RecommendedReview by DarkSonic

Posted:
18 Apr 2006, 18:24
For: Eastern Swampside
Level rating: 8
Rating
8

A review.. by me. Yeah, it’s been a while. But I think this level needs a review.

A brand new Battle level using Swamps. Made by IC. Should be interesting.. but is it?

This relatively small level looks nice af first. There is a simple use of springs, one ways, etc. to let you ‘fly’ around the level. Although you have to jump sometimes, which adds a bit of strategy. I discovered the gem stomp pretty fast, and I think it’s a nice idea plus it’s fun, too. With few dead ends(which isn’t a problem in Battle imo) and some warps, the level is good to duel in, or just shoot around you when you’re playing in a public server. Overall, the gameplay is nice.

The eye candy doesn’t have any problems. Myself I dislike Swamps because I just can’t use it properly. But the eye candy here is good. Very good. The use of trees and leaves is excellent, and the backgrounds are just like almost every other Swamps level. The translucency of the leaves makes it possible to run through them, and it prevents confusion because otherwise you wouldn’t see yourself if you run through them. Overall, the eye candy is very nice and so the level looks nice too.

The placement is where things are different. There are some good shapes of ammo, and good selection of weapons, too. But there could be some ammo in the trees on the right side of the level, or, some fastfires. Anyway, the Power-Ups are placed on good places. It took me a while to find out where the Seek and the RF Power-Ups are. The RF PU is hard to get in my opinion. You would need some skill to get it. The carrot placement is alright in my opinion, and like I said – the gem stomps were really fun.

The music is a bit too speedy in my opinion, but I like it. The background of it sounds good enough. The level is not VERY original, but it does it’s job. It’s hard to make an original level nowadays.

Overall I think this is a nice level that should be hosted/downloaded. I know it’s early to brag over the next Bash now already, but this is one of those levels that has a good chance of being in. I give this level an 8 and a big download recommendation. So get it if you didn’t yet!

RecommendedReview by DarkSonic

Posted:
15 Jul 2005, 22:40
For: Grove Shrine
Level rating: 8.4
Rating
8.6

This is the beginning of another tileset review.

Grove Shrine is a tileset by Labratkid/LarK of OLC. I downloaded it and after I saw it I immediately made a level with it. This level still wasn’t completely finished when I was writing this review. But now I’ll start with reviewing the tileset and I’ll tell some of my experiences as well.

Possibilities
I looked at the tileset and I immediately liked it. It’s really simple but has everything I’ll need for a level. So I was starting a level with it. I’ve looked in the example level and I saw some tricks with the tileset. I’ve included them in the level as well. The tiles in the tileset are well created. It’s not that bad if you flip them. Some of them are the same when you flip them. It wasn’t so hard to do eye candy. The example level showed alot of the eye candy you can use in the tileset.

Easy to use, or not?
This tileset is fairly easy to use. The platforms to walk on are easily made, and they have 2 different slopes that are perfectly for a good layout in a level. The eye candy in the tileset wasn’t hard for me. Shouldn’t be too hard for others either. Finding the exact tiles for the platforms can be annoying, but I haven’t had alot of problems with it. The tileset fitted perfectly with the idea I had in mind for my level. I think that this tileset is a good one for people who don’t want to use an overused tileset.

Eye candy
To go further about the eye candy, there is enough in my opinion. Some stones and flowers can be placed on the ground. There are also trees, pillars, waterfalls etc. It’s possible to transluce the pillars and waterfalls. There were also unmasked versions of the pillars and other things. The backgrounds are simple. The mountains are easy to place. The sky that should be placed in layer 8 is light blue. All other stuff I didn’t mention was nice.

Masking
There were some invisible tiles in the tileset. Those invisible tiles aren’t very useful, but there are invisible tiles in several tilesets. The masking of alot of tiles is really simple. There are messages in the sky and some of the tiles under it. LRK likes to put them in there, I guess. The other tiles look good enough.

Conclusion
This is a very nice and simple tileset. I like it alot. I don’t make levels with a tileset alot after I just saw it once. But I were just willing to make a level and I had a theme in mind. The level will probably be in a pack, but I will probably ask several other people to beta test. If it’s good enough I might want to upload it. Now back to the tileset, it fits a level based on fruit, and it’s good to use if you just want to make a level based on nature. I recommend anyone who wants to try something original to try this tileset, and do a good job with it.

Download : Yes!
Build with it : like I said, yes.

Final rating : 8.6

RecommendedReview by DarkSonic

Posted:
13 Jul 2005, 19:40
For: Islands in the Sapphire Sea
Level rating: 8.6
Rating
8.8

I made a level with this tileset and I just wanted to do a tileset review. So here it goes.

Possibilities
What you can do with this tileset is already clear for me. Levels with this tileset will probably have something to do with water(the levelname). Levels made with this tileset so far had words like sea, harbour, bay and coast in their names) and the tiles are of high quality. The tileset has some tiles I find unneeded, but that’s probably me. Eye candy isn’t that hard to make with the tileset. The caves could be hard to link sometimes, but I don’t think it’s a real problem.

Easy to use, or not?
At first I found it hard to use, but that was mostly because I didn’t check the masks. If you can make the ground well, you’ll have no problems in using this tileset. I thought I’d never use the tileset but I did. Heh. I think the tileset won’t be easy for everyone, I’ll say it’s medium. Don’t use it if you still have to learn alot in JCS. If you make eye candy layer 5 should be used alot in my opinion, or layer 2/3. In a level, layer 4 should have objects in the sand. Be sure to check the masking!

