He did not finish IC’s unfinished tilesets. The tilesets used by DarkSonic have been finished before they have been released.
Well, a few comments:
First, the flow is not bad in my opinion. Maybe because you bump against the wall for the RF PU, I could have found another place for that though.. I have to agree there. But you can move around well on other places. Also, Hitch, I don’t know if you downloaded the new version of the level with more ammo and less candies.
Anyway, this level might have been a bit too much like a CTF level. After seeing other levels for the contest, particularly The Warden Woods and Foreign Country which are the two levels that have the most chance in my opinion, I learned some stuff about Battle levels and their layouts.
Gameplay: Lets see, the level runs pretty solid throughout the level. At certain points, like where the Rf position if located, that blue spring is unnecessary. You hit the wall if your not going for the Rf, and, well you get the point. At certain times, it seems that all i’m ever experiencing is the springs. You could of used something else, like some lava eyecandy, then put a float up there. You get the idea.
7.5/10
Eyecandy: Eyecandy in this level is done wonderfully. One problem though is that it seems empty at ceratin points, the left side, is experiencing more of the backround tiles, and so is the right but not as much. In the walls you have certain cracks with eyecandys placed in there. There are also some unique ideas used with the eycandy so that is always good to see.
9/10
Ammo/Carrot/Powerup placements: Lets start of with ammo first. First off I see ammo can get pretty empty in some places.What I also see is, there is hardly any Rf ammo, and just the Rf powerup. I also get annoyed with the candies. I would of used, when you go up a spring in the corner, some ammo instead of candy.Powerups…The Rf powerup placement I hate. I’d wish it could maybe be under where the gun9 is placed, then shoot gun9 to get to the Rf. And once again I hate that blue spring. It is just bugged up. As for the bouncy, there is nothing to say. And for the seeker powerup, you’ll have to take a risk on that, since it’s a dead end. Lastly, the carrots, EW! Horrible placements, except for the one in the top right corner. If I where you I would of put one where the gun 9 is. That would suite me.
7.5/10
Positives: Good eyecandy, playable
Negitives: Bad flow and placements of events.
Score: 7.5/10+9/10+7.5/10=8
~HïTçH.8Ð
[Edit] Ds did reupload the level without me knowing untill now. He has fixed some stuff like adding more ammo and less candy.
Okay, so this is a new battle level by DarkSonic,
Let’s start with the eyecandy, since it’s easy to talk about that. I especially like the background (layer 6+7). It’s predictable, but not disturbing and it fits the lvl. I see that you used layer 5 much, sometimes in some questionable ways if you ask me. Maybe you could consider the concept of “Less is more” in some areas. I noticed a big difference in quality when you compare the left side of the lvl with the right side (with the left side being much better imo). Dunno why that is, maybe it’s just about taste. The flick lights do add some special athmosphere, but I’m not sure if I like them. Oh well, at least it’s kind of original..
Let’s talk about about the gameplay now. That is definitely the strongest part of this lvl. Getting the seek PU means taking some risk, which is a big plus imo. The carrots are in some weird places, but well spread. Springs are placed fine, flow is okay.
I definitely don’t like the ammo shapes in this lvl (especially the gun 9 and toaster in the center of the lvl) and I don’t like the choise of it either (sorry, but it’s true ;P). As an ‘extra bonus’ you added some purple candy, like the level wasn’t purple/pink/red enough.. You maybe could’ve used the goodies/ammo as some extra eyecandy, since this tileset is really red and some extra colour wouldn’t have hurt the lvl.
The level is 110×70 tiles, but it feels really tiny. That is probably because you used huge platforms, which automatically – at least in this lvl – causes less passages.
Overall the lvl looks a bit, how should I say this.. chaotic, since most things look randomly placed. But the positive thing is that I’m sure it will play fine in some public server.
Download recommendation:
Yeah, it will play well probably.
Other:
Good atmosphere
Well spread PU’s/cars
Final rating: 7.0
Quickz.
The eyecandy is just brilliant. You have used all kinds of tiles and that is good thing. I didn’t notice any tilebugs and that is good thing also. I like the way you put the flicker lights to this level.
The gameplay is ok. The flow is good and there are nice ammo placement. There are two carrots in this level and that is enough. Springs and PU’s are well placed. It’s nice that you also put some food to this level. Level is small, but that is not very bad thing in my opinion. There are no tubes and warps. I think that you should put them.
Overall nice battle level with perfect eyecandy and nice gameplay. This level is small and not very strategical but it’s still fun to play.
