Visual Appeal – 4 out of 5

I like this one, actually. Medivo sure looks good in this color scheme. The walls are now in a delicate teal tint, which looks good enough for me. The background and the layers now use a bloody red color, which balances out the greenness of the layer 4 and looks fairly well. It reminds me a bit of Pyromanus’ Haunted House Hell conversion, which was also a great one. Anyway, there’s not much to complain about here, maybe except for the fact that you could have tried to make the layer 8 background tile (so that it would be useable as a textured one, since it uses the appropiate palette indices), maybe change the rain a bit, so that there would be one raindrop per tile instead of the way it is now, and maybe add a pure white tile to make flashes. Other than that, you did a good job here. The flags got a little distorted, but there’s no real loss.
Usability – 2 out of 5

Well uh yeah. With such a decent palette, I would have expected a better mask going with it. The original Medivo is renowned for having a terrible mask, which can render some of tiles hardly usable. Unfortunately, this tileset gladly ignores that and just uses the same ugly mask. One question, WHY?? This tileset would be so much better if it wasn’t for the annoying mask! A great way to improve over the original fell down the window! Ugh.
Summary
Overall
Fix the mask and I’ll gladly raise the rating. As for now, I wouldn’t reccomend using this tileset, however nice the palette is.
Uh, excuse me? If there would be an “Overrated Upload of the Week” this would be “deffinately” this. If you guys rate this a 9, would you rate BlurredD’s Diamond Dust conversion a 10? Sigh.
Visual Appeal – 2 out of 5

As the example level was loading, I honestly wasn’t expecting anything outstanding. And apparently, turns out I was right. What here is worth a 9, I thought? The palette change looks like it took less than an hour to make. Everything has turned green (not as bad as in Emeraldus though) the mushrooms and the Small Tree event got distorted, which is not quite how I would imagine a stormy Diamondus. As for the “additions”, they show no effort from the author’s part. These include a poorly drawn rain (always a bad idea to make one tile full of raindrops), a water tile (of similar quality) and a PJ7 “logo” which could have been fit into one tile instead of two. All in all, not the greatest quality here, and I would have liked if the cave spike tiles would have their backgrounds updated (they still use the ones from the old 1997 Diamondus).
Usability – 2 out of 5

No technical improvement over the original…. night version. That’s right, this is a conversion of the Diamondus 2 tileset, which has a few tiles placed differently (which messed up the Dopefish secret in the example level). The way tiles were placed in Diamondus 1 makes more sense (at least for me). Anyway, there are no added extras either (such as the ever-so-universal invisible masks), nor any improvements over the original’s mask, which wasn’t all that perfect anyways.
Summary
Overall
Certainly not the greatest Diamondus conversion in existance. Diamond Dust is much better than this, even though it lacks the storm elements (blur, if you’re reading this, consider making a dd03). Not really worth the download, imo. Try better next time, because you’ve got some potential.
Edit: And the different palettes added as I was writing my review (…) aren’t really better and don’t really do anything towards the tileset itself, sorry ;|
I think that coinciding genres aren’t as much of an issue as entirely ripping a level’s theme, n00b. Anyway, here goes my review:
Visual Appeal – 4 out of 5

Definitely a large plus at the eyecandy factor, the given levels do have a certain feel. First and foremost, I simply adore the Spacey Universe level with a weird name’s eyecandy. I don’t really care about the fact that blur came up with something similar in his Server Always Wins level, this one provides a good, silent atmosphere reminiscent of rather infamous Termite Haven. The lighting, while could get frustrating, supports the atmosphere. My only gripe is that layer 6 can get confusing since it uses the same tiles as layer 4 does, which at times can mislead the player. The remaining two levels also look fine, but Limenade is kind of generic, and Something Else‘s tileset (Sirius) doesn’t allow for a lot of varied eyecandy, as do Agama’s sets in particular. The music in the levels is very well chosen, and suits the given situations.
Playability – 4 out of 5