Eye candy
The tileset’s eye candy is very good. What I did with the tileset wasn’t even the best possible. I’ve seen better eye candy in the previous levels created with the tileset. Animations are possible too, they’re very nice! The backgrounds you can make with the tileset are pretty good. The clouds can be used, but also the water with objects in it. The objects even have shades! =D. By the way, the objects to put in the sand look nice too, but don’t overuse them or place too many of the same one too close to eachother.

Masking
The tileset’s masking is very nice. I had trouble finding the right masks, like I already said, but it’s fine. The backgrounds’ masks are nice as well, especially the clouds. They look very nice and fit exactly.

Conclusion
This tileset is very nice. It’s one of my favourites. I wouldn’t mind to see more levels with it. (Only 1 CTF, 1 Race and about 3 Battles are made, and of course the example level) The example level was great. The tileset is 3D, has alot of features and I recommend everyone who’s quite good in JCS to use it. It’s not overused at the moment. Any type of level can be made with it. Download the tileset if you haven’t already. My review comes quite late but I just wanted to make a tileset review. This is even my longest tileset review ever.
Final rating : 8.8. Very impressive.

Review by DarkSonic

Posted:
11 Jul 2005, 21:20
For: Diamondus Hike
Level rating: 6.6
Rating
6.7

Man, when was the last time I reviewed a SP level? I don’t know, but it was a LONG time ago. But now I’ll try to make a decent review for this Single Player level.

Introduction : A Diamondus level that’s quite old. Fun to see it nowadays. The level is small, and the name describes the level alot ; you have to jump alot.

Difficulty:
The level was quite easy for me(except the boss) I am quite bad in Single Player, but the level was easy. The boss was too hard for me, though. There weren’t alot of enemies.

Eye candy:
The standard Diamondus tileset isn’t the best one for eye candy but it could be much better. It’s quite simple, and almost no layers were used. The most eye candy is in layer 4 and there is a simple background with trees and so is the foreground. Nothing special, but also not horrible.

The level itself
The level is quite open and has a few secrets you’ll have to search for. The level has got alot of platforms and also a lot of spikes. The bonus is decent, but I couldn’t find 20 coins when I was first playing it. The ammo chosen is not bad at all, and the amount is so-so. There wasn’t alot, but the level is small so I guess it’s okay. The level could use one Power-Up except the Gun9 one, though. It hasn’t got puzzles or trigger crates. The amount of carrots is good, but there is only one Save point. This can be a major problem if you fight the boss and lose; you’ll start from there again. Although the distance between the Save point and the boss isn’t that long, I don’t like it. That there is a Bolly Boss isn’t a problem to me.

Overall, I think it’s a decent Single Player level. It has some good points here and there, but also has its bad points like the eye candy. My final rating is a 6.7.

Download Recommendation : I’ll give N/A although some people might want to download it because they’re Single Player fans which I’m not. I don’t really know why I reviewed this but I just wanted to test if I can still review. =P

RecommendedReview by DarkSonic

Posted:
4 May 2005, 11:34
For: Jungle rabbit's cave
Level rating: 7.5
Rating
7.5

Jungle Rabbit’s Cave

I start this review for the 2nd collaboration level for XLM now. It’s made by Satan and Yasco, but Yasco did the most important work. I like eye candy more, but placement and layout are better together. I have to say the layout is something different for once.

I’ll start with the eye candy this time. Like I said, Satan made the eye candy for this level. The level is pretty dark, and it uses some interesting light effects. One place is pretty light, though. This level provides a sort of cave, and I guess the name of the level fits it well, because a cave has to be dark. There are also some animations. Every layer is used in the level. The tileset use is excellent as well. The eye candy isn’t the best I have seen with this tileset, but I think it’s good enough.
Rating : 2.4 out of 3.0

The level has more height than width, which is something that doesn’t happen alot. The layout is quite original, and it has some ideas. The tubes in the level could use a sign to where they are, because I can run in a tube without knowing there is one. The base placement is quite good, but there is a small advantage for the red team. The blue flag is harder to defend than the red flag. The spring placement is quite good, and the copter is useful. The level is quite cramped in some places, but it’s playable for me. It takes quite long to reach the other base, but it’s no problem(or I am just slow) The level isn’t too easy to learn, but if you play it enough times, you’ll know it fast. The flow is good, but not perfect. It needs some work, probably because of the amount of tubes. The springs under the carrot prevent that people camp under it. It was hard to find all the different tubes in this level.
Rating : 3.0 out of 4.0

I’ll now go on with the placement. The level has some big groups of ammo, and smaller ones. The good thing is that there is no overuse of ammo this time. The level has 3 Power-Ups, and you need to get 2 of them with Gun9 once again. The 3rd PU is obtainable by a normal way. There is some fastfire that’s placed in the northwest area of the level, which is close to the blue base. The level has one full energy carrot that’s placed good enough. In my opinion, Seek PU vs. Bouncy PU is a bit unfair, but it’s no major problem of the level. The choices of ammo are good enough, but I wouldn’t place too many groups with different types of ammo in them.
Rating : 2.1 out of 3.0.

Conclusion : a quite good level by Satan and Yasco. I am giving this a 7.5 and a download recommendation.

RecommendedReview by DarkSonic

Posted:
17 Apr 2005, 11:32
For: Santranigus V
Level rating: 8.2
Rating
8

The last time I reviewed, Surinam was not independent yet. Better said, a long time ago.

