RecommendedQuick Review by brain-drain

Posted:
27 Sep 2012, 14:49
For: Stronghold (gtblvl_2)
Level rating: 7.5
Rating
8

I have to say it’s a fun level to play the tileset is very good. I like it.

RecommendedQuick Review by Icarax

Posted:
14 Dec 2011, 08:57
For: Stronghold (gtblvl_2)
Level rating: 7.5
Rating
8

it’s good

[Review changed to quick review, see the review rules.

RecommendedQuick Review by MilloCz

Posted:
10 Dec 2011, 15:52
For: Hillside v1.1 (gtblvl_1)
Level rating: 7.1
Rating
10

Funny level!

RecommendedQuick Review by MilloCz

Posted:
27 Nov 2011, 19:50
For: Stronghold (gtblvl_2)
Level rating: 7.5
Rating
9

Nice lvl!

Review by GreenTechB

Posted:
23 Nov 2011, 07:18
For: Stronghold (gtblvl_2)
Level rating: 7.5
Rating
N/A

soon will be a second upload, i’m now working on a level with rage of aquarius tileset, with a more complex story. when i have time i’ll repair this level, thanks for the advices (:

RecommendedReview by PT32

Posted:
22 Nov 2011, 20:10
For: Stronghold (gtblvl_2)
Level rating: 7.5
Rating
5.8

Sheesh, guys. Who put the 8.5-burger up here?

This level does not deserve that high a rating.

Granted, it WAS a nice level. The gameplay was consistent (not too hard, yet not too easy), the music was good, the tileset used well. There were some things going in Stronghold’s favor.

However, I was much appalled by three things: The wacky lights, the confounding event placement and the quirky nuances. Using darkened lighting is a double-edged sword: If it’s used properly, it can provide a charming ambiance. Used improperly, it will confound and madden the player, leading him/her/it to simply type JJLIGHT or JJINV, and bull his/her/its way through to the end. The lighting events here were frustrating, to say the least.

Consequently, what started out in the upper half of the level as solid enemy placement quickly turned into confused chaos below. I could barely see what I was doing in parts, and it drove me half crazy stumbling around and running into baddies I didn’t even know were there. Particularly irritating were the one-tile holes in the floor, which held invisible baddies and were evidently intended to be some sort of thorn or spike.

These holes lead into the third problem I have, which is that of the intellectually thunderstrucking nuances. Up by the coin warp, I touched a wall and got hurt. I later learned that there was a Schwartzenguard event behind it. When I finally DID access the coin warp, there were regenerating demons, an absurd number of goodies (even for a JJ2 bonus warp), plus a one-way floor that wasn’t properly lined up with the red spring below it. None of the hogshead barrels in the level were one-way events, which caused me to get hung up on them. Similarly, some of the vine/hook conjunction events were a bit buggy, making them hard to use. There were even sucker tube events placed in thin air to prevent the player (me) from accessing certain areas!

And now, since I have totally shattered your self-confidence and destroyed your will to live, let me give you (the author) a few tips to make this promising level even better.

That’s the first piece of advice I have. This is a salvageable level. Believe me when I say that I have reviewed no-hoper levels that were a LOT worse than this. This bodes well for you. Don’t give up on Stronghold, because I’d really like to see an improved version.

Next, clean up the lighting events. This alone will solve half of the level’s problems. Cut the level of darkness in half (in other words, make it 50% brighter than it was before). That way, potential gamers won’t be hit by unwelcome surprises. If you were to gradually decrease the lighting gradient, provide a more gradual transition to semi-darkness, that would be an impressive flourish.

Take out the sucker tube barriers and just build the walls higher (or the floors lower). You don’t have to completely cut an area off, as long as the player can’t get through without cheating.

I didn’t mention this before, but try and tailor the specific baddies to the tileset. Labrats, Skeletons, Demons and Fat Chicks don’t really belong in a castle tileset (There’s very few levels where a Fat Chick does belong, by the way), so replace them with Fencers and Bats. It’s amazing how much sharper a level looks with the proper goons.

Take out a few of the powerups in the warp. Remove two of the three shield events. Seriously, you can only use one shield at a time anyway, so what would you need THREE for? Likewise, don’t regenerate the Demons. It’s hard enough to figure out how to get out of the warp, so don’t make it any tougher. Eradicate the invisible thorns. They’re annoying.

Oh, and take out the funky Jazz Airboard crate. It’s just plain wierd.

