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
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.
When I saw Chip’s review, I thought: I want a long review like that too! Anyway, let’s start.
Introduction to Un-Named Battle Pack volume 2: this is a new pack by NiQ aka Snooze, and volume 1 rocked, so I was going to check this new pack out. This pack has 6 levels, and 4 of them were the ones in UB volume 1. The other 2 levels are new, and this review will be long too.
‘Woodland Warfields’
Gameplay: this level’s gameplay is really great. I didn’t have to jump alot, I could just run right or left. This is a very good thing. There are sucker tubes in places where you are forced to jump, but just run right or left and there is a sucker tube. I liked this alot. This level has a great layout, and the flow in it is almost perfect. The bad thingy is that the level is quite small, and that’s probably the only reason why I don’t give a perfect at the gameplay here.
Conclusion gameplay: one of the levels with the best gameplay I ever saw. I really enjoyed it. The layout and flow is excellent, and you don’t have to jump alot, thanks to sucker tubes. The level is small, and that’s the only point here.
Eye candy/tileset use/layer use: I saw that this tileset doesn’t have too many eye candy, only mines. This level’s eye candy reminds me of ‘Moree Mines’ and I think that this is a good point. There are alot of mines in layer 5 and 4, and there is something in layer 3 too. In that case, the tileset use was good. The layer use was also good, like I already said.
Conclusion eye candy/tileset use/layer use: This level’s eye candy is good. That mines are probably the only eye candy here, although I don’t like this tileset too much. The tileset use was good too, and layer use was also nice.
Pickup placement: The level’s ammo placement is really good. The PU placement is also nice. There are 3 pu, bouncy, toaster and seeker. The bouncy pu placed at the left side, and you get it with gun 9(again). The toaster pu at the right side and you get that also with gun 9. The seek pu placed in the middle of this level, and no complaints about it. There are too many carrots in this level. There is a carrot +1 at each side, and there is a warp with another 2 carrot +1’s. I don’t like it that there are too many carrots here. I think some ammo is too close to the ground, and there is some other ammo placed in the air. Less ammo that close to the ground and more in the air would be better. Anyway, the ammo is good spread and there were good choices of ammo.
Conclusion pickup placement: the ammo placement is good, but too close to the ground. There are too many carrots in this level. Good choices of ammo, and it’s good spread.
Originality: I can’t say this level is original, but this tileset isn’t used too many. The music in the level fits the tileset not very good, because that music is more for a tileset like Wasteland. It’s kinda ok, so don’t bother. The way the tileset is used is kinda ok too, but nothing really special.
Conclusion originality: this is a not too original level. The music fits the level ok, but not too good. The way the tileset is used is nothing really special.
‘The Space Fortress’
I already reviewed this level for volume 1, but that was very short, so this will be longer.
Gameplay: this level is small, but still has great gameplay. There is alot of one way, and no dead ends. There is a great spring placement, and after that springs, there is one way, so that you don’t have to jump at that places. The level is kinda open, but still has a good layout. The flow in the level is also nice, there is no biasing and like I said, the spring placement is also very good.
Conclusion gameplay: this level’s gameplay is very good. Great spring placement, layout and flow, the level could be more closed, but it’s still ok.
Eye candy/tileset use/layer use: this level’s eye candy is, at first place, very good. I liked it alot when I reviewed volume 1. I think that it’s confusing now. It’s still very good, but the confuseness makes it worse. The tileset use is very good when the eye candy is too. The layer use is also very good, there is alot in layer 3, and there is something in every other layer. I really liked this.
Conclusion eye candy/tileset use/layer use: The level’s eye candy is very good, but confusing. The tileset and layer use is also very good, no complaints.
Pickup placement: this level has a great placement in it. There are large groups of ammo, and they are good spread again. There is probably a bit too many, but I can live with it. There is a seek pu at the right side of the level, with a bouncy at the left side. There are mp starts above that power-ups, so you can get them when you just started this level. I don’t think that’s a good idea. The choices of ammo were again good. This time, the ammo is not close to the ground, but all in the air. I really liked this.
Conclusion pickup placement: the ammo placement is very good, there are large groups of ammo placed here. There are 2 power-ups, but they have a mp start above them. The ammo is good spread, and every ammo is in the air.
Originality: this level’s music is one I like. I don’t think this music is overused, and it fits the level nice. The tileset used is kinda over-used by some people, because CelL made alot of levels with this tileset. The way the tileset is used was very good, and also original.
Conclusion originality: this level is kinda original. Although the tileset is over-used, the way it’s used is original. The music fits the level good.
‘The food facility’
Gameplay: this level’s gameplay isn’t as good as the previous two levels, but it’s still good. The level is quite open in some places, and it’s changed since I saw the last version of it. There is a new tube now. This one leads you to the toaster power-up, which is new in this level. And of course, there is a tube that leads you out that place. The level’s flow is good, but I don’t think that horizontal springs around 60,24 are necessary. It’s a good idea, but I don’t really like it. The other springs are good placed. I saw there are 2 small dead ends. There is one at the left-bottom and there is one small one with that horizontal spring that are near the toaster ammo which starts in 49,26. Other than that, the gameplay is good. Good layout, too.
Conclusion gameplay: good gameplay, spring placement, layout and flow. 2 small dead ends, and some tubes here and there.
Eye candy/tileset use/layer use: when I saw the eye candy of this level for the first time, it wasn’t as good as I think now. This level has a bunch of good eye candy. There is alot, but still not perfect. I can’t say alot about it. The tileset use is nice then too, and about layer use, only layer 1 is not used, but it doesn’t matter that many. The level’s backgrounds looked good, I especially liked the background in layer 7.
Conclusion eye candy/tileset use/layer use: this level’s eye candy is just good, I can’t say alot about it. Tileset use is nice and layer use too.
Pickup placement: the level’s placement is nice, but nothing creative about it. The level has 3 power-ups, toaster, gun9 and bouncy. I don’t know why gun9 pu is needed here, and I would prefer if it was not near a start position. There is only one mp start, which is not really nice. The ammo in this level is mostly in the air and some on the ground. There is also ammo on vines, and you get some ammo by going down on that vines too. Like the name of this level said, this is one of the little levels with food in it. There are still people who put food in their levels, but this was mostly in the past. But I see it’s still going that way. Anyway, about pu placement, it’s good. A bouncy pu placed at the right side and that toaster pu is placed in a place where you need to take a tube to get there. There are no carrots in this level, and I wonder why there isn’t.
Conclusion placement: the ammo placement is nice, there is not too many on the ground. Power-up placement is also good. No carrots, and I wonder why there isn’t. This level has alot of food in it, like the name tells ya.
Originality: I remember this level’s music. I used that one for my Wasteland levels. This music fits this level, though. The way the tileset is used was kinda original, and that horizontal spring idea was also quite good, although I didn’t like it. But still, it’s some idea.
Conclusion originality: this is a quite original level with some ideas, and an original tileset use. The music fits the level ok. The way the tileset is used was kinda original too.
