X-Station
Seems like DarkSonic is really warmed up since he uploaded two new levels in one week. The last level, Crystal Clear, was not bad at all but still a bit disappointing. Let’s see if the creator from Fryslan can fulfil his promises this time.
EYECANDY: 2.0 out of 2.5
DarkSonic has used the JJ1 Battleships v2 tileset for this level, which reminds me immediately of BlurredD’s Security Breach v2. The tileset is very well used in this level: thanks to the dark atmosphere and the shifting stars in the background you really think you’ve landed in a abandoned Space Station moving at high speed through the dark corners of the universe. One point of critique at the eye candy: The ship is moving left at high speed but the engine rockets are moving the hip to the right (like in pos 36,32) for the rest I don’t have any problems with the eye candy. Good job.
AMMO: 2.0 out of 2.5
Unlike earlier levels of DarkSonic, this level uses a 2 Powerup strategy, and it features the two best powerups (in my opinion that is) the Seeker and the RF. The smaller ammo is placed in small groups, and only 4 weapons are present in the level: Toaster, Bouncie, Seeker and RF. This can be a bummer for the more specialised weapon user, but for ordinary Jazzers it’s allright.
LEVEL STRUCTURE: 1.5 out of 2.0
Finally, I can see a definite breakthrough in DarkSonic’s level creating style! Since DarkSonic seriously begun with creating levels, he always used a very squared-off level creation style and almost always symmetrical. This is the first level in which he finally breaks with this style, which results in a very good and interesting level structure. It’s funny to walk around (some places are less good then others, I don’t really like the sucker tubes around the bases and the narrow part below the left base) and nice to play in. Nice work.
GAMEPLAY: 2.25 out of 3.0
Thanks to the dark atmosphere combined with good eyecandy, decent placement with not too many sorts of weapons and a nice innovating level structure (not really original but if you look at who made it it’s really original) and a nice music file playing at the background (G-Dreams “Black Space” which I used earlier for one of my own levels) this level has a high fun factor. It has also a good flow, decent spring placement. There’s not really much to say about the gameplay, it’s just good.
RATINGS:
As you can read in my review, I was a little surprised in positive way when I first say this new level of DarkSonic, about a week ago. It’s a huge difference with earlier CTF levels of DarkSonic and it’s also a lot better. I hope the creator goes on with the same level style as this one, since it works out nice. Good work, for the effort you’ll get a 7.7 from me.
Score: 2.0+2.0+1.5+2.25 = 7.75 = 7.7
Download: Yes.
Host: Yes.
Greetings,
- ChippieBW
EDIT: Fixed HTML tags
Good JOB I Mean It
Eyecandy 8.5
Its Really Complex The Waterfalls Are Great OOPS I Have Not More Time To Says Anything Im Going To An Resturant
[Unsupported rating removal. A rating was given without a reason. The author was trying to give one but stopped halfway. Removed rating: 9.0 -FQuist]
Crystal Clear
This is the first level of DarkSonic in a very long time, and the first review of my hands in a very long time. I’d like to review one of my old pal’s levels again, so let’s start with this one, Crystal Clear, which I beta-tested. Hold on.
EYECANDY: 1.75 out of 2.5
Let’s begin with the visionary things. DarkSonic used the Mezmerize tileset, which is – as he says in his comment – a bit overused, but that doesn’t really bother to me. I don’t really like the tileset at all (I’m more of the natural type) but that’s not a fault of DarkSonic so I wouldn’t lower my rating for this. The eyecandy in this level is decent, and combined with the diamond-like music file, it breathes out a nice atmosphere which I like. Most of the tile placement is neat, however the background could have been better, I would have used the blue one instead of the green one. Now the contrast between the background and the wall near the base is too low.
