RecommendedReview by DarkSonic

Posted:
19 Dec 2004, 17:57
For: Bay Of Diamonds
Level rating: 8.1
Rating
7.8

I promised Chip to review this level, so I will. I hope you enjoy this review. =P.

This level was the first level in 8 months that ChippieBW made, but I don’t think he lost his skills when I played the level in his server. There’s something changed since I played it in that server, though.

I can get around the level pretty good, there are some obstacles here and there because I hit a wall. The spring placement is good, they’re placed in a small hole. This prevents that the spring will lead you to above. Sometimes you hit walls when you do that, one of the problems in my levels. The flow is pretty good. I can’t say I dislike the layout or structure of this level as it’s not too open or crappy. The water was a good idea, with the tube near the red base. This is a bit an advantage for red team to defend, because there is only one way to the red base. This is one of the reasons I don’t really like to attack in a 2 vs 2 with one way to the base(like Zaitox). I can’t say alot about the gameplay here as it’s pretty good. The level isn’t very big, but still around medium-sized.

The eye candy in this level is indeed a nice try. Actually, I really like the eye candy here! Layer 3 has some ground tiles in it, like I’ve used in one of my levels. It also has the trees that became traditional after Garden Brawl was released. Layer 5 has basic eye candy of this tileset, like the waterfalls and cave tiles. Layer 4 has some trees and flowers in it. Nothing wrong here. The backgrounds are pretty basic, one has mountains and the other has trees. There are also some good animations, like the diamonds. The left side under the base could have more eye candy, but you shouldn’t overuse the eye candy. So, nice job.

The ammo placement in this level is a bit like Chip’s last level. It has some nice shapes of ammo, and it’s good spread. There are 3 Power-Ups; Seeker, RF and Bouncer. RF vs. Bouncer isn’t really original or fair, but ok. The Seek PU’s position has changed; the placement of it was very evil when I played the level for the last time. The position of the Full Energy has also been placed; the placement of it is fair. The Full Energy is shoot down-able. It’s not really bad placed, but there can be camped at it. I can’t say alot about the placement, maybe because I’m not in the mood for a long review, sorry. =S.

The level, using a tileset that’s gonna be overused very fast, doesn’t have a very original thing. It wasn’t a bad thing that you placed one base in the water, but it’s not really a good thing that there is one way to that base. A tube that will lead you back to the base would be a good idea. I can’t hear the music, so I can’t say something about it. This is the first level that’s not an example level that uses the Night version. Some shapes of ammo were original, because the odd shapes of 3 × 2 or 2×2 aren’t used somewhere(I hope you know what I mean)

Ratings:
Gameplay: 7.5
Eye candy: 8
Placement: 8
Originality: 7.5
This makes the rating of this level:
7.5 + 8 + 8 + 7.5 : 4 = 7.8. Imo this level was better than Eternal Gardens, and I am waiting for your Assault level too. Download recommendation, and could be hosted sometimes.

RecommendedReview by DarkSonic

Posted:
17 Dec 2004, 20:16
For: Wonderful waterfalls
Level rating: 8
Rating
7.7

Ðx really overrated this level; I will post my review and tell what I think about this level. This will be a review like I don’t do many times. So, behold!

Introduction to Wonderful Waterfalls: this level was made by Satan. Created for XLM, the level group I’m in too. He said this will be his best level, and I will find out if it’s really true. This level is using JJ1 Jungrock LRK, which isn’t used much. This is the first big level with it I believe.

One thing I want to tell when reviewing the gameplay is that the level is flipped. I saw that when SJ was reviewing this level in his server, because this level is for my own contest. This is another symmetrical level, last time many un-symmetrical/semi-symmetrical levels are released(like some levels by me). The layout in the level is pretty good, but there are some flaws here and there. There is a thing I don’t like. When you’re at the place with the Full Energy, it’s not very easy to escape because I think the way to the tube is pretty long. Ppl could kill you with RF if they’re fast enough. I don’t like the sucker tubes that start at 31,55 and 123,55; they’re only one way and I don’t like that alot, because you have to run from somewhere else to get to the flag. There are about 3 ways to get to the base. I don’t like the triggers in this level. It’s very evil if you don’t have 20 coins yet, because you’re almost chanceless if someone else has entered the bonus and can reach many places. Some good things about the gameplay: some springs are good placed and the tubes prevent a dead end near the base. The balance in the level is good, but I can’t say the flow is very nice. I also saw some slope errors, if you use a tileset with a corner of 30 degrees, always use it at the start and the end of a platform.

About the eye candy, I believe the eye candy is the best aspect of the level. The tileset provides enough eye candy. There are some good animations, and I like the waterfalls here. The level has enough stuff in the layers; no real problem here. What I would like to say is that the rain looks interesting. It’s pretty fun to see that it sometimes rains and then it doesn’t. The backgrounds of the level are pretty basic, but they’re still good. Every layer is used, which will increase the rating of the eye candy too(I will rate every aspect again)

About the placement in this level, some things are very interesting. You need 20 coins to get to the bonus that will let you reach more places, one of that places is that you get the Seeker power-up. The other power-ups are at the left and right side. It’s not very easy to get them, but it’s also pretty fun to fall down there and trying to get them with something. You need some speed and accuracy for this. The coins that are in the level are good placed, it’s fair for the teams. The level has a Full Energy placed above some springs, in the air. You can shoot it down to get it easier, but others can be faster there. So you need to be faster to get it if you have 1h. The ammo placement in the level is good, there are no real flaws in it. I’d like to see some fast fires here, and maybe a +1 Carrot at each side, or above the Seek power-up.

About the originality of the level, this level was made for an original level contest, and I can’t say this level is unoriginal. The trigger idea was a good thought. How you should get the power-ups at a side is a pretty original idea. Not many people used this tileset for a big level, so you succeeded in that. The rain idea in the level was another original point of the level. A bad thing about the originality is that some ammo groups are a bit boring in form, like the bouncer groups around 44,53 and 110,53.

Ratings:
Gameplay: 7.0
Eye candy: 8.2
Placement: 7.7
Originality: 7.9

7 + 8.2 + 7.7 + 7.9 : 4 makes the rating of this level a 7.7. Good job, and download recommendation for this level. You could host this level some times, but don’t overhost it.