Santranigus V

This level was made by White Rabbit. Using EvilMike’s level guide, he made a level and uploaded it. I have seen this level in his server and I tested it a bit. Now let’s start with the review, okay?

EvilMike’s opinion is that eye candy isn’t too important to make a good level. I personally don’t like that fact, because I like eye candy alot. Now let’s see how the eye candy is in this level.

For this level, the Swamps Day tileset is used. This tileset offers you alot of eye candy, but in this level the eye candy is not the main part. The eye candy in this level is good enough, and I have no real complaints. The tileset and layer use is good as well. Almost every layer is used and alot of different tiles are used. I don’t know what to tell about the eye candy, so I’ll go on with the next part. The only flaw is probably that I think there isn’t enough, but it does its job.
Rating : 2.4 out of 3.0.

The gameplay is the part where’s focused most on. This level’s layout looks good. The level is not completely symmetrical. There are some good routes, and some ideas are used as well. For instance, the spider web wind turret at the top-middle. The spring placement is good, and there are no real dead ends in the level. The bottom has 2 warps you need to get something I mention later in this review. The flow in this level is good, which is needed. There aren’t alot of obstacles between the bases, but the wind turret is an example of an obstacle because it slows you down. The bottom area of the level is water ; like the warps at the bottom-left and right. Some one ways are placed here and there, and I don’t think the level is too cramped in some places. I think the gameplay here is a strong part of the level.
Rating : 3.3 out of 4.0.

Now let’s go to the placement.

When I saw this level the last time before it was uploaded, it had no food. Now it has alot of food. It’s not really overused, so it’s the first good part. Second part is that the ammo placement is good, and it’s good spread. The level has 3 main power-ups, and 1 gun9 PU at each side. The main PU is the Seek PU, which is hard to get if you don’t have a bad timing. You have to use the warp at the bottom-left and right and you have to shoot gun9 fast. The minor PUs are the Bouncy and RF PUs that you can find above the water, then at the left and right sides. The full energy carrot is at 61,65, and it’s just above the water. It’s possible to shoot it down. The +1 carrots are above the gun9 PUs. Some ammo is on the ground, other ammo is in the air/in the water. There are also some crates but they aren’t a real problem. The flaws are probably that the PU choices are unoriginal and that some people have trouble with getting the Seek PU. That’s no problem in my opinion, though.
Rating : 2.3 out of 3.0.

Others : this concludes a good new level by White Rabbit. I was trying to use a new system so you can blame me if this new system sucks. This level prevents alot of camping, but it’s still possible. I will now give you my final rating.

2.4 + 3.4 + 2.2 = 8.0 out of 10.0.

Host : sometimes. This level is something new you might want to try once. It’s probably a good level for 2v2.
Download : Yes.
I edited the review to mention what can be improved, but that’s one of the worst part for my reviews.
EDIT : I added 0.1. Just because.
EDIT2 : an 8.1 looked too high, now it’s 8.0 again.

Review by DarkSonic

Posted:
12 Apr 2005, 18:16
For: Space Station : Milaria
Level rating: 8.1
Rating
N/A

Yay, you helped me for one time, the WINNER. =D
I might add that I updated the level, like mentioned in the description. This is mainly for Chip, because he hated some things that lowered the rating alot. So, maybe he can re-download the level and check again or something. (Unless he is too lazy)

RecommendedReview by DarkSonic

Posted:
11 Mar 2005, 14:31
For: Ragnarok's Fortress
Level rating: 7.7
Rating
7.7

Introduction : I saw Ragnarok still didn’t get a review for his level, and I don’t want to make him sad, so here comes a review! This is Rag’s first released XLM level, and he used WSF II for this. Personally, I like WSF III more, but that’s just because it’s more dark. Let’s go on now, ok?

It wasn’t a very original choice to use WSF for this level, but I don’t think anyone cares. You can’t do alot of original things with this tileset anymore, because almost all ideas are gone. Ragnarok still tried something, and I found something that’s a bit original. The blue tiles with some ammo on it is an example of this. Not a major thing for originality, but I haven’t seen a level with these tiles before. Ragnarok used tile 2,44 in this tileset alot in this level. The background isn’t very original, but there aren’t many other levels with a good background like this background. The level also uses the more hard parts of the tileset, and the lightning in the background looks good. The level has a turret as well, and I like to see it in a quite small level like this. I can’t say this fortress lacks eye candy in some places, so good job.

This level is quite small, and it’s also quite open. The layout is solid in some places, but there are also some small platforms here and there. The triggers that are in the level are fun. This fortress has a jail as well. Funny to see it has, and also quite original. It’s not too easy to get to the area with one of the power-ups ; the Toasty PU. The one ways are useful, because it’s not fun to bump against a wall. Some places aren’t that easy to reach, like the left side with the Bouncy PU above it. You have to jump sometimes, and it’s Jazz unfriendly a bit, because Spaz can get up there faster. Best thing you can do is that you prevent to fall. The flow in the level is good, so is the spring placement, although the spring at 9,18 can’t get you up that fast if you are Jazz. You need to have good timing if you want to get up there fast.