Rating: 8.2
Download Recommendation: Yes
-TripleJ
Finally after months of hard work, Darksonic has finally completed and uploaded Impressions, which I think is his best CTF pack yet. Now to review!
Significant
This level uses the somewhat underused JJ1 Exoticus Tileset. It’s medium sized and it’s symectrical, so it is balanced. It isn’t too simple either, which I think is a good thing. There is a tube at the lower middle area with takes you too a higher level, collecting a Full energy on the way. This level has a good flow too.
The eyecandy is not the best I’ve seen with this tileset, but it is still very good.
Some temple tiles have been used in layer 6, which gives it a different atmosphere compared to other levels this tileset along with the music. The leaves in walls don’t look very good though. Plenty of EC things have been used with the sprite layer as they should be used, but with a few more original things like the wooden pillar which were meant to be used for sucker tubes :).
The placement is also original. The seeker PU has been placed at the top above a brick, which there are triggers which destroy the brick, and the Seeker PU comes falling down. The ammo is all placed in interesting shapes instead of the standard 2×2 squares. Like I said before, the Full Energy is placed in the middle of the level which can get by riding a sucker tube.
So this is a level with some original ideas. This gets an 8.4 from me.
Sharp Icicles
The level name suits the level theme well. I haven’t very many levels with the Glacier tileset, and this is probably one of the best. It’s semi-symectrical this time instead of symectrical, but there’s not much differance. The layout is quite a lot simpler than 01. It’s still solid though, and flows well. This also the smallest level of the pack.
The EC was pretty good for such a limited tileset like this, even though it was a little repetive in places, especially the caves on layer 5. The music and the Background fade colour give this level a nice, peaceful atmosphere. As the name suggests, there is lots of Icicles in this level. Layer 6 is original too.
The placement was nothing really special, but it’s decent. There is a Full Energy in the middle, a Bouncer PU and a Toaster PU placed on each half of the level, and the bases placed on almost the same Y axis. This is quite normal for a CTF level. This level would be niced with some original placement like in 01.
This worse than 01, but it is still fairly decent anyway, which is why I give it a 7.9.
Nature’s Bad Habit
03 uses the Natures Ruins Tileset.
The layout on this level is completely different to the layouts in 01 and 02, because it is Un-symectrical, but balanced. There are warps in this level to make it more complicated. There are fewer ways to the Red base than to the Blue Base though.
The EC was the thing that made this level special. The yellow fade colour, the beautiful music that I suggested to DS and the Rain give this level a nice atmosphere like in 02. The background is original as well. The caves look a bit squared off in places, but it shouldn’t matter too much. There isn’t too much variation in the EC but that’s typical in levels with Disguise’s tilesets. 1up’s have been used as EC things, something which I have never seen yet in any level with any tileset.
The ammo was placed in nice shapes and it was well balanced, but rather like in 02 it wasn’t really anything special.
The EC in this level was the best part, The gameplay was good but the placemnt could use a bit more originality. I think this deserves an 8.3.
Perception
We are now half-way through the pack, this level uses my D*mn + conversion. This level’s layout is completely symectrical and very platformy, but the flow is very good, and there is plenty of ways to the bases. It is simple too.
The eyecandy here is a master piece. There are lots of caves, bones, staglites/staglimites and other stuff which have been used to flood the level with EC, without overdoing it or making it too repetitive. The EC in this level is one of the best EC’s for this tileset, it’s almost as good as The Chasm. The music combined with all the other elements gives this level a scary atmosphere, unlike in 01,02 and 03.
The Placement was slightly more original than in 02 and 03. Things like the “Freeze Enemies” used around the full energy is an example. One thing I have noticed in this pack is that so far all the levels had a full energy in the middle. This is not really a bad thing, since it is the most balanced there, but more variation between the levels would be nice. There are 3 PU’s: Bouncer, Toaster and RF. The Bouncer and the Toaster PU are placed near the bases, and the RF PU in the middle.
This level has the best EC out of the pack I think. Which is why I give it 8.5, which is high for a single level.
Return of the Doomed
At first this level used the Dark Palette, then the Shade Palette, and finally decided to use the Fire palette. In case you don’t what tileset I’m talking about, its Inferno 2.0, a conversion released by P4ul a couple of months ago. This level is unsymectical, but it seems to be balanced when playing it. The level feels a lot larger it actually is, because it has a lot of open space. The flow is not as good as the previous levels but it is still pretty fluid.