The main feature of these levels are, as the pack’s name and a ton of other things say, are the (to say the least) unusal layouts. Especially the Spacey Universe level’s layout is mind-boggling at the first sight. To be honest, I’m hesitating whether the balance would work, but I’ll lean towards %{color: #009600;}yes% in this case. Limenade is also, um, unusual for a CTF level (and probably not less confusing). This time it’s symmetric, although the symmetry works similar to Mike’s Glowing Poison in that one half is flipped. It works well, but it still can lead to some confusion. Something Else has definitely the least confusing, which is certainly a good thing. It allows for smooth, fast gameplay (which I wouldn’t expect from the other 2 levels – no offense), and it just feels, um, cool for the lack of a better word. All in all, um, well laid out.
Summary
Overall
Definitely an interesting pack. The levels will provide a bucket of fun once hosted, so download this and host already.
I wasn’t going to review this, but the reviews prior to mine have really disappointed me, rating-wise. Especially SJ who used to be one of the more harsh reviewers back in the older days. Perhaps times have changed again?
Visual Appeal – 3 out of 5

..the author tried. This level has little to no any outstanding eyecandy (which isn’t necessarily the tileset’s fault), or any good-looking eyecandy for that matter. There’s the (particularly ugly) animation of the palette tile used rather randomly.
Like in other levels by the author, “some parts look pretty empty while others look like they have random stuff tacked on, and the backround is pretty boring” as Blacky put it nicely. The background is nothing interesting, and the rather odd (pastel blue?) 16bit fade just adds to the empty, boring feel.
Also why does layer 7 move faster vertically than layer 6? It looks nonsensical, really. And on a closing note, the author should have at least taken time to disflip the tiles from the flipped half of the level.
Playability – 4 out of 5

First of all, I have to say that this level does have a very nice flow. I haven’t found myself annoyingly bumping into things, which is a vital thing in a CTF layout. On the other hand, the layout itself is a mixed bag. I do like its bottom part, even if it could use a little more paths, but the upper part just feels random and uninspired. There’s a big open area just next to each base, why not add a platform there?
The coins (needed to get to the player’s own base, which could be useful but not really original) are placed decently, if a little confusing. However, I couldn’t help it but get the feeling that there’s way too few loose ammo in the level. And if there actually was ammo, it would be in a boring square pattern.There could be more fastfires rather than just 3, since it would take a longer time to get a properly fast fire rate. The powerups are Bouncer, RF, and Seeker – no balance problem.
And last but not quite least, I really like the way Yasco places the +3 carrots, and this is no exception. The player requires to drop down a pit to get the +3 and bounce with a spring, which is kinda evil and might encourage camping, but I still like it, so there.
Summary
Overall
This level was definitely overrated. Not by a lot, but certainly not worth an 8. It’s still a fairly decent level, but there are more worthwhile ones around. And just as well, the “BURN, BABY, BURN”, things are moderately disturbing at the least.
LF, there is a boss battle at the end of Part 2. It appears only on Hard mode (my wonderful suggestion
).
Visual Appeal – 3 out of 5

Well uh yeah. This level didn’t really have any eyecandy. 95% of the time the player sees the background, which is hindered by the fact that the background layers are visible only at the bottom of the level. Therefore, most of the level just turns out bland and uninteresting. There was layer 5 set to align with layer 4, but it was used really rarely and didn’t have any real effect.Also, the walkable soil tiles could use some work, because most of the time there’s one ground tile used which just added to the blandness of the level.

Also, what’s with all the “pillars” on layer 1? They don’t make much sense moving slower than the layers behind it, and they just get on nerves. And on a closing note, the lightning didn’t help this level too much.
Playability – 3 out of 5