This is a quite small level, like I said, but I don’t have a problem with the amount of PU’s in the level. This is, because it’s a Battle level. The level has 4 Power-Ups, but 3 of them can shoot 2h off someone. You can only get the Gun9 PU (if you don’t have it) by entering the tube at the right side. The other Power-Ups are Toaster, Bouncer and Seeker. The Bouncy PU is at the top-left, Seek at top-right and the Toasty PU which is quite hard to reach. The Seek PU is in a wall, but you’ll need the Gun9 PU before you can get it. The best way to get the Toasty PU is by shooting through the tube at 63,35. The ammo placement is good. There are some nice shapes of ammo, but also unoriginal ones. The groups of ammo aren’t that big, but others are bigger. The level has 2 carrots. Last version I played had 1 carrot, but that was not that successful because people camped alot(I did as well) The carrots are at 42,5 and 74,24. The one at 42,5 was the one that was the first in the level, and that one gave people the opportunity to camp alot. There could be some ammo around 73,34, but that’s just one of my stupid suggestions. Although the end of the platform at the top with one of the carrots could use a small group of ammo as well.

This level has some original things, even when it uses an overused tileset. One of these original things is the jail. Some placement was original, like the placement of the Toasty PU. There isn’t alot of original EC, but I think there is some. The music file used for the level is used in other WSF levels by Rag(for example Rag’s Stronghold) I liked the textstring about that you are prisoned =P

Ratings :
Eye candy : 8.2
Gameplay : 7.5
Placement : 7.5
Originality : 7.7

Conclusion/others : this is a nice Battle level by Ragnarok with good eye candy, quite good gameplay and placement, and it has some originality.

Host : sometimes. This is a good new Battle level, and I’d say you have to download this if you like WSF alot(like me)
Download : Yes.

Final rating : 8.2 + 7.5 + 7.5 + 7.7 : 4 = 7.725, rounded down to a 7.7.

Oh, and btw. I’d give you a higher rank in XLM if I were Chip =)

RecommendedReview by DarkSonic

Posted:
1 Mar 2005, 15:34
For: Quattro Stagioni
Level rating: 7.8
Rating
8.3

Introduction : YAY! It’s finally uploaded! This is a CTF pack by ChippieBW and I beta tested the levels and gave some suggestions about them. I’m glad to see it uploaded. I hope this will be the XLM release of the year, or at least one of the best XLM projects. Let’s see if it’s really true.

The Lion Sleeps Tonight

This level uses Swamps of the Sleeping Jaguar, and this is one of the best tilesets around, although I find it hard to make no bugs with it. D=. The eye candy in this level is good enough for the tileset. There is enough in all places, and there is good use of layers. Making EC in a small level ain’t that hard.

The gameplay of this level is pretty basic ; the layout is a bit closed, but it has good spring placement and flow. The layout is not squared-off at least, and the level is 100 × 50 (which isn’t very big, but ok) I don’t see any Spaz-biasing or other bad things in the layout, so I guess this is good. There are some obstacles between the bases.

The level has 2 Power-Ups, and good ammo placement. 1 Full Energy is good enough for this level, and both Power-Ups are in walls (D=) There are some nice shapes of ammo and there is enough ammo in the air and on the ground. There are some fast fires in the level too – no problem.

Rating : 8.

Tigris Caves

This level uses the Oasis tileset by Blade(who uploaded a new tileset fyi) and Chippie used this tileset well. He wanted people to modify the eye candy of a level before and I was going to do this one, but he decided that he cancels the project. The most amount of EC is in layer 5, and layer 3 and 2 have some as well. The backgrounds are good enough, and I don’t think the eye candy in the level is too unoriginal.

This level is quite big, and it’s almost symmetrical. This is a good 2v2/3v3 level, but the border might be incomplete and cause a flag bug. There are some small dead ends in the level, but I won’t take a point of the level’s rating off or so(yay) The flow in the level is again good, and the copter is quite useful. The tubes might be too long, though, and they cause a lotta camping under it or people try something else to camp. This level is more open than the first one.

The level has 3 Power-Ups. The ammo placement is again quite good and it has some good shapes of ammo again. The Power-Ups are in walls again, but this time the Power-Ups of choice were different. A Blaster, Bouncer and RF were chosen this time. The level has 3 Carrot Energy +1’s, and one of them is invisible. This ain’t a real problem, because you would notice fast. The readme about this pack lied, because I read that this level was supposed to have 1 full energy and 2 +1’s. =P. But I don’t think there are major flaws in the placement.

Rating : 7.9.

EFIL CASTEL WIT WATER LOL!!!111

This level uses the Castle 2 Eclipse tileset, but it was the Night version before. This was a good move by Chip, but now, let’s see how the eye candy in this level is. The eye candy in this level is again good enough, layer 5 has pretty basic stuff and layer 3 has some stuff I saw more times in levels with this tileset. It’s not that the EC is that unoriginal, though. The lightnings and the rain looks quite good. This tileset is used for a lotta levels already(about 4 are made by me) so that’s why I can’t say there is a lotta original eye candy in the level.

This level is 100 × 70, and the layout of it is a bit closed. The middle of the level is open, and you can fall from quite high. There aren’t many ways in the level, but it’s good enough. The level again has good spring placement, and the flow is again quite good. This level is more squared-off than the previous levels, but this tileset is more squared as well. The sucker tubes are quite useful, and there are again some good obstacles between the bases. The level is not symmetrical, but it’s balanced enough.

This level has 3 Power-Ups. These Power-Ups are unoriginal placed, and the PU’s chosen are also quite unoriginal. All Power-Ups are in walls, and the PU’s used are Bouncer, Seeker and RF. These are the 3 best PU’s in JJ2, imo. The level only has some lines as ammo shapes, but some of them are diagonal, others are horizontal, and even other groups are vertical. The level has 1 carrot, and that one is a Full Energy. There was a problem with this first, but Chip solved this quite easy. There is enough ammo on the ground and in the air.