DS tried to make some good EC with this tileset, but he failed a bit in some areas. The caves don’t have very much detail, and 80% of the EC is all on layers 5 + 6. There are quite a few tile bugs too, some which weren’t the tilesets fault :(. This could use just use quite a lot more of everything in
an EC point of view.
The placement was decent in this level. This has 2 Pu’s: Seeker and RF. They are placed fairly near the bases. Quite a few interesting ammo shapes where there too. There is also some food to fill the level with events. Not much else to say about the placement in this level.
The EC could use a bit of work on in this level, but everything else is good. Therefore, I give an 8.
The 8th Dimension
This level uses BioCorridor 1.26, which is underused. The layout on this level is also unsymectrical, but it’s balanced, linear but still solid. The layout is extremely simple, with two “floors” of platforms. While linearity is not a bad thing, it can just get annoying. Again the flow is good.
The EC is quite average for this tileset, there are lots of things in this tileset that DS could of used, but were just ignored. I guess this because he didn’t want to copy Snooze’s level, which had very good EC, and so made this EC simpler so it didn’t resemple his level too much.
The background layers are quite simple too, but layer 7 is good and sort of original.
There are 3 PU’s in this level: Bouncer, Toaster and Seeker. The Full energy carrot was nicely placed, down a long narrow tunnel with a warp at the end to avoid camping. As with all the other levels the placement in interesting shapes.
This level is not really very special, but it is still good. So the rating is 7.8.
Disastrous Dungeon
The pack is all most done now, here is 07, using the Castle 2 tileset.
This level is symectrical, so that means it is balanced. This level is the most cramped of all the levels in this pack. The layout is not like a “DS layout” because it is not as simple. Flow is not as good as the other levels, but it plays well.
The first thing you’ll notice when you play this level in the background, it is original, and it reminds me of the Background in Lava Lagoon. The EC here is probably the best I’ve seen with this set, lots of things have been used in this level, such as EC in the walls, EC in the caves, chains in the foreground, plenty of ground EC things like Knight and Cannons, and the music gives the level a strange atmosphere.
The placement is well done, it was very balanced and in good shapes. There are only 2 PU’s in this level, Bouncer and Seeker. They work well together in a cramped level like this. There is also a Full Energy in the middle of the level.
The EC was very nice in this level, but the flow could have been better. I think this deserves an 8.3.
The Sweet Revenge
Last stop in this pack, a large Persian Paradise level. This is the most open level of the pack, and has an amazing flow. I didn’t even though Darksonic made this until I found the Text String, it is a completely new style of level to him. The layout is quite complex, and in some cases original.
The EC here is truly great. Practically every tileset in the level was used in this level, and they are used extremly well. I never thought you could make eyecandy like this, good job! :D The background is original, it makes the level look like a sort of Arabic Town rather than a desert.
The Placement is very nice here too. Stuff like the Seeker Pu only availble with a Copter. There is a Bouncer PU on the left and an RF PU on the right. The ammo is in good shapes like in all the other levels.
This level is probably the best in the pack, everything in it pwns. I give it an 8.7, which is very high for a single level.
Score
8.4+7.9+8.3+8.5+8+7.8+8.3+8.7/8 = 8.3
Bonus Points
0.1 for suprising me with 08
0.3 for effort in this pack
0.1 for using some underused tilesets
Final Score = 8.8
This is not only your best pack ever, but one of the best CTF packs on J2O.
This beats New Ages I by far.
This review took me 3 hours to write BTW.
EDIT: This review was very biased, so I’m removing the rating.
after lots of hard work Impressions was finally uploaded.. so,
i guess i have to review it;
Significant, is a level with some pretty unique ideas, like the
triggered pu (you have to fall down a hole and bla to get it)
and those ec things in the caves.
the level has 3 pu’s, toaster, bouncer and seeker and the layout is
symmetrical so they are ofcourse, balanced. i also liked the ammo groups
used in the level.
eyecandy is good, i guess, as i mentioned level has couple of good eyecandy ideas,
like the windows, trees, and some other stuff
Overall, nice level, probably best for 3vs3’s since the full nrg area doesn’t fit to duels imo.
Sharp Icicles is also a symmetrical level, which has nice, calm, atmosphere, which
is something you rarely see in jj2, so thats very nice.