AMMO: 2.0 out of 2.5
DarkSonic did, in my opinion, very decent ammo placement in this level. The single ammo is placed in many forms, also is Fast Fire located at some places. The level has one Full NRG carrot in the lower side of the level, which involves the bottom of the map in the gameplay. The three Powerups are chosen as kind of usual (Toaster, Bouncie and Seeker) although they are all placed inside sucker tubes, which adds some originality to the map. The Toaster and Bouncie can only be reached by weapons, the Seeker also by sidekick (it’s in the top of the level)
LEVEL STRUCTURE: 1.25 out of 2.0
The structure contains the biggest problems of the level. Most of the time DarkSonic picks a symmetrical layout for his level. In this one he used a semi-symmetrical layout but his formerly squared-off style is still visible at some places, however he improved a lot. The walkways however are sometimes a bit too narrow and combined with sometimes hard to see objects it can be frustrating to move around quickly. The sucker tubes to leave the bases are the only way out and can be used for camping. A part I really dislike are the blocks below the bases which are one-ways. The structure is not bad, but could be much better.
GAMEPLAY: 2.0 out of 3.0
The gameplay of this level varies from point to point. In some ways it’s funny to play this level, mostly thanks to the good ammo placement and the – as above said – excellent choice of music. The eyecandy can be annoying a bit at frist but when you get used to it it’s not that bad. A thing that kills a perfect experience of gameplay is the somewhat annoying structure, which takes away a big part of the flow.
RATINGS:
This comeback level of DarkSonic is perhaps not as good as it should be, but it’s really not bad at all, and I expect better things to see in the future. For the next time you could use a more open structure and, perhaps, a better tileset? For now, a 7.0.
Score: 1.75+2.0+1.25+2.0 = 7.0
Download: Yeah, it’s kinda funny.
Host: Not really, perhaps a single time.
Greetings,
- ChippieBW
Ewwo Sonic :D
The level is big.
But, there are much places withoput any eyecandy or weapons.
Then you can better make a small level with great eyecandy and good weapon placement.
The eyecandy is not enough i think, some stars and thats its, not to much, isnt it?
But what i rly dont like is the places where isnt somethings, plz delete them next time!
But i think the level is funny to play with 10~15 ppl, but they dont come i think, and if they come, its just “COOL”
You get a 7.2 nj!
PS : Cool seeker powerup :D
Da man heres A REVIEW OF RACONING j/k
Eye candy : …….. i dont see much you code of done better i think
game play: petty nice you go navageat Ez after you know where things are Flow is good too
Ammo and Ups: SEEKERS (i dont like)
good ammo place ment Good job with the other too ups
Music : I enjoyed it
Download: too see what you can doo with this Tileset
Host: Maby if you dont have any other level in mind
Over all 7.2
If I was relatively new to JJ2 and I was entering a contest, I wouldn’t submit a level that uses a game mode I’m unfamiliar with. But that’s irrelevant. Here’s my review:
GAMEPLAY:
The symmetry is slightly off, but I’d be the only one that cares about it. The flow is a bit bumpy in places, such as with the narrow passages to different parts of the level. The top half of the level consists mostly of huge sloped platforms and cramped spaces here and there. What I disliked the most was how the bottom half of this level was designed. The design allows for players to take advantage of camping at certain spots. An extra route up and/or a +1 carrot added at the top would solve most potential problems.
EYE CANDY:
The eye candy is a little random in places, but it’s more or less average, which can be expected with levels using JJ1 tilesets. Of course, typical eye candy means no bonus points in creativity, but the eye candy does do its job.
CARROT AND AMMO PLACEMENT:
The full energy carrot should’ve been made a little easier to reach, but it’s not too bad as it is. Certain strategic moves can be used where the carrot is placed, such as shooting the carrot down after using the warp at the top middle. Still, I think the full energy carrot should’ve been complemented by a +1 carrot. The powerups used (which is the final proof that my Security Breach level influenced this level in one way or another) were placed well enough, but I wouldn’t say the ammo placement is near perfect.
HOST THIS OFTEN?
Rarely at the most. 7.
This level is great. The eyecandy is execellent. The weapons palcement is really good. The use of the the tileset is execellent. This level is big. Try mking more levels like this da man.
I give this an 8.
Download Reccomendation: Yes!
Ok, here comes my loooooonnnnnnnnnngggggggggg review:
Eye Candy: The eye candy is really good, nice work! You’re getting this!
Weapon placement: Many weapons, too many! That’s fun! Yeah, I love CTF levels with a lot of weapons!
Backround: Well, the texture backround rules, but it more happens in cave then outsite, so we can’t see it really much!
Diffuculy: Too easy, please have the flags longer ways to each others!
