ah sorry cooba
It’s called Turtemple
‘Sinister Winter’ is a stroll through a pretty frozen Easter landscape, full of (useless) gems and with a few puzzles to solve on your way to the boss at the end. I found it a decent experience, though it was marred a bit by a number of issues that at times prevented me from progressing.
Some of these were promptly fixed by Dragusela after I reported them, others remain. One lingering problem is that the level basically requires you to play as Spaz, but doesn’t tell you this. If you happened to select Jazz or Lori, a lot of platforming will be much more difficult and there are a couple of places where you can get stuck outright (e.g. 325×104). The level does have separate starting positions for Jazz and Spaz, so it seems like the intention was to support at least those two characters, but the rest of the level design doesn’t reflect that.
If you are playing with Spaz, the level is a decent trip, though there are a few places where it’s easy to get lost as you have to backtrack because a crate just appeared a couple of screens back because you just walked through a trigger zone. This is not signposted very well – and sometimes the trigger zone is easy to miss too because the level expects you to take a certain path, but another one is equally viable! The more straightforward parts of the level are okay, and the level overall looks quite nice, although there are also more than a few tile bugsand the music didn’t seem to fit very well (but nothing as subjective as music selection). I do wish enemy placement had been a bit more challenging – they’re not exactly difficult to avoid at the moment. It all ends with Uterus, who I found no fun to fight underwater, but I suppose that is a way to make it more challenging to beat.
Overall this is a promising new level but there are just a few too many bugs and issues to really recommend it. Another round of testing for the next effort might improve things.
Wow Dragusela you are the best level maker I have even heard, and your SP level is a great masterpiece.
I’ll give you 7.2/10.
Also, the music comes from Tiny Toon Adventures: Buster Busts Loose game.
Cooba’s review is exaggeratedly low. It’s a simple and visually appealing battle level, perhaps not ideal for competitive battles but I can see how it could be enjoyable for casual players looking for something fun and simple.
Looks nice but gameplay is nonexistent. Don’t do things like carrots next to two seeker ammo crates, the player with the powerup will stay there forever and win. This is especially bad in this map because it’s literally the only room in this map.
Eyecandy in both levels is interesting (dirt tiles are repeating too much on some places). I like how you combinated carrotus with colon. Its interesting how you chosed to use lighter color in backround wich is more far, looks like there is sunrise in far but you are still in dark. I kinda dislike that roof on 70,35 has same color as another roof wich is up, i think it should be darker, cuz that roof is in backround and you cant step on it (its kinda confusing). Well is well.
Layout itself is kinda boring, looks too empty for me. Also there is not enought ammo.
Music is ok.
I really like the house design! And the atmosphere and wishing well placement are awesome!
Also, the music is made by snz (Warfare In My Mind) & radikson (I Realize).
This SP level is so Lori based… and a-maze-ing!
I’ll give 7.5/10.
Also, in my opinion, you could insert Tweedle boss from Stone Abyss instead of Rocket Turtle.
Nice atmoshpere of this level, good eyecandy and perfect for Battle matches.
I’ll give you 8.5/10.
Tomatoe (sic) Garden plays as a series of distinct challenges, mostly separated by warps, yet curiously without any checkpoints. There’s a gravity puzzle, a search for the hat with the right colors, some trigger sceneries to go back and forth between, and a hunt for an invisible fast warp event. The hat challenge I’m kind of sour about, because it meant that for the rest of the level, I stopped being able to trust warps as unambiguously sending me forwards. For all the level’s visual decadence, it can be hard to tell different areas apart, so I wasn’t always sure whether I’d completed the latest challenge or taken the wrong warp somehow. Checkpoints or some other good marker of success (such as NOT warping directly onto an enemy) could make a difference here.
The other challenge that bothers me is the trigger scenery one, which uses both trigger crates (okay) and invisible/unmarked trigger zones (not okay). There’s just no indication I could find that says what door has opened when or why, other than a general feeling of alternating between going left and right. But the gravity puzzle felt fine, the block pushing felt fine, other stuff felt fine, it’s just I didn’t take so well to the stuff that seemed to revolve around the player guessing.