RecommendedReview by DarkSonic

Posted:
14 Dec 2004, 19:20
For: An Lighty X-mas
Level rating: 7.5
Rating
7.5

Another CTF review. I beta tested this level, and gave Ðx some suggestions about it. I see some things were changed, but I also said there is one carrot too much. Oh well. Just let me review this level.

Introduction: Ðx made this level for his pack, but he released it as a Christmas level. The level has a feeling that it’s almost Christmas, but I will tell about the level itself. Here goes.

Starting with the gameplay, I didn’t have many problems getting around the level, except for the spring that’s under the carrot that’s in the center of the level. This isn’t a big flaw though, but there can be campers that are fast enough to hit you from there. The level isn’t too big, but the layout is pretty good. The level has some platforms in it creating space between the platforms to move in. It’s a bit like my layouts. Some nice one ways used, the same for the sucker tubes near the base(which I couldn’t find directly when beta testing the level.). I noticed that you didn’t change what I suggested(placing the platform that’s right from the Full Energy one to the left, so I can run over it without falling.) It would be nice if there was also a tube that went from the right of the carrot to another place. But it’s not really bad, because you used a spring for that. Fine. The bridges can help me getting around, like when I’m jumping from pos 37,76. This level is not symmetrical, but symmetrical levels don’t get the highest ratings. The other springs are good placed.

I can’t say alot about the eye candy in this level. The snow give you a feeling it’s almost X-Mas(I haven’t seen snow in my country yet, though). It’s a bit strange that it snows in Carrottus, because it’s not a tileset based on snow. The other eye candy is very good, and the Light effects are wicked. I can’t imagine how it would be in real life if I was in this level, it’s a bit strange that it snows when it’s light. The background is nice. Almost all layers are used, only 1 isn’t. Layer 5 and 6 have cave tiles that are traditional in Carrottus levels. Layer 2 and 3 have trees, plants and stuff.

About the placement in this level, the ammo placement is pretty fine. But I think you get too many ammo without jumping. The PU placement is, how I did in my level I made for my pack, but Ðx send me this level and he did the same as me and uploaded the level, argh. I haven’t seen any level with this power-up placement(1 PU at each base), and there is a Seek PU in the bottom-middle. There are 4(!) carrots, which are too many in a level of this size.(although Dirty Laundry has 3 Full Energies and is smaller than this level.) On the bottom-left, bottom-right and around the top-middle you will find +1 Carrots. The Full Energy is in the bottom-middle, above the Seek PU. This isn’t a major flaw, but it’s taking off the rating a bit.

The level is pretty original, because there is snow in it, and it has light effects. These 2 don’t fit too well together, though. It’s a good example of how you should make a Carrottus level, because you need to try to make an original level with a default tileset. Well, you succeeded with this.

Others: this is just a nice level by Ðx(I think this is his best CTF level). So I can only say, gj. I give this level a nice 7.7 and a download recommendation.
Host: you can, but don’t host it in summer =P
Edit: maybe this level wasn’t so good as I first thought, but the level is still good and worth downloading. So I will change the rating of this level to 7.5.

RecommendedReview by DarkSonic

Posted:
9 Dec 2004, 14:25
For: Garden Brawl
Level rating: 8.7
Rating
8.5

I might review this level too.

Introduction: Garden Brawl is a level by FireSworD, this level is the first on J2O that isn’t an example level with Pyro’s Diamondus ß tileset. I saw this level in AvK’s server too, and had fun playing it.

About the gameplay, some places have springs that lead you to another place automatically. Great. That this level is small, doesn’t mean that the gameplay is bad. The warp above the bouncy pu is evil, because I can’t get on it, without doing the special move of Jazz. It took a while to find the warp to the one carrot, but at least, I did. The layout is pretty good, but it is open in some places. The springs help you get around easily, so the flow is good, combined with the one ways and so used. The vines will get you around fast too. There is no advantage for any character there. The warps are pretty useful, you fall down and get warped to above, where you can fall down again and turn left while falling. Fun.

Like most people already said, the eye candy is just great. There are alot of trees in layer 3, thanks to the leafs and other stuff, you are really thinking you are playing in a garden(if it was real). The waterfalls and stuff are impressive, just… no real complaints. Every layer was used, and the tileset was used till the end. Gj.

The pickup placement in this level is interesting. There are 3 power-ups. There is a tube between the seek PU and the platform. You need to shoot the seek pu, but when you see it for the first time, you really think you can just walk to it and get it from close. The bouncy pu was on the left side of the level, and it’s under the warp. The Toast PU is placed in the bottom-area of the level. The ammo placement is also nice. The carrot placement is good enough. There is one carrot in a warp that took a while for me to find. There is also a carrot on the left side of the level, that’s under the springs with the Bouncy pu and the warp. The other carrot is placed above a vine, somewhere in the top-middle. Some destruct and stomp sceneries make this level pretty fun to play in, because you have to shoot them to get access to a place. There were also some fast fires, and they’re still traditional in battle levels.

The level is pretty original. There were pinball events, that can be irritating at first, but you will get used to it fast. It’s fun if you are shooted and bounce between a pinball event. I like how the warp was placed. I haven’t seen many levels using a warp that’s placed on such place. And, of course, it’s the first level with this tileset that isn’t an example level, like I already said. The other people that are using this tileset(like me), are using the Lava version of this tileset.

Others: a great Battle level that definitely has to be hosted multiple times, and I am pretty sure it will be in AB7. Great work, FS! I give the level a 8.5, and of course you gotta eat this.

Edit: I forgot to describe the 3rd carrot, sorry =O
Edit 2: made a mistake with the eye candy, as I said the trees were in layer 5. Fixed it. Thanks for voting that this review was helpful.

Review by DarkSonic

Posted:
6 Dec 2004, 15:30
For: Arealang
Level rating: 7
Rating
7.1

I will also review this level, because it’s a CTF level.

Introduction: a level by ÄÉæÛÕ, with the Mystic Isle tileset. Not his first upload here, and considering the ratings, it’s not a bad level. I will find out if it really isn’t.

I’ll start off with the layout. This level is open, and has alot of vines and stuff that can help the flow a bit. There are some things I dislike, like the hooks in the level, which you need to get to the warp with the full energy. Some one ways in the level will help the gameplay too. There are also tubes in the level, that will help the gameplay even more. One thing that’s a bit bad is that there aren’t many springs on some places. It’s not too hard to get to each base, like WR said, it’s pretty easy for Jazz-users. The triggers in the level can be useful, some aren’t.