Layout: It’s great!
Springs: Many springs, that’s good!
Powerups: Yeah, there are some powerups! But they’re too few, some hidden somewhere! =D
Download recommand: Yes!!!
Host it to the Internet: Yes!!!!
Overall rating: 7.2
Have a nice day! ;D
~Bjarni Haraldur Sigfússon[This review has been edited by the real one Bjarni]
Cavey Forest
DarkSonic, a friend of mine and co-leader of XLM has made another level, this time it it for our won XLM CTF Contest. Yay! Happy Birthday anyway (I think I already said it to you on MSN) Well, let’s check out if this level is worth DarkSonic’s 14th birthday party, and if it has a chance on the XLM CTF Contest. Prepare for a review!
EYECANDY: 2.0 out of 2.5
DarkSonic used the forest tileset of Blade, a quite good and nice to use tileset, but the eyecandy that is given in this set is a little bit below the average. Anyway, DS did a good job with the eyecandy, however it could be better in some places. The backgrounds are nice and the caves have a Dark Atmosphere. I didn’t see any tile errors, however, the eyecandy could be better. I think it’s more the fault of the tileset then of the creator, but it just doesn’t look so good, unless the author really took the maximum capacity of the tileset. Eyecandy can be a little bit confusing sometimes, if you look to the pathways at the floor or other parts, like when you need to take the carrot (it looks like it is in the ground, but it isn’t) and the part in the middle when you have to jump through two ledges in the foreground. Also, the top corner parts could have more EC, and the walls just look dull in the corners of the level.
AMMO: 1.75 out of 2.5
New let’s take a look at the ammo placement in this level. DS used a familiar three Powerup strategy (Seeker-Bouncer-RF) which is very unoriginal, but decent. However, the two secondary Powerups could have been placed in a more original way, they are now just flat at the ground. The Seeker PU looks hard to get in the first place, but it’s rather easy when you just run up the hill using Electro Blasters. Some ammo is placed at the ground or in other places, this could have been better, and sometimes the ammo looks a bit chaotic Also there a good points about the ammo, there is plenty of it, and most of the time it is easy to reach.
LEVEL STRUCTURE: 1.5 out of 2.0
The structure of the level this time has it’s good and bad sides. Good side of the structure is the fact that there is a really decent flow, and you can move around not too hard. Bad sides are the flow are the fact that there is too less space sometimes, especially in the middle where you have to run through very narrow corridors. Another bad point of the level is the fact that the placement of the level is not matching with the rest of the level. You better had put the bases in corners of the level, now they are a bit too close to each other, and the worst thing is that’s it’s possible to run from the red base to the blue one and vice versa in a single, non-stop run, with just 1 jump! Could have been better, but the rest is OK. Not much diversity in movement however, but enough.
GAMEPLAY: 2.0 out of 3.0
Maybe I was a little bit hard in the first three points of the level, but the gameplay isn’t really that bad. It could have been better though, with a little bit more original eyecandy, more original placement, and a nicer level structure. You told me you tried to make your level a little less “squared-off” (a form of the level when all platforms are huge blocks) and you attempt has partially succeeded, but I still can see that you’re falling back in the same style sometimes, especially in the roofs and the corners of the level. About the flow; it’s quite nice, could have been a little bit better perhaps in some areas but still OK. I like the choice of the music, it’s some kind of dreamy-dark trance/techno, I like the flavour.
RATINGS:
At the end of this review I can say that DarkSonic made a level that is a little bit better then previous ones, but I guess the author ca still do better. It’s a little bit different then other levels of him who looked a lot like each other, but it’s still not different enough to be a complete new experience. Maybe you should get rid of the standard symmetrical structure in your levels, if you make something next time that is asymmetrical I think you could get higher votes (if they have the same quality) And now the answer of the question: is this level good enough to win the XLM CTF Contest? drums Well, I don’t really know it. The level is a bit better then the one of Dx, but I don’t know sure if it’s good enough to win. I guess it will be in the top 3 at least, depends on what Snooz has made. For now, here you have a 7.2.
Score: 2.0+1.75+1.5+2.0 = 7.25 = 7.2
Download: Yes, it is a little style change in DarkSonic’s level and it could be funny to download.