‘Evil Realms’
Gameplay: this level’s gameplay is kinda good again, with alot of springs placed. This level is not too open, but it has too many platforms. The level’s layout is kinda squared-off in some places, but the flow is really good. Other than the squared-off layout, it’s still okay. I think more springs than one at one place is too many. I’d just put one spring at one place except there are 2 tiles between 2 platforms. Other than that, the spring placement is good enough. This level has no real biasing, and that area at the left-bottom is changed too. I think that this area was very bad first, because it had alot of horizontal springs in different colors first.
original ideas again, and also a good music. The way this tileset is used is not one to be rated, because it’s so small too.
Conclusion originality: some original ideas and good music.Conclusion gameplay: this level has a good gameplay. The spring placement is good, okay layout and good flow. There was something changed that I didn’t like before, so that’s good.
Eye candy/tileset use/layer use: it’s hard to rate the eye candy here, because this tileset has only some stones and pipes. That pipes were in layer 5, 6 and 7, and that’s probably the only eye candy here. About that stones, they weren’t used alot, although too many of them isn’t good. I think there was only one here, with text on it. That was 1 r.i.p. stone.
The tileset use is nice in that case, because it’s just so limiting. The layer use was good too, layer 3, 4, 5, 6, 7 and 8 were used in this level.
Conclusion eye candy/tileset use/layer use: this tileset is so limiting, that’s why I can’t give bad or good eye candy here. The layer and tileset use were good enough, though.
Pickup placement: this level has alot of ammo in some smaller and bigger groups of ammo. Most ammo is in the air and you can get it without and with jumping, and some of the ammo is on the ground. The level has 3 carrots, one at each side, and one full energy in the middle of the level. The level has two power-ups, which are gun8 and gun9 ones. This should be original, and yes, it is. There are more types of ammo than that power-ups, because only that two types was already an idea in another level.
Conclusion placement: the placement of this level is good, there are large and small groups of ammo in the level. There are 2 power-ups, gun9 and gun8, and 3 carrots.
Originality: the level has some original ideas again, and also a good music. The way this tileset is used is not one to be rated, because it’s so small too.
Conclusion originality: some original ideas and good music.
‘CrYsTaL MaNiA’
Gameplay: this level’s gameplay isn’t as good as I thought first, but I still like it. The level is changed since the last time, and it’s not too open or closed, it’s just good. There are no dead ends, when there could be a dead end, there is a tube placed that prevents a dead end. This level has a good layout, and the flow is also quite good. The level has a good spring placement, and I don’t think there is some biasing in it. the only thing that should be better are that small one-tile platforms with one ×3 ammo on it. I don’t like that part of the level too much, but there is one way placed under it(not everywhere) so it’s still a good gameplay. There is a tube added to a warp that leads you to a seeker power-up, but it was else when I saw this level for the last time I think. This level is quite small, but it’s not really bad.
Conclusion gameplay: this level is not too open or closed, has a good layout and flow. There is no biasing and a good spring placement. There are some one-tile platforms, which I didn’t like that much.
Eye candy/tileset use/layer use: the eye candy in this level is great. Although the eye candy is confusing, I could see all the things here. The level has alot of eye candy in layers 3 and 5, and also something in layer 1 abd 2. This level has every layer used, and that’s why the layer use is very good here. The tileset use is also very good. I think the eye candy is slightly overused, but if it was, I couldn’t see anything.
Conclusion eye candy/tileset use/layer use: this level has a great eye candy. It’s slightly overused, but I could see everything. The level has great layer and tileset use, which is very good.
Pickup placement: this level has really a good ammo placement. The ammo is quite good spread, and the groups of ammo are small and bigger, but still not alot. This is good, though, because too many ammo in one place isn’t too good. The ammo doesn’t look very creative, but still, it’s good placed. There is one carrot in this level now, and that one was a full energy first. The level has a good pu placement. The level has 3 power-ups, which are bouncy, seeker and rf. The bouncy pu is placed at the left side, and there is a warp under it, which leads you to the place where it is. the rf pu is placed at the same place, but then at the right side with also a warp under it. The seeker pu is placed in the middle of that two power-ups, but the warp that leads you to it is placed at the end of the tube that was added in this version. You enter that tube in pos 75,38. The level has 4 food things, and I think a few food is good in a battle level, but not too many, like in ‘the food facility’
Conclusion placement: the level has good ammo placement, quite good pu placement, 4 food things, which is enough, and 1 carrot +1.
Originality: this level is quite original. Although the tileset is overused by CelL (again) and some other people, this tileset is used very originally. I’ve never seen that good eye candy with this tileset. The music in this level is a decent one, which is used more times. It was a good idea to put all the power-ups in warps.
Conclusion originality: this level is quite original. It has decent music, has an original tileset use, and that idea to put all power-ups in warps was a good one.
Finally, up to the last level.
‘Carrotus Clash’
Gameplay: this level’s gameplay looked like the one of ‘Woodland Warfields’, which had very good gameplay. This level has the same method as that level, when there is a dead end, there is a tube above it or next to it. I think that the gameplay here is again very good. This level is again not too big, wbich is no big point. This level might be too open in some places, but it’s not too bad. The level’s flow is good, so is the layout. This level has some small platforms again, like ‘CrYsTaL MaNiA’ also had. The level has one way under that small platforms. There are more good things, there is one float up above a bridge, and it’s placed that way, that you can get up that low platform without jumping. This is a good idea for a low platform, and it helps the flow too. The level has a warp to a seeker power-up, which is a tradition now.
Conclusion gameplay: the level’s gameplay is great. There are tubes above or next to a dead end, the level has some one way, and one float up for one low platform.
Eye candy/tileset use/layer use: this level’s eye candy is really good. This is how you should use Carrottus, it looks like the eye candy of Carrotus Squash, the bad is that this level is smaller. The level has something in layer 1, 2 and alot of stuff in layer 3. This level has every layer used, and that’s again a great layer use. The level’s tileset use is also very good, like I said, this is how you should use the Carrottus tileset.
Conclusion eye candy/tileset use/layer use: the level has alot of eye candy. The tileset use is very good and the layer use is also very good. Every layer used, which is a very good point.
Pickup placement: this level has some un-original groups of ammo, 3 power-ups, and no carrots. The ammo placement is good again, and there is nothing on the ground. There are a few ×3 ammo that you can get without jumping, but that should be all. The power-up placement is quite good. This time it’s toaster, bouncy and seeker pu. The toaster pu is placed at the left side of the level, with a tube above it. The bouncy pu is probably placed too close to the toaster pu. The seek pu is placed in a warp at the right-bottom of the level. There are no carrots in this level. This is sometimes a good idea, and this time, I think it is. The ammo is good spread and there were good choices of ammo.
Conclusion placement: the level has a good ammo placement, no carrots and 3 power-ups. The power-ups are placed good, too.
Originality: this level has no real ideas, but the way the tileset is used is good. The tileset is, of course, overused, bit it doesn’t matter if you use it on an original way. The music in the level is just the standard carrottus music.
Conclusion originality: this level uses the tileset original. The music is just standard.
Conclusion: this pack was great. Although I over-rated the first version, I think that was still worse. I am too lazy to change that now, because I am tired of this long review.
Host this: Yes, you should do this.
Download recommendation: for everyone, especially battle freaks.
No download recommendation: you should download this, so no-one shouldn’t download this pack.
Final rating: 8.2.
