Man i hate reviewing but sometimes i need to do it. BTW go review it also.
EYECANDY:
Good!!! The background looks good. There is a 3d background and it uses the red groundblocks and it looks new and original. There are multiple backgound layers used and in those layers there are radio`s, animated tubes and more. I want to say that the animated tubes really looks cool and is original. Also all foreground layers are used. Those forground layers are used for eyecandy and also to hide the character that you are playing with. Ok layer 5 is used for extra eyecandy stuff that has the same speed as layer 4 but some of those eyecandy things look kinda strange and could be looking better. No tilebugs.
pros: good and original eyecandy.
cons: Some eyecandy stuff in layer 5 looks weird.
PLACEMENT:
Fine!!! Well The ammo placement is good. The ammo is nicely spread out through the hole level so there are no places where the isn`t much ammo. I think again that the ammo respawn too quikly i think is should be about 20. There are a couple of powerups, i found bouncers and RF and there are quite nice placed but there is something i don`t like how to get the bouncer powerup but i will tell that in the gameplay section. There is 1 carrot if i am right and it`s nice placed. Springs get me where i want to go.
Pros: Ammo/goodies nicely spread out.
Cons: The ammo/goodies respawn too quikly
GAMEPLAY:
Oke!!! The level is quite fun to play and not linear. The flow is quite good i can run fast trough the level and there are many suckertubes and spring to get me fast on places. But there are many thing i don`t like about the eyacandy, like there are some irritating area float ups what blows me of a platform or irritates me because i want to jump to get on a platform. Also there are places where there are one ways what i never expect and the wall where is the one way is too big so i can easily camp. Also what is annoying is that some springs are hiding in the foreground so that i walk and then get bounced by a spring but i didn`t want that. Also on some places there are masking problems so i can stick to a wall. Uhm that`s about it.
Pros: The level is fun to play.
Cons: Irritating float ups.
OTHERS:
Fine: I like the song and the size is good and there is a next level setting.
Final conclusion: Good level but some minor bugs.
> Satan <
Ther ar hidden warps, they will bring you to the seeker powerup =P
This is a late review.
GAMEPLAY:
The layout is pretty generic. It isn’t bad or especially good. I might’ve liked it more if this level was a bit bigger. The flow is decent, except it depends on tubes a little too much. A few more springs should’ve been used instead of all of those tubes, especially when most of the tubes serve no purpose. The bridges aren’t particular useful, so I wouldn’t recommend using them as they were in this level. On a side note, avoid using horizontal springs since players stuck may occasionally get stuck in them.
EYE CANDY:
From what I could tell, the tileset was used well enough, although it’s a little confusing in the beginning. Too bad the textured background looks horrible in 8-bit. After playing the level for a bit, I found that the bright orange made it a bit harder to see a few things, which could be a problem.
CARROT AND AMMO PLACEMENT:
At the bottom middle there’s a full energy carrot, and at the top is a +1 carrot. So the placement of the carrots isn’t a big problem. The placement of the seeker powerup is fine since it is only accessible through a coin warp placed in the middle. I just didn’t like how the toaster powerup was placed; it felt like it was a little too far to the right. In regard to the ammo placement, I can’t say I hate it. However, I would prefer if so much of the ammo wasn’t placed on the ground.
HOST THIS OFTEN?
This level isn’t bad, but I wouldn’t go out of my way to host it more than once. 7.0 is my rating. And make sure to the loop the level to itself next time.
I think i like it more then snooz but let me review.
EYECANDY:
Good!!! The background looks good there are stars, ground and tiles what looks nice and whit a nice speed. All over the level i see nice tiles of eyecandy what looks like walls. Then there are some nice animations like some sort of lightning and lava. The ground you are walking on are blocks but looks quite good because they all have different sizes and there are animations and other nice thing between them so it doesn`t look dull. I did`nt get confused by the eyecandy like Snooz had and i didn`t found any tilebugs. I see that also the foreground layers make some eyecandy things.
Pros: This level isn`t dull and looks quite good
Cons: The level is quite black could be more colors.