And yeah there are some enemies, mostly hatters, but they never strike me as a main focus so much as a general feeling of “single player levels are supposed to have enemies.” (Probably a good thing, though, because, again: no checkpoints.) There’s even a caterpillar toward the end, probably just because Psych levels tend to have caterpillars. The enemies do (all?) seem to regenerate after a while, which is a clever choice in a level where the player can be expected to wander through the same areas a lot, trying to guess where to go next.
It must be said this level looks really good, both before and after the palette swap that inexplicably uses a separate .j2l. There’s something of beta psych in the blue&purple sky, but the broader green&burgundy (and later green&purple) palette feels original and also well executed, especially in combination with all the mountainy background layers, the vines, the waterfalls, and so on. This is a lush and vibrant take on Psych, which is no surprise from an author with a known talent for visuals in general and visuals in Psych in particular.
Although the speed with which this level was made doesn’t really show up in the graphics, there are some moments it’s harder to forget in the gameplay. Zone events are simply not as easy to find and touch as they should be, even in cases where it seems pretty clear that this is unintentional. Text signs can only be read while jumping, the fast warp is easy to miss, and of course trigger zones are total mysteries. There’s a hat with no layer 3. You can get stuck in spikes, or at the top of the level if you don’t guess the right way through the gravity puzzle. All these little glitches could be corrected quickly, but as Primpy says, they’re reminders that this wasn’t thoroughly tested.
I haven’t mentioned Lori at all in this review, even though this level was ostensibly made for a contest about Lori-related levels, and… well, yeah, “ostensibly” is the right word. You’re intended to guess you’re intended to play as Lori, and that’s the most connection there is here. Playing as Spaz does let you double jump straight to the end of the level, so there’s some gameplay justification there, but not in a way that would have been hard to patch out. Even without scripting it would have been easy enough to enforce playing as Lori using start positions and morph monitors, but that didn’t happen here either. Even the second level, which introduces purple to the palette, doesn’t take the opportunity to introduce yellow as well. No matter its other merits, this level’s Lori theming feels no more than an afterthought.
its kinda empty in my opinion.
xlmpeace- i think its too dark ,its hard to see floor. For ctf is inportant to see well terrain. Many mask bugs on wines, right carrot is placed too close to base, its unfair for other team. xlmwonder- eyecandy is pretty good, but there is bug at 15,25 you stuck in wall if you touch it :/ i would recommend you to start to use one way event too.
It’s an okay level. The palettes used are pleasing to the eye and the gameplay can be fun at times, but it’s very obviously unpolished and not thoroughly tested. Overall, a short, vanilla-esque experience with some scripted elements.
WOW! Nice pack! I really enjoyed your first xlm levels, even when I still remember the moments of inserting darker version of your previous level, “Diamond Cutter Factory”, without your permission.
By the way I’ll give you 8.5/10.
Pack looks awesome! Great work!
Also, why did you take screenshots using Single Player mode?
Well, the level and the eyecandy look pretty good. Dragusela, I’ll give you 8/10, and Download Recommended.
Also, I’m gonna make alternate version by using other recolor of the tileset. We’ll see…
EDIT: Finished Alternate Version but without permission. But how to merge it – I don’t know. Next time I will be careful, otherwise – ban hammer…
Well dragusela768943, the level isn’t so bad. The atmosphere and usage of MLLE are a pretty good cause. Also, the DiambKarstV2 tileset edited by PurpleJazz are mainly created by Pyromanus, P4ul, Violet and Epic. And to other J2O users – I recommend to download and play this level.
Anyways, I’ll give you 7.7/10.
While the tileset use is, as ever, detailed and competent, I don’t really see the reason for making almost the same layout so many different times from scratch. I suppose I encourage the gameplay experimentation—give flagholders much less room to hide in—but worry the recommended maximum of 10 players is probably much too high.
There’s something cynical about these maps, with their flat, linear, open spaces and single weapons only. They seem to leave combat up to chance without giving players opportunities to hide behind walls or otherwise position themselves strategically. The graphics (besides the pink sky) are generally detailed and lovely, but the maps are so flat…
Eat your lima beans, Johnny.