-DarkSonic is tired of this thingy.
[This review has been edited by Da man]
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.
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.
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.
Okay, I am going to review this. So read this good, because it can provide many information.
GAMEPLAY: The gameplay in this level is very bad. The level’s size is too bad, and there is only one spring. The level is very open, and I hate that. The level’s layout is very bad. I dislike how there are that many platforms in this level. There is a warp to some place with 2 power-ups(which is also bad), and the warp in that warp leads you back to the left side of the level. I don’t like how it’s placed, and no warp would probably do better. That warp is a coin warp, and you need 10 coins. There are too many dead ends, although the dead ends are too open, and it makes you easier to dodge seekers. The level is very hard to get around, since there are no springs. This level is probably easier for Spaz, since he can jump higher and runs faster. This makes the flow bad. The start positions are randomly placed, and that’s another bad point, sorry. I don’t like the way that warp is placed, because you don’t need coins in a level like this.
Conclusion gameplay and what should be improved: The gameplay is very bad, there is only one spring, and that’s very bad. Very bad flow and layout, and way too open. I dislike the level’s size.
Tips for improvement: Place more springs next time. Make the level more closed. Don’t make random platforms at some places.
EYE CANDY/TILESET USE/LAYER USE: The level’s eye candy is awful. There is almost nothing, only some signs that show who made the tileset. There was one little thing in layer 3, and a background. There were some figures at the left side of the level, too. There was a circle and some other figure more at the left side. There was a blue thing in layer 5, too. That was all eye candy. Tileset use was very bad. I already said everything what was used of the tileset. The layer use is kinda bad, there is a background in layer 8, a blue thing in layer 5, one little thing in layer 3 and something in layer 4.
Conclusion eye candy/tileset use/layer use and what shuold be improved: The eye candy in the level is very bad. Bad layer use and very bad tileset use.
Tips for improvement: Focus more on the tileset next time by looking to it. Put more things in layers, or just do alot in layer 4.
PICKUP PLACEMENT: The ammo placement in the level is bad. There are some crates, and I think they are randomly placed. I saw an ice(!), bouncy, seeker and rf crate with 5 × 3 ammo. There were 6 crates with seeker ammo(5×3) in it, and in the middle of that is a seek pu. The same area has a silver coin at the left side, a fast fire right next to the crates with seek pu, and a carrot completely at the right side of that. I don’t see a reason to put a morph in this level, there were even 2 morphs. There is some gun9 placed too, and I must say it looks creative. It should all be one tile higher and no 7-5-3-1 but 5-3-1 or something. That should be better, though. But no real recommendation to do that. There was bouncy ammo more at the right side, and some coins throughout the level. All ammo generates too fast, and there are 4 coins in the level. All placement is illuminate, and you probably don’t know what it does or is. I won’t do this again if I were you, so don’t do it again. There are 3 power-ups, and two of them are in that bonus of 10 coins. The two chosen are rf and blaster. 3 pu is enough, but the placement of them is something else.
Conclusion pickup placement and what should be improved: The placement is again bad, there are too many crates and randomly placed I think.
Tips for improving: Place less crates next time. Don’t place it randomly. Don’t make the ammo generate that fast.
ORIGINALITY: Something new? I never saw a level with this tileset, so how fun. I don’t like the way the tileset is used, though. The music used was questionable, and that’s all about originality.
Conclusion originality: I never saw this tileset, but the tileset is used in a bad way. I don’t understand why that music is there.
Tips for improving your levels: Read what I said for other sections, but let someone beta-test your levels. Your levels are too bad, so only upload them if you think by yourself it’s good enough. You can only know that if someone beta-tests it.
Others: Host this: No! Don’t do it!
Download recommendation: For freakz. No download recommendation: For people who don’t like levels with this rating.
My final rating is a 1.7. Read my advice, and you will be better some time.
DarkSonic of XSÐ, CC and XLM was here.
First review I guess. Btw, no first impressions, but something else, since Snooz found it too unoriginal. I’ll try something new now.
GAMEPLAY: The gameplay in this level isn’t too good. The level is very small, has only two springs, and way too many warps. The level has three tubes. The layout of this level is bad, I don’t like it. It’s too open and too squared off in some places. I don’t understand the way the pipes are placed. I don’t like it, sorry. The flow in the level is very bad, since there are only two springs. The level is Spaz biased, and that’s again, bad. Some places with warps are not too good, cause they don’t show where the warps are. I don’t see a reason to put a vine somewhere in the level, the only reason possible is probably to help the flow a bit, but I still don’t like it. This is easier for Spaz, because Jazz can’t get on it with his special move. You can get up there with every character but you need to run to the right first. Then left, and then jump. This is a sort of biasing, and also bad. There are some evil dead ends, too.
EYE CANDY/TILESET USE: The eye candy is bad. Why? The tileset may be limiting, but there is almost nothing. There is a background in layer 5, which doesn’t look too good, cause it’s only at the bottom of the level. It’s also too small. The eye candy in layer 4 are only a few stones. Layer 3 has some tubes, and that’s probably all. The tileset isn’t too good used, sorry. There are some pipes in layer 4 too, and I don’t understand why they’re placed there.
PICKUP PLACEMENT: The ammo placement in this level is ok. There is enough, and it’s okay placed. The carrot placement is good, there is one carrot. The bad thing is: why is there an invincibility here? This isn’t used alot, that’s probably the reason, but I don’t like it. It’s too powerful. There could be more ammo in some places, though, but it doesn’t matter. There are some crates too, but I am glad there is no ice. A real complaint is the power-up placement. Sorry, way too many. Don’t do this in a level with a size like this. I found 6 power-ups. Argh. The only power-ups that where not there were gun8 and ice. I don’t see a reason to put a gun9 power-up here, it’s not useful imo. There are 3 fast fires in a warp, and it’s fine.
ORIGINALITY: The tileset used is underused I think. The music in the level was never used, and that’s a good point. The use of the tileset wasn’t too original, but there were some things I never saw with this tileset… but that was bad. So, I don’t think the level is so original.
PLAYABILITY: I don’t think this level is too fun to play. Since the level is too open, you can’t fight too good in it. It’s easier to dodge the seekers here. The dead ends in the level make the level not too good to play in too, and I don’t like it. That there are only 2 springs, make it worse. Sorry, this level is not fun to play.
Tips: Make your level bigger next time. Make more springs and use a tileset with more and better eye candy. Make a better layout and flow. Make no dead ends. Make it more closed.
Others: Host this: No.
Download recommendation: Probably for no-one, only for people who like small level and only like battle levels. No download recommendation: For people who are normal players and reviewers, and know much better battle levels.
My final rating is a 5. Try harder next time.
- DarkSonic of XSÐ, CC and XLM was here.
Okay, I will review this with help from my own reviews on single levels, and I will write a few sentences about the levels I didn’t review so prepare for a long review.
Level 1: Zaitox Station 67 by CelL.
Gameplay: Good/Very Good. It’s not perfect. The spring placement was very good. But when you fall down at a base, you need to go back up. You can get stuck somewhere. There are many sucker tubes, and that makes the gameplay even better. Also, the balance is as good as it must be.