About the eye candy, it’s pretty good. This tileset is limiting, but what’s used, looked good. I liked the figure in layer 2, there are good animations in this level. Layer 3 has ground tiles in it, and also water and some secrets which aren’t too hard to find out. Layer 5 also has some dark tiles, and it looks good. The background in the level isn’t bad. Almost every layer is used. Only layer 1 isn’t. Overall the eye candy is good, I have no complaints.

About the placement, the ammo placement is decent. There isn’t many ammo, but there are also some strange events, like a 1Up, Fast Feet and time clocks. There are 3 Power-Ups. The Bouncy pu is more at the left side of the level. The Toaster pu is placed at the right side of the level. The Blaster pu is in the bottom-middle of the level. I don’t see a use for the TNT in this level, but it can sometimes be fun. There is also food, there isn’t too many, so it’s good. The Full Energy is in the warp, that’s not easy to access. There is also a +1 Carrot in the level. That carrot is secret. The ammo is placed fair, I can’t say a team has an advantage. The ammo respawns too fast, though.

I can’t say alot more about this level. It’s decent. I can’t say this is download recommended, but it’s also not a level that isn’t worth it. So I’ll give it N/A. About hosting, you hosted it already and I was there, but afterwards, don’t host it alot more.
My final rating is a 7.1.

Not recommendedReview by DarkSonic

Posted:
1 Dec 2004, 19:42
For: Xan
Level rating: 5.4
Rating
5.9

Ehm… this is TSF, but it says it’s 1.23. Could you change that?
My review will come soon.
@The Blaziken Master: you have to rate the levels, not the info.
As I promised, here is my review.

Introduction to this pack: this pack includes 3 levels by Xan aka Drokz, and the levels have a day and a night version. 2 Battle levels and one CTF. Fun. Btw, I am trying a new system.

‘Bulletproof’
At first, the name of this level is creative, but I don’t know why it’s called this way.
The first thing I saw when playing this level, was that the poles were annoying. It’s quite hard to move around in this level. The float ups can be irritating too(the ones above and under the Full energy carrot). The houses are irritating too, because there is only one way through them. I cannot say that I like the layout, the level doesn’t have many routes, and also dead ends. It’s pretty hard to get around the level, cause of some small platforms that are a bit irritating.

The eye candy is fine, it’s not very impressive, but just fine. There was enough stuff for me.

The placement of this level is a bit a problem. There isn’t many ammo, and I can’t say I like the carrot placement. The full energy is right from an area where you will be ‘float-upped’. This is a big advantage for the blue team. Power-up placement is fine, the RF pu is in the upper area of the blue team, and the Seek pu is in the upper area of the red team.

‘Intellectual Killer’
Another creative name, let’s check out if this level is good or not.

The gameplay is almost the same as in Bulletproof, it’s pretty hard to get around, there are again that irritating poles, and there is a place where you can’t get out easily. I really dislike the platforms around 146,58, they are irritating(again) and it’s hard to get around. You need 20 coins for the bonus. That is not a problem. I do not see a reason for the vine in the top area.

Eye candy is typical Diamondus, cave tiles, flowers etc. so it’s pretty basic, and I don’t have any complaiments.

The placement is a bit better than in Bulletproof. When you got the bonus, you get 2 power-ups and a full energy(plus some crates) the top area is irritating, because the vines have food on it. It’s hard to get around and get that food. There is a RF pu in the bottom area of the level. The coins are placed fine. Two carrots are too close to each other; the others are good placed.

‘Mindfull Candy’
The last level also has a creative name, but you’re not there with only creative names.

The gameplay in this level is a bit better than in the other 2 levels. The horizontal springs near 31,29 are irritating. This level is small, but it also has some irritating platforms(again), like at the right side. It’s not very easy to get around, you need to learn something. I don’t really like the ‘pit of candy’ like is noticed in the text. You need 20 coins for the bonus, which gives you fast fire and will freeze you. Fun. The layout is a bit better than then the other levels, but still needs work.

The eye candy is good this time, I can’t say I dislike it. This tileset does not give you major eye candy, and you did what you could do with it. Some places could have more eye candy, but this is good enough.

The placement in the level is fine. The Bouncy pu is at 56,20, with some ammo near it. There is a tube to the Seek PU, which is at the upper-left side of the level, where a green spring and two red springs are. Like I said, the bonus gives you fast fire, and you have the max already after you entered the bonus. The only carrot is placed near a statue, but that statue is in layer 4, so it’s pretty hard to get it. There is food and some ammo in the ‘pit of candy’. It’s easy to get hit when you are entering that place, so it’s pretty irritating(I’m sorry that I have to use that word all the time). That was all about the placement here.

Others: an average pack by Xan aka Drokz, but the gameplay should be improved alot.

I’m giving this pack a 5.9. It’s a nice try, but could be better. I don’t give this a download recommendation. Also, don’t host this, even when it IS TSF.

RecommendedReview by DarkSonic

Posted:
29 Nov 2004, 17:26
For: Apocalyptic Afterworld
Level rating: 8.3
Rating
8.4

Another CTF review. I wasn’t able to download this level, but I did now.

Introduction to Apocalyptic Afterworld:
this level was created by MaGoo DM and uses the wisetyness tileset. I haven’t seen many levels with this set, and you will find out if this level is worth downloading(because this level has not many downloads. But that was because you were unable to download this level.

Gameplay:
this level is pretty big, isn’t symmetrical, but it is balanced. It’s easy to get around this level. The suckertubes make the flow pretty good, among with the good spring placement. There are many suckertubes, and they will lead you to a warp with a warp target. It’s not very hard to get to each base, but you can get lost sometimes. There is a straight way to each base, but there are other ways to go to there. I like how this level is constructed, so the layout is good. The vines can be a good idea, instead of springs. Overall the gameplay is nice.

Eye candy:
when I loaded the level, I immediately saw that there is lightning here. Yay! The lighting looks great, I like the flicker lights. There is also lightning in the background, it’s great animated. Layer 3 has alot of secrets and the tubes, and also has some stuff. Layer 2 can be a bit irritating, but I can live with it. There are many things in layer 5, it’s mostly standard… but it’s good. The fire looks nice. I like the tileset use alot here. There are many layers used, except layer 1, but almost no-one uses layer 1 alot. Overall I like the eye candy alot here.

