Review by Blackraptor

Posted:
Posted more than 21 years ago
For: OLC Jazz1 CTF Pack
Level rating: 8.5
Rating
N/A

Just in case you didn’t notice the text signs saying “(c) 2002”, most of these levels (if not all) where finished two years ago or so, but nobody wanted/were too lazy to put them together in a pack.

RecommendedReview by Blackraptor

Posted:
Posted more than 21 years ago
For: Jazz Jackrabbit 1 menusong REMIX
Level rating: 8.1
Rating
8.2

Alright, here goes:

I was actually pretty surprised with the quality of the music, it reminded me of the original menu remix and had a rux beat, and I liked it, a lot of cool notes and beats. I like how it sounded a lot different and yet still reminded me of the original menu song. Pretty good for a first try. And yeah, next time make the music title a bit shorter. Overall, I’d say this would get about an 8 from me. Good Job, and download reccomended. (I can’t ever seem to do long enough reviews on music =\)

Edit: After a while I’ve grown to like this tune more. Rating upgraded to an 8.2.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: 6 Pointless Diamondus Edits
Level rating: 8.6
Rating
8.7

Whee. BlurredD has done it once again.

1 sudnomaiD
An upside down version of Diamondus. With added waterfalls and some backround eyecandy. 2 sudnomaiD is basically the same, except the night version of Diamondus. Nothing really spectacular here or anything, and I doubt people would use these too often.

Diamond Dust 01
I really like this, the copperish ground looks so good in this tileset and has a nice, warm look, and the colors are nice and bright. The waterfalls are fairly easy to use (just animate them in the clockwise order that you see them in the tileset) and there is some backround eyecandy as well. More tiles could’ve been added, but its alright right now.

Diamond Dust 01 F
Basically an upside down version of Diamond Dust 01.

Diamond Dust 02
I really like this one, it gives Diamondus a nice darkish feel, and the waterfalls are there too so you can make nice, beautiful(sp?) landscapes with this set, as demostrated in Starlight falls II.

Diamond Dust 02 F
Upside down version of Diamond Dust 02. Whee.

Technical Requirements: Water looks pretty good in them (even in 8bit), Psych Pole works, Jungle Pole looks a bit weird but works, Carrotus Pole works, pinball 500 bumps work really nicely, Carrot bumps look O.k. in the diamond dust 01, but not so good in diamond dust 02, and the pinball pads work good. Snow looks strangely green in diamondus dust 01, but look pretty good in the 02 version.

Final rating:
Diamond Dust 01: 8.5
Diamond Dust 02: 9.2
Technical Requirements: 8
+0.5 for the upside down versions
=9.066666666666666666667 (or similar)
Rounded down to 9.

The conversions look really nice and are very well done, but next time more extra tiles could’ve been added. Most things like poles and pinball objects work, but some look a bit buggy. Otherwise this is an excellent peice of work, and a download reccomended. Keep it up! =P

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Jazz Jackrabbit Remix Pack
Level rating: 6.3
Rating
N/A

uhh..non j2b stuff work for me..its probably a bug with your jj2 bjarni, fix0r it.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Jagged Ectoplasm
Level rating: 7.5
Rating
7.7

Jagged Ectoplasm by LRK, time to review >D.

Gameplay/Flow/Layout: There are springs and suckers nearly every where and make the flow really rux, but this is a battle level, so this leads to less strategizing and more chaotic action shooting. But thats not necessarily bad, since chaotic shooting is basically what battle is most of the time. Other than that the level seems pretty much alright here. One final add on is that the lighting in the cave ruxed.

Eyecandy: At first the eyecandy just seemed plain average here. Nothing wrong or poorly done about it, but nothing new either. Some places like the cave looked great, but werent enough to bring up the rating much. On the positive side, the eyecandy + the music gives the level a nice feel.

Placement of stuff: Bouncer (12,44) placed in teh cave, Toaster (37,26) placed on a small ledge, RF (96,17)placed in a small passage leading off from the rest of the level, and Seeker at 13,58, which you need to find a warp to get to. Powerups seem alright, the Toaster might be a bit too close to the bouncer (when you’re heading out from the cave), other than that I have no problem with the powerup placement (Seeker powerup area can be ideal for camping, though). Ammo is also decentely placed, no pepper because of that flipping-spring bug thing, but I’m sorta wondering why you put ice and TNT in the level. Since its hard to kill someone with TNT unless they’re idling, and impossible to kill someone by freezing them (unless you use the freeze-kick/stomp tactic). They didn’t bother me much and weren’t placed in great amounts, but they still werent really needed. One final notice is that there seems to be a large amount of ammo placed in 2×3 rectangular shapes. Try to be more creative with the ammo next time, its alright if you have just a few patches of 2×3 or similar, but having nearly all the ammo 2×3 is just too much.