Eye candy: Very Good. I loved it. There were lots of stuff in layer 4 and 3. It was really one of the best eye candy I ever saw. There were also lots of brown and mud tiles. I liked that.
Pickup placement: Good/Very Good. There was not really many ammo, and the place of the bouncers was questionable(the bouncers near the bases). It’s better for Jazz, I think. There are 3 PU’s. Seeker, Bouncer and Toaster. The most ammo in one group was 9 gun9. There was also a Full Energy(of course). It’s good placed, but I think that it’s closer to the blue base. There is also a +1 carrot at the centre of the level. The Toaster Power-Up was closer to the red base, I guess.
Level 2: Angelic Warfare by CelL and RagE.
This is a nice level, the level has good trigger use, and a nice ammo placement. Great eye candy and gameplay. One of the best levels in the pack.
Level 3: BloodBunny’s Lair by BloodBunny.
Gameplay: the gameplay in this level is awesome. It’s the best gameplay ever. The layout in this level is kinda good, although the level is open. The flow in the level is very good. The spring placement is very good and there are warps which prevent you from jumping. There is some Spaz biasing here. You can get the left carrot with Spaz, and if you fall off, you acn get up again. Jazz has to copter and that’s a biasing. There are many platforms and you can get on them without jumping.
Conclusion gameplay: the best gameplay ever. Very nice flow, level is quite open. Some Spaz biasing, but a very good spring placement.
Eye candy: the eye candy in this level is nothing really special. There is not too many, but there are some secrets here and there. The tileset is used good enough. The tileset is under-used too, and it’s also hard to use it good. The lava in this level is made translucent, but sometimes, you don’t see the translucency. This is a bug, but that’s the game’s fault.. Layer 3 has alot of stuff, and that’s the reason why the eye candy is not bad or very good.
Pickup placement: the pickup placement in this level really rox. The ammo placement is very good, it’s good spread throughout the level. There are 3 power-ups, bouncy, seeker and gun9. The seeker power-up is placed at the left side, and you can get it with TNT, bouncies or gun9. This really rux. The bouncy PU is placed probably closer to the left base, and the gun9 pu is placed at the right side(and base). There are 2 full energy, you can shoot one down and it’s more close to the left base. The other carrot is at the right side, and cannot be shot down. There are coins in this level and tehre is a coin warp that leads you to the base. Left is left base, right is right base.
Originality: This level is very original. That coin idea was very good. The tileset was used original too. The tileset is under-used. The music is just standard, but it fits this level. The level’s name is original too. I will just say that this level is the most original possible. That means 8.5 points.
Level 4: Martian Megatropolis by URJazz[si]
Gameplay: Good/Very Good. It was very good. There was good spring placement but that horizontal springs were annoying. You don’t have to jump alot that’s very good. There are dead ends, that’s the only bad.
Eye candy: Very good. The eye candy was also very good. There were lots of things in layer 3 and 5, and the other layers were used good too.
Pickup placement: Good/Very good. It was almost very good, but I liked to use one type of ammo less, that would be good. The other ammo was good, because it was on the platform and not above. The full NRG was in the middle, thats good.
Level 5: SPACE ISLAND LEVEL WITH ISLANDS by EvilMike.
Gameplay: This r0x. That idea of the level was so original, and the layout was very original too. The level has not too many camp places. The size of the level may be quite strange, but I like it. This level doesn’t even need alot of springs. The gameplay is already very good(even without springs). The level seems quite big, and I like that too.
Conclusion gameplay: Pros: Everything.
Cons: Nothing.
Eye candy/Tileset use: Good/Very Good. Nothing really special here, but it’s quite good imo. I think the tileset is used well, and I kinda like it. There isn’t too many, but some places had nice eye candy. Others didn’t have, and that’s probably why the eye candy isn’t perfect or very good.
Conclusion eye candy/tileset use: Pros: The tileset is used well, and there are some places with nice eye candy. Cons: There could be more eye candy in some places.
Pickup placement: Very Good. I love the placement here. There is alot of ammo and there is enough in every place. There is a full energy placed in the middle of the level. There are fly carrots, which prevent you from falling I think. They’re also used for the fun I guess. And the originality. There are 3 Power-Ups, A Seeker, Toaster and Bouncy PU. The Bouncy PU is placed at the left-top of the level. There is less bouncy ammo there then Toaster ammo at the right side(with the PU too). The groups of ammo are mostly placed 5 × 2 or 6 × 2 or 7 × 2 × 3 ammo. There is also ammo on that small platforms, which you can get without jumping. The Seeker PU is placed in the centre of that two PU, where are 5 platforms. And the Seeker PU is placed on the 3rd platform of them.
Conclusion Pickup placement: Pros: Everything what needs to be good.
Cons: Nothing.
Originality: Good/Very Good. Yes, this level is very original. I give the complete 8.5 points for it. First: The excellent layout. Second: That interesting use of islands. Third: The placement of that fly carrots. Fourth: The tileset that’s used. And fifth: The music in the level.
Fun Factor: This level is very fun to play. The bases are easy to defend, but not too easy to kill the opponent after one hit. The RF PU would be nice here, but it doesn’t matter. You can kill he opponent with a RF or Bouncer than too. The full energy is placed on the ground, which prevent it from falling.
Conclusion fun factor: A very fun level.
Level 6: Celestial Wargrounds by Enigma.
This level is nice, there could be more ammo, but the eye candy is nice. The other placement rocked, and the gameplay was nice too.
Level 7: This level is Untitled by EvilMike.
This is a nice level, the ammo placement is intelligent. The eye candy is good, because the tileset is rather limiting. The gameplay here is good too.
Level 8: One Silver Penny by CelL.
Gameplay: Good/Very Good. Well, I can say this is a nice gameplay, but could be better, though. I will explain. First, there is a nice spring placement. Second, there are one ways in some places. Third, there is a copter in the level which makes the level Lori-unfriendly. But who cares, it’s mostly a 1.23 level and not hosted alot too. Fourth, there are some warps in some places. Fifth, the layout and flow are nice. Sixth, there are some tubes in some places. Seventh, there are some float ups too. And eighth, the level is not too big, but that doesnt matter much.
Conclusion: Nice gameplay, but not perfect.
Eye Candy/Tileset use: Very Good. Yes, this is again a very nice eye candy in a level by CelL. There is very nice eye candy in layer 4(sprite layer). There is a nice background. The tileset use is very good, too. There is a foreground, and that are trees. There is also something in layer 3, and it looks nice too. Even layer 5 had something, I saw too.
Conclusion eye candy: Very nice.
Pickup placement: Good/Very Good And here it is, the evil part of the level. I will explain why. First off, there is a very good ammo placement. Second is, there is one silver coin(penny) that’s why the name is One Silver Penny. There are 2 Power-Ups. One Seeker PU in the middle, with a Toaster PU at the right side. The Toaster PU is probably closer to the Red Base, but I dunno if it’s really true. Why is there a Silver Coin here? Well, there is a bonus of one coin and when you inserted the coin, you will be at the Full Energy. That’s quite evil, but it’s original. The other evil is, there is not another carrot in the level.
Conclusion: Nice placement.