The gameplay itself also left room for improvement, and quite a lot of it. Firstly, I can’t say I enjoy the design of this level itself. The area with instakill lava and lots of seemingly random platforms was annoying, as they were too far apart of eachother most of the time, and the “pillars” on layer 1 just added to the frustration. Also, the spikes on the path leading to that area didn’t hurt me because you misplaced the Hurt events… The platform area apparently forks the level into two (or technically even three) paths, which is a nice thing and one of the few ones which are anyhow original.
The layout turns non-linear from that part, and the player has the ability to go for the nonobligatory areas and get stuff there. And here comes a complaint, why were all the pickups so sparse? I can understand that you wanted to limit on ammo, but the wide lack of food was just ridiculous. In the platform area, I had to destroy a wall of destruct blocks just to get two tacos?! Come ON. Also, the lower path becomes rather boring after a while, with all its random (and fairly ugly) bridges. Also, there are spikes in that path, and once again they didn’t hurt. Test your level before releasing next time.
Anyway, after one gets past the non linear part, there comes a challenge: the player has to RF climb up a tunnel. It’s been done before, and this time it’s not even moderately difficult. It becomes even easier after finding the RF pu in the non-linear area (what’s the point of putting such a powerup in the pack’s first level?) After that comes a rather generic area, with nothing outstanding (except for a big gem placed above a lava pool?) and with a few bugs (lizards don’t fall down when floor below them disappears).
Then comes another gimmick: Ride the rock. And once again it’s been done before (the unfinished TDI2 exploits the rock ride gimmick perfectly), except this time it’s not really as fun as it was in Moonblaze’s levels. After that comes some generic platform hopping, and the last challenge in the level: the player has to stompjump generating bats (which hang on platforms on layer 3… make the level less confusing next time). This is probably the most original part of the level, but still it failed to amaze me for two reasons, one being that I constantly do stompjumping in SP levels (and manage to run through some Invasion of Deserto/Rebirth of Evil levels in less than 5 minutes), and another reason being that in this level’s execution this was just frustrating. The bats end up being placed way too far off the goal, which made it difficult for Spaz (the author should’ve used a morph in the level), and they were also considerably too far of themselves in some places.
Anyway, after getting past that comes the end, and a fairly generic cutscene which explains the story which I’m not too fond of. And that’s the whole level really. Not too interesting is it?
Summary
Overall
This level is just average. Test your levels next time (make sure everything actually works in them, coughspikescough) and make them less frustrating. And I find this rather ironic, since I’ve seen you point out “this level was frustrating” in some reviews of yours even. Download reccomendation? I’m not sure. There are better SP levels to download out there, after all. Only download this if you’re extremely bored.
Without having anything else to say, let me just comment on the custom boss music.
It hurts ears.
Visual Appeal – 3 out of 5
First of all, I never liked this tileset too much. Mainly because it’s nearly the least flexible set in existance, since it’s so heavily based on style rather on functionality, which roughly translates to “every level using this tileset will look the same”. And this level is no exception to this non-written rule: it looks exactly the same as the whole buckets of Swamps levels. There’s nothing original about the eyecandy, and after having seen so many of visually the same Swamps levels, it just stopped being anyhow appealing to me. There are no annoying tile errors in this level at least. Overall, use a different tileset next time.
Playability – 4 out of 5
For starters, I’m not too fond of the layout. Some places were clearly inspired by other Swamps levels, and while it’s not a bad thing, it can get annoying sometimes. For example, the two tubes in the middle of the level placed JUST by the FastFires can get really annoying, and the Seeker powerup box just encourages camping, since it’s so close to the bases. There are also Bouncer and Toaster powerups, which make up a fairly good balance, seeing as this level is mostly enclosed. The Toaster powerup has to be accessed by passing through a hole in a tree, which makes it a dead end, unless one uses logic and shoots it with an Electroblaster, avoiding being trapped in the cramped room. It doesn’t seem to fair seeing as the Bouncer PU is just placed between two vines, which doesn’t create a situation seen in the Toaster PU.
Summary
Overall
A decent level by Quickz. Doesn’t have anything original nor outstanding, but still should play well in an occasional 2on2. Definitely Qz’s best level, but also definitely not an 8.
Well uh yeah. I find it extremely unfair that no one reviews uploads by DarkSonic, seeing as he’s one of the most active decent reviewers on J2O. Like n00b once said, “Dear J2O users, you’re all shallow.” Anywho, here goes my obligatory review
:
Visual Appeal – 3 out of 5

And this is a problem of the pack. Not necessarily of both levels, as I actually enjoyed the eyecandy in Like an Oven, even if it was a little bit repetitive in some places such as 80,41. However, I certainly did not like the eyecandy in Planet Internet. I can see that the author tried, but unfortunately he kinda failed. Firstly, what’s with all the reverse “boxes” in the walls? I can live with the ones with black outlines, but those with green ones throw me off heavily.
If everything around the box has black outlines, why did you have to reverse it and make it have green outlines? It looks very out of place. Secondly, why are all the layer 4 backgrounds shaped like this:
It made Atom Heart 243.5 look fairly bad, so why did you have to use it the same way as SJ did? There are sloped layer 4 backgrounds, so use them instead of some crappy synthetic stairs thing.
Layer 6 in Planet Internet doesn’t even… tile.