Host: I don’t think so, I think you’ll get too bored of the level when you host it online too often. However, it could be funny for a few times, but not more. I guess that few times are already over now.
Greetings,
- ChippieBW of XSÐ, CC and XLM
Good gameplay, I liked the jump parts etc. Good weapon placement (Just when you need a weapon, it’s there ;))
To bad it isn’t real fun as said before, a 7 from me.
yay.. got my internet browser working.
EYECANDY: 8
The points are down for the dull eyecandy in some places and for the ground tiles in layer 3. This is confusing enough but then there’s almost no eyecandy. HoRRaY! Confusing level with uncool eyecandy. Sux more than ever. Don’t use ground tiles in layer 3.
GAMEPLAY: 7
Easy but boring. The old run left, run right, left, right style is used again. You score and quick if the opponent is slow. This level also is 6 differently shaped platforms around with layer3 ground tiles. It’s easy to navigate, and the fun starts when both players have the flag. Then again, you can’t go down from up. You cannot go to the bases frop upper left or upper right. They are a nice dead end.
STUFF PLACEMENT: 6.0
The springs are awful. Most of the spawnpoints are up and the bases are down, then when you go to the centre, suddenly a green spring on green ground appears and you bounce up…. it slows down and much. The powerups are at the upper left, upper right and the centre. Bouncer in left, RF in right, how unfair. RF is more powerful than bouncies. Why are you using this unfair style? I see no reason to. The carrot is in the ground, which isn’t bad, but causes 3hk’s often. And the seek powerup. Like I said in my unedited review, it should not exist in levels with such a layout like this. It’s fine in open levels. Fast scoring also kills you if opponent has seek powerup and you don’t.
ORIGINALITY: 7.7
Pretty much… unoriginal in many ways. I am being tired of seeing the forest tileset getting used with a musicfile based on space. Evil.
FUN FACTOR: 6
Uncool. Boring. You run back and forth. You get roasted repeatedly if you happen to get roasted the first time. The forest tileset which is used in many levels. No.
OVERALL: 6.7
DOWNLOAD?: Only if you are going to review…
HOST?: Boring… read above.
EDITED: Trafton’s request of removing the seek powerup placement thing.[This review has been edited by the WINNER]
At first glance of this level: looks like this is going to look like EvilMike’s Cavern CTF level, won’t it?
GAMEPLAY:
I wasn’t too wrong about my assumption. It has the same feel of Cavern CTF, except this level is in more of a square shape. I can’t say I hate the flow, but it feels a little off in places like at the bottom left and right, and some places might be hard for Jazz players to reach without running. And in the way the passageways are designed at the bottom and middle, it’s easier to kill and get killed when trying to navigate the level. Aside from that, the level doesn’t leave much room to move in a lot of places, so gameplay is often limited.
EYE CANDY:
The eye candy is somewhere between decent and semi-original. It’s not exactly easy to come up with innovative eye candy in this set nowadays, and this level proves just that. I liked the lighting the least, though. Lighting normally doesn’t look too good with this tileset. Moreover, the top edge of the level seems too flat.
CARROT AND AMMO PLACEMENT:
There’s the one full energy carrot at the top middle, which I have nothing against. Powerup placement is fine, although typical. At least the seeker powerup is only accessible with EB’s. However, the ammo seems excessive and too close together especially at the bottom middle.
HOST THIS OFTEN?
Not often, no. I can learn to like it, but I can’t see myself playing in this level on occasion. 7.2 will be my rating, so happy birthday.
This is no personal attack, but the WINNER, you should try to be fair. Your rating is 6.2, although it should be 7. Because the total of your ratings is 42.2 and that :6 is not 6.2. I am not saying a 6.2 is low, I am just saying that you can’t do math. That means you did -0.8 for nothing. Oh, and banning from a server because the level has a seeker power-up is also very stupid. If you do that, I can’t see what the other people in the server think of my levels. You shouldn’t hate seek pu’s, foo. Yes R3ptile, that’s true. Another edit: whatever, I don’t really care cause I was in a bad mood that day. So, I can live with it.
[This review has been edited by Da man]
A level.
