are lots of crowded passages and open dead ends. I like the warps at 36,22 (or similar) and 79, 22 (or similar). Im not too fond of the crate breaking thing since it leads to campers and stuff, and I’d usually break the crate at the start or something, but whatever. Layout is alright. Gameplay is pretty good, the level being underwater is a rux idea.
Placement of stuff: Gems are placed nicely, scattered throughout the level. Ammo was a bit sparce and food was even sparcer. I got around 198 gems (wow O.o) in the level, which is a pretty huge amount (i also might’ve missed some, who knows), but this level is meant for many people. Overall, things are a bit sparce(aside from gems),and the gem placement is good.
Eyecandy: Looking at it, some things are a bit confusing and some look out of place, but you did what you could I guess, and having eyecandy is better than no eyecandy. There is a significant amount of it, but it didnt really surprise me in any unique way. All around it was decent.
Overall (not an average): Its a good treasure level, although not much about it is really new. I would definately play this, and you did a good job on it, but the rating Im giving this probably wont be so high because its not too original.
Layout/Gameplay: 8.5
Placement of Stuff: 8.5
Eyecandy: 8
Overall (not an average): 7.9
Final Rating comes down to: 8.225, coming down to an 8.2. Great level, you should make more treasure levels in the future since most levels uploaded are either SP, Battle or CTF. Definite download reccomendation, and good job on winning the Golden Carrot award (although that was a long while ago ;P).
Argh. I had this level for two years now and never got to reviewing it. Here goes:
Firstly, I loved the eyecandy in the far right back then and thought it was awesome (even though looking at it now I find it a tad confusing). 121,58, I kept getting stuck there when I swam up for some reason =\. Im not too fond of chat places but this one is alright since you’re underwater and cant stomp/kick. The eyecandy ranges from astounding to just about average through the level, but in most places its pretty good. The layout is alright, but there are a few places you can get stuck/almost stuck, and a few dead ends/pointless circles which Im not too fond of. The top of the level is a tad dull because there is no backround eyecandy. Pickup placement is alright in most areas. Music is awesome. Gameplay is a bit bumpy and in some places there are parts that slow you down (39,41 and 78,43) where one ways where needed. Right now I’d rate this about an 8-8.2, but looking back at what I would’ve rated this when I downloaded I probably would’ve given it 9-9.2. So Im giving it an 8.7. Download reccomended.
Wow. Just…wow.
Looking at this makes me think if I’m playing jj2 or Xargon. Most tiles are there, can’t really tell if all of them are since I havent played Xargon for a while. Plus they are placed in a way which makes the tileset fairly easy to use. Plenty of animations, and it even includes the food and the crystals (but not the creatures =P). You even took the time to put in sucker tubes, destruct blocks, invisible tiles etc, so that a decent level can be made with this (as demonstrated by FireSworD). The palette is nicely done, I have a few small complaints about the masking of a few things, but whatever. This definately makes me want to make a level with it. Great work, and a definite download reccomendation. An 8.7, for all the reasons mentioned above. Rating might be upgraded/downgraded after further use of the tileset.
Hmm…another crysilis remix. I like it, but its a bit overrated imo. I like the new sounds of it and all, and it sounds really good, but there isnt much that stands out in it. Plus, its in mid format, so JJ2 cant play it D=. It sounds decent, the instrument choice is good, but there isn’t much change to it.
Anyways, I suck at making long reviews for music, so my final rating is 8.2. There isnt really anything wrong with the music, but there isnt much that stands out in it that makes it different from the original crysilis.
Edit: Hmm..then it strangely sounds different from the one I was listening to. Oh well, maybe its my computer. I’ll leave this N/A for now. [This review has been edited by Blackraptor]
Space base 17-D:
First thing I noticed was the freezer powerup. Nice. Except its nearly completely useless in CTF. Another thing about ammo, pos 53,66. Regen speed too fast and all the crates cause lag. I dont like the eyecandy, but its not that bad. And…poles? Layout could’ve been a bit better, Im not too fond of the platforms floating in midair. 40,28, why did you put hurt events in battle? They are completely useless and only actually hurt the host of the server. One final thing, are there carrots in this? =\. …oh wait, on contrary to the description, this level does NOT cycle to the rest, it cycles to itself. nice.
Rating: 5.2
Neo2: Wow. I got stuck within 10 seconds of playing this level. Anyways, the eyecandy is alright. The left side of the level is unmasked, meaning players could hide there, but oh well. The top of the level is alright, and playable, but the bottom, especially the place under 48,36, ugh. You can get stuck there so easily. 52,41, eyecandy bug. Coin warp could also have been more pointed out.