Originality: Good/Very Good. Like I said, the idea to put a full energy in a warp where you need a coin for is very original. The music used is bonus2.j2b, and that music isn’t used alot for diamondus. Most times people that use a diamondus tileset always put Diamond.j2b as music. But I am glad to see that this time it isn’t the default music.
Conclusion: An original level.
Level 9: High Volume CTF by FireSworD.
Gameplay: Good/Very Good. I like it, spring placement is very good, only the level is quite small, if it was that big with this gameplay, it was very good.
Eye candy: Very Good. I loved it. This is how you need to use this tileset. I don’t care about that it’s overused.
Pickup placement: Good/Very Good. The ammo placement is really good, but you must get up again to get the ammo at some places. There are more levels which have that. The amount of ammo was very good. The carrot placement was also good.
Level 10: Arabian Highlands by Super Saiyan.
A level I don’t know too good, but I saw the interesting eye candy and good placement. Gameplay is good enough.
Level 11: Knightmare Castle by Unhit.
Gameplay: This level has good gameplay. The CTF bases were good placed in a small level. The springs were good, enz. Nothing bad about this.
Eye candy: Eye candy is very good. There are lots of dark places and all layers were used. That’s very good.
Pickup placement: Ammo placement was very nice. Not many ammo for a small level, great. The full energy was good placed on a small platform in the middle of the level. At each side of the level was a power-up, and the selection of RF and bouncies were good chosen.
Level 12: Swingin’Jazz by BloodBunny.
Another BloodBunny level. This level is worse than the other 2 by him in this pack, but it’s still good. The eye candy is nice, with a good placement and gameplay.
Level 13: Happy Castle CTF by stripe, FQuist and DizZy.
This level has alot of triggers, and I like that. Everything is good enough.
Level 14: Happy semiconductor CTF by stripe.
One of my favourites. This level has a very nice and strange layout, great eye candy and a nice placement.
Level 15: Darker Science by Shadow[GpW]
This level has again everything needed, no complaints.
Level 16: SmogCTF by EvilMike.
Another EvilMike level, this level uses the Wasteland tileset very nice. There is alot of good eye candy, nice placement and the gameplay is nice too. The rf powerup placement may be evil.
Level 17: Security Breach v2 by BlurredD.
This is one of my top 10, and I like it. I don’t know why this level isn’t on j2o, but it should be. Everything is nice.
Level 18: Diamondus Warzone by Epic and jeh(fixed it).
Argh. I don’t like this level. It’s too platformy and has a bad base and ammo placement. More than 1 seeker pu would be nice. The eye candy is good enough, but that’s all.
Level 19: Dirty Laundry by BloodBunny.
This is a nice level, with a great eye candy and placement. Gameplay is also nice.
Level 20: Claustro Mania by Shadow[GpW].
This is a level that uses Mez01, and I think that the way it’s used is very good. The gameplay is nice, but not perfect. The eye candy is very nice, like all levels in the pack. The placement is alright.
Level 21: ShockWave by Shadow[GpW].
This is another Tube electric level, and it’s very big. Again, everything that needs to be nice in a CTF level.
Level 22: Fiersome Flaggin’ by Disguise.
This is another level I don’t know too good, but it looks kinda nice, and has a good eye candy, placement and gameplay.
Well, it’s not too hard to give a long review for a pack like this, especially when you reviewed all levels somewhere. Some levels are not single on j2o, but anyway, bad that this pack may not be rated. I would say: awesome pack.
DarkSonic of XSÐ, CC and -XLM was here.
[This review has been edited by Da man]
Okay, time to review this new Ðx battle level. I am excited.
First impressions: Like I said, a new battle level by Ðx, and I saw it uses the carrotus tileset, and I thought: bah, not again carrotus. Anyway, let’s continue.
GAMEPLAY
Layout: The level’s layout isn’t too bad, but not very good, either. The level’s size is ok, like Satan said, but it could be bigger. Anyway, the layout in the level is kinda good, but the level is open in some places.
Flow: Probably something new. The spring placement here isn’t as good as before, because the level’s layout isn’t too good for springs.
Other gameplay: The level uses some tubes and some vines, and has alot of dead ends, like in Ðx’s last level. some one ways placed at some places too.
EYE CANDY/TILESET USE
Tileset use: The tileset use was very nice, no complaints.
Backgrounds and foregrounds: There is alot in layer 3, and that waterfalls in layer 1, but if I play the level, I don’t see the translucency of the waterfalls. Layer 5 has alot of stuff too, and layer 6 uses a normal background(finally). Layer 7 has a confusing thing in it, and I didn’t like it too much.
Other eye candy: There was stuff in layer 2. The background in layer 8 was something new.
PICKUP PLACEMENT
Ammo: The ammo placement in this level is kinda good. Although, there are too many crates. I am just giving advice: don’t put crates in your levels(or only 1 or 2). There were too many seekers in one place, too.
Power-ups: like Ðx’s last battle level, too many power-ups. I found 5 power-ups, and one of them was ice(argh). Others were gun9, rf, bouncy and blaster. I think 3 pu should be good enough in this level, and don’t do this again, please.
Carrots: There is one carrot in this level, and it’s placed in a barrel. It may be a good idea, but it’s not too good, because a single carrot should be better(or 2).
Other pickup placement: a real complaint: way too many fast fire! Never do this again, same as too many power-ups. I didn’t count all fast fire, but it was way too many.
ORIGINALITY
Music: the music in this level is used alot of times, but I like it, so it’s not a big problem.
Tileset used: the tileset used is too overused. You should try to use some other tileset next time, because this becomes really annoying after some time.
Other original: The level is original, like that waterfalls. Also, the background is original, but not too nice.
Conclusion level: A level by Ðx, with good eye candy, very nice tileset use, some bugs(I didn’t say), some original ideas, and a overused tileset.
Host this: It should be a good level for TSF if you are bored.
Download recommendation: For people who like many eye candy. No download recommendation: For people who don’t like battle.
Final rating: 7.2.
- DarkSonic of XSÐ, CC and XLM was here.
Edit: Sorry, I didn’t notice. So that means there are 2 carrots in this level.
[This review has been edited by da man]
This is no personal attack, but the WINNER, you should try to be fair. Your rating is 6.2, although it should be 7. Because the total of your ratings is 42.2 and that :6 is not 6.2. I am not saying a 6.2 is low, I am just saying that you can’t do math. That means you did -0.8 for nothing. Oh, and banning from a server because the level has a seeker power-up is also very stupid. If you do that, I can’t see what the other people in the server think of my levels. You shouldn’t hate seek pu’s, foo. Yes R3ptile, that’s true. Another edit: whatever, I don’t really care cause I was in a bad mood that day. So, I can live with it.
[This review has been edited by Da man]
Another random level review. Btw, I will use a new review system.
First impressions: This is a level created by CelL of OLC and FoR, and it is one of his many levels.
GAMEPLAY
Layout: This level’s layout is nice. The level has enough space.
Flow: The level’s flow is good. It’s easy to get around, although there is one dead end, and that’s the place of the carrot. Also, no biasing and a good spring placement.
Other gameplay: The other things in the gameplay here are good. The level uses triggers in a good way, has alot of warps, and has more routes to the base. There are also some tubes, and a few one way and float ups. The level is not too big, though, but it doesn’t matter, it’s just the level itself.