EYECANDY: 7.4
I don’t see anything special with it. But it’s not the worst. The background mountains should still have some difference in them. The houses are cute, but nothing special. Pretty much fine.
GAMEPLAY: 6.8
Sometimes you fall down very much and that’s where the Jazz charactes comes. I have missed the carrot many times with the stupid oneway system like that. The springs are the saviors, except that I need to jump in multiple springs at the bases. Blue spring to the down instead of green.
SEEK POWERUP PLACEMENT: 6.5
In an electroblaster place at the centre. And the gun9’s are at the opper-left and -right. I’d declare this pretty easy to access.
STUFF PLACMENT: 5.5
I dislike the long lines of ammo almost everywhere. There is no “boxes” like four pickup +3 ammo’s shaped like a box or something. Everything is just a long line. And there is no point for the +1 carrot due that this level has a seek powerup.
FUN FACTOR: 7.5
This level isn’t bad but the frustrations caused by seek powerups.. Well, placing a seek powerup in a level ANYWHERE decreases the fun factor points a litte. It’s just annoying in not-open levels like this.
ORIGINALITY: 8.5
Townsville isn’t used that many times. I never heard this music either. The layout is simplistic.
OVERALL:6.2
DOWNLOAD?: Maybe
HOST THIS?: Frustrating game it be shall be, if you do that.
EDITEDIT: Two 7.0s and one 6.2? “Unfair”? Now that’s a lie. Take a look at the rating of Stuff in the Heaven and look at Moonblaze’s rating. You see how much it differs from other ratings? And btw, did you write that only because I banned you from my review server? 6.2 isn’t that low and I won’t change my rating unless any admin PMs me about this.[This review has been edited by the WINNER]
EDIT2: Then don’t put seek powerups in. I can ban from my server for any reason. If I ban someone from my server, it’s no reason to come and whine on J2O.[This review has been edited by the WINNER]
EDIT 3 darnit: 6.2 isn’t that much lower than 7.0. Believe it already. Seek powerup placement lowers more than any of these other aspects. It’s like more sensitive.[This review has been edited by the WINNER]
The music doesn’t fit in as well as it should.
GAMEPLAY:
The layout isn’t all that bad, but it looks kind of odd. I didn’t like how the springs and the platforms were placed on the side of the level; it’s a little restrictive. Other than that, most of the spring placement is decent and the flow isn’t horrendous. The layout in general should be more open so that players will actually be able to dodge some shots from opponents. Everything else in this level is just the same old thing I’ve seen a million times before.
EYE CANDY:
The eye candy isn’t the worst I’ve seen, but it isn’t anything that good. It’s pretty much mostly the mud tiles with a few bricks, like in Distruct’s example level with this set except maybe a little more bland. Disguise did a lot better job with the eye candy in his level with the same tileset. Also, the atmosphere for the level could be better. For something named Bricky Town, this doesn’t seem too bricky. And some of the wrong tiles were used, like with the edges of the unmasked bricks around the RF and bouncer powerups.
CARROT AND AMMO PLACEMENT:
I can’t say anything bad about the carrot and powerup placement, except maybe the RF and bouncer powerups and the full energy carrot are too close to one another. And the area around the seeker powerup should have been made so that it’s less in the way. The ammo is placed well enough, but I didn’t particularly like how it was all in long lines.
HOST THIS OFTEN?
Not really. But I’m giving this a 7 since this level isn’t too bad.
Yay, a new level of DarkSonic! Anyway, eveything in this level is CUTE! The tileset, the music, the name –!!! Enough, let’s get down to business:
EYE CANDY:
Well, the tileset is CUTE, so the eyecandy is CUTE too (DS hates it when I use this word, so let’s do it often) But it’s not really impressive. It will do and at most of the places it’s decent, but it’s nothing special. Anyways it looks a lot like our Suburban Traffic level we uploaded a few days ago… Backgrounds are nice and CUTE, but some more interesting eyecandy would have been nice… I don’t know if that is possible with this set.
AMMO:
Three Pu’s have been used in this CUTE level, and they are placed in CUTE houses… The PU’s don’t have that much originality (Seek RF and Bounce, been there done that) and there are two carrots around… a fullNRG and a normal one. Maybe that’s a little bit too much for a small level like this. The other ammo is placed fine.