Pickup placement:
I will start off with the ammo placement. There are many groups of ammo, some are odd, others are creative. There are 3 Power-Ups, and they’re pretty basic. There is a tube that leads you to a warp with a Seek PU at both sides. The Seek PU is protected by bomb scen, so you cannot shoot through it. The Bouncy PU is at the bottom-left, and the Toast PU is at the bottom-right of the level. There are 2 +1 Carrots, and 1 Full Energy. There is a warp to the Full Energy, which is at the left and the right side. The +1 carrots are also at the left and right side, in a tube. I also like the pickup placement in this level. A thing that is pretty funny are the Freeze events that are at 50,3 and near.

Others:
This was a nice level by MaGoo, it’s also a bit original, like the freezers. The music fits this level well. This tileset isn’t used many times, like I already said. It’s a fun level, and you can do 3 vs 3/4 vs 4 in it. Also, this level could be hosted sometimes, because I never saw it hosted.

I give this level an 8.35 = 8.4 and a download recommendation.

RecommendedReview by DarkSonic

Posted:
20 Nov 2004, 22:32
For: Sanctuary
Level rating: 8.2
Rating
8.3

CTF Release Review 03: Sanctuary.

Introduction: this level is made by CelL, and it’s been a while since he uploaded a single level. Well, if this level is worth downloading/hosting, so it would be a great new level… you will see when you see my review.

Gameplay:
I’ll start off by saying that the spring placement is good, although there are too many in some places… The level’s layout is interesting. The level’s size is fairly average, the level is a bit open. The level isn’t symmetrical, but it has good balance between both sides. It’s easy to reach the bases, and there are several ways to do. When you reach base from the bottom-left, there is One Way that let you go to the first platform under the base.

Eye candy:
Now this is very interesting. There is much eye candy in layer 4. I think the level uses too few green and yellow tiles. The other eye candy is also very good, I can say I like it alot. The tileset was used good except that green and yellow tiles… but they were there at least. The rain was interesting too. The level uses layer 3-8, it’s good enough. I can’t say alot more about it.. so let’s continue with teh placement.

Pickup Placement:
The level uses some interesting groups of ammo, and they’re good placed too. There is Fast Fire near the bases. The level has interesting Power-Up placement. There are 2 Gun8 Power-Ups(one at each side), but you can get to both sides. There is a Toaster Power-Up at the left side, and the Seek PU is at the right side, but is harder to get. The Full Energies are placed where the Gun8 Power-Ups are too. It’s a bit else than the other levels with 2 Full Energies, and I can say I like it.

Others:
I can say this level is original, because of the tileset that is underused, and how the tileset is used… GREAT! The Full Energy placement was an interesting and good idea. It’s also good that most of the eye candy is in layer 4, like WR said. I don’t have major complaints about the level.. maybe there should be something else to replace the 2 Gun8 Power-Ups… but it’s also original.
Host this: Yes, if you are sick of the old levels.
I give this level a Download recommendation.
My final rating: 8.3.

Review by DarkSonic

Posted:
13 Nov 2004, 10:42
For: SPace
Level rating: 1.2
Rating
N/A

There is already a tileset named Space. You should rename your tileset to something else.

RecommendedReview by DarkSonic

Posted:
13 Nov 2004, 10:38
For: Myriadus (reuploaded)
Level rating: 7.8
Rating
8.1

CTF Release Review 02: Myriadus.

Introduction to Myriadus: this level, was made by LRK, who is in OLC. The level is made with the Beach tileset. I can also say that the name is very weird.

Gameplay:
I’ll start off with the flow. I ran from base to base, and I did not even had any problems with it. The flow is so good, I did not have to jump at all. The level’s layout is LRK-like, but it’s good. Not too high, but it has a high width. The level looks huge, but actually, it isn’t. The spring placement was good, like I already said with the flow. I can run from base to base without any problem. The level’s one ways were useful, and I like it. I found a bug at 128,134, there needs to be a Float Up there. The level has a trigger system, which is good too. The level’s coin warp gives you the RF power-up, and I will tell more about it later. I can say I like the level’s gameplay.

Eye candy:
the level uses basic Beach eye candy. The rain on the foreground is something I’ve never seen before, irl it’s strange that it rains on a Beach, because you won’t go there then. The water in this level is made well, it looked good. The level has good eye candy in layer 3, and layer 5’s eye candy is also good. The level even has some eye candy in layer 6, and layer 1 and 7 contain the rain that make me say that I like teh eye candy in this level. The tileset is used very well too, and like I said, there is alot in the layers, so the layer use is good too.

Pickup placement: let’s start off with the ammo. The level has a good ammo placement. most ammo is on the ground/close to the ground. There are crates with ammo too, which let you get enough ammo after you’ve just been killed. The level has 2 +1 Carrots, which are good placed. The other level with 2 +1 Carrots had them just next to each other. The Power-up placement is good enough. There is Bouncy at the left side, that you get with gun 9/Bouncies. There is Toaster at the right side, that you get with Gun9. And there is RF in the coin warp of 20 coins. The coins are placed well too. There is TNT too in the level, and you can get the two power-ups at the sides of the level with TNT too, I forgot. No seeker power-up this time, which isn’t bad. It can be good that there is no Seek PU in a level. I think the RF power-up rocks in this level, and that’s why I think you can only get it with the coin warp here.

Others: this level is original. The music fits good with this level. There are some original ideas such as the water, the RF PU in the bonus, and more. The level can be fun to play in, because of the ammo you can get after you just died. The rain in this level makes it even more original. I can’t say alot more about this level.
Host: Sure.
Download: download it or you’ll miss an original level with the Beach tileset.
My final rating is 8,0. I would give it 8,1 if I could, but I have problems with that.
Edit: I can give 8.1, so here you have your +0.1.

Review by DarkSonic

Posted:
9 Nov 2004, 19:15
For: Find your Lunch
Level rating: N/A
Rating
N/A

My first level was much worse than this one, though. It might be called the worst level ever.

RecommendedReview by DarkSonic

Posted:
30 Oct 2004, 21:30
For: Golradir
Level rating: 8
Rating
8

Ok, it’s been a while I reviewed, but I’m back. :)

Introduction: Golradir is a level created by Commander Dats and uses the Odyssey tileset. The level name is weird, but I don’t give points for a levelname.