Rating: 5.7
Neon Nightmare: More Freezer ammo, left side still wide open, same music (could’ve chosen a diff. one for more of a variety), very platformish level. Imo, too much bouncer ammo, you could’ve had another type of ammo in this. Also, there are no springs in this, and the level really needs them. Eyecandy is buggy and there is too little of it, but at least its open and there is nowhere you can get stuck! =D
Edit: I played with someone here on a server, and actually found it fun. Boosting the rating from 5.5 to a 6.
Rating: 6
Final rating: 5.633333, boosted up to a 5.7. If you’re bored or have nothing to do, then download this. Otherwise, keep trying, with a bit more practise, you might be able to make 8 worth levels ;D.
Clipboard Chaos by Snooz. Here goes.
Layout:
Symmetrical. And balanced. I like the bottom of the level the most. The layout is pretty good, but its been done before and its nothing really shocking. Still solid and decent, but something original or underused would’ve been welcomed. There could’ve been a ramp or a floatup at pos 115,59, since there is one on the opposite side. I feel like Im the only one who notices these small things. Also, I don’t like how the +1 carrots are hidden behind layer 3. I didn’t really know they were there until I decided to check in JCS. Imo, the place around the full energy is a bit narrow.. Other than that, its alright.
Gameplay/Flow: Its pretty well done aside from a few bumps and the like (and the lack of a floatup at pos 115,59 when there is one at pos 18,59 >\) Flow is generally good here.
Eyecandy: It’s alright, the bg is good except for that red water/lava under the trees looks too flipped and strange. The lava at the bottom is good, reminds me of Zerox a bit, but I think I would’ve liked it better if it was scrolling. Im not too fond of how the lava falls in l4/5/whatever where placed, in some parts the brown tiles around them look like they got cut off as well (namely below 37,33). Otherwise, its pretty good, except more originality would’ve been welcome again.
Placement of stuff: Bases are pretty good, except sometimes I feel like they’re just stuffed into a corner. The surroundings around the Full Energy are a bit crowded imo, and the +1 carrots shouldn’t have been behind layer 3. Powerups are placed fine, and I like the creativity in the ammo. Springs are also placed alright.
Music is alright.
Overall (not an average): This is a solidly decent level, and I would probably host it a few times. Everything is nicely done, except this level needs a bit more originality. And you might want to reupload with that floatup thing I mentioned before fixed.
Final ratings =D:
Layout: 8.2
Gameplay/Flow: 8.1
Eyecandy: 8.2
Placement of Stuff: 8.3
Overall (not an average): 8.4
Final Rating: 8.24, rounded down to an 8.2. This is a pretty awesome level, but could use some improvement. I think you could probably count on seeing this level a couple of times during JDC. Definite download reccomendation, and great work.
Wow. Nice.
I like what you did with the music, the chimes sound cool at the beginning and the guitar is awesome. The song sounds good throughout, and it still resembles crysilis. After listening to it for a while, the chimes do get a tad annoying. Still, the song sounds awesome and still resembles Crysilis. Its in Mp3 format, which prevents it from being used in jj2, but that doesnt prevent it from being on my songlist. Although I still like NWCryst by Haze a tad better. Sorry for the short review, and awesome job, a definite download reccomendation. 8.5.
Here goes:
The Space Fortress:
Bleh, another level using Cyberspaz. First thing I noticed where the pipes in the foreground. I dont like them =\. When I look closely it looks like they end abruptly in places and they’re mostly clustered up in places. Plus there is so much of them they distract me from the playing screen. Ugh.. Also, Imo, there are too many spaceships, longer intervals beetween the spaceships would’ve been better because I see them flying all over the place. Otherwise, the eyecandy is alright. Layout is alright, except I found myself bounced into diagonal ceiling tiles and the like by springs. Ramps are better than springs as well, so in your future levels try having more ramps and less springs everywhere. Weapon placement is alright except its placed in the same squarish patterns. Though this doesnt affect the rating at all, Im sorta sick of hearing the same musics in these levels over and over. An original music would’ve gotten you a higher rating.
Rating for level: 7.2
CrYsTaL MaNiA:
Same comment as above. CHOOSE ORIGINAL MUSIC PLZ THX. Im not too fond of this level for a few reasons. Its too crowded in several places, its hard to see in the top of the level, and some springs just annoy me. Also, why is the crystal at 24,39 in layer4? Im not too fond of a Full Energy being in the level either. Ammo is alright. On a positive scale, I like the ambient lighting effects, the layer 5 eyecandy, and maybe the bottom of the level. Also, the music is No Regrets – By Necros.