Rating : 7.7

Quasar Quandary

ChippieBW used Odyssey 01 for this level, which is quite overused(he could pick another version of Odyssey), but this level’s eye candy is very splendour. I was surprised about the filesize when Chip sent this for the first time, and that is already a good sign. The animations are very good, and the eye candy in the other layers is just fantastic, outstanding, marvellous or however you would call it. Chip even made something original out of this tileset, although it was used alot already(like for Galactic Warfare) There is even eye candy on places you can’t come. Chip spent a long time on the EC of this level, and he also said that the EC is almost as good as E.Prime. And Chip wasn’t wrong ; the EC in the level is one of the best I ever saw.

This level is the only level of the pack that’s completely symmetrical. The layout is quite closed, and it’s pretty much one way. However, there are 2 ways to each base(one by tube and one by running) There are warps at the very left and right side, and this layout is not what you expect from Chip. There are some other tubes in the level, and some of them are hard to reach. There might be some small dead ends in the level, but that’s not really a big problem. The spring placement is quite good, but the flow ain’t the best.

This level has 3 Power-Ups(again). This time, the PU’s are NOT in walls. The Bouncer and Toaster are both at a side, and the Seeker in the top-middle. There are fast fires in the level, and some good shapes of ammo. There aren’t many big shapes of ammo. The level has 1 Full Energy. This time, it’s on the bottom-middle of the level. This level won’t bring too much camping, but it’s quite frustrating to have no ammo while playing it in a 2v2 or 3v3. You’ll get killed continously most of the time.

Rating : 8.2

Ending comments : This was a great levelpack with some interesting things in it, like the puzzle. I really liked the textstrings in the levels, you are as funny as me! =D. You didn’t mention every name in it, but if you did, it would be quite irritating =P

Bonus points :
0.2 for this being a pack.
0.1 for the puzzle I managed to solve.

Final rating : 8 + 7.9 + 7.7 + 8.2 : 4 + 0.3 = 8.25 = 8.3.

Download : Definitely.
Host : Yes, this pack consists of some good CTF levels, especially QQ.

RecommendedReview by DarkSonic

Posted:
26 Feb 2005, 11:18
For: Mort Myre
Level rating: 7.8
Rating
7.8

I played this level for myself and in R3p’s server. And I’ll post a review for this level.

Introduction : a level by LaBRaTKiD of OLC. He used his own tileset for this level. Let’s hope it will be a good level with his own tileset.

The eye candy looks good in first place. This tileset doesn’t offer too much eye candy, but LRK did a good job, especially for a level with a size like this. The background looks good, and the rain ain’t a problem. Layer 5 has enough eye candy, but the level looks terrible with low detail on. (not that someone would play with it) There are good light effects in the level. Layer 3 has enough eye candy as well. I can say I like the eye candy in this level.

The layout is quite simple. You run a straight and very long way to the base. The level has a high width, but it’s not big in height. This is expected with a level by LRK. This level’s layout is almost symmetrical. The flow is quite good. You really fly through the level while running left or right. Both sides have vines above the base. At least this is not something about springs. The destruct sceneries are original, but can be annoying when you need to get through something ;P I am glad that they work only one time, because they can be annoying if they regenerate all the time. Almost everybody has it’s own layout style, and this level proves that, because it’s a typical-LRK layout. There aren’t many platforms in the level. So the layout is very solid. The layout is quite open in some places, but is closed as well. There are 2 ways to each base, which is good. It’s not that hard to defend the bases, but it’s possible to kill a defender easily. A 3v3 would be possible easily here. The border ain’t complete, though.

The placement is a bit strange. There is alot of gun8 in some places, and there are too many crates. There is only 1 carrot in this level. There could be at least 1 +1 carrot in it. There are 3 Power-Ups. (No Seeker, yay) Toaster, Bouncer and RF. You do not use Gun9 to get the RF PU, but Bouncies. Unfortunately, there is no fast fire in this level. Some interesting and nice shapes were used. The big group of gun8 is something that lowers the rating, but it wouldn’t be needed if there was no ammo near it. I couldn’t find the Bouncy and Toast PU’s at first, but at least I found them. 1 PU in a level of this size is a bit too… few =P

This level isn’t unoriginal. This is the first level with the tileset used, and it has a good music file. I haven’t seen many levels with this size, and some good light effects were used. Some interesting shapes of ammo were original, and the level as a open and also closed layout. Good use of vines, etc.

Ratings :
Eye candy : 8.
Gameplay : 7.9
Placement : 7.7
Originality : 7.7
Final rating : 8 + 7.9 + 7.7 + 7.7 : 4 = 7.825 = 7.8.

Download : Yes.
Host : Sometimes. Not too many times, but it’s better hosting this than hosting the old levels I get sick of.

-DarkSonic[si]

Review by DarkSonic

Posted:
22 Feb 2005, 19:17
For: Simplest File
Level rating: N/A
Rating
N/A

Just a small comment….
I made a small Battle that’s supposed to be an example level of this tileset. I made it in all 3 versions. Could I use this for example level?