Gameplay: Good/Very Good
This level’s gameplay is pretty good. I liked how the springs were placed and you don’t have to jump alot to get to another place, so that’s a good thing. I liked the large tubes on the left and right sides of the level. The layout of this level looked good, at least it’s not a symmetrical battle level :P. I didn’t see any dead ends, so it doesn’t lower my rating. I don’t have any mayor complaints about the gameplay.

Eye candy/tileset use/layer use: Good/Very Good
This level’s eye candy looks good. I especially like layer 6. The tileset was used very well, there were also alot of animations. I saw layer 3, 4, 5, 6, 7 and 8 were used. That’s a good thing. Some places could use more eye candy like near 46,23, but still, pretty good.

Pickup placement: Good/Very Good
About the Ammo, it was good placed. Not too many at one place and it was also good spread. I don’t have complaints about it. About the Power-Ups, I saw 3 Power-Ups. There was also some Fast Fire which is Power-Up too in JCS. The carrot placement was fine. The Full Energies can’t be reached but there are +1 Carrots.

Originality: Good/Very Good
Yes, this level is original, because of the backgrounds and some animations. I have never seen the music file, so that’s original too. It’s a good idea to place Full Energies in a place you can’t go to.

Overall, I give this level a 7.91 = 8.
Download is recommended.

Review by DarkSonic

Posted:
Posted more than 20 years ago
For: MEZTAR
Level rating: 6.8
Rating
6.2

It’s been a while since I reviewed a CTF level. And first off, R3ptile, stop using a word with n**b in a bad way, because we all have been a n**b in level creating.
Introduction to MEZTAR: this is a CTF level created by SabaSpaz, which is symmetrical and uses the Mez01 tileset.
Gameplay: this is a level with an around average size. The level is very open, and it has horizontal springs which aren’t needed. There are alot of other springs, which are well placed, but nothing special. And also this time, there were no float-ups at 70,13 and 82,13. This prevents jumping, and it helps the flow a bit. The level’s layout is nothing spectacular, and the level is symmetrical. This is a good thing for your first CTF level, and that means the balance is always good. The level’s flow is average, but I can’t say I am fond of it. The level has some one way placed at the right places, that’s good. The level has warps, but I don’t know what to say about it, because I don’t know if they are needed. Other than that, the gameplay is average.
Conclusion of gameplay: this level’s gameplay is just average. Average spring placement, flow and layout. A symmetrical level, which is good for your first CTF one.
Eye candy/tileset use/layer use: this level’s eye candy isn’t that good. The level has some good backgrounds, but the stuff in the other layers isn’t too good. This tileset doesn’t have too many eye candy, but the level is very empty. A small level with this tileset is good to start with, or just use a tileset with alot of eye candy, which is easy to use. The tileset use isn’t too good in this case. The layer use is average, because it has backgrounds and something in the layers 3 and 5. There is no real eye candy in layer 4.
Conclusion of eye candy/tileset use/layer use: not so good, the level doesn’t have real eye candy in layer 4 and a few things in layer 3 and 5. The backgrounds are nice, though. The layer and tileset use is average.
Pickup placement: this level doesn’t have too many ammo, and the groups of ammo are 4 × 3 ammo. I can still remember this from SabaSpaz’s first level on J2o. The level has 4 power-ups, which is one too many. The level has some ice and tnt, but it isn’t much, so it’s okay. This level has one crate with 5 × 3 seeker ammo near each base, and the bases also have a carrot. This isn’t a good idea, but I can’t really explain why it isn’t. There is one way to enter each base, which means that you can camp there. There is a full energy in the middle of the level too, which is placed above the rf pu. The toast pu is at the right side, and the bouncy one is left. The seek pu is placed in the centre-bottom of the level, and you get 3 from this 4 pu with gun 9. The ammo is all placed in the air, and I like that. The level could be bigger if you want to keep the ammo placement this way or bigger groups of ammo which are spread. The pickup placement is again average, but could be better.
Conclusion pickup placement: this level has small groups of ammo, which aren’t good spread, 4 power-ups, 3 carrots, and two of that ones are 1 near each base.
Originality: this level uses an over-used tileset, and I already had the music used in this level. The way the tileset is used is nothing original, the level doesn’t have any original ideas, and the other things aren’t original too. I like this level music, though.
Conclusion originality: the level has no real original things, nice music and it uses an over-used tileset.
Playability: this level isn’t too fun to play because it’s so open. The level has no dead ends, which is a good thing. The horizontal springs ruin the playability in this level, and it’s also a biasing for Spaz. Spaz con double jump that way that you can go back up when you touched a horizontal spring. The way to the base isn’t a straight way, and I’m glad there is finally a level which doesn’t have that.
Conclusion playability: this level is very open, the horizontal springs are annoying, but the way to the base isn’t straight, which is good.
Others: this level has some slope errors, but that are the only bugs I found.
Conclusion level: this is just an average level, and I give it a 6.2.
- DarkSonic of XSÐ, CC and XLM was here.
[This review has been edited by Da man]

Review by DarkSonic

Posted:
Posted more than 20 years ago
For: I named this level.
Level rating: 6.9
Rating
7