On a more positive note, your eyecandy was pleasant, and your music was a smart choice. I’m quoted (or I ought to be) as saying that music alone is worth up to half a level’s score in most cases. A good level with an inappropriate song suddenly becomes a failed level. Likewise, a shoddy level can gain slight recognition if it at least has a fitting track. This level had a good song…with the notable exception of the boss song, which didn’t seem to work very well. Dance music just doesn’t jibe with a castle level. Sorry. I would recommend Warhead.j2b instead. Rename it to Boss1.j2b, and warn downloaders to backup their original Boss1.j2b before extracting. That way, you can have a good boss song (As a couple of my upcoming singleplayer levels will)!

Therefore, in conclusion, I’d like to say that this level, as full of flaws and errors as it may be, is still a quality level. As long as the player liberally adjusts the lighting and uses invincibility in places, Stronghold is a decently fun stage. Look for an even better version in the future, after GreenTechB makes a few strategic changes.

For now, though, I’ll have to give it a 5.8, although I WILL recommend a download simply so that you (the reader) can appreciate its potential.

RecommendedQuick Review by All Hail Shadow

Posted:
18 Nov 2011, 12:26 (edited 18 Nov 11, 12:27)
For: Stronghold (gtblvl_2)
Level rating: 7.5
Rating
8

SUMMARY:
EyeCandy: 8.5/10
Gameplay: 8/10
Music: 7/10

TOTAL:
8.5 + 8 + 7 = 23,5/3 ~ 7.8
But my rating is 8. It’s good level.

*Sorry for bad english, if what))

[Review changed to quick review, see the review rules.

Review by GreenTechB

Posted:
9 Nov 2011, 20:46 (edited 10 Nov 11, 16:14)
For: Hillside v1.1 (gtblvl_1)
Level rating: 7.1
Rating
N/A

of course i used your tileset, it has a very good atmosphere. thanks for TreyLina for the review, i tried to correct some mistakes i have made in the map. now it has to work in 1.23 also. give it a try :)

Review by DennisKainz

Posted:
9 Nov 2011, 20:24
For: Hillside v1.1 (gtblvl_1)
Level rating: 7.1
Rating
N/A

Thank you for using my stuff! {:-D

Review by TreyLina

Posted:
9 Nov 2011, 20:15 (edited 10 Nov 11, 17:31)
For: Hillside v1.1 (gtblvl_1)
Level rating: 7.1
Rating
5.5

If you made it in TSF JCS, it only works in TSF. However, there is a TSF to 1.23 level converter out there by ZapS I think. Levels that run in 1.23 work in TSF as well, of course. EDIT: Like I said, 1.23 levels will work on TSF as well. I know that because I have done it before many times.

Well, I decided to try this level out…

Gameplay

I played this on hard mode. It was rather cheap a few times, with the hidden bats, although there wasn’t much and the large rows of multiply enemies weren’t really necessary. Overall the enemy placement was decent though. But the confusing EC did ruin the gameplay a bit, it is really misleading when you play the level for the first time. Not good. It would be nice if there was a wider selection of ammo, too.

The level is pretty linear, you will always follow the same path, but you can try and uncover the secret paths to get the coins. I didn’t bother getting them all though, so I don’t know what the reward is. I thought that if you didn’t manage to get across the vines of the level, it would take you to a somewhat long but rewarding path which was an actual cave. But all it did was take me back up to try again. Not even any rewards. Dissapointing.

While you can play with all characters, it’s not really balanced. Spaz is going to stuggle to get across the vine part of the level, and there’s not any exclusive rewards for him. There isn’t really any character exclusive rewards/parts at all, so that decreases the replay value more (for me, at least). There’s a part where Jazz/Lori will struggle to get up from a bit, from a small platform to a bridge if you want to reach the coin across. I don’t find the struggling type of balance very fun, though.

Eyecandy

Ugh…like I said before, confusing for when you play the map for the first time. Like you think some areas are solid, but they’re not. There are also quite a noticable amount of tilebugs. I found a missing tile and cut-off ends of eyecandy.

The background was okay, although I think it needs a bit more life to it. Maybe the sky could move slowly. It’s not very forest-like either. Sure, there are some trees, but not much within the foreground.

Music

It’s pretty cool, but it doesn’t set the feeling or atmosphere of the level.

I think you could have potential with single player levels, if you keep the advice in mind. If you want to play this level, prepare to be misled by bad (confusing) EC placements. It’s not terrible, but it can be annoying at times. Thus, try if you really want to.

EDIT: Well, after the update I played it again. There’s still some tilebugs and misleading eyecandy, and the new music choice doesn’t really fit that much either, although it’s a bit more appropiate than last time. There’s also a blaster pu down the vine area, I wasn’t really thinking of that kind of reward though…but whatever. I noticed a few other minor changes too, such as some other ammo. Not a huge improvement, but better than nothing.

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