As BlurredD himself says, most of the tiles have to be flipped to tile, and as you can see the background is the finest example of that. There are also more things of rather questionable visual quality (such as all the white/red things on layer4…), but I’ll cut it here. Planet Internet brings down the quality of the pack’s eyecandy a lot.
Playability – 4 out of 5

This was certainly better than the eyecandy. I still like Like an Oven‘s gameplay more than the other level’s. It flows well, and the layout is mainly open in most places, and that works. The balance might be a bit off with Bouncer vs Toaster, since Toaster won’t be as effective in this level. And, um, what’s with the triggers around the bottom +3 carrot? Doesn’t make much sense for me as you could just have removed the platform entirely if you don’t want people to step on it. Not much else can be said on Like an Oven, so let’s go ahead onto Planet Internet… ouch. First of all, why is this level so full of slopes? They don’t serve any particular purpose and just look out of place, honestly. The layout is also mostly generic, with boring platforms serving little purpose. The +1 carrots seem a bit too close to the bases for my tastes, which may just as well result in encouraging camping. Also, I’m not sure why is this level’s center powerup an RF one, since Bouncer and Toaster will be more useful here than RF, as this level is also quite enclosed. That’s all I have to say here, really.
Summary
Overall
This was a mixed bag for me. I didn’t quite enjoy Planet Internet as you might have figured. I liked Like an Oven much more, although I still think you made better levels than that. 6.9 (would be 7.something but Planet Internet =
).
Odin and Dan posted quite decent reviews themselves, so I’ll just retort to say:
This is awesome.
This upload gets the honour of being the first one where I’ll be using my enhanced review system. It should provide longer reviews, yet save me a lot of work. A paradox, but it should work fairly well. Anyhow, here goes:
Visual Appeal – 2 out of 5
Uh well yeah. Take no offense on this, but I didn’t like the eyecandy at all. Firstly, it makes little to no sense that the background would be so terribly open while the level is supposed to be an underground depository? Also, a lot of the level was barren. Most of the walls seemed to be the same 2×2 block pasted over and over, which looked very dull and uninteresting. The layer 4 background weren’t all that good looking either, and most of the time the mournful background was gloriously exposed. Blargh. There was also some sparse layer 3 eyecandy, but most of the time it was either buggy:
or it blocked 80% of my vision, causing me to bump into enemies. Overall, the level doesn’t have the scary atmosphere it was intended to have, and the lightning doesn’t help it, either.
Playability – 2 out of 5
This field was also below average. Most of the level involved searching for leaky radioactive barrels and blocking off access to them. Most of the barrels were placed on the main path of the level (why would a depository be so linear?), and thus it wasn’t as fun as it might have been. Also, the whole thing became boring after a while. Not sure why, but it might be a fault of the linearity. This level also was lacking in terms of hardness, it was mainly easy in most places. In some areas, however, there were vines placed just above the radioactive radius of the barrels, and I couldn’t avoid getting hurt there. There were some carrots on the way, so it wasn’t much of a problem in the long run, but still seemed unfair for me. And for a closing note, I wasn’t really happy with how there were little to no puzzles in the whole level.
Summary
Overall
This level was pretty average. The story and the idea were good though, and they made me raise an eyebrow, as well as the overall rating. However, the level itself was quite a letdown… work on your levels a little more.
Eh? 1.23 does have usable trigger zones.
246=Trigger Zone |+|Trigger |Trigger|Zone|TriggerID:5|onoff:1|switch:1
Just add that into the JCS.ini in place of the default event 246 and it works fine..
Theming and Eyecandy – 2 out of 5
Well uh yeah. The eyecandy itself is a major drawback. The eyecandy is way below average. It doesn’t use the great potential which Castle2 gives. There are tilebugs in the walls, barely any details, and the background is extremely bland. No background layers used, no scrolling, textured background fading to 0. This level is kind of unpleasant eyecandy-wise…
Gameplay – N/A
..but the gameplay makes up for it. There can’t be much said on this field, since it’s just basically Jazz/Spaz/whoever automatically moving across the level. The way it’s done is brilliant and it’s extremely fun to watch (aside from some really boring elements… like the path full of poles at the end) fits more to the event placement description, so…
Eventing – 5 out of 5
