Review by FawFul

Posted:
29 Mar 2025, 10:38 (edited 29 Mar 25, 10:45)
For: Battleships CTF
Level rating: 7.4
Rating
6.5

Spyros Battleships CTF is exactly what you would expect. It is a CTF that is in the style of JJ1 Battleships. Visually it doesn't do anything groundbreaking, but the gameplay is alright. It's nice to be able to see the outside of the ship, although some areas feel slightly ambigious. It looks like you can go outside the ship for a playable area, but it's actually out of bounds. The level is flat and small, which works nicely for fast action packed games in small multiplayer lobbies. The bottom right seems to be a loose dead end without rewards, which is maybe perhaps not the best design choice, however it doesn't hurt the level either as it can be ignored.

RecommendedQuick Review by Aqua[axe]

Posted:
26 Mar 2025, 00:18
For: Battleships CTF
Level rating: 7.4
Rating
9

Good Map For CTF Spyro,It is bit small but cool !

Quick Review by Violet CLM

Posted:
25 Apr 2023, 05:37
For: Day/Night cycle at Diamondus
Level rating: 7.2
Rating
N/A

I do like the use of split paths here, and some of the alternate dead end routes, though the rewards can be a little lacking for how long the routes are. It’s weird seeing single pickups floating isolated in the air, they usually come in groups of four or more in levels. But everything works all right, there are some good shape variations, not bad.

Review by abgrenv

Posted:
22 Apr 2023, 09:30
For: Day/Night cycle at Diamondus
Level rating: 7.2
Rating
7.2

A pretty decend 3 level pack by Spyro.

Once you get dropped into the level, you might notice 1 big improvement, that being the eyecandy with the background layers. I have to say, it’s a pretty noticable jump in quality compared to previous levels.

The level layout is pretty decent as well, with some split paths and secrets sprinkled in occasionally.

If I’m being honest, these levels feel like something that you would find in the Homemade Level section of The Secret Files, at least that was going through my mind while playing through them.

Though enemy and item density is improved compared to previous uploads, the levels can still feel a bit barren. I know from myself that I can often go overboard with item and enemy placement and make my levels cluttered, but I believe there can be more added to your levels. That way there will be less dead air areas while going through them. Especially considering how your level otherwise are pretty competently put together.

Overall, the improvement is noticeable, so keep it up!

Review by Violet CLM

Posted:
17 Mar 2023, 18:57
For: Fortress
Level rating: 4.8
Rating
N/A

There’s a definite logic here, an internal vocabulary, even if it’s not the one we’re used to seeing in JJ2 levels. The massive supply of RFs at the start sets us up to run through the level at high speeds, blasting missiles in front of us to take out the unknown enemies waiting ahead. It’s not a challenge, but it is fun, and I think that’s worth celebrating. It does mean that the morph monitors get destroyed by accident, unfortunately. The two platforming segments and the dungeon also show good instincts to change up the gameplay at intervals, especially as two of them are preceded by steep drops which serve as good signals that the player is entering a new area. Graphics are largely rudimentary, despite the clever use of the foreground to cover gem rings, but get their job done. The level is over very quickly but I can see this kind of design philosophy being put to good use.

Review by Violet CLM

Posted:
15 Mar 2023, 08:39
For: Diamond level
Level rating: 6.7
Rating
N/A

It’s always interesting to see the occasional level with a fundamentally different idea of what level design should look like. Some of that seems to be produced by a lack of technical knowledge—layer 8 and the coin warp stand out—but the long open passages also make possible a sense of uninterrupted speed that can go missing in JJ2 SP sometimes. This is not to say that every choice here contributes to that feeling—in particular, the float enemies take too many hits to dispatch quickly, and it would be nice to find some way to make the ammo alcove areas somehow flow back into the main level so the player doesn’t have to completely reverse direction—but it still does feel like something that could be worth pursuing, especially with an easy to use tileset like Diamondus that doesn’t make it hard to have super big levels. This is very fast (and drastically overestimates the difficulty of the tuf boss) but everything certainly works in it and it’s nice enough to spend a minute or two in. All the trees are a good touch.

Review by abgrenv

Posted:
5 Jan 2023, 15:37 (edited 5 Jan 23, 15:39)
For: Entrance
Level rating: 6.9
Rating
7

I’d say this is probably your best level so far. Still a lot of the issues your previous levels have had are present.

Them being lack of difficulty due to big open areas with very scarse enemy placement. Along with item placements.

The level feels like the layout has been 95% complete, while item and enemy placement are only 50-60% complete. Which is a shame, because the actual level layout is pretty good, reminds me of the original levels though more linear.
More item pickups, a coin warp with coin pickups, more enemies would have all added to the score of the level.

Luckily the level is still pretty competent. You tried to vary enemy types, and luckily you didn’t overload the player with 80+ ammo at the start of the level. Ammo is far better spaced out and placed much more liberally. There are also a couple of secrets, though I found 2 which were empty (which is why I feel like item and enemy placement is only 60% finished).

I appreciate your effort to keep making level, and you are improving. My personal score would be 6.9 but I can’t give that score, so here’s a 7/10.

Not recommendedQuick Review by Primpy

Posted:
5 Jan 2023, 12:36
For: Entrance
Level rating: 6.9
Rating
6.7

It’s a rather simple and short level that could’ve been better with more pickups and more enemies. Albeit rather unremarkable, I can tell that Spyro really tried to make something nice. Can’t recommend it though, unfortunately.