Overall (not an average): I like this level. Probably because the awesome music choice gives it a good feel when I’m playing it. Either way, the level is pretty decent, and I’d host it once in a while (if my router ever decides to let me host).

Final Rating:
Gameplay/Flow/Layout: 8
Eyecandy: 7.2
Placement of Stuff: 7.3
Overall (not an average): 7.7
+0.2 for teh music.
=7.75
=7.7. And a download reccomendation. GJ =D

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Chromosphere
Level rating: 8.4
Rating
8.5

Wow, I didn’t rate this?

Anyways, I’ve played this frequently and it’s about time I rate this. Don’t expect a long, usual review from me, I’ll just make this quick.

Layout is interesting, one base on the top right and the other bottom left. I got around the same times (more or less) going from base to base, so it seems alright. Flow is smooth and good. Eyecandy is just amazingly done. CelL has taken the time to make the blocks in the wall form interesting patterns and look nice and detailed. The backround is also more or less well done. Eyecandy is definately a pro. Bouncer powerup at pos 56,56, RF powerup at 3,6 (next to the full nrg), and a seeker powerup at around 45,30. The seeker can be accessed by EB’s or by an evily hidden warp which took forever to find. RF takes about the same time to reach from each base (so does the full energy), Bouncer is closer to red, seeker is closer to blue, but harder to find. If you’re new at this level, the powerup placement may seem a bit biased. But once you learn it its fine. I found no problems with the ammo, and it was nicely scattered. A small nuisance, 3,49 could’ve had a floatup or higher ramp so I wouldn’t bump into the wall and instead go into the sucker. Speaking of sucker tubes, the ones in this level (although they added a nice effect) weren’t really too useful, and chances are you would only go into them if you knew they were there, since most of them have springs in the way. The suckers could’ve been placed a bit better, but they’re alright. Music is chosen decentely, fits the theme and has a good tune.

Final Rating: Probably 8.5 or around there. Decent level, and keep up the rux work =)))).

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Townsville ][ Evening
Level rating: 7.9
Rating
8.2

..Didn’t BlurredD also request for the Night version?

As for the set, I like it. The bricks have a nice brownish orangish color which is pleasing for me to look at, the ground doesn’t look too different, but it has a nice eveningish color to it. Pretty much everything looks nice and textured, and has a nice atmosphere. I can’t really say much more since this isn’t really a new tileset (just a palette edited version). Still, I like the atmosphere of this tileset, and I’ll probably build something with it when I can. Also, though this doesn’t affect my rating of this in any way, I like the music that came in the zip with this set, it’s a nice, good sounding music that fits the theme, and might save me the trouble of looking for another one when I make a level with this set. Overall, I just seem to really like this version. Maybe it’s because I’m in a good mood. Oh well, 8.2 and a download reccomendation.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Godaikoku Part 1
Level rating: 8.3
Rating
8

Ok, time to begin my second review of today. Whee argh.

Saving the Sheep: The story of this level is nothing too complicated, the farmer’s sheep have ran away and he wants you to find them. The level itself isn’t too bad nor is it too good. It could’ve used a lot more eyecandy, and some things like the pillars at 46, 31 could’ve been in layer 3 or so. The backround looks sort of boring, no auto-scroll and no bg eyecandy. Some things in the tileset look like they didnt tile much, and this level could’ve used layer 3 to make things look more realistic and better. I didn’t like the music too much at first but then I found that it fit the level pretty well imo.

Santa’s Stolen Hats: The storyline is similar to that of the previous level, someone asks you to get back something they’ve lost/been stolen. In this case, Santa has lost his “kinky” hats and wants you to find them and save christmas. The story doesn’t really relate to that of the previous level, but it’s probably not suppose to. The backround eyecandy is better in this level, there is some mountains and christmas trees aside from the red backround, but the higher you go in the level the more empty the backround seems. The eyecandy was a lot better in this level. I didn’t really like that area with the bridges since the bridges seemed a bit out of place (especially the floating vine bridge, why would there be a vine bridge, especially one that’s floating, in the north pole? O.o). Overall, despite the fact that this level had a few cons and wasn’t all that large, the concept of it gave me a good idea for my level and I found it enjoyable playing this. Music also fit, Good job!