EYE CANDY/TILESET USE
Tileset use: The tileset was used nice, I liked it alot.
Backgrounds: The backgrounds in the level were how they need to be. Just good.
Other eye candy: There was alot of other eye candy here. There were alot of dark tiles or something, colourful things in red, blue, black and yellow. There were also some moving chains, and some more.
PICKUP PLACEMENT
Ammo: The ammo placement was very nice. Not too many and good choices.
Power-ups: 3 power-ups here, there was a seeker, bouncy and rf. The seeker pu placed in a warp, but you can also get it with gun9. The bouncy pu was placed near the bottom of the level. The rf pu placed left from the carrot.
Carrots: 1 full energy in this level, placed in a small dead end, you can go to that place 2 ways. One way is using the red spring. There is one way there and are there if you take it. Second way is using a warp at the left side of that area.
Other pickup placement: No, no other pickups here.
ORIGINALITY
Music: I liked the level’s music, I didn’t know it, and it also fits the level.
Tileset used: The tileset used isn’t overused, so that’s a good point.
Other original: The level has many warps, there aren’t many levels with that many warps like this level.
Others: This was my new review system. I don’t rate fun factor anymore, I don’t like to do that.
Host this: Yes, an underhosted level.
Download: Yes.
My final rating is a nice 8.5.
DarkSonic of XSÐ, CC and -XLM was here.
Okay, I am going to review this level, I thought: Wow, an eight from BlurredD, so why shouldn’t I review it?
First impressions: This is a CTF level created by Superjazz, and I am sure it is the best CTF level from him ever.
GAMEPLAY: This is a symmetrical level, and it’s quite big in the length. There were some tubes which prevent dead ends, although I saw small dead ends somewhere, but it doesn’t matter too much. The level has a good spring placement, and it’s kinda easy to get around. The level is very open in the middle, but the sides of this level have enough space. It looked like the level doesn’t have a complete border, but it has. This is always needed, because a level with no complete border causes a flag bug, which is very annoying. Anyway, the flow of this level is kinda good, and the level isn’t too hard to learn, although there are some secrets here and there.
Conclusion gameplay: Good spring placement, flow and a decent layout, which is very open in the middle. The level is not hard to learn, but there are some secrets here and there.
EYE CANDY/TILESET USE: This level’s eye candy is nice. There was alot of eye candy in layer 3, and 5,2 and 4 had many eye candy too. I liked it. The tileset was good used, it was just nice.
Conclusion eye candy/tileset use: This level has nice eye candy. The layer and tileset use was good.
PICKUP PLACEMENT: This level has not too many ammo, but it’s okay. What was there, were good choices. There were fast fire, 3 on each side. There were 3 power-ups, and the placement of them was good. There is a bouncy pu at the left side, with the rf pu at the other side. The seek pu placement was average, but I don’t rate it. There was no gun9, but that doesn’t matter, because the level doesn’t need it I think. The carrot placement was alright, there is a +1 carrot at each side, and 1 full energy in the middle, and there is a seeker pu somewhere above it. There were some crates too, but there was only 1 at each side and I saw one in the middle, above the full energy and under the seek pu. Anyway, the pickup placement here is nice too.
Conclusion pickup placement: The level has not too many ammo, but the ammo placement in the level is nice placed. There were some fast fires and crates, and 3 carrots, which is good for the size.
ORIGINALITY: The tileset the level uses is kinda underused, but I only saw one CTF level with this tileset. The level’s music sounded kinda scary, but it sounds nice. The seeker pu placement was kinda original, but nothing special.
Conclusion originality: This level is original, the music was kinda nice, and the tileset is under-used for CTF levels.
FUN FACTOR: This level has not a straight way to the base, and is kinda open, like I said, but it’s decent. There are 2 openings, and they both lead to the base. This is more fun.
Conclusion fun factor: The level is open, but not a straight way to the base. There are 2 ways to the bases, that’s better.
Conclusion level: A nice level by Superjazz, with a good gameplay, nice eye candy, and everything else was good too.
Others: Host this: Yes, occasionally.
Download: Yes.
Final Rating: 8.
- DarkSonic of XSÐ, CC and XLM was here -
Ok, I start reviewing.
First impressions: A level by Sasik[VS], which I saw in his server once.
Gameplay: This is a symmetrical level, with almost the same ammo and even 2 Blaster PU’s. There is some Spaz biasing. Like near the base, there is a spring which is too low for Jazz, but you can double jump with Spaz to land on the platform above it. This is something I dislike big time. The only thing in the level which isn’t symmetrical, is the warp to the full energy at the right side, with a bouncy PU at the left side. This is a very bad thing. I saw tubes too, they lead you to the base. This prevents there is one boring way to the base. There are dead ends too, and I also dislike that. I wasn’t too fond of the spring placement, and I disliked it that there is a airboard too. Layout and flow aren’t too good.
Conclusion gameplay: Bad gameplay here, bad layout and flow, spring placement, Spaz biasing. There isn’t one route to the base.
Eye candy/Tileset use: I said first that I didn’t like the eye candy too much, but I think it is quite good, though. The tileset is used fine, and I kinda like it. There are some animations, but I don’t see sense to make the spikes animated. The other eye candy is good, so be it.
Conclusion eye candy/tileset use: The eye candy is quite good, the tileset is used good too.
Pickup placement: The ammo placement could be alot better. There is too many Ice and TNT. There could be less PU, because this is too many. There is almost of eveyr weapon a PU, except Ice. I am glad it isn’t PUed, because I don’t like Ice. I don’t see a reason why there is destruct scenery in this level, because it’s not good to use in CTF. The PU placement isn’t too good, it’s mostly too close to eachother. The carrot is placed in a warp that is only at the right side, and that’s a bad thing.
Conclusion pickup placement: Not too good. There are too many PU, too many Ice and TNT, destruct scenery is unnecessary.
Originality: This level’s music was kinda original, although I didn’t like it. I couldn’t hear the other music, and I don’t know how it hears. The tileset use was kinda original, such as that animations.
Conclusion originality: The level’s music is original, although I didn’t like it. The tileset use was original, such as that animations.
Fun Factor: This level is not too fun to play. That there are more ways to the bases is a good thing, but there is a straight way to the base with not too many obstacles, so it’s kinda boring. The level is too open, and I don’t like it.
Conclusion fun factor: Not too fun. Open, straight way to the base. That there are more ways to the bases makes it more fun, but the level itself is not fun.
Others: Host this: No.
Download recommendation: For people who like TSF. No download recommendation: for anyone else.
Final rating: 6.5.
- DarkSonic of XSÐ, CC and XLM was here -
Edit: I looked at other ratings, and I noticed a 6.5 is too high, so here you go with a 6.
P.S: The WINNER, didn’t you notice there are 6 PU?[This review has been edited by da man]
Time to review again.
First impressions: This is a level by Bignick, one whose levels aren’t too good.
Gameplay: This level’s gameplay is very bad. I don’t like it. There are lots of dead ends and a very bad layout, the level is very hard to learn and you can’t see where you are. I don’t like it too much. The flow of this level is also bad, there aren’t even springs, and I dislike that the most.
Conclusion gameplay: The gameplay is awful, the level has a bad flow and layout, and there are no springs. The level is extremely hard to learn. You can’t even see where you are going.