Well, it’s me, and I am reviewing this level too, and the reason is probably because I didn’t review in a while.
Introduction to I named this level.: this is a battle level created by the WINNER, which is better than his other levels, and has a seek power-up! I am really surprised to see a seek power-up here. The level uses the BoredSet by Disguise, which isn’t overused, but after the release, it’s used alot.
Gameplay: this level’s gameplay is, at first glance, not really bad. I’ll start with the things that are good. The level has some good springs placed. The level could have float-ups here and there, like Snooz said, which I do when you there are low edges in the way. Adding float-up prevents jumping, and it’s an addition to help the flow. The level’s layout isn’t great, but something around decent. The level is open, but there is only one real dead end, and one small one. This dead end is pretty evil. The level has alot of MP starts which are good placed, but there is one which brings you to the blast pu immediately. The other things are good, so that’s it about the gameplay.
Conclusion of gameplay: this level has some good springs placed, average flow and layout, and it’s pretty open.
Eye candy/tileset use/layer use: let’s start with the eye candy. This tileset doesn’t have too many eye candy, but it looks good, and that’s probably why I can’t give a bad for it. The level doesn’t have too many eye candy, but it has something in the layers 3, 4 and 5. The eye candy in layer 4 is probably the most of the level. There are some flowers, mushrooms and trees there, and there is also that stone with iCeD rules on it. All small things in the tileset are used, but the layers 3 and 5 could have more eye candy, or more cave tiles in layer 4. Layer 3 provides some objects, same for layer 5. The level has backgrounds in layer 6 and 7, and a foreground in layer 1. The tileset is used pretty good in this way. The layers are used good too, because every layer except 2 is used.
Conclusion of eye candy/tileset use/layer use: the level doesn’t have too many eye candy, but because the tileset is limiting about eye candy and looks good, it’s still decent. The layer and tileset use is also pretty good.
Pickup placement: this level has alot of ammo that’s close to the ground, which I don’t really like, and it’s used too many here. The choices of ammo are pretty good, a few ice isn’t bad. There are 4 pu, which is one too many. There is a blast pu at the right-top of the level. There is a seek pu placed in a great place of the level. There is a rf pu placed at the left-bottom of the level and there is a bouncy pu placed on pos 85,21. You get the last three pu with gun 9, and the blast pu is just single at the right-top. There are 3 carrots, which isn’t too little, but probably good or 1 carrot too many for the size of this level. There is one carrot at the left-bottom of the level, in the air. The other two carrots are on pos 46,32 and 89,32. There is one crate in the level, which is placed in the middle-bottom of the level. This has one small dead end, but it isn’t really bad. This level provides alot of gun 9, and gun 9 is probably the main weapon in the level.
Conclusion of pickup placement: this level has alot of ammo on or close to the ground, 3 carrots, 4 power-ups, which is one too many. I give extra points for the seek pu placement, because it just rocked.
Origanility: this level has a music called secret.s3m, which I didn’t have yet. I think that this level doesn’t have a really original tileset use, but pretty good is sometimes original, so it’s decent again. The level has a tileset which is used alot since release, but that doesn’t mean the tileset is overused. The fog in layer 1 was a really good idea, and that seek pu placement was also very original and good. There aren’t many levels with alot of gun 9, and the level’s name is something really strange, but again, original.
Conclusion of origanility: this level has original music, tileset use, some original ideas like the seek pu placement and the fog in layer 1, and a very original and strange levelname.
Playability: this level is not very fun to play, but quite open is sometimes fun, so I’ll have to say that it’s decent again. The level’s dead ends have one con, but it isn’t a major one. The level has many routes, not too long platforms and also some fun in it.
Conclusion playability: this level’s fun is decent, because it’s quite open and some dead ends, but there aren’t too long platforms, which causes many routes.
Conclusion level: this level is decent. It has okay gameplay, good eye candy for the given tileset and also good layer and tileset use, the placement is decent, and everything else is decent too. I think I am the one who has to give this level higher than 6.7 because I just loved the seek pu placement. So, I give this level a 7.
Host this: Maybe once, for fun.
Download recommendation: for people who like battle levels. No download recommendation: for people who rarely or don’t play battle.
Well, cya. -DarkSonic of XSÐ, CC and XLM.

Review by DarkSonic

Posted:
Posted more than 20 years ago
For: Meganis Meryasta
Level rating: 7
Rating
7.2

Time to review this new Ðx level.
Introduction to Meganis Meryasta: this is another CTF level by Ðx, and it’s better than his last one. I didn’t review that, but I will review this now. This tileset is one I knew, but never saw a level with it. At that point, the tileset chosen is pretty original.
Gameplay: this level’s gameplay is pretty good, you don’t have to jump alot in this level. This level doesn’t have too many springs, but it has tubes to prevent alot of jumping. That low edges left from the red base should have float up, to prevent jumping, or a green spring at pos 77,50. The level has some poles, and it slows down the gameplay. The poles in this level aren’t all unnecessary, but the ones under that bridge are. The other poles in this level are at the top, where you get to when you start this level. I think this isn’t too bad, but more MP starts should be good too.
Conclusion of gameplay: the gameplay is pretty good, but that poles aren’t really needed and there is only 1 mp start. There should be float up in that low edges.
Eye candy/tileset use/layer use: the eye candy is fairly good, Ðx mostly over-uses the eye candy, but this time, it’s not really over-used. The level has many waterfalls and cave tiles in the layers 5 and 6. There is a background in layer 7 this time, and I am glad it is there finally. The tileset is quite limiting, but the tileset is used good in that case. The layer use, like I said, is good too. The level has every layer used, which is a good thing.
Conclusion of eye candy/tileset use/layer use: the eye candy is pretty good, no complaints. Same with the tileset and layer use, so good job this time Ðx. You didn’t over-use the eye candy this time.
Pickup placement: well, here is something Ðx did in his last level too. He put a full energy in the bonus again. There is a carrot barrel at the right side, but it’s not a good idea for multiplayer levels. The barrel regenerates to fast too, which is another bad point. The ammo is placed well, but that long rows looked like the ones in my Bricky Town level, especially the RF row near the red base. There is too many ammo on the ground or placed somewhere that you can get it without jumping. Of course, jumping alot ruins the gameplay, but it’s not fun when you don’t need to jump for all ammo in a level. This is too easy. There is alot of fast fire in the level, and 1 power-up. The level isn’t big, so 1 power-up is something I can live with, although 2 power-ups is better for a level of this size. The other ammo placement is pretty good, and also some original and creative looking groups of ammo are placed here. This level has a bonus with a seek power-up and a full energy, but I think that the bonus is too expensive.
Conclusion of pickup placement: the pickup placement is pretty good, with original groups of ammo, but no full energy carrot in the middle of the level or somewhere that you can get it without paying the bonus. The bonus is too expensive, too.
Originality: like I said, this level is pretty original because it has some ideas. The level’s tileset used isn’t used that many times, and the way the tileset is used is also pretty good, because waterfalls are always original. I know the music of the level, which is decent.
Conclusion of originality: the level has some original ideas, decent music and an original tileset use.
Conclusion level: well Ðx, this level is the best CTF level you ever made, so good job, and continue with decent levels like this. Next time, be sure you add a full energy carrot in the level that’s possible to reach without bonus or something else. More power-ups would’ve been nice too.
Others: host this: not really, but it’s a good TSF level.
Download recommendation: for people who only have TSF and like CTF. No download recommendation: for people who hang around on 1.23 mostly, and know much better levels than this one.
Final rating: 7.1, rounded up to 7.2.
- DarkSonic of XSÐ, CC and XLM
Edit: accidentily pressed 9 as rating. [This review has been edited by Da man]