Head Hunter: For a starting point, the place underground with the lava and the very small platforms, whenever I sidekick there some ugly line goes straight across my screen. Don’t know why it does that, and since I’m not sure if the level is at fault I can’t really subtract marks from it. And, Jun-Jie bat cave? O.o. I liked the layout and puzzles of the level, and the story of it (bring 5 heads to the vampire), althought I’ve noticed how these levels lack enemies (they’re prolly puzzle levels, but then if no enemies so far why the ammo?) Anyways, this level seemed harder to solve than the others, and I had fun playing it. Great tileset usage btw. Eyecandy was rux.

Snowdust: Reloaded: This level seemed alright, it followed the style of the others, and the snowmen were cool. Just a question, but why didn’t the large spikes in dragonus’s place have hurt events on them? The poem thing in the warp to darangus’s place was nearly impossible to read in the level because the F-Dimension text came too soon after it, a sucker with a delay could’ve helped. The red scrolling backround in the F-dimension also got on my nerves a bit..Other than that, the level was alright, I didn’t like it as much as the santa claus one or the head hunter one but it was alright.

Grand Casino: Interesting level. I had a bug in the “Sucky” part with the airboard, when I got the airboard I suddenly flew into a sucker and when it let me out things got a bit weird. Without any touch of the keyboard, jazz would slowly fly up on the airboard, and when he hit one of the blocks it looked like as if he went through them like they were one wayed (which they were), but stopped at the very last inch of the block so I had to use no wall to get out. Strange. And then after that my airboard wouldn’t let me off the ground =\. This got fixed when I got a new airboard, though. This level took me a while mostly because of the balloon part (that one was evil). It was pretty basic, you didn’t need to think much, just be good at tests and stuff and you can pass this quick.

Final ratings:
Save the Sheep: 7.5
Santa’s Stolen Hats: 8
Head Hunter: 8.3
Snowdust: Reloaded: 7.7
Grand Casino: 7.5

Overall Comments: The levels were all decent, some more than others, and I like the style of them. They could’ve used a bit more spiffying up here and there and the eyecandy could’ve been more rux, but they werent too bad and I liked them. Plus I’m also in a good mood, so I might be rating them a little higher than what I would rate them if my mood was a little lower.

Final rating is 7.8, rounded down to a 7.7, but +.03 because of the combination of good mood, rux music, fairly interesting level style, and a small semi-story in the first four levels. I feel like im overrating this a bit though, since the levels are pretty small, but for now this rating stays what it currently is. I might adjust it in the near or later future, though. Download reccomended I guess.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Kickflip McTwist (Skateboarding)
Level rating: 6.7
Rating
6

Alright. Thankfully, this is uploaded as singleplayer instead of as tileset.

The level idea is pretty original. This was made long ago and still I’ve yet to see another level having an idea like this one. But the level itself isn’t so good, which is mainly fault of the tileset quality. You’re basically skating through the whole level (except for the part where you turn into a frog) and the level isn’t really big. The enemy placement could’ve been a lot better, I saw many enemies just standing on one spot stuck in a tile, and some where too evily placed to avoid gettign hurt by. Overall, I really didn’t like it. There were also parts where I got stuck (the part where I was a frog mainly) and parts that were too narrow and filled with enemies like dragons and ravens which were hard to kill in this type of environment. The level is logical though, and it does somewhat look like a skate park (in most places, some just look strange) and it isn’t really horrible in any way, just could’ve been made better. Eyecandy could’ve been more plentiful in the foreground, and tiling bugs could’ve been covered up in layer 5. The backround layers (the buildings) were done alright though, looking at the set the backround could’ve been far worse. The skateboard in layer 1 was also decently placed, most of the time it looked like you were actually standing on the board.

To conclude the review, this level has a nice idea, but it could’ve just been improved a bit, and it was made so long ago that it just doesn’t compare with some of the levels made today. I still think this level is alright though, and I’m in a fairly good mood (don’t know why though), so I’ll give this a 6.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Partner
Level rating: 7.2
Rating
7.2

Meh, might as well do a quick review on it.