Some of the eventing here was just brilliant. There were a lot of tricks (and I mean a LOT) which made the level tick. I was literally stunned when I saw some of the awesome effects. To name a few, there was a short path of ceiling springs bouncing me to the right by continually stomping the Pacman Ghosts which were on the way. There was a part exploting the Queen’s unique behavior, which I enjoyed a lot. There’s also an ingenious part featuring sugar rush and lots of float lizards, which bounce you up upon touch. The eventing is perfect.
Summary
Overall
This, I think, was one of the most original levels I’ve ever seen. It’s like a large hotel rollercoaster, except it uses amazing effects which make the level really tick. This technically would get a 6.5-7.0’ish rating, but that would be some severe underrating since a ton of effort went into this level. 8.2 is my rating for this. You inspired me =D.
The tileset. Never rate the levels in a tileset upload (unless specified otherwise by the tileset author).
Theming and Eyecandy – 5 out of 5
There could be entire paragraphs written on just the eyecandy here, but I will keep it short. The eyecandy here is the best eyecandy ever made in a Damn level, period. The amount of detail is marvellous, I found myself walking around the level with my jaw literally dropping in awe. Blacky managed to give this tileset a far more evil feel than ever like he wanted, and I salute him for that. The background is brilliant, the large glowing purple pillar in the middle of the whole structure, vanishing skeletons, the perfectly designed lava pits (especially the ones at the rightest part of the level), and, of course, the very right part of the level. It was seemingly rushed by Blacky as it seems, since it doesn’t have the amount of eyecandy the rest of the level has. And guess what? That’s what makes it the most awesome part of the level. It gives the brilliantly exact feeling of a chasm, it perfectly contrasts with the rest of the level. I never thought I’d like use of Damn 1 more than its blue/yellow counterpart. Using the alternate palette version would ruin the feel (and masking!) here, so yay. Great job, Blax.
Gameplay – 4 out of 5
The gameplay is the finest battle gameplay I’ve seen since Villain Village The Corsair’s Coast (which, notably, was also Blacky’s). This level flows perfectly, the springs take you where you want them to take you, no dumb obstacles all over the place. This level features the (simplified for whatever reason) Last Rabbit Standing concept, which, as the name says, makes you lose a life when you die and you’re out of the arena when you run out of lives. One fine twist here was that the lava pits (which abound here) make you lose a life too, which adds an extra gameplay element and makes the level feel even more evil. Unexperienced players are prone to lose two lifes at once, when they fall with 1 heart and are killed when they respawn. The pits aren’t too exposed (maybe except in the lower left corner of the level) and are fairly easy to avoid, so if you fall in, it’s ultimately your fault. The only reason which keeps me from giving the gameplay a 5 is that the rightmost part of the level doesn’t add much to the gameplay value. Sure, it looks great, but doesn’t play as great.
Eventing – 4 out of 5
This part of the level isn’t as strong as the rest, but still fairly awesome. Anyway, the powerups were kinda lacking here. There’s the usual Bouncer/Toaster/RF mix here, although it didn’t stick in mind as much. RF does a very evil job here, since it can reach insane lengths in this level (as well as Pepper Spray) and tends to push people straight into lava. Bouncer, and its long range nature technically should work well here as well, and they’re arguably eviler here than RFs. But at what price? It took a while to find out where they are and how to get them (I should have figured it out straight out, stupid me…), and there seems to be few +3 Bouncer ammo in general. By the time one gets the PU and full ammo, other people will own with Toasters and RFs. There’s also an ambush/gambling element in this level, and it’s straight above the rightmost cavern. The tube requires Frostbiter (located at the very left) to get pass through, and even then one has no way of knowing whether they will be spit above the +1 carrot room
(which is THE perfect ambush spot) or if they will be passed down. I like the ambush part, but the randomness kinda ruins it. And as usual, there are food events there and there. They’re mostly grapes, though (note that this doesnt affect the rating!) I’d definitely prefer them to be apples, as a symbol of the primary temptation, the first incarnation of evil.
Overall
Best level by Blacky since Charnel Keep. Download and admire immediately, or Cthulhu will eat you in your dream :(. This level will be perfect for BlurredD’s built-in Pitfall LRS, so yay.
Saying that people suck because they have a different music taste than the author? What has the sociality degenerated into :(
“And you should replace the barrels with crates because they can cause lag.”
Just as well, *DO NOT DO THIS* because gun crates can crash a server and barrels quite can’t.
Before I review, I’d like to tell Dx that coin warps in tourney levels are one of the worst ideas to do. Thank you.