(I am not sure if you can officially have it be the example level, as you’d have to ask the author of the tileset, but you are perfectly free to upload the levels to some webspace and link to them, for the purpose of making reviewing easier. It’s not like there’s any rule against using other people’s tilesets. ~Violet)

RecommendedReview by DarkSonic

Posted:
17 Feb 2005, 18:55
For: J2LC Summer Pack 2004
Level rating: 7.3
Rating
7.4

Some fast review. Too lazy to write a long one.
Introduction : J2LC finally released something again. This is a 2-level pack with one level by FQuist, and one of ex-J2LC member Snooze.
Carrottus Square:

FQuist used the Carrottus tileset for this level. This tileset has quite much eye candy, but I find it quite boring and it’s somewhat frustrating to use it sometimes. Or that’s what I’m thinking. The eye candy in this level ain’t the best, but it’s better than the EC in alot of levels I’ve seen with this tileset. It’s pretty basic, but I can’t say I’m too fond of it. The backgrounds are pretty basic as well…. just decent eye candy here.

The level is 110 × 50, but the layout doesn’t make me feel like the level is small. 110 × 50 ain’t that small ; many levels are smaller. The level’s spring placement is good enough, and there are some obstacles between the way to the base. I don’t want to go into further details, so I’ll just continue the review. Btw, there are also some warps.

The level has quite much ammo, and alot of power-ups. It has a bonus as well ; with 2 power-ups and a full energy. There is a +1 carrot in the level, though. You’ll need 25 coins to get the bonus. The coins are well placed. The ammo placement isn’t very bad. I found 4 PU’s in the level. 3 PU in the main part of the level and 2 in the bonus. Yes, there are 2 Blaster Power-Ups in the level. I don’t understand why, though. Everything else is just fine.

There were some funny textstrings in this level, and the level uses a system alot of CTF levels don’t have. I don’t have the music for this level, so that’s too bad.

Ratings :
Eye candy : 7
Gameplay : 7
Placement : 6.8
Originality : 7
Overall : 7 + 7 + 6.8 + 7 : 4 =6.93333 = 6.9.

Deserted Paradise CTF

The level has interesting eye candy. This ain’t the easiest Disguise tileset to use, but Snooze made alot of nice stuff in the layers and also some in layer 4. I don’t have serious complaints… this tileset is hard for me, even. (not that I’m perfect) =P The eye candy ain’t that overused, there’s just enough of it. Nice background(s), btw.

The level is 145 × 53, but doesn’t use all tiles of that(well, duh). It’s quite balanced but not symmetrical. It’s quite easy to get around,like with tubes. The springs do their job. So, this means that the flow is good. The left side of the level is quite irritating, though(the part with the vines and small paths) The layout and stuff is fine, and it’s original compared with other layouts of Snooze(and especially compared with my layouts)

The level has 3 Power-Ups. The ammo placement is good enough in my opinion. I don’t really care about the freezers that much. The full energy placement is good enough ; no complaints. Some groups of ammo are a bit like a rectangle or square, though. There is some food in the level ; no problem with that.

The level uses a tileset that isn’t used that much. I think I only saw 2 levels with this tileset before. Too bad I also don’t have the music for this level. This layout isn’t really like Snooze’s other layouts, like I already said. So that’s a good point.

Ratings :
Eye candy : 8
Gameplay : 7.5
Placement : 7.5
Originality : 7.2
Overall : 8 + 7.5 + 7.5 + 7.2 : 4 = 7.55 = 7.6
6.9 + 7.6 : 2 = 7.25 = 7.3
0.1 bonus. So final rating is 7.4.

Review by DarkSonic

Posted:
13 Feb 2005, 21:28
For: Back to Nature
Level rating: 8.5
Rating
N/A

Just a comment, Skype. =P. You stole my quote about eye candy. =O
Because this is TSF, I can’t review this.

RecommendedReview by DarkSonic

Posted:
10 Feb 2005, 20:42
For: 25000 miles above the earth
Level rating: 7.8
Rating
7.6

This is the fourth level I review of Satan, and I found out something interesting. I saw the list of under-reviewed levels, and this is an old level, but I will still review your level.

Introduction to 25000 miles above the earth : an old level by Satan. This is one of his first CTF levels. I don’t know if this is a real XLM level, as I see the description. This is a symmetrical level that comes out of the Netherlands.

I start with the eye candy. The eye candy in this level looks really good. The tileset is quite small, but it’s having lots of eye candy for the size. There are some nice animations, and some holes with some eye candy in the walls. The sprite layer is definitely the main layer for eye candy in this level. Layer 3 provides no eye candy, only some foreground for tubes. The sprite layer is almost full of black tiles in the playable area, but there are also some stripes and empty tiles(if someone understands) =p. That made no sense. However, the eye candy really does its job for the used tileset, like Satan does often. The backgrounds provide moving rockets, and the foregrounds have falling meteors.

The layout of the level is pretty basic. Looks a bit like mine, and it has an expecting placement. Some places have a few space between the platforms. There are some tubes at the left and right sides, you can enter them by following arrows. The level is a bit squared-off, but that’s the tileset. The level has a nice flow and good spring placement. There aren’t alot of tactics in the level, but there is some camping possible.(like under the Full energy) There are one ways on some places, and you can bump between platforms sometimes.(especially if you miss the tubes that start at 61,17 and 91,17) I saw that this level is flipped. This isn’t a good thing. NEVER. The places above 72,39 and 80,39 are a bit hard to navigate. It’s not an original way between the two bases.

The level has some old shapes of ammo(rectangles) and some vertical lines of ammo. There are 3 power-ups in the level. The Toaster Power-Up is at the upper-right of the level. The Bouncy PU is at the upper-left of the level. The RF is at the bottom-middle of the level. The positions of this Power-Ups are almost always the same in your levels, especially the upper-left and upper-right positions. Two of your levels I reviewed before had this. Now going back to placement, there are 3 carrots in the level. Considering the size, it’s quite good. The Full Energy is at 76,34, and you can only get it by shooting it down with gun9. This is quite evil, because people can stand down there and get it, while you shot it down! The other carrots are at 22,49 and 130,49. This is balanced enough. There are also some fast fires in the level. They’re under the Full Energy.