The concept, double assault, is quite interesting and fairly fun to play. Basically, both teams are in a race to destroy the crates, and once they do they hit a trigger which allows them to access their opponents base (which you have to find). Personally, I’d just prefer that it would be to destroy the crates the fastest and then win like you do in regular assault, since the CTF part is really sort of confusing and I’m not too fond of it.

As for the level, its alright. It’s a bit small for an assault level, and looks sort of bland. The lack of eyecandy didn’t really bother me when I was playing this, infact I barely noticed the fact that this level lacks it. But bob said leaving out eyecandy was for the better, and although I dont really get a noticable difference in FPS when playing this in a populated server and playing another assault level such as the 7th lava fall one in a populated server, some people with a slower computer might. Like I mentioned before, I’m not particularly fond of the CTF thing after you hit all the crates, but the CTF bases where placed in crates which was interesting to see. Overall, this level is fairly decent, but it could’ve been greately improved by being expanded a bit, and perhaps (imo) having a different ending for this other than a basic CTF game. Overall, this gets a decent 7.2, since it’s a nifty new concept level which you can play when you’re bored from the usual, but there’s a lot of room for improvement in it. Good job and download reccomendation. 7.2.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: No Sense Station
Level rating: 6.1
Rating
5.7

Hmm…might as well review this.

Layout/Gameplay: I dont like it too much =/. Some stuff feel a bit too platformish, and I find myself bumping into too many things. 71,8 and 43,8, there should be a ramp/float up there. Jumping is annoying and slows you down. I feel as a lot of the springs should be better placed or have a keep on them, especially the ones underneath the seeker (or that platform could of been one wayed). The bases are also sorta a dead end (coulda been a sucker there). But the gameplay is alright in a few places, so it brings up the mark a bit. To conclude this, its a bit bumpy and I’m not very fond of it. A lot of stuff need one ways as well, since I got stuck in one place when I was playing this (96,13) and couldnt get out.
Rating: 6

Eyecandy/tileset use: Not so good. Some tiles are chopped off (42,8, 71,8, 69,36, 45,36 etc etc), and it doesnt really look original, just plain average eyecandy, with a few bugs (layer 3; 69,6 and 43,6).
Rating: 6.

Placement of Stuff: To start this off: 4 POWERUPS!!2422. This level is barely 115, 60 (something around that, I didnt feel that I need to waste time to accurately check JCS for it), and 3 of them are nearly right next to each other. The toaster and the seeker would of been enough. Other than that, ammo is placed in boring rectangular shapes and doesn’t really make the level any funner. Carrot placement isnt too bad, but it could of been better, and in a less crowded/platformish area.
Rating: 5.7

Overall (not an average): I’m not really fond of this level. It’s not really original in any way, the layout is buggy, the eyecandy is just average, and the ammo could of been a lot better. It reminds me of the levels I made two years ago (but they probably sucked a lot more than this ;( ). On a positive note, it isnt really bad, and it could of been a lot worse.
Rating: 5.5

Final rating: 5.8 (-0.2 for the evily annoying music D=). Which brings it to 5.6, still rounded to a 5.7, though. Don’t worry about the low rating, you’ll improve. But for now, 5.7 and no download reccomendation.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Stinking Sewer CTF
Level rating: 7.9
Rating
8.2

Meh, might as well review it.

Gameplay/Layout: Interesting. It uses mostly sucker tubes, barely any springs. Original, but confusing at times. 94,21, and 3,21, could be a floatup or something there, since I run into the wall and have to jump to get in the sucker tube. Layout feels a bit smallish and at times, crowded. The level could’ve possibly have been larger. Other than that it’s alright.
Pros: Fairly good gameplay, original, interesting layout.
Cons: A bit too crowded, needs a floatup or a ramp at the two positions I mentioned.
Rating: 8

Eyecandy: Its pretty much rux. Better than what I did with this tileset nearly a year ago. There’s a bug on one of the green pipe things in the bg (a peice of the pipe is floating midair just below the actual thing), a small bug which could’ve easily been fixed, but probably wasn’t notice. You could just fix it and reupload the level if you want, since it sorta brings down the eyecandy mark a bit. Other than that, I love the eyecandy here.
Pros: Pretty good eyecandy, considering what can be done with the tileset.
Cons: The minor bg thing, some parts could of been a bit better.
Rating: 8.5