Rating: 7.5
To The Darkness:
TNT and Freezer ammo. Nice. I remember this level well from the Anniversary Bash, mostly because of pos 71,16 where everyone got stuck in. Eyecandy is decent but not really original, I dislike the ammo choice, but the placement is alright. Again the Full Energy. People in Battle games have 5h. Weapons do 1 damage (except for the powered ones which do 2). The point in battle is roasting the other person. How can someone roast another if they keep getting all their health back with the Full Energy,especially when the only powerups in this level are PEpper and EB?Another note: Pepper + Horizontal Springs = Flipped springs = People getting stuck and complaining. Keep that in mind. One final thing, dont have too many fastfires in one place.
Rating: 7. I had half a mind to give this 6.7 but that would’ve been too cruel.
The Food Factory:
Note 1: Same thing with the pepper spray and the springs. Note 2: More freezer ammo? =\. The first really good thing I noticed here was the BG eyecandy, I love it. It really does make the level look like some sort of factory. Im not too fond of the layout, but I can live with it. Music is good and fits. I think I liked this level the most in the pack.
Rating: 8
Final rating: 7.2 + 7.5 + 7 + 8 /4 = 7.425, rounded up to a 7.5. The levels aren’t bad, but there are several bugs you neglected to fix, which appear throughout most the levels. This still gets a download reccomendation. Apologies if I bring down the average rating of this, but I feel as if its a tad overrated…
Whee. A jungrock conversion by lrk. And also, what Violet said, after the betatesters test the set, resend it to them with the updates so they can verify it again. And I wanted to do the example level ;-;.
Tileset Completeness: At first it looked like everything and more was there, but Violet’s review made me suspicious so I did a thorough check, and found a few small tiles missing. They didn’t bother me too much, but they were still simply not there =P.
Extra Added Stuff: Some {ripped D=) poles, some small destructable ground block with the destruct animation, that square that implies trigger scenery, lots of destruct blocks (although why did you add in the start, exclamation, and blank blocks twice?), a tree stump, the stup mentioned above in front of the rock backround, signs, 8-bit unfriendly infinity loop bg, rain, some strange looking sucker tubes, and lots of invisible tiles. The Vine/Hook where already there, and I convinced you to include the sucker tubes, but some BG and maybe FG eyecandy would’ve been nice. And nobody puts belts into their tilesets these days =(((.
Animations: Waterfalls, lamps, plants and the stuff that already came with the tileset. More waterfalls, arrows, more arrows, more waterfalls, more plants, and destruct blocks. Other than the destruct blocks, there werent really any animations added, but whatever. Also, Im not sure if its your fault or JJ1’s, but the waterfalls dont really look too realistic when falling. Other than that, Good Job.
Technicalities: Jungle Pole looks a bit wierd, Diamondus pole is a bit too yellowish looking but its alright, Psych Pole works normally, Pin 500 and Carrot bump work normally, left and right pad are also strangely yellow..Snow is green =\. Water looks alright in 16bit but horrid in 8bit. Small Tree works pretty well.
Other versions: None D=
Userfriendliness: Yeah, the tiles are mostly placed out nicely, and it seems easy enough to use with no hassle. Good Job.
Color: Like in the original Jungrock, good job. The textured BG is a bit buggy though, and the sucker tubes look strangely similar, if not exactly the same, to those purple shade tiles to the right of the textured BG..
Masking: Masking is good. Some of the ground masking is a bit higher than others, which might lead to a problem or so, but otherwise its good.
Overall (not an average): Its a pretty good conversion, some things bring it down a bit, but it is more complete than CelL’s.
Rating time =D:
Tileset Completeness: 8.5
Extra Added Stuff: 7.5
Animations: 8.2
Technicalities: 8.2
Other Versions: N/A
Userfriendliness: 8.7
Color: 8.7
Masking: 8.2
Overall (not an average): 8.2
Final Rating Comes Down To: 8.275 rounded down to 8.2. This is a well done conversion, but several things could’ve been improved a bit. Definite download reccomendation and good job LRK. Btw, sorry for any mistakes in the review, I did it early in the morning =\.
Edit: Ugh, left out masking. That’s what happens when you review in the morning.
[This review has been edited by Blackraptor]
Might as well review it since I betatested it. Apologies for the late review.
Note before review: I had to copy the original tileset and example level onto another place so it wouldn’t get replaced by the new one. I have a disorder with keeping stuff. =P.
First Impression: Pretty good. I wasn’t too surprised since I’ve seen this before, but it still managed to impress me. Pretty good.