No originality this time. Sorry.
Ratings:
Eye candy : 8
Gameplay : 7.2
Placement : 7.5
Overall : 8 + 7.2 + 7.5 : 3 = 22.7 : 3 = 7.5666667, rounded up to a 7.6.
This wasn’t your best level, but one of your best ones.
Host : Maybe a few times.
Download : Sure. This is a level that needed a review, and I gave you that review. Have fun!

RecommendedReview by DarkSonic

Posted:
22 Jan 2005, 19:11
For: PIE ROCKS!
Level rating: 7.6
Rating
7.7

I got a feeling this level is underrated. I hosted this level before to see something, and now I will review it. Finally!

Introduction to PIE ROCKS!: Here is another product out of The Netherlands. This level was made by Satan(who is a XLM member) and that’s probably the reason why I am reviewing this level and will try to post a detailed review. To comment on the levelname, I like pie, but depends on what kind. The tileset fits the levelname very well.

I start with the eye candy this time. This tileset has not very much eye candy to use, but this level has alot of SWEET things. Layer 5 contains alot of stuff. Satan used the tileset very well in this level. The backgrounds look nice as well. Even the eye candy is symmetrical in the level.

The layout of the level is symmetrical and balanced. The level is pretty closed on some places. A tube leads you to a +1 carrot and a PU at each side. Float up will get you up to there. There is a small exit from that place. The layout at least is something different. There are springs that lead you to up(where the Full Energy is) people will camp at this place and they can even shoot the car down. There are nice obstacles between the way to the flags. There is NOT one way to each base. You can enter either base from each side. It’s hard to see if this level is flipped or not. There is one way in some places, and nice spring placement in some places as well. There is not much wrong with the gameplay here. A flaw would probably be the small hole to get out of the area with a PU and a +1 carrot. The level has a nice flow as well. The vines are fine too. The text strings make people know that pie really rocks. That’s a funny thing.(not everyone likes pie)

There is not much wrong with the pickup placement. The ammo is placed in some nice shapes. Not all ammo is in the air. I don’t have problems with it that some is on the ground and some is in the air. The food in the level proves that the levelname fits it good. There are some pies and cakes in the level and I really think of real pie if I see them. It’s fun to get a sugarrush off all those food. 3 Power-Ups in the level. 1 at each side, left is Bouncer and right is Toaster. The RF placed in the middle of the level, and you should get it with Bouncies! This is something that isn’t used alot. The blue team can get the RF PU easier than the red team. The area with a PU at each side has a +1 Carrot as well. The Full Energy placed at the top-middle of the level. This can be shot down, like I already mentioned.

The level is a bit original. There aren’t many CTF levels with food these days. That you should take the RF PU with Bouncers is pretty nice. The name of this level is something different for once. The music used in the level fits fine, the file ‘Light.s3m’ belongs in a light level, and this level is.

Ratings:
Eye candy : 8.1
Gameplay : 7.8
Placement : 7.5
Originality : 7.5
Final rating: 8.1 + 7.8 + 7.5 + 7.5 : 4 = 7.725 = 7.7.
Download: Yes. This is a good CTF level made with a tileset that isn’t used very much.
Host: a few times.
The edit : Fixing the hole turned out to be a good thing you did. It’s much easier to enter this hole now, because the tube starts one tile earlier. This will change the rating of the gameplay a tad by adding 0.1 point to it. I added 0.1 to the eye candy as well, but I didn’t like the placement all that much. Changed the ratings a bit, but the rating will stay the same.

Review by DarkSonic

Posted:
14 Jan 2005, 12:32
For: Foggy day
Level rating: 7.1
Rating
N/A

Not going to review this, but you wanted to know if there was someone who used fog in a level before. Well, the answer is yes.
N0B0DY used fog in a level too; check his upload ‘Project Fog’ for it. Be sure it’s N0B0DY and not Nobody. K? K.

Review by DarkSonic

Posted:
5 Jan 2005, 22:00
For: XLM Owned Town
Level rating: 6.8
Rating
7

I will review this too. I don’t review every CTF level, but this is one of them.
Introduction to XLM Owned Town: the level name is surprising me. This level uses the Townsville II Night version, and I haven’t seen many levels with it. I made one with the Day version of this tileset. You misspelled ChippieBW’s name in the credits! It’s a small level made for XLM. Oh, I forgot to tell who made it. CrashMash made the level. =P

It’s easy to run around in this level. The flow is good, some float-ups help you getting around easily in the level. The level’s layout is fine, it’s nothing special. There is some good spring placement in some places. The level is a bit squared-off, and has some slope bugs.(I can’t run off the slopes without falling off them)The level is pretty open, you can be chased with RF’s, but there are some ways to each base. The base placement is pretty simple, but it works. The Blue Base is on the top-left of the level. The Red Base is on the bottom-right of the level. It’s good balanced in some places, there is no big advantage. The bases can be guarded, but it’s not like in Zaitox. That means it’s possible not to be killed if you ever play in it. CrashMash said that this is a 2v2/duel level, and I can understand it a bit because of the size. The level has some Spaz biasing, I noticed that when I played with Jazz in CM’s server.