Placement of Stuff: Bases are placed on opposite sides of the level, one carrot in the middle (full energy) and 3 powerups (RF, Toast and Bouncy). The RF is above the full energy, and the toast and bouncy are in seperate sides in the wall, reachable by either bouncer or the TNT placed under the bases. The powerups aren’t noticable much unless you have the time to leisurely walk through the whole level and look for them (which I doubt you will in the middle of a duel), but once you know where they are, you shouldnt have a problem. Also, while its interesting that TNT plays a part in this level, electroblasters are stronger than TNT and could’ve been used instead, but TNT probably fits better in this level anyways (since its fairly small and has a lot of suckers etc, EB might be a bit too evil). Placement is generally ok
Pros: Pretty much alright
Cons: None that affect the rating greately.
Rating: 8.6

Overall (not an average): A decent level some bugs which could easily be fixed in less than 1 minute, and nothing really bad or major. I’d prolly play this some time. Good Job
Pros: A decent level with great eyecandy (considering the tileset it uses), good placement and a spiffy layout.
Cons: Has some small bugs which bring it down a tad bit.
Rating: 8.2

Final Rating: 8.325, rounded down to an 8.2. Spiffy level, Good Job and a download reccomendation.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Holiday Headquarters
Level rating: 7.1
Rating
7.5

Yay, an upload by Wisey =))))).

Layout/Gameplay: Not particularly fond of it. One of the major cons is the right side of the level, where a lot of the walls are jagged, and you can get stuck pretty easily, which isn’t a good thing. This coulda been avoided with one ways, warps, or by just avoiding making the walls like that. 146,55, I always bump into the wall there, and have to jump to enter the sucker. Not really major or anything, but floatup would of been nice. Some parts feel a bit bumpy, but other than that its alright.
Layout/Gameplay: 6.8

Eyecandy: Definately a pro, the eyecandy pretty much rocks here. It just gives me a good feeling towards the level (music helps do that too) and makes me enjoy playing it. Nuff said
Eyecandy: 9

Placement of stuff: Seems a bit sparce, and the pattern is too repetitive (placed in rectangular boxes nearly everywhere). Took me longer to find the bouncer powerup than finding the seeker powerup (and I got stuck right after finding the bouncer =( ). Other than that, I question the placement of the powerups, since the seeker is more out in the open then the bouncer, and the seeker is relatively better. The carrot placement is alright. Could’ve been better, though.
Placement of stuff: 6.5

Music definately fits, it adds a nice warm feeling to the level and I just feel like I have to add bonus points for it (+0.1) because it makes the level feel good to play.

Originality: Can’t really judge on that since this is really the first CTF level I’ve seen with this set.

Overall (not an average): A fairly decent level. Has some flaws which bring it down a bit (mostly the layout and the repetitive ammo placement), and some pros which bring it up (eyecandy, rux music choice). I’d probably play this once in a while, but not as often since the layout is not so decent. Still worth a download, though, since I havent seen levels like it.
Overall (not an average): 7.5

Final rating: 7.45 (+0.1) = 7.55, still rounded to a 7.5 though. The level has potential, but suffers from a few flaws which severe the rating. Nonetheless, its still decent and worth a download. GJ Wisey =))).

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Chez
Level rating: 8.4
Rating
8.2

Alrighty, I’ll just do a medium size basic review.

At first glance the tileset seemed a bit monotonous, not having a large color variety. As I scrolled down the beautiful texturedness and the nicely drawn mountains and bg made me think better of this set. There are a bunch of strange black and white polkadotted tiles, some more black and white tiles, a ladder thing, some vines and poles, more vines, some weird purple and blue animating things, whole bunch of arrows, a bunch of what looks like destruct blocks, more black and white polkadotted blocks, letters and numbers, belts (=DDDDD), chess peices, some large metal pipe thing, backround stuff, and the two rux looking backrounds. The tileset seems fairy easy to use, I question the importance or placement of some tiles in the set, but the set shouldn’t take that long to learn. It would help if there was an example level, though. One of the main dissapointments of the tileset is the lack for a large color variety. The only colors in the set are black, white, grey, and a bit of blue and purple. The color might not seem that repetetive when you look at the set, but if you compare it with sets like Spacey Universe, then the lack of color is noticable. The masking for the tileset is alright for the most part, except the masking of some tiles just confuse me (the black and white polkadotted tiles right above the alphabet).