Eyecandy is good enough, altough its bit repetive in the caves, and stuff.
but eh, still good enough.
bg layers also deserve mentioning for being original in such a small tileset
gameplay here is nice, you dont bump into walls and stuff too much.. also, most platforms can be
reached with jumping.
ammo placement is well done, there’s ff, and two pu’s, and a car at the middle. ammo groups were
also nice, not that repetititive and bla.
Overall, nice calm level.. not much to say about it
Nature’s bad habit, is really good level, actually, it might be my favorite level
in this whole pack, because of the bg fade, which gives this level a sunset atmosphere.
eyecandy is very good, there’s lots of stuff, which dont interupt gameplay and look nice.. also
there’s some 1ups.. interactive ec, i guess.
gameplay is good again, you can reach platforms with jumping, and spring placement is okay.
layout is really nicely done, its unsymmetrical, but balanced enough, and its not mazelike.
Ammo placement is good enough, and ammo groups aren’t 3× 2 blocks, which is a big plus in ctf levels.
Overall, this is best level in this pack. awesome ec, good gameplay, and stuff!
Perception is also really good level, it has a platformy layout, but its symmetrical i think.. (or semi symmetrical? :o) well anyway
there’s one thing in this level, which people will probably notice first: the really good ec.. there’s lots of stones in layer 4 and 3, caves 5/6, there’s also those skull’s,
and not any tilebugs. well done, ds!!!
gameplay is decent, altough sometimes i found myself crashing into things, and stuff. also the spring placement is bit weird, but atleast its good enough.
Placement is good again, there’s different ammo groups scattered into level. at the middle, there’s a car and some freeze enemies in there, which will slow you down
(dunno why but i guess its made to prevent people from scoring too fast)
Overall, nice level, one of the packs best ones, but not as good as that nature level, imo
Return of the doomed is a level using the inferno 2.0 tileset. layout is unsymmetrical, but balanced enough once again. its also quite easy to get around the level. (might feel bit hard at first)
Eyecandy is .. not that great in here. author has tried, atleast, but there’s some tilebugs, and other weird stuff in the level. however, its good enough, there’s some funny stuff done with the skulls, and its not that bad thing.
Gameplay is decent, you can get to where you want quite easily, but still i think the level has bit weird spring placement.. other than that, its pretty decent.
Placement is nice, lots of stuff, and weird groups of ammo, but it doesnt look boring and it works with this level very well, i think. there’s one pu here, which are seek pu, its closer to other base, and full nrg is closer to other one, which evens it out, there’s also a rf pu, which is placed fairly.
The 8th Dimension is a level using BioCorridor262359something, and it reminds me one of my levels somehow. :P
i like the eyecandy here a bit, but some of it could be lot better. however, there’s some nice ec stuff done here, and there’s not too much tilebugs, so yeah, its good enough.
gameplay is decent, there’s some springs which could be placed better, altough if you’re a good player who knows rf trix, you shouldnt have any problems when navigating around in here.
placement is unique, never seen a car placement like that :P altough it could make the level bit campy. ammo placement is nicely done, it doesnt look boring, and you used nice ammo groups.
overall, this is a nice level, could use some better ec. i don’t know anything else to suggest.
Disastrous Dungeon is a .. surprising level.. there’s not much tilebugs, and the layout is symmetrical, i think.
I like the eyecandy here.. its not superb, but its good enough, and doesnt distract players while playing. i also like the originality used in bg layers, gives this level weird atmosphere. ;o
Gameplay is decent, you might bump into stuff, but it isnt that bad, to be honest. spring placement is well done, no cons there. ammo is scattered nicely thoughout the level, atleast in my opinion.
Overall, bleh, not much to say, decent level, could use more ec.
Sweet Revenge is last level of the pack, and its semi-symmetrical. it also has really nice ideas, like the way how you get seek pu there. (;D)
Eyecandy is well done, this level has really nice atmosphere, altough white bg hurts my eyes sometimes. it isn’t that bad though. also, author used almost all stuff in the tileset, and didnt use it wrongly, so thats also good.
Gameplay is nice, spring placement is perfect, and the level flows really well.
Layout is weird, it has some warps, and .. well, its kind of “simple” which probably makes it weird in my eyes.
anyway, this is the last, and one of the better levels in the pack.
my summary would be, that this pack had some very good levels, some not that good levels, but still, its something what everyone should definately download.
also, go ahead, downvote my review, i know it sucks. :>
- snz -
Atmospherical is a small/medium sized CTF level by Darksonic using the War Torn tileset. Unlike many levels with this tileset, it doesn’t look a like a Distopia clone :p. This also his best level yet in my opinion.