Review by DarkSonic

Posted:
Posted more than 20 years ago
For: Eternal Gardens (updated twice)
Level rating: 7.6
Rating
7.7

Okay, I decided to review this level too. So hold on.
Introduction to Eternal Gardens: this is the fourth level ChippieBW made by himself, and the level uses the great JJ1: Diamondus Night conversion by NOKA. The level is created for the XLM contest that I set up, and I think it has a good chance for winning that contest.
Gameplay: this is another symmetrical level, and the layout looks quite good. The level isn’t squared-off, and I am glad with that. The level has an okay flow, but the spring placement could be better, like BlurredD also said. The spring placement is okay, though. This level has the bases placed left and right-top, and it has some tubes in it. There is a tube next to each base, and there is another tube more left or right and you can get in that without jumping. The level has float up on that small edges, and that’s a good idea. There is a copter above the seek power-up. This is a good idea, and that’s why I recommend to play and host this level in 1.23. The level isn’t too closed or open, but also, it doesn’t have perfect space. Some places are more open than others, though. There is a warp at each side, and it leads you to a carrot.
Conclusion gameplay: this level has an okay spring placement and flow, but all other things are good.
Eye candy/tileset use/layer use: the level’s eye candy is very nice. The level has alot of cave tiles placed in layer 6. The level has waterfalls placed in layer 3 and 5. The level has alot of trees in layer 5. There is also something in layer 4, but not really many there. The tileset use is nice too, the level uses alot of tiles from the tileset. The layer use is also nice, every layer is used except layer 1. Layer 2 has one thing, but I don’t know why that’s placed.
Conclusion eye candy/tileset use/layer use: the level has nice eye candy. The tileset use is also nice, same with layer use. No complaints.
Pickup placement: this level has some creative ammo placement. Like NiQ said, that groups of 7 × 3 ammo were placed alot in this level and they look creative. The other ammo placement is good too. The thing I like the most is that there is no ammo on the ground in this level. Some ammo on the ground is no big problem, but nothing on the ground is really good. The level has some fast fires too, and also 3 power-ups. Seeker, toaster and bouncy. The toaster pu is placed at the left side, and you can get it with gun 9 or bouncies. The bouncy pu is placed at the right side and uses the same method. The seek pu is placed in the middle of the level, with a copter above it. This is a good idea. There are 2 carrots in this level. the full energy was placed well. It was a good idea to make it visible, because it was evil the first time. The other carrot is a +1, and you can get it when you enter a warp. There is 1 warp at each side, and they lead you to the same place.
Conclusion placement: there is some creative ammo placement here. The level has good power-up placement and carrot placement, and also some fast fires.
Originality: the level is quite original. The seek pu idea was original. This tileset isn’t used alot for CTF levels, I think only 1 time. The full energy placement was a good idea too. The way the tileset is used was quite original too. The music in the level is nice. I like it alot.
Conclusion originality: this level has some original ideas, original tileset use, the tileset isn’t used alot, and has an original music that I like.
Conclusion level: this level is better than Chip’s other levels. The level has nice eye candy and placement, and a decent gameplay. All in all, I give the level a 7.7. Download this level if you are a CTF freak or if you collect good levels.
- DarkSonic of XSÐ, CC and XLM

Review by DarkSonic

Posted:
Posted more than 20 years ago
For: jungel flag map
Level rating: 1.5
Rating
1.5

Time to review the worst CTF level ever. (Not sarcastic)
Introdction to Jungel flag map: This is a level created by someone called Ice Skull, and the level is made with the great tileset Swamps by Agama, but I don’t think Agama would like it when she sees a level like this.
Gameplay: this level isn’t too big, has alot of unnecessary platforms and other things. The level is very buggy, and there are almost no springs in this level. What is a level with almost no springs? Actually, there are quite many springs, but the placement of them is…. very bad. I won’t discuss about it, it’s too horrible. This level’s layout is very bad, because it’s too small and open. The level has too many platforms, and I should say, never place platforms randomly. You should look at good levels to see how you need to make a CTF level. Anyway, back to gameplay, this level has hurt. Why? Hurt in a CTF level is one of the most stupid things you can do. Y’all know that hurt ruins a level(if not SP). This level has big dead ends at the left side. I should say: never make dead ends! Why is there a warp at the left side that leads you to the right base and not vice-versa? This is an original idea, but using coins to get there that fast is better. I don’t see a reason to put a coin warp in this level. I don’t even like coin warps in levels, but if there is stuff in it that is fair, it’s okay.
Conclusion gameplay and what should be improved: The gameplay is very bad, I don’t want to list every bad thing about it. Tips for improving: look to better CTF levels next time. Don’t place platforms randomly. Don’t put a warp at the left side and no at the right side. Probably some more. Read the other things.
Eye candy/tileset use/layer use: I am going to list the good things first. There are animations. Layer 4 is used. There is something in layer 4. There is a background in layer 8. The level’s eye candy is the best aspect of the level. This should be all good. Now the bad things: tileset is used horribly. There are only 2 layers used. There are lots of eye candy bugs.
Conclusion eye candy/tileset use/layer use and what should be improved: the eye candy is very bad, but at least there is a background and something in layer 4. The tileset is used horribly. The layers are used badly. Tips for improving: look more at the tileset next time. Try to use more layers(I would pick another tileset to do that since I am bad in this tileset).
Pickup placement: the pickup placement is very bad. This level has alot of things that don’t belong in CTF levels. Like that 1-up, hurt, gems, one gem stomp and crates with ice. There are things that must be in a CTF level. Ammo(only one gun 9 × 3 , one toaster × 3 here and two crates), power-ups and full energy(!) Like I said, coins are okay in a CTF level, but the stuff in the bonus is very bad. The coins placement is very, very bad. The coins are placed next to each other, but if it was spread, it would be much better. There is one carrot in a crate and I forgot to say that there are two crates with some ammo.
Conclusion pickup placement and what should be improved: the pickup placement is very bad. There are alot of unnecessary things and almost no ammo and no power-ups and no full energy. Tips for improving: put more ammo in your levels, power-ups and at least one full energy. Don’t make a bonus, or if you are going to make one, put fair stuff in it.
Originality: This level is absolutely not original. The level has no music, name, next level, or original ideas. The way the tileset is used is very bad and not original. I can’t say alot about originality so this is everything.
Conclusion originality and what should be improved: this level has no original ideas, music or original tileset use. Tips for improving: put music in your levels, make up a name and put a next level(for example, let it loop to itself)
Others: host this: No! If you do it I’ll ban you from my server(only host it if you are hosting a server like one with the worst levels ever) to be fun.
Download recommendation: for stupid people that like very bad levels. No download recommendation: for all other people who know how bad this level is by looking at the rating.
My final rating is an 1.5. I know you can do much better (after reading this review)
- DarkSonic of XSÐ, CC and XLM was here.