Eye candy/Tileset use: The eye candy here is very bad, there is almost nothing. There are numbers in layer 2, and that’s all. There is layer 8 of course, but that’s almost everything, like I said. The tileset is used extremely bad, too.
Conclusion eye candy/tileset use: Very bad eye candy, only some numbers in layer 2 and a background in layer 8. Tileset use is extremly bad.
Pickup placement: the ammo in this level is alot at the ground, which is not too good. There are a few Pu, I don’t know how many(I am too lazy to check). The ammo placement isn’t too good, too. There is too many for a level of this size. I found 4 carrot energy +1’s, that’s too many in a level with this size. I don’t see a reason to put a warp that takes you to the top of the level, I don’t like that.
Conclusion pickup placement: This level has a not too good ammo placement, it’s mostly at the ground. The carrot placement is bad, the warp is unnecessary.
Originality: This level may be original, because it’s invisible. It’s not good that it’s invisible, but it’s still an idea. The tileset isn’t overused, but there should be another music in this level.
Conclusion originality: The idea to make the level invisible is original, but not too good. The tileset isn’t overused, and the music doesn’t fit the level.
Others: I don’t like to rate fun factor here.
Host this: If you are stupid.
Download recommendation: For people who like to see very bad levels. No download recommendation for anyone else.
Final Rating: 1.7. Very bad level.
- DarkSonic of XSÐ, CC and XLM was here -
Okay, I am bored, so I decided to review this.
First impressions: A level by the WINNER,which is again way too big, but let’s continue the review. The name sounds scary, too.
Gameplay: This level is too big, and the layout isn’t too good. The flow in this level is quite bad, and the level is very hard to learn because of it’s size. Anyway, there is a nice trigger use, I like that. The spring placement isn’t too good and there are annoying tubes, which are way too long. The layout may be confusing, and it’s hard to remember the level(learning), because it’s so big. And, there is that tube that is 86 tiles long! This is way too many for a tube, you should never make them so long or make such a big level like this.
Conclusion gameplay: This level is way too big, some annoying tubes, nice trigger use, bad flow and layout, hard to learn.
Eye candy/Tileset use: This level has average eye candy, like BlurredD said, and I never saw a level with the tileset used, and the tileset is used well. I can’t say it’s a perfect use, but I kinda like it. If the level was not as big as it is, the eye candy could be better. There isn’t enough eye candy at the top of the level, in other places it’s average. There is enough eye candy in layer3, although it are mostly tubes.
Conclusion eye candy/Tileset use: Quite good, but could be better if the level wasn’t as big as it is. Fine tileset use.
Placement: This level has not too many ammo for it’s size, and 4 Power-Ups, which is good for this size. The PU that are there are: Bouncy, Toaster, Blaster and Rf. The placement of them isn’t too good, the Toaster and bouncy PU are team-based, that’s nice, but the RF and Blaster PU’s are closer to the left base. This level could have 5 PU because of it’s size, there should be 2 PU more close to each base, and 1 PU at the complete centre of the level. If would be nice if it was, but anyway. The ammo placement is nothing really special, I don’t like it too much. It looks like the last level. There are a few crates too, I don’t like crates that much, but it’s okay. This level has a full energy too, I think it’s more close to the left base.
Conclusion placement: The ammo placement isn’t too good. I don’t like the PU placement too many. Carrot placement is biased for left team.
Originality: This level uses a tileset I didn’t even know, that’s good for originality. The placement of the team-based PU’s was like in Happy Castle CTF, only a bit else. The music fits the level, it’s a scary tileset with a scary music.
Conclusion originality: I didn’t know this tileset before, team-based PU placement was quite original, music fits the level nice.
Fun Factor: This level is quite fun to play, too bad it’s so big. The way to the base is not a straight way, that’s good. The level is quite open in some places, but ít’s so big. So, I cannot say it’s too open.
Conclusion fun factor: A quite fun level, too bad it’s so big. The way to the base is not boring.
Others: Host this: No.
Download: No.
Final Rating: 5.5.
Okay, First review.
First impressions: Another battle1 update! Bah. Made by OzzY, and when I looked at it, I thought it was very evil. And it is.
What was changed: This level makes misusage of Battle1, which is never good. I don’t like what was changed. There were too many seekers and another Seek PU, and there were also alot of springs in some places. Some ways were closed, and I didn’t like it. There were warps added. I didn’t like them too. There were very many tile bugs, and there were also new ways created to make it easier to camp or something. The level was completely changed for the most part, and the eye candy was misused too. I made a battle1 update a few times, but I learned that making a battle1 update is never good. So, I say for everyone who wants to make a battle1 update: Don’t make them!!!. It will give you a bad rating if rated, and it’s also stupid to do that. A good point is that the water shield isn’t there anymore, it’s changed into 4 fast fire at each side(there were first one fast fire at each side and the shield in the middle). There was another Seek PU with 2 crates with 5 × 3 seekers, and I can say: never make more than 1 PU in the same level! Never. I did it too, but it didn’t work. The warp that leads you to the seekers place, where you can get up with Spaz or with Jazz if you RF climb, was changed into a way with a empty tile in the middle. That tile was the warp. A hint that there is a warp there would be nice, and you should never make ways there. The bouncy area was messed up. There were no 5 rows with weapons anymore. I didn’t like it, and this was probably my last comment on this update for battle 1.
Conclusion: This level was a misusage of the original battle1, and never make a update agoun. This isn’t even updated, and I don’t like it.
Host this: No.
Download it: No.
I won’t give this a rating, because I don’t like to rate a level like this.
- DarkSonic of XSÐ, CC and XLM was here -
Review time.
‘Jungle’s Edge’
First impressions: A level created by FS of OLC and DM, just like the other one in this 2-level pack.
Gameplay: This is an almost symmetrical level, with a nice spring placement. The level is quite big, and there is some one way at some places too(actually in alot of places). There is no complete border around the level, but it’s mostly closed, but I never saw a flag bug in this level. Both layout and flow are nice, the level is not too hard to learn and it’s easy to get around. The level is quite open, though, which isn’t a bad thing here.
Conclusion gameplay: Nice gameplay here. Good layout, flow, spring placement, easy to learn, easy to get around, thus everything.
Eye candy/Tileset use: This level has very nice eye candy. There is alot of eye candy in layer 3, which makes the eye candy here r0x. The background is very original, and I like it a lot. The tileset is used very good, and I love that.
Conclusion eye candy/tileset use: Very nice tileset use and eye candy. Alot of eye candy in layer 3.
Placement: The level’s ammo placement is very good. PU placement is as good as it needs to be. There is a bouncy PU at the left side. The RF PU is at the right side. The Seeker PU placed in the middle. The gun9 PU more close to the right base, but gun9 PU is not too useful here, so it doesn’t really matter. There is a full energy, of course placed in the middle, and you can shoot it down in this level, makes it easy to camp. There might be too little ammo in some places, but other places make it better.
Conclusion placement: Very nice ammo placement and PU placement. Carrot placement is as good as it needs to be.
Originality: This level is very original, first the music. Second, the wasy the tileset is used. Third: the background. Nothing else, but it are enough reasons to show the level is original.