EYECANDY
I like the way the tileset is used in this level, it has some EC you wouldn’t normaly see with this tileset. Those caves look a bit boring though, they should have more vareity, but they still seem to get the job done in this level. There is rain on layer 1, which I haven’t seen anyone use it in any other War Torn levels. :D The music choice (Ascent.s3m) gives the level a unique atmosphere combined with the rain and other stuff. (Hence the name atmospherical :p). The background looks awesome too.
4.4/5
GAMEPLAY
In most of his levels, Darksonic has made a simple, solid layout that is usally symectrical. The layout in this level however is different from the rest. It has quite a bit of strategy, and it isn’t too linear or one-way.
The gameplay is fast paced, and the flow is good, but like P4ul said some of the springs cause you too hit the celings :(.
The placement is good too, the ammo is placed in shapes rather than boring 2×2 squares. There are two power-ups, RF and Bouncer, but they are a bit too close to the bases. I suppose that doesn’t really matter that much though. There is 1 Full energy carrot in this level, which is the middle (Good :D).
4/5
In general I think this is a very nice level but it does have a few flaws.
RATING
4.4 + 4 = 8.4
Download recommendation!
I find this kind of… boring. Just a very average level. I’ve seen a lot better from you, Stefan.
Eyecandy: 9
This is likely the best eyecandy I’ve seen in something made with this tileset.
It’s also very creative, although just a slight bit unoriginal.
The water at the bottom and the fade color are what I like the most.
Gameplay: 8
Gameplay is good all around, although there were some (in my opinion) misplaced springs somewhere.
The layout of the level is a bit simple, but it looks good and works well.
Flow: 9
There’s no mistake about it that the flow is very good, except for the top of the level, whatever. No-one could possibly mind having two or three places where you gotta jump.
Tileset: + 3/5
I’ve faced some problems in the past using this tileset, but you made using it look like nothing to worry about at all. The scenery in this set is a bit easy to use, though.
Overall: 8.7, good job, download recommendation (duh)
Eyecandy
Maybe I’ll start from the best things in this lvl. Firstly, the background layers are incredible :D, especially the sixth layer at the bottom of the lvl, GJ DS. The “caves” on layer 5 also deserve mention, although they’re not as impressive :P as layer 6. I would like them better if they had more “holes” in them, they would look a bit better in that case. However now I must mention the things which I dont like as much. These are the walls and those weird… buildings… at the bottom of the lvl. As for the walls, they’re a bit too plain for me, I like the one on the very right though, for it has a nice effect of being a little, um, bumpy for the lack of a better word. If only the whole level had the walls like that, it would be great . As for that strange multicolored thing… it doesnt fit. I don’t even know what it is
, but my intelligence tells me that it might be a building of some sort.
Gameplay
Let’s start from the layout. It’s a fairly simple one (but solid), which makes it simple to learn. It allows for fast movement between the bases, but here also lies this problem: the springs aren’t calculated too well. If you run into a spring the wrong way, you will bounce into a wall or the ceiling Like if you run into the spring on 84,48 from the left, you will hit the wall. You could of placed a warp or an one way there, or something, but no big problem. As for the ammo, there’s just enough. In some places they form nice patterns, like the one in the middle of the level. One can get fully armed easily, so that’s good. There are two PU’s (RF and Bouncy) which are close to the bases, and one Full Energy carrot which is in the…. middle? of the lvl.
Overall
I like this better than some of DS’ lvls, although I don’t think this is that great like some people (cooba >O) think. I’ll give this an 8.1 i think, because this is a really nice lvl.
Greetings, P4ul from IC
i promised to review this so i will do that now.
This is probably one of the authors best levels so far.. i mean, i was surprised when i first saw this. it had really great atmosphere with the bg and stuff. but well yeah, this version with rain is even better. the rain + this music and the bg give this level really special feeling, which is something you must experience yourself.
about ec.. i personally really liked it. nothing hurts eyes or gets in my way here. its really pleasent, and nicely done. congrats.
placement is okay, there’s one carrot in the middle of the level, and its full nrg, which is good choice for the levels size. there’s also 2 pu’s without the usual neutral pu if i remember correctly.
layout is kind of weird and my only complain is that its hard to move around sometimes with springs.
overall, its really nice ctf level which should get more reviews.
my rating is 8, good for a single level. =D
EDIT: +0.2, this one deserves it. kthx
I’m taking a small break from my Wii as I do this review so it may be abit short.