And now, the actual review:
Theming and Eyecandy – 4 out of 5
Very nice eyecandy here. I see that a lot of effort went into the eyecandy since it got (heavily) critiqued on the JCF. I like how it turned out, looks really good and relaxing. Forest isn’t really a flexible tileset to work with, kudos for you for trying to make it look good. The theme is my favorite part here, too, it gives me a feeling of suspense, like the part of a forest was some alien crash site, or something. Anyway, the eyecandy doesn’t have any obvious bugs, and I like the lush greenness of this level (P4ul would love it.)
Gameplay – 4 out of 5
Also a very nice gameplay here. The flow’s silky, no annoying obstacles sticking out of the ground. The springs take you where you want to go, and you don’t have to jump too much. The flow’s pretty much ideal. As for the layout, I like it MUCH more than DS’ other attempts, I see that you’ve really improved at layouts! This one’s simple and easy, suited for a wide scope of matches – I can imagine a duel played here, as well as a 3vs3. Good job here, really no major gripes here, I’m actually impressed by this, etcetc.
Eventing – 4 out of 5
Nothing too complain. One thing I really like here is the Full Energy carrot, once players get used to its placement it can be shot a long way down, evil fun. This level is symmetric, and thus is balanced. RF vs Seeker works better than RF vs Toaster, and this level doesn’t seem to “favor” either of those weapons, so the games will be a close game. There’s also a Bouncer PU, and several fastfires which make it a much more evil gun. It will be underappreciated during matches, and will play a major surprise element. Watch out, everyone.
Summary
Overall
I’m really impressed. This is what I wanted you to do since Street Pass No. 1. This could be very well your best CTF level so far, keep it up and you’ll be as amazing and some others out there. This has a chance of winning the tourney contest (assuming I don’t make an entry myself), so yay. Download, host, review, etcetc.
Theme – 4 out of 5
The theme of this particular tileset is apparently a dreamland. The way Birdie depicted the tileset is however much different than how Epic imagined it (as Jeh once said.) This tileset consists of sets of temples scattered over a cloudy landscape. While that may sound like something similar to Heaven, it’s the clouds which will take up the most part of the level (unlike Heaven’s clouds which are usable only as background layer eyecandy). Nothing much to complain in here.
Graphical Quality – 2 out of 5
This is where the tileset falls so prey that it burns. As it was said, the clouds will take up most of the level if one decides to use this. However, the clouds themselves have next to no additional eyecandy at all, and thus it will look very bland. The additional temple tiles possibly look a bit better and offer more variety than the clouds, but their background tiles still leave much space for improvement, in that they’re just a grid of two colored bricks. None of the additional content looks good enough (the JJ1-style Now Approaching screen, a badly dithered rainbow, and background clouds), so the tileset should’ve got 2 points on this part… if it wasn’t for the awful, awful palette. I have always been avidly opposed to randomly recoloring sprite palette indexes (and thus don’t like tilesets like Swamps too much), but this tileset is the peak of randomness. The red gradient has been turned into a yucky shade of green, which looks so ugly in combination with pink tiles, that words cannot describe that. The rest of the sprite indexes also gets affected (though not that much) and looks distracting. But, still, light pink and dark green. Blargh.
Edit: Now the tileset has been editd, the palette has been changed around and a waterfall has been added. However, call me a nitpicker, but the waterfall doesn’t work as it should (the last frame doesn’t match up to the first), and the palette change isn’t all that big. Why couldn’t you just give it the default palette? I’ll leave this as it is and give you the 6 anyway. This is because I’m nice.
Functionality – 4 out of 5
Dreamland’s functionality, on the contrary, is apparently well done. The mask is smooth, this is easy to use, and laid out fairly well. My only gripe is that sucker tubes could use a thin mask like Labrat’s tubes did, but that’s not too much of a problem anyway.
Event Compatibility – 3 out of 5
The poles all mostly work (aside from the Psych one). They all use similars shades of pink, which looks good in comparison to the rest of tileset, but if one had to use all of them in a level, it would appear monochrome (as if it doesn’t already…) and kind of amateurishly done. The textured background, while works well, clashes a bit with the rest of the tileset, in that it’s detailed as heck (while the rest of the set quite isn’t).
Summary
Overall
This set isn’t all that bad. It’s only a bit too pink (not as bad as one of Disguise’s tilesets though), and could use more detail. That’s all I have to say.
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