Conclusion originality: An original level.
Fun Factor: The level is quite open, and there are alot of ways to the bases, I like that. The way to the base is a straight way, but with jumping.
Conclusion fun factor: A quite fun level.
‘Termite Haven’
First impressions: read what I said for Jungle’s Edge.
Gameplay: The gameplay here is excellent. The level is not symmetrical, has a nice spring placement and uses tubes to make it better. There is one place in the level that leads you completely from down to up for the most part. You take a spring, one way, spring, one way, spring, one way, spring, one way(you can go right if you are at the left side), spring, one way, spring, one way. You don’t have to do anything in that place, only go right. This is very nice. There is use of triggers too, and it works good. The layout and flow are again, good.
Conclusion gameplay: Very nice flow, layout, spring placement, trigger use.
Eye candy/Tileset use: This level’s eye candy is very nice. It uses all layers, which is a very good thing. There is alot of stuff in layer 3, with something else in layers 5 and 2. Layer 1 has something too. Layer 6 and 7 have a very original background, and I like that. The tileset is used very nice, too.
Conclusion eye candy/Tileset use: Very nice layer use and tileset use.
Placement: This level has not too many ammo, but it’s nice placed. Some ammo is close to the ground, other ammo is placed in the air, so you get them only by falling or taking a spring. The placement of the full energy is very interesting. It’s placed like it’s more close to the left base, but one way makes it very original. There are 4 PU, Seeker, Bouncy, RF and Gun8. The Seeker PU placed at the top-middle. The bouncy PU placed more at the left-bottom. The RF PU placed at the right-bottom. The gun8 PU is placed closer to the right base.
Conclusion placement: Nice ammo placement, nice PU placement, very interesting carrot placement.
Originality: This level is very original. First: the carrot placement. Second: the layout. Third: the way the tileset is used. Fourth: the music.
Conclusion originality: A very original level.
Fun factor: This level is fun to play. It’s again quite open, and the way to the base might be a straight way, but you fall to the base instead of just running to it.
Conclusion fun factor: A very fun level.
Others: This 2 level were awesome.
Host these: Yes.
Download: Yes.
Final rating: 8.5.
- DarkSonic of XSÐ, CC and XLM was here -
[This review has been edited by da man]
Oh, no review yet? So be it.
First impressions: A level by JazzSpazJP, an unknown level maker for me.
Gameplay: This level is something new for me. The level is hard to get around, and that’s not a good thing. There are not enough springs, there is alot of one way, though. There is not a whole border around the level. That causes the flag bug. The level’s layout is bad, so is the flow. I just don’t like the level’s gameplay, and that’s all.
Conclusion gameplay: Bad layout, flow and thus the level is hard to get around. There aren’t enough springs in the level, which makes the gameplay even worse.
Eye candy/Tileset use: The level’s eye candy is the strongest part. I kinda like it, but because the level is so open, the eye candy is nothing special. The tileset use is good, no complaints. There are things in layer 3 that are unnecessary, like that tree that is at the place of the left base. There is way too many one way there too, but let’s continue with the eye candy now. That could be taken out, but it doesn’t really matter(of course).
Conclusion eye candy: Good eye candy, but the level is so open, it could be much better if the level was more closed. Good tileset use, too.
Placement: The level’s ammo placement is questionable in some places, there is not too amny ammo. There are fast fires placed somewhere, but they’re secret. It’s never a good idea to make them secret. Actually, there is way too less ammo. I don’t understand the carrot placement, there is a full energy way too close to the right base. This is a very bad thing. There are 4 PU, Seeker, Bouncer, RF and Blaster. I don’t like the placement of them. The Seeker PU is placed close to the right base, the RF PU placed at the left side. The Blaster PU placed more close to the left base too, same to the Bouncy PU. There is ice too, only put ice when it’s necessary. There is 1 crate, and it’s a ice crate. I don’t like ice too much, but that’s probably just me.
Conclusion placement: Too less ammo, Bad PU placement, some ice. 4 PU is too many imo.
Originality: The tileset isn’t used alot, but there are a few I know that are created with it. The layout is original, but bad. The music is unknown for me. No other things to say here.
Conclusion originality: Not too original, original layout(but bad) and music, tileset isn’t overused, but I know a few more levels created with it.
Fun Factor: Actually, the level is fun to play. It may sound weird, but it’s quite fun. The way to the base is very interesting. The level is too open, which is worse. If it was not too closed and not too open, it would be a very fun level.
I don’t give it a rating anymore. It’s already been rated. So, no rating.
- DarkSonic of XSÐ, CC and XLM was here -[This review has been edited by da man]
Time to review again!
First impressions: A level by NiQ of OLC and TF, which is quite small again, but here I go on with the review.
Gameplay: Here is an almost symmetrical level with a good spring placement. The layout may be confusing sometimes, but I like it. The level is quite easy to learn. The level’s flow is also a strong part, the level is quite easy to get around in. It’s quite closed in some places again, but it doesn’t really matter alot, the level makes it a bit less fun. The level has a bonus with 1 seeker PU in it.
Conclusion gameplay: Nice spring placement, flow and layout. Layout may be confusing sometimes.
Eye candy/Tileset use: This is nice, there are translucent walls in layer 3, layer 2 has something too, and layer 5 has some other translucent thing. Layer 4 has nice eye candy, and I like it. Tileset use was good, there are alot of things used out of the tileset.
Conclusion eye candy/tileset use: Nice eye candy, good tileset use.
Pickup placement: This level has alot of ammo, probably too many. There is alot of gun9 here. There is way too many ammo close to the ground, which makes the level less original. But, let’s continue. There are 4 PU, if I don’t make a mistake. There is Bouncy, Blaster, Seeker (in a bonus) and Toaster. The Bouncy PU is placed at the right side of the level. It’s again placed in a wall, so you get it with gun9 again. It becomes un-original now, and the Blaster PU has the same. The Toaster PU is placed somewhere, you get it when you go in a warp right next to the blue base. The red base has also a warp left next to it. It leads you to the Blaster PU. The level is not too big, so 4 PU is too many in my opinion. There is a full energy placed in the middle.
Conclusion pickup placement: Alot of ammo, too many is close to the ground. PU placement is un-original, seeker PU placed in a bonus, that’s nice.
Originality: This level is not too original. The tileset isn’t overused, that’s a good thing. The music was nice, never heard it. That PU placement was un-original, like I already said. The idea to put a seeker PU in a bonus was quite original. The idea to make some walls translucent was original thinking.
Conclusion originality: The level is not too original.
Fun Factor: This level is not too fun to play. Here is it again, a straight way to the base. Also, another quite closed level. Some tubes make it more fun, if there were no tubes, the fun factor was bad.
Conclusion fun factor: A level with a straight way to the base, and it’s quite closed. The tubes make the level not un-fun to play.
Others: Well, this level could be better.
Host this: Maybe if you like it by yourself and you are good in it, or else not too often.
Download it: Yes, sure.
Final rating: 7.2.
- DarkSonic of XSÐ, CC and XLM was here -
P.S: SkulL, 7.2 + 7 + 8.5: 3 is not 7.2. It will be 7.5, just saying it.[This review has been edited by da man]
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