Overall: It’s generally an alright set. I’d probably use it a few times sooner or later, but it’s not as outstanding as some other sets. Still, it’s definately above average, and definately worth a download.

Summarization:
Tiles included: ground, wall, backround stuff, spikes, vines, poles, belts, animations (but not that much), arrows, alphabet + numbers, signs, large variety of destruct blocks, some sucker tubes (hard to spot them until you check the masking of the tileset), tunnel things, invisible tiles, chess peices, etc etc. Basically n0b0dy put the main tiles in the set, and even went a bit further by making a staircase thing and adding belts. Putting the effort into doing more than you have to = better rating.
Tiles Included: 9.3

Masking: Though at first the masking of some tiles confused me, most of it made sense afterward. Generally good masking, and has mask messages. Whee argh.
Masking: 8.2

Color: This is what brings down the mark a bit. Color variety is very limited, there only being b&w shades, and purple and blue. At least there is purple and blue, and the color could of been worse. Plus the texturedness of the mountains and stuff brings the mark up a bit.
Color: 7.1

User friendliness: Most of it is easy to use, and the rest won’t take too long to understand.
Userfriendliness: 8.4

Animations: There are belts, glowing light things, and thats mostly all. You could be creative and make your own, since if you look at the tileset, many things in it could be animated that probably arent meant to. I’ll leave this section blank though, since the rating for it varies.

Overall (not an average): It’s a spiffy tileset. Lacks some things but exceeds in others. I’d use it once in a while, and its worth a download.
Overall (not an average): 8.2

Final rating: 8.24 = 8.2.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: GREENWASTE HEHE
Level rating: 7.8
Rating
7.7

Okay, don’t have time for a regular review, but here goes the basics:

Conversion completeness: Never played the game, so I don’t know. Looks complete enough to me, though.

Tiles included: It has arrows, ground, walls, ceiling, holes in the ground, various machine like things, animating stuff, more different ground stuff, animating computer text stuff, vines, moving water, hurt events, destruct blocks (not a large variety), animating trigger buttons, some tiles made for trigger scenery, poles, rain, some other stuff which I think are suppose to be vines, sucker tubes, invisible tiles, a textured backround, slants, and some text at the bottom which appears to say something different in every version. Some things could of been designed better, but its mostly complete and rux.

Masking: It’s alright, I thought some things that aren’t masked would’ve been masked but whatever.

Color: The color basically consists of mostly in one color, except there are many different color versions. Although you cant mix different tileset versions together, so if you make a level with this it would mostly be of the same or similar color shades.

Versions:
Green Waste 3: Very similar to green waste green, except the electrical wires are orangish instead, and some things are different color.
Green Waste Dark: I like this one, nightish purple type version. Looks pretty good imo.
Green waste green: Pretty basic, similar to Green Waste 3.
Green Waste Orange: I’m not particularly fond of it, and it could be a bit easier on the eyes =/.
Green Waste red: Alright, not too bright, its ok.
Green Waste Dark Pink: Reminds me of Mega Megatropolis Pink version a bit. Dont think pink is a good color scheme for this type of set, but whatever, at least it doesnt hurt the eyes much.

Overall: The set is fine, it has everything necessary to build a level with, except probably a color variety. doesn’t look too factorial either. Original rating would of been a 7.2, but since there are several different color versions +.5. Mask messages are amusing to read, and I might someday make something with this. 7.7 and download reccomendation plz thx dd.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Rather Useless CTF
Level rating: 7.9
Rating
8

About time I review this, here goes:

Rather Useless CTF, by Flash and Unhit:

Gameplay: Its alright, floatups decently placed in some placed, but not needed in others (like at the edges of platforms which are accesible by springs) but I guess they’re better for the flow. One ways placed good, the warps are a bit strange, but they prevent dead ends so they’re good. Several passages seem to narrow, though.

Layout: Im not particulary fond of it, passages don’t lead where you think they would, warps are placed in strange places (the ones to the powerups) One tile mask surrounding level which may cause a flag bug. Some places like 13,68 and 102,29 and 116,64,I didn’t like too much. The seeker place is too close to the full energy carrot. Once you get to learn the layout, its pretty good.