The eye candy is above average. Every layer is used. Layer 1 and 2 provide rain, layer 3 has almost nothing. Layer 4 has some houses and trees. Layer 5 has the most stuff. It provides bricks, houses, other ways(this time not in layer 3) and also some trees. This is good enough for the tileset, as it doesn’t have very much eye candy. I don’t have many other comments about the eye candy, so I guess it’s just quite good. The background(s) of the level provide mountains and clouds. Layer 8 is just sky, but that’s pretty basic.

Some thing that isn’t very bad but needs some work, is the placement. The level has some boring shapes of ammo like the 2×2 +3 ammo. Some other shapes are some lines on the ground. This level has, instead of a Full Energy, 2 +1 carrots. Some of the last levels I’ve seen had also no Full Energy, but this is still decent. The +1 carrots are placed at 15,54 and 74,4. The Red team has to go down for the carrot at 15,54 and go right for the other one, and the Blue team has to go left for the one at 15,54 and up for the other one. This isn’t a bad idea, I can’t say I dislike something about it. There is one power-up in the level, the Seek PU. If you get in a tube(starting from 59,30), you will go to another place with a tube, and after that, you’re at the Seek PU and should go to the top-right of that area(but you could also camp) There is no Gun9 in the level, which prevents that players get the Seek PU without entering the warp. The choices of ammo are fine. The biggest flaw of the placement is probably that you can camp at the Seek PU and the boring shapes of ammo. There is enough ammo for everyone. Maybe some fast fires would be nice(like 2 or 3)

The level’s music fits the level, and I’ve never heard it before. There aren’t many levels with this tileset. The level has an interesting name, but I can’t say the level owns that much. It’s just an average level by a XLM member. So I can’t say the level is really original.

Ratings:
Gameplay: 6.7
Eye candy: 7.9
Placement: 7
Originality: 6.5
Overall: 6.7 + 7.9 + 7 + 6.5 : 4 = 7.025, which is rounded down to a 7.
Download this: Hmm, maybe. It’s better than alot of CTF levels.
Host: Maybe once.
I’ll give N/A for Download Recommendation.
-DarkSnc[si], co-leader of XLM.

Review by DarkSonic

Posted:
29 Dec 2004, 14:54
For: X-Station
Level rating: 7.8
Rating
N/A

Just some notes.
Ðx: where is your review? You said you would review.
Jarno vos: you should finish your review or I’ll report it. At least give more information.
Read the info added and re-download. Thanks.

RecommendedReview by DarkSonic

Posted:
28 Dec 2004, 11:43
For: Blood Lust
Level rating: 8.4
Rating
8.2

I had to review this for WR, but this won’t be a long review.
Blood Lust is a Battle level using the Death Metal tileset that’s released in 2002 or so, but it’s updated since some time. WR hosted this and asked me to review, and I said I will do it. He’s waited for the review, but it’s coming, so behold!

It’s easy to run through this level. The spring placement is good and the level is not too open. There are some vines and hooks here and there that will help the gameplay/flow. The layout of the level is also good. Overall the gameplay is very nice.

The eye candy in the level is probably how far you can get with this tileset. The tileset is used very good, so it uses about every useful eye candy tile in the tileset. Great job. Every layer is used, but layer 2 only contains a small thing.

The placement in the level is nice. Alot of groups of ammo are used, some ordinary ones, but also the odd ones that are used alot. There are 4 Power-Ups(!) in the level. You get the Seek PU with buttstomp/gun9/Jazz’s special attack. You get the Toast PU with Gun9 too; same for the RF PU. The last PU is a Bounce PU, you get that with Gun9 too. =P. There are 3 carrots in the level.

The level is pretty original. I like the music and some text strings in the level. The level has some original ideas, like the Seek PU placement. You get ever PU with Gun9, that was an original idea since 2002.

Ratings:
Gameplay: 8.2
Eye candy: 8.2
Placement: 8.3
Originality: 8.
32.7 : 4 = 8.175 = 8.2. This is a vewy nice level. I didn’t like it when I played it in his server, because I died many times. After seeing the level, this is a nice level. You should download this level immediately, even if it’s an old level. The level can be hosted multiple times.

-DarkSnc[si], co-leader of XLM.

RecommendedReview by DarkSonic

Posted:
26 Dec 2004, 14:16
For: Chateau
Level rating: 8.3
Rating
8.5

This is a fast tileset review.
Introduction: Toxic Bunny made a new tileset. I checked out this tileset and found out this is not the easiest set to use.

This tileset has enough eye candy for a level to make with it. I saw that in the example level. However, there aren’t many animations in the tileset. I don’t really know what this tileset provides, because there are trees in it, but also some castle-like things. I like the mountains of the tileset.

The size of the tileset is 800 tiles. This is good enough to make a nice level with it, as it’s not too small. It could be hard to use alot of these tiles.

I can’t say this tileset is easy to use, but some things in it are. I’m not going to use this tileset soon, I don’t even know if I will make a level with it. It’s not that I hate the tileset, but I just use other ones. =P.

I don’t really know what gamemode is recommended when making a level with this tileset.
Overall this is a nice tileset and I give it an 8.5 and a download recommendation.

Use this? If you want to find an underused tileset, you gotta try this since it’s only used for this example level.
Edit: not really an edit, but could we stop giving comments and rate the tileset/do nothing? Thanks.

Another edit: I am using this tileset now and I am going to admit that I find it pretty hard. This isn’t a very bad thing, because it can be original to use a tileset that’s hard, thus not going to be used alot.

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