Review by DarkSonic

Posted:
Posted more than 20 years ago
For: Windstorm Fortress
Level rating: 8.8
Rating
9

I may be late, but Happy Birthday anyway. My review is coming up.
Introduction: This is a tileset created by BlurredD, and I heard him talking about this tileset somewhere.
Eye candy/animations: this tileset is full of eye candy. There is alot of stuff in it. There are alot of that brown tiles or however it is called. The tileset has alot of animations in it. I saw that in the example level. This tileset has more than one sort of platform to run on. This is a good thing, because it will be boring if there is one. That’s why the tileset is quite big.
Easy to use: This tileset is not like Blade’s first tilesets, but also not like Agama’s. I think this tileset is not too easy to use, but also not too hard. I think it’s quite hard to make no bugs in your levels with this tileset, but I think you don’t have too many problems with that if you are good in level creating.
Size: This tileset has 940 tiles, and that’s quite big. This means it’s not too easy to use it very good, but you can use some parts of it and if you are planning to make more levels with it, use other parts of it.
Build with this: Yes, you should build with this if you are bored and can’t find a tileset to make a level with. If you are not good in creating levels, you should try an easy tileset first. But you will probably become better and after some time, you can use this tileset too.
Do I build with this: Maybe, if I am bored from some tilesets.
Others: I recommend you to build Multiplayer levels with this tileset, like BlurredD already said in the description of this tileset.
Conclusion: This is a nice tileset created by BlurredD. Download recommendation: if you are good in JCS and just want to use new tilesets for your levels. No download recommendation: If you hate tilesets or creating levels.
My final rating: 9.0.
- DarkSonic of XSÐ, CC and XLM was here.

Review by DarkSonic

Posted:
Posted more than 20 years ago
For: Heaven v.1.1
Level rating: 9.6
Rating
9

Some tileset review.
Introduction: This is a tileset by Agama, and this tileset is known as one of the best tilesets ever and even one of the best files on j2o. Anyway, let’s comtinue.
Eye candy/Animations: This tileset has alot of eye candy. Things like grass, clouds, water, caves, ports and some other stuff. There are some animations, like that fireballs and that water thingy. There are also some spikes and the idea to put keys in it with doors was very good. This should be useful if you want to make triggers in your levels with this tileset. There is more eye candy to put in layers, and I can say I loved all eye candy in the tileset.
Possibilities: You can make alot with this tileset. This tileset is perfect if you are a good JCS user, because it has more sorts of platforms, and like I said, the eye candy is perfect.
How hard to use: This tileset isn’t the hardest tileset, but it’s not an easy one if you start on making levels. That edges that you should place under platforms are 2 tiles instead of 1, and you need to use special ground tiles to make your level not buggy if you are creating one with this tileset. This makes the tileset not too easy to use. You need to look good at the masking, because you easily make mistakes with it.
Build with this/Overused/Underused? This tileset is slightly overused, but if you have alot of experience with JCS, you should make a level with this. If this was not so old, I should say that you should make a level right now, but it’s kinda old now.
Conclusion tileset: This tileset has alot of eye candy in it. Although it’s hard to use, I think eye candy is most important for tilesets. I’ll give the tileset a 9.
- DarkSonic of XSÐ and XLM was here.

Review by DarkSonic

Posted:
Posted more than 20 years ago
For: Jagged Ectoplasm
Level rating: 7.5
Rating
7.7

Great. Another unfair review by sonictth. Anyway, let’s start:
GAMEPLAY: The level’s gameplay is great. The platforms are placed so, that you don’t have to jump, but just fall on them. I liked the horizontal spring idea. This level has alot of warps, and float ups on places with small edges. This prevent you from jumping. This level has 4 tubes, and they help the flow. The level is playable with any character, and has an excellent layout. This level’s size is good, and the level doesn’t have minor problems in it.
Conclusion gameplay: This level’s gameplay is excellent. The platforms are placed how they need to be, and the level’s flow and layout are good. The horizontal spring idea was nice.
EYE CANDY/TILESET USE/LAYER USE: This level uses has one of the best eye candies in Diamondus levels ever. I loved it here. The level has not too many and not too less stuff in layer 4, and layer 5 has some cave tiles in it. Layer 3 has some secrets, and the layers 6 and 7 have backgrounds. The tileset use is very good, this shows how Diamondus needs to be used.
Conclusion eye candy/tileset use/layer use: The eye candy is great. Tileset use is very good and layer use is good too.
PICKUP PLACEMENT: the level has a good ammo placement, but most ammo can be get without jumping. There should be less ammo on the ground or in the air. This level has some crates, which is ok in battle. The level has 4 power-ups. Seeker, bouncy, rf and toaster. The placement of them is good, so no complaints. This level has some fast fire here and there, and the ammo is mostly placed in groups in 3 × 2. This is no big deal, but it would be better if it looked else(6 × 3 is fine). The level has ice, but it’s okay in battle, no big deal. There are 2 carrots, and they are both +1. This is good.
Conclusion pickup placement: G00d ammo placement, but probably too many on the ground in some places. Good pu placement and carrot placement, no complaints.
ORIGINALITY: Yeah, I know, this uses Diamondus, but that’s no problem. The music used is something that fits this level, the level’s tileset use is original, and there were many MP starts(around 10) and that’s original too. This level name is again good thinking.
Conclusion originality: original music and tileset use, alot of MP starts(original too)
Conclusion level: A nice battle level by LAbRatkiD, which is worth a download.
Final rating: 7.7
- DarkSonic of XSÐ, CC and XLM was here.

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