Diabolical Darkness (CTF)
Eyecandy
Average eyecandy that was placed well throughout the level and wasn’t very squared off, lighting effects too. The level could have used abit more eyecandy though especially near the bottom corners and the areas near them where there was a rather large lack of it.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 7.6/10
Gameplay/Layout
It was good flow with no real large obstructions or annoying little nooks to get stuck in, It was slightly too smooth though because you could get from one base to another holding down just one arrow key. There was also another way to get to the bases with the copter, I like to see things like that. The two bottom corners are abit empty though.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.1/10
Event Placement
There was nothing wrong with the ammo placement, good amount of ammo and it was in the path that people would normaly take. Although some of the clusters of ammo could be abit more dense like the RF and seeker ones near the middle of the level just above the carrot. The two non neutral powerups (seekers and RF’s) were placed rather nicely allowing one to jump off them if stomped back to the left or right, or stomp and then return to the base via warp. As for the carrots, they were
rather close, and you could collect one of the +1’s then the full NRG.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.3/10
Overall
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.0/10
Trouble Ahead (CTF)
Eyecandy
Good amounts of eyecandy evenly throughout the level, the eyecandy wasn’t squared off, and it wasn’t in such huge heaping amounts you could never see anything. This level had something I really don’t like to see in the eyecandy though, A dark fade color (Black to be exact) on a light textured background, other than that the eyecandy was good all around.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.6/10
Gameplay/Flow
Like xlmdd this level is symetrical. Unlike xlmdd the flow was good without being too easy. The layout was abit confusing at first but it was easy to learn. I found a few good tricks for this level too like RF climbing to get the +1 carrots, or shooting them down through the wall with bouncers.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.3/10
Event Placement
The event placement in Trouble ahead was fine, nothing really to complain about. The density on the clusters was good, and there were good enough quantities. My only complaint is that there weren’t many RF’s near the top.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.1/10
Overall
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.3/10
The light returns (CTF)
Eyecandy
Looks like a level with noka’s tube electric conversion, it also looks like you took advantage of the new features in the tileset. Adverage eyecandy everywhere, but the ground could defiantly use some more variation.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 7.8/10
Gameplay/Flow
Yet again symetrical. This one has very good flow, its not too easy either. There are warps to the bases from the top which are quite handy, and the triggered base system prevents very easy scoring. One thing that bothered me though was that the two sucker tubes that went from the top to the middle were abit slow.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.4/10
Event Placement
Nothing to complain about. Nothing useless and it all had a good density and quantity. Both carrots were in the middle, so because it was a symetrical level it was very fair. The problem with the placement of the full NRG carrot was that it was very close to the seeker power up, which was also the all around weapon of the level.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.1/10
Overall
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.1/10
I’ll continue this review later, but this short break from my wii has already been too long.
Hypergenerated Shocks (Battle)
Eyecandy
This level’s eyecandy isn’t like the other levels, it is rather random. There are sufficient amounts of eyecandy, but just clustered up in the floor mostly so it isn’t that even. There are a few tilebugs, nothing to serious though. One of the things I disliked about this level’s eyecandy was that you could rarely see the textured background.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.0/10
Gameplay/Flow
The layout at first seems very random, and it is, but this isn’t a problem because it works anyways. The flow isn’t an issue either it’s easy to navigate without being effortless. It isn’t very platformmy either.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.2/10
Event Placement
The carrot placement is good, the +1’s aren’t too close together and are rather hard to camp. The power up placement is good too although the toaster power up is rather close to a carrot. As for ammo there could be abit more throughout the level but it’s not such a big problem.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.0/10
Overall
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.1/10
Secret Base: ID20516 (Battle)
Eyecandy
More of a minimalist with the eyecandy in this level, this doesn’t really bug me though because there is still enough. The eyecandy isn’t all clumped either which is a good thing, especially if you aren’t going to have vast amounts of it.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 7.9/10
Gameplay/Flow
The flow is good, but it suffers from the same problem that xlmdd did, it was a tad too easy to get around the level. The gameplay was nice, but it was very easy to seeker/rf spam because of all of the open space.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.0/10
Event Placement
The quantity of ammo in this level was insufficient for the size of it, the clusters of ammo could have also been bigger. I’m not sure if it was just me, but there was about the same amount of food as ammo. Although the ammo placement wasn’t that great the PU placement was rather nice. They aren’t too close to anything else like PU’s or carrots. The carrots were also well off, they wern’t easily campable.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.1/10
Overall
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.0/10
ENTIRE PACK
Bonus
-Awesome PU placement in xlmdd +1
-COPTARS +1
-Good atmosphere +1
– 0.3/0.5
Overall
The pack was a good play, and the battle levels would probably a good choice for the battle server too. As for the CTF’s they’re good too and could be played semi-often, everything has good flow and good eyecandy.