Eyecandy: Original. Could of been better though. The BG is good, fits the theme, although the rain might be falling too slow. The knights in the window things in the walls look cool, but the walls themselves could of been spiffed up more. The lighting is cool. Bugs in the walls are there (23,65 or around there, and around 37,66) and some stuff look weird and don’t fit too much (to the left of 103,59, dunno if that floating sword case was intentional or not). Overall, it looks ok, but could be greately improved.

Placement of stuff: Alright I guess, though the powerups (bouncer and seeker) might be a bit too close to the full energy, and I find that the red base is easier (or at least for me) to reach than the blue base (since you have to climb to reach blue base and that takes time). And the bouncer might let out a bit too close to the red base. (I should’ve put that in layout, but whatever). Ammo is good.

Music is great, couldn’t have chosen better. Fun Factor IS there, so is originality.

OVERALL (not average): A promising level, more work on it could’ve made it better. Some parts in the level look great (like how the bases are done) while others (15,65 and 116, 64) aren’t as well done. Also, on a side note, Gun crates/barrels cause a lot of lag in the level when abused, so dont overuse them. I havent gotten a flag bug yet (but my server isnt usually laggy and few people were on) but Im suspecting one. For some reason, my rabbit keeps burping in the level while Im writing this review (the burping sound when you die) and nobody is in the server right now, scary O.o.

Gameplay: 8.2
Layout: 7.9
Eyecandy: 8.2
Placement of stuff: 8.2
Overall: 7.9
Rabbit Burp-o-meter: 534.5
Final rating: 8.08 rounded down to an 8. Good Job and download reccomendation.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Jazz Jackrabbit 2 Font
Level rating: 7
Rating
7.2

Ok, first time reviewing a font, here goes:

LAbrat Kid made a jj2 font, yay! As I installed it and tested it in microsoft word, I wasnt as pleased as I thought I would be. The font lacks color, but I dont mind that. Though most of the time it looks smudged and erased a bit, and its hard to read it. When this is used in 8 or 9 font, its practically impossible to read this. The chars are so small and look screwed up. 10 font is a bit better, but still looks too smudged/erased. Same with 11 font. 12 font looks a bit better. 14 font looks a lot better, I might actually use it sometime, same with 16 and 18 font. 20-28 looks a bit messy, but alright. 36 and over is just no. Plus, there are some other cons. The 0 looks a bit too similar to the O at times, so its hard to tell the difference frequently. Not all characters work, only the letters and numbers and some other things like colons and slashes. It would be nice if some things like quotations and parentheses (not the ones on the numpad, the ones to the right of the P on the qwerty keyboard) would be included, but I dont think jj2 had them in the first place (you could of tried to make your own and make them look similar, but oh well). Overall, a bit too many cons for a higher rating, but this font can look pretty good at times, and it’s nice to have a jj2 font in word. Original rating 6.5 but upgraded to a 7.2 for effort and for the fact that the author tried to do something new to help the community (and so not too ruin the rating of this). Despite that the rating may not be that high, you should still download this to at least check it out. Good Job and download reccomendation.

~Blackraptor. [This review has been edited by Blackraptor][This review has been edited by Blackraptor]

Btw, the numerous edits are because I kept messing up when trying to explain what I meant in one of the sentences, and because I suck at spelling Qwerty.[This review has been edited by Blackraptor]

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Jazz Crossword Puzzle (do NOT rate) (reuploaded)
Level rating: N/A
Rating
N/A

Actually, its the puzzle. Its too large for one sheet of paper right now so it gets cut off on 2 sides. Just copy it into microsoft word and print it from there.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Polyglotics
Level rating: 7.8
Rating
7.5

Polyglotics by Labrat Kid, here goes:

Pre-review comments: Polyglotics was indeed a level started a long time ago. It was hindered from being released for a few days, mostly since I kept promising lab to add something special to the level, but never got the chance. On a side note, imo the levels name is even stranger than the name of my recently released level.

Gameplay: The gameplay is ok here, its diffent than you would expect. There are more sucker tubes in the level then springs. Although I don’t have a problem with this, and the sucker tube locations are clearly pointed out, some people might, but not me. Next, the water. It fits in the level, but imo it slows down the gameplay a bit, and I don’t like it all too much. You could of made it a bit lower. Anyways, I just don’t like it in its current state. The hanging peice of ground at 108,75 is rather annoying. When I come from the left side, its not that easy to avoid the green springs and continue going right. In some places the gameplay to me feels a bit tight (mostly around the bottom under the water). Overall, the gameplay isn’t bad, but there are several things in it which, at least to me, are annoying.