LEVEL STRUCTURE:
CUTE again, but sometimes a little bit too raw. The design gives it a quite good flow, and the base placement is average, maybe a little bit too hard sometimes. Anyways, sometimes the structure is a little bit raw, as I said, especially in the corners, that are very straight. Maybe you should have use some roundings somewhere, which would fit to the CUTE atmosphere.
GAMEPLAY:
The gameplay is good, the mellow music gives the level a CUTE attitude, and it’s funny to play in it. It really looks like a village, and it has the correct atmosphere. The flow is decent, and the whole thing works relaxing…
————
RATINGS
————
As I said, this level is quite CUTE. It;s funny to play on it sometimes, but most of it is a little bit of “been there done that”. Like all DS’levels the are worked out fine, but he would be a better level creator if he brougth in some original idea’s. The levels of him begin to look like if they are all the same….
Score: It gets a 7.0 from me.
Download it: Yes.
Host: Yeah, maybe one or two times.
PS: I thought this level was supossed to be in the XLM level pack! You create something new now?
Darksonic i betatested this level also.
Finally, a new level of DarkSonic! Let’s check it out:
EYECANDY:
Quite good, the eyecandy is OK for this tileset, maybe a little bit boring sometimes, but the most of it is decent. Background layers are also OK. Maybe a few errors in the layer 3 foreground, in example at the grey stones upon the grey wall in the background.
AMMO:
There are somre problems here, in example that there are 4 Powerups, which is really a bit too much for a level this size. It are Seek, RF, Bounce and Toast PU, the four best weapons in the game, and so it is a little bit unoriginal to place them all in one level. If you had removed the Seek PU in the upper part of the level, then it would be a little more fun, because you would then involve the rest of the level more into the gameplay. The Full NRG carrot is placed on a good place.
LEVEL STRUCTURE:
As I said in the ammo point, the strcuture isn’t really good. What I didn’t had in hte beta-version were the sucker tube pipes which actually directly transport you to the base where you can score. And as Reptile said, this makes that you don’t really involve the rest of the level into the gameplay. I also don’t really like the oneway gates, but it’s good to see you removed those annoying blue springs out of there.
GAMEPLAY:
The flow is OK, partially thanks to the sucker tubes which lead you to the bases, this gives the level a good flow which is really one of the better parts of the level. The rest of the level also contains a good flow, so it was better if those sucker tubes were removed, because you then would have a complete level to play in, now you only play in the upper part. The music in the level is good for a few moments, but then it gets a little bit annoying (everytime: poo-poo-poo-pwie) which gets annoying after 3 seconds.
————
RATINGS
————
Not really a bad level, but you really made better levels before.
Score: 6.7 from me
Download: Yes
Host: No
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.
The music used here reaches some new forms of annoying. I wonder how much it will distract me from my review.
GAMEPLAY:
The level is almost symmetrical, but if it’s going to be symmetrical, it might as well be perfectly symmetrical. The flow just happens to be one of the better aspects of this level, though it isn’t perfect. The layout is a bit tough to get around since the flow only wants to work in one direction. A one way event needs to be added at both 18,12 and 96,12 to prevent players from getting stuck. And a Multiplayer Level Start event on the right side of the level needs to be fixed. Other than that, the layout looks pretty dull and I wouldn’t know how fun this level could ever be.
EYE CANDY:
The eye candy looks alright a few places, but most of it needs improvement. A lot of edge tiles weren’t used, like around the bouncer and RF powerups and on the platform with the toaster powerup on it. There’s nothing too innovative with the eye candy, so I’ll leave it at that.
CARROT AND AMMO PLACEMENT:
I’m not liking all of the powerups, especially with the way the three powerups at the bottom are placed. And the full energy carrot being placed so close to those powerups doesn’t help. Ammo placement isn’t horrible, but I’m not going to say that I like it.
HOST THIS OFTEN?
Nah. I might have missed something, but 6.2 is my rating.
The Edit: I got stuck in the same spot one time too often. I also neglected to mention the layer 3 bugs; they’re there so fix them for next time. Feel free to blame Blackraptor for making me play this longer than I wanted to. 6.[This review has been edited by BlurredD]
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Eat your lima beans, Johnny.