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| – 8.5/10
Download recommendation?
=D
ds asked me to review, so here i am bit late.
well, “first boredom” uses famous BoredSet which gives you somewhat limiting cabaplities of making ec and that stuff. or maybe not that limiting but not that much either.
horewer, i think the ec is good, nothing hurts my eyes and nothing really looks that confusing, except maybe some of those transparent blocks, but there’s only few so it doesn’t really matter. ec is good enough with the given set.
gameplay is also quite good but it definitely could be better. springs are weirdly placed sometimes and it might be difficult to navigate if you play for the first time. its still decent, though.
ammo placement is decent, theres nice shapes of ammo and few pu’s which feels enough for the level. i personally liked car placement here. i don’t really know why though
overall, this is nice level using boredset, i guess ill give this recommedation. i’m sorry my review is rushed.
This is a nice battle level by DarkSonic.
Well, to start with, the eyecandy is good. This tileset doesn’t give you many many opportunities for good eyecandy, but I think DarkSonic did a good job. When you check out the level in JCS, you see how well DS used almost all layers. Especially the background is really nice (layer 5+6).
Then about the ammo-placement. It’s good. It’s in shapes most of the time, I only don’t like the ‘row of seekers’. Anyway, the ammo is well spread over the whole level, just like the four PU’s. Seekers are important in this level, so it’s good that the PU is inside the wall. Food in a battle level is always nice and it’s easy to get in this level – you just have to run around. There are two +1 carrots, which is good because the level isn’t that big and multiple carrots in a battle level are a must.
The flow is nice, only one spring is at a weird place (91,42), which disturbs the flow a little bit, but the flow is in general really smooth. You can move really fast in this level by using the warp, the copter and the many (often) well placed springs.
Well, I definitely give this level a download recommendation. And indeed, the music (and tileset too) fits the level.
My final rating is a 8! Good job.
Bah. I finally got a review and the rating is.. well, unexpected. I think Planet Internet should have used another tileset, or I would have just made another level. But I was in a hurry when I uploaded this pack, so I had no real time to find good beta testers.
Oh well, I guess I’ll just find real beta testers next time. At least someone reviewed.
Well uh yeah. I find it extremely unfair that no one reviews uploads by DarkSonic, seeing as he’s one of the most active decent reviewers on J2O. Like n00b once said, “Dear J2O users, you’re all shallow.” Anywho, here goes my obligatory review :
Visual Appeal – 3 out of 5
And this is a problem of the pack. Not necessarily of both levels, as I actually enjoyed the eyecandy in Like an Oven, even if it was a little bit repetitive in some places such as 80,41. However, I certainly did not like the eyecandy in Planet Internet. I can see that the author tried, but unfortunately he kinda failed. Firstly, what’s with all the reverse “boxes” in the walls? I can live with the ones with black outlines, but those with green ones throw me off heavily.
If everything around the box has black outlines, why did you have to reverse it and make it have green outlines? It looks very out of place. Secondly, why are all the layer 4 backgrounds shaped like this:
It made Atom Heart 243.5 look fairly bad, so why did you have to use it the same way as SJ did? There are sloped layer 4 backgrounds, so use them instead of some crappy synthetic stairs thing.
Layer 6 in Planet Internet doesn’t even… tile.
As BlurredD himself says, most of the tiles have to be flipped to tile, and as you can see the background is the finest example of that. There are also more things of rather questionable visual quality (such as all the white/red things on layer4…), but I’ll cut it here. Planet Internet brings down the quality of the pack’s eyecandy a lot.
Playability – 4 out of 5
This was certainly better than the eyecandy. I still like Like an Oven‘s gameplay more than the other level’s. It flows well, and the layout is mainly open in most places, and that works. The balance might be a bit off with Bouncer vs Toaster, since Toaster won’t be as effective in this level. And, um, what’s with the triggers around the bottom +3 carrot? Doesn’t make much sense for me as you could just have removed the platform entirely if you don’t want people to step on it. Not much else can be said on Like an Oven, so let’s go ahead onto Planet Internet… ouch. First of all, why is this level so full of slopes? They don’t serve any particular purpose and just look out of place, honestly. The layout is also mostly generic, with boring platforms serving little purpose. The +1 carrots seem a bit too close to the bases for my tastes, which may just as well result in encouraging camping. Also, I’m not sure why is this level’s center powerup an RF one, since Bouncer and Toaster will be more useful here than RF, as this level is also quite enclosed. That’s all I have to say here, really.