Tileset completeness: Definately, and so much more. Got the ground tiles, got the blocks, the green toxic stuff. Plus it has them with 3 different backrounds. You’ve also took the time to make every single block combination as well (and with 4 different backrounds too, nice). Anyways, Im not going to ramble on further and torment you with a long review, so I’ll finish off saying that you did an amazing job in this area.
Extra added stuff: You took my advice and put in weapon based destruct blocks ( =))))) ), there are invisible tiles (one full one next to the ice block, two under the sunflower at the bottom). The diagonal invisible tiles require flipping, though, and you probably could’ve removed some useless/double versions of tiles to fit actual versions in. The water looks nice and well textured, except that it looks more like a sheet of blue shiny stuff or paint then water. Hook events are there, and in an original way, but require the use of a foreground layer (3) to look properly. You did a nice job on the elevators (and took the time to add them in; not many people do). Not all the destruct blocks are there, but they’re good enough, and considering the fact that you didnt have any space left to fit the rest in, and the fact that you made space to fit in as many as you could made up for that. Poles are there, and work fine. Hurt events, check. Vines, check (rux job on them too). Suckers look a bit like some flattened tree stumps, but at least they are there =P. Textured BG and BG eyecandy are there, but I question the use of those loop like things above the BG. Overall, you scored decentely on this category, except you could’ve increased the tile count to 1000 to add in 10 extra tiles (presumably the rest of the invisible blocks, the rest of the destruct blocks, and whatever else you think is important and you left out), but that would’ve left room for less animations, so I guess its fine the way it is.
Animations: Yes. To list some: Various toxic waterfall tiles, various toxic puddles/rivers/whatever you want to call them tiles, waterfalls, elevators, spikes, destruct blocks, arrows, torches, signs, and potential for more. Plus the animations look good, and are detailed. Great Job.
Technicalities: Hmm..Lets see. Jungle Pole works, and doesn’t look too bad, aside from the fact that it looks like some sort of aluminum, silver, or metal..Carrotus pole works really well, Psych pole is a nice shade of blue, but it seems a tad out of place (still usable though), Pin 500 bump works nicely, Carrot bump looks a bit strange, left and right pad work. Snow works really well. Water works. The Small Tree looks a bit strange. The Jungle Pole, Psych pole, small tree, and pinball all look better in the winter version imo.
Winter Version: Its alright, the poles, snow, tree and bump look good here, although I question why the leaves are blue, the grass a wood looking green, and the waterfalls red (O.o). Looks a bit more like some fantasy land then like winter =P. Still, at least its there, and it works. Some icycles hanging off the leaves + vines, maybe a polar bear and a snowman, and the grass being white instead of pale green, would’ve made it seem a lot more like winter.
Userfriendliness: When I first saw the tileset in JCS, parts of it looked a bit like a garbled mess of tiles. Looking over it a bit more, I got to understand some of it. Still could’ve been a bit simpler, though. Big tilesets usually don’t score too high here =P.
Color (Note: This only applies to the winter version and the extra tiles): Like I mentioned before for the winter, it just doesnt really look like winter. The ground is covered with white, fluffy snow in winter. The ground in Exoticus is pale green. Although if you use your imagination, it sorta looks like the grass is frozen. So it could be some really cold, snowless winter. Imo the waterfalls should’ve been dark blue or so instead of red, they just look freaky like that. The red BG is also strange, and the leaves could’ve had traces of frost and/or icycles on them. Ok, I’ll stop critisizing the poor winter version now ;P. The color of the extra tiles in the normal exoticus tileset is pretty good. I like the nice, calm shades of purple, and the waterfalls.
Overall (not an average): The best exoticus set out there, and I’m probably going to use it sooner or later (whenever I find enough inspiration or time). It doesn’t really suffer from anything major, aside from the amount of tiles it has. Next time, when planning to make/convert a large set, plan ahead and take out as many unneeded tiles/doubled tiles as possible, and replace them with useful tiles. Otherwise, an excellent job.
Now, time for the rating >D:
Tileset Completeness: 9.5 (everything is there, but you could’ve conserved some space).
Extra added stuff: 8.5
Animations: 8.7
Technicalities: 8.9
Extra (winter) version: +0.2
Userfriendliness: 8
Color: 8.3
Overall (not an average): 8.4
And the final rating comes down to…8.614, rounded down to 8.6, and +0.2 for the not-so-winter looking version.
8.8~8.7, a definite download reccomendation, and keep up the awesome conversions. And next time, include a polar bear instead of the masking text ;D. Canada owns.
~Blackraptor
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Eat your lima beans, Johnny.