Review by Rysice

Posted:
7 Dec 2022, 16:25 (edited 7 Dec 22, 16:26)
For: Fortress
Level rating: 4.8
Rating
3

Its not bad for third lvl !

I like that you are trying to use background layers and adding some eyecandy into the map. As abdgrenv said, ammo and enemies placement feels kinda random, and unbalanced, also i dont see the point of putting free powerups and carrots right in your way, it feels like you got it for free and its not really challenging.
It kinda looks like you are just testing on this map what you can do in jcs and thats totaly alright, but i would reccomend you to upload those maps into discord jcs chat than here. We can tell you there advices and opinions there so you can improve. In my opinion on j2o you should upload single player pack with more than one map. I think ppl would enjoy it more that downloading sp map one by one. But as I said, for 3nd maps its very good visualy and i think you can make big things in the future! (sorry for the low rating but 6,5 is too high imo, i just want to average it)

Review by abgrenv

Posted:
7 Dec 2022, 11:54
For: Fortress
Level rating: 4.8
Rating
6.5

Pretty decent level overall. Has some platforming challanges added in, which was a nice addition. There’s 1 secret, and a detour to break a crate to be able to progress.

Issues are mostly the same, a bit too much ammo packed right at the start of the level, while the level isn’t really difficult enough to warrant that much ammo, and especially that many health carrots.

All things considered, I had a decent time.

RecommendedReview by abgrenv

Posted:
23 Nov 2022, 10:46
For: Diamond level
Level rating: 6.7
Rating
6.7

Second map by this user, and I have to say it’s an improvement compared to the first one.

Let’s start with the positives:
The level layout is pretty good. While the first map was pretty straightforward, being a straight line with some platforming for extra goodies in some rooms, this one feels more like a complete level. No branching paths that loop into each other, but there are some areas where you can go out of your way to get some extra goodies.

Luckily the pickups have been spread out much more sensibly this time, so there aren’t just a bunch of areas with a ton of goodies as if you entered a coin warp.

Same can be said for the enemy placement, while nothing challenging, they are competently placed.

Also, a coin warp and boss fight is present as well.

Now for some negatives:
The biggest one I can bring up is the difficulty, the lack of it to be more specific. While the enemies are much better placed than in your first level, there are a still a bit too few of them. There were multiple pretty long streches where I was just walking in a straight line because there were neither pickups nor enemies. If you are afraid the levels would become too difficult if you put many enemies in them, you still have the option to make some of the enemies be “hard difficulty exclusive” in the level editor.

While I don’t think the level itself looks ugly or empty, I did instantly notice that you only used layer 8 and didn’t do anything with layer 5, 6, 7. Diamondus is one of the best tilesets for beginners because the it has a lot of potential to be made interesting looking. The boss area for example stands out in a good way, since you had a bit of fun with how you made it look.

Here are 2 examples of what can be done with this tileset:
https://www.jazz2online.com/downloads/5775/mines-of-diamondus/
https://www.jazz2online.com/downloads/6921/cold-flash/ (this is an altered tileset, but most of it are still the original Diamondus tiles)

Some extra advice: Adding some secret areas make levels a bit more interesting. Use layer 3 to hide secret rooms, or just place warps in certain particular places for warp secrets. Don’t make them obvious, but give small hints through tileset patters.

As for the coinwarp, that isn’t part of the tileset (even though there is a partial tileset for it). All you have to do is place the warp, set the amount of coins and change the “ShowAnim” part from 0 to 1 to make the coinwarp rabbit appear, though this only works for 10, 20, 50 and 100 coins in the vanilla version of the game. If the coin warp requires any other amount of coins, then yeah what you did is a viable alternative.

Summary:
A rather significant improvement over your first level. Improved level layout, improved item and enemy placement, improved the general use of events. It’s a competent decent level.

Review by abgrenv

Posted:
14 Nov 2022, 10:26
For: Spyro's test level
Level rating: 5.5
Rating
5.5

First upload by this user.

Let’s start with the positives:
For how linear and straightforward the level is, it actually looks pretty decent. The different layers are used pretty well, so even though you’re mostly going in a straight line, at least it doesn’t look boring or lazy.

Though it’s short, some areas have potential, as far as the layout is considered. Sure it still needs to be filled with some enemies and the variation of pickups need to differ, but it’s apparently a test level, so there’s that.

Now for the negatives:
Most importantly. Variety in pickups and item placement. Don’t just make a room with 8 large gems, and 4 weapon powerups. It’s like placing all the gems at the beginning of a Spyro level, so then you don’t bother to explore the level itself. The level is basically a continuation of rooms with a bunch of pickups, which don’t complement the decent layouts of the rooms.

Enemy placement needs to be improved. You only used normal turtles, but there are about 8 in the whole level, and half of them are in a straight line grouped up in each other (use the Stop Enemy function to keep them apart from each other).

The buttstomp and destructible blocks don’t work as intended, you shoot 1 and the whole row disappears (you also need to shoot the buttstomp block, though it’s irrelevant since you can jump over it).

All in all, there might be some potential here. Some of the issues are easily fixable (item & enemy placement), while others may need some practice in the level creator to learn (what functions each event has)

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