SummaryOverall
This was a mixed bag for me. I didn’t quite enjoy Planet Internet as you might have figured. I liked Like an Oven much more, although I still think you made better levels than that. 6.9 (would be 7.something but Planet Internet = ).
Already fixed that. I was afraid that bug was still there, as I put xlmhahaha in the pack and didn’t replace it with another version with ‘xlmlife’ as next level. Also I fixed some other stuff, like tilebugs in xlmburn and xlmtree.
And it’s funny that Snooz’ review is featured. It’s not bad, really. But this pack is still one of the uploads that needs a review(this is just a comment on some stuff) so a really good review would be appreciated. ;p
heh im gonna review this since this pack definately deserves one.
lets start with forest burn, which is a decent ctf level using diamondus b lava. i personally like the EC here alot, cuz you havent overused it or anything, and the tileset was used nicely. also, pu’s were good and stuff, and i liked the ammo placement a bit.
life in space sucks was really weird level having some quite original eyecnady ideas + the famous food concept from sf, which might be kind of useless for ctf level (except for sugar rush) but its still a decent level with fairly good ammo placement. also there’s some eyecandy bugs here and there and whatever.
some treeish level uses cartoony grove shrine by lrk, and its kinda decent aswell with some nice ideas with eyecandy. its hard to make levels with this set now. there’s 4 cars which might be too much though, personally i would use 3. i also like foods here since they fill up level nicely so it doesnt look empty. probably my favorite level in this pack.
strange castle of danger has a cramped flow in some places, so it might be hard to navigate smoothly. the set isn’t also that good since it really lacks bg ec and other important stuff (my opinion though, disagree if you want) but the set use is okay enough. average level, nothing else to say about it.
harmful hazardous harbour is probably the best level of this pack, but its still really simple level, which consists of big platforms. i personally liked the pu’s here alot, and foods.
oh and the bg is also really nice.
anyway im too lazy to write more + im really tired right now. apologies for making an awful review, so go ahead and downrate it if you want, i couldn’t care less ;p
this is an okay pack, after lots of thinking ill give an 7.5, have fun.
Before I review, I’d like to tell Dx that coin warps in tourney levels are one of the worst ideas to do. Thank you.
And now, the actual review:
Theming and Eyecandy – 4 out of 5
Very nice eyecandy here. I see that a lot of effort went into the eyecandy since it got (heavily) critiqued on the JCF. I like how it turned out, looks really good and relaxing. Forest isn’t really a flexible tileset to work with, kudos for you for trying to make it look good. The theme is my favorite part here, too, it gives me a feeling of suspense, like the part of a forest was some alien crash site, or something. Anyway, the eyecandy doesn’t have any obvious bugs, and I like the lush greenness of this level (P4ul would love it.)
Gameplay – 4 out of 5
Also a very nice gameplay here. The flow’s silky, no annoying obstacles sticking out of the ground. The springs take you where you want to go, and you don’t have to jump too much. The flow’s pretty much ideal. As for the layout, I like it MUCH more than DS’ other attempts, I see that you’ve really improved at layouts! This one’s simple and easy, suited for a wide scope of matches – I can imagine a duel played here, as well as a 3vs3. Good job here, really no major gripes here, I’m actually impressed by this, etcetc.
Eventing – 4 out of 5
Nothing too complain. One thing I really like here is the Full Energy carrot, once players get used to its placement it can be shot a long way down, evil fun. This level is symmetric, and thus is balanced. RF vs Seeker works better than RF vs Toaster, and this level doesn’t seem to “favor” either of those weapons, so the games will be a close game. There’s also a Bouncer PU, and several fastfires which make it a much more evil gun. It will be underappreciated during matches, and will play a major surprise element. Watch out, everyone.
SummaryOverall
I’m really impressed. This is what I wanted you to do since Street Pass No. 1. This could be very well your best CTF level so far, keep it up and you’ll be as amazing and some others out there. This has a chance of winning the tourney contest (assuming I don’t make an entry myself), so yay. Download, host, review, etcetc.
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