Layout: Around 10 seconds to each base when you take the top route, around a second shorter going from the red base to the blue base if you double jump onto that high piece of ground at 139,57 instead of using the sucker tube which if you are jazz, you are forced to take if you want to get up there. I dont like it around 110, 77 where that stup hanging ground and the springs are, since to the left of that it gets crowded. Layout is alright.

Eyecandy: I don’t really like it all that much, nothing new or special in it, it just looks plain and average. There is a layer 3 bug (132,82), and the sparkling stars in the bg don’t make too much sense (stars in the daytime?). The gems in the walls, in some areas, are too repetitive. Also, the eyecandy around the top areas of the level is very dull, nothing up there in the bg layers (except the bg) and it looks a bit boring. Overall, the eyecandy is average, nothing that really makes me go “WOW RUX!!!” or stuff.

Placement of Stuff: Some things about it I dont like. Carrot placement is good, one full energy in the middle of the level. Ammo placement is dullish, the ammo is mostly placed in squarish rectanglish clumps, and more effort should of been put into placing the ammo. Sometimes I feel as if there is too much ammo, and you shouldn’t place crates containing 15 of one type of ammo together (96, 62) since 30 RF ammo in one place = too much, and if a person keeps repeatedly shooting the crates constantly, there will be a lot of ammo in one place causing ammo lag (like in the seeker area in b1), so never underestimate ammo crates. Powerup placement isn’t so good. The seeker is placed fairly well, although some may complain its too close to the carrot. The RF and blaster are way too close, and makes it biased to the blue team, since they have two powerups right next to them. The bouncer powerup is placed on the red side, although it is farther from the base than the RF and Blaster are from the blue base. This makes it even more biased for the blue team. 4 Powerups in this is also too much. Overall, I don’t like the placement of powerups or ammo too much.

OVERALL: The level could of been better, if some things could of been fixed and/or removed, the rating of this could of increased significantly. Although in it’s current state, I don’t think I’d really duel in here. The music rux though.

Gameplay: 7.7
Layout: 7.3
Eyecandy: 7.3
Placement of stuff: 6.9
Overall: 7.5
Final rating: 7.34, which I’ll be nice and upgrade to a 7.5. The level is good, but there are too many cons in it, a few more work with it could of improved its rating.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Alternate Exit
Level rating: 3
Rating
2.5

A hosting liscense..right..

Anyways, I joined a server with this being hosted so I might as well review it.
Alternate Exit: By Dapete10

Gameplay: No. Barely any ramps and stuff, flag bug possibility (flag bugs are horrible in levels, intentionally done or not), nothing to point out where the warps are. Dead ends (though small). No springs or stuff like that at all.

Layout: It will take you approximately 3 seconds to see the whole level. Small? Very. Horribly done? Yes. There is a crate which makes some of the surrounding tiles to go away and cause an intentional flag bug possibility, I kept crashing into stuff, ugh. I dont like the base placement, nor do I like the layout overall. Very small and poorly done, sorry to say.

Eyecandy: Probably the worst part of the level. Those 1’s and 0’s are just plain annoying. The red and blue tiles in the backround are confusing. The MCE vines in layer 4 are pointless and just look ugly, and some of the layer 4 eyecandy doesnt tile/looks horrid/missing some tiles. Oh, and exit and text signs should remain on the ground, rather than in midair.

Placement of stuff: Well, theres barely any stuff to begin with. There are 2 EB powerups, some seeker ammo and some TNT ammo. They could of been placed better, and there being two EB powerups is kinda useless, since they’re both only a tile or so away from each other. TNT is not needed as well.

OVERALL: It says you need a hosting liscense to host this, Im sort of against this since you can’t really control people’s free will and they’ll probably host this if they feel like it, hosting liscense or not. Not that I would host this, though, sorry to say.

Gameplay: 1.9
Layout: 2
Eyecandy: 2.4 (the author attempted to put some in, but it doesnt look too good)
Placement of stuff: 1.9
Overall: 2
Final rating: 2.04. +5 for effort. Download Reccomendation? Nope. Sorry, but this level needs work, a lot of work. Hopefully your next level will be better.[This review has been edited by Blackraptor]

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