PLACEMENT:
Oke!!! There is a lot of ammo and nicely spread out there aren`t places where there is no ammo and places where it is full of ammo. The ammo is easy to get. There could be more electro blasters. If i am correct there are 2 powerups. 1 powerup in the map and 1 in a coins shop. That can be good but the Toaster powerup what in the map is is way closer to the bleu base. That powerup would be good in the middle. No bad comment on the seeker powerup that is in the coin warp. Almost forgot the ammo respawns a little bit too fast could be 20.
The coin placement is good placed also the coinwarp. The springs are also well placed. O almost forgot the full energy is well placed.
Pros: Ammo is nice spread out and the coins are well placed like the springs.
Cons: It respawn too fast and 1 powerup unfair placed.
GAMEPLAY:
Fine!!! I think the flow is quite good here because the springs get me where i want to go and if there isn`t a spring there is a suckertube that takes you up. I can quite easily run thought the level without much problems. There are no dead ends what also is good. It seems that the level isn`t symmitrical but still quite fair except that powerup. The bases are fair placed there are some suckertubes to get the flag fast or escape from it at both bases so that good. Its too easy to go to each other base you only need to walk 1 direction and you get there. This level isn`t really for 1vs1 because it`s quite big. There weren`t places where i needed any one ways. Uhm! although gameplay is the most importent i still don`t know more to tell.
Pros: Fair base placment and good flow.
cons: Too easy to go to the base.
OTHERS:
good!!! First of all i didn`t seen this tileset much in levels and the size is also good. I love the song.
-§AtaN of XLM
[This review has been edited by Satan]
Quite nice level, it needs better gameplay and flow though IMO. its still nice though. i dislike the eyecandy though becayuse it confuses me sometimes. verall its pretty nice level. abovce average. that’s all i can say. ;P
Eyecandy would be better too, because it looks linear. placement is fine, i don’t have much complaimetns. wow, i made lots of typos. >D
~Sn0oZ
>I’m not gonna rate this high coz i hate it! i’m sorry to say it. but some of ur other lvls rocked but when i see this, i get bored. i’ll review it:
Eyecandy:
The background is great but it’s just layer 5, that i find annoying, it is quite hard to kno what u can walk on or what u can just see and what looks like you look at it! The lava falling is great seeing as you used it on the background layers which are not always used. There are a few nice decorations in the walls which does make the lvl more appealling but i still have to say THE WAY U USED LAYER 5 IS SOOO ANNOYING!!!
Gameplay:
I hate the gameplay, there was no seeker power-up or RF powerup, and i hate lvls that dont have them! Or maybe i just wasnt bothered to get the coins and go into the warp is there is one there, in a battle u will only be able to keep it for a short time seeing as there isnt any carrots (or very few) and unless you are really good it will be hard to keep the powerup where ever it is. at least it is easy to get the Toaster PU. =P
Placement for stuff:
MMM, i dont remember if i saw food or not (or was it a different lvl) which i like there is food because u can get Sugar rush. The guns were placed nicely. but the coins are just annoying, you collect them for a power up and a carrot and something else i think, so there isnt much point in collecting them all just for that coz it is possible to die quickly if u suck or there are really experienced ppl playing.
I dont really wanna write too much more but i have to give this a 5 sorry. it could be a lot better, above average i think this is, =([This review has been edited by sabaspaz]
(Unsupported rating removal edit. I’m not bothering with reasons, as you’re obviously just spamming the downloads section. Also, don’t rate if you’re told not to. ~Violet)[This review has been edited by Violet CLM]
Viiolet glm cis cool
(Unsupported rating removal edit. I’m not bothering with reasons, as you’re obviously just spamming the downloads section. ~Violet)[This review has been edited by Violet CLM]
Well. average battle level by Dx, using 7th lava fall tileset, which i don’t like too much, and which is truly overused. hmm, lets say that eyecandy is very confusing. some tiles are on layer 5, and in my opnion they should be in layer 4. if you would remove those lava falls from some foreground layer, i would rate this level higher. gameplay needs work too.. its bit too hard to navigate. layout is fine, but it can be very confusing tooo, thanks to eyecandy, and lavafalls. well, im gonna rate this as 7, since this deserves it. ;-)
This is TSF BAH
Convert to 1.23 and you will have the honor of it being hosted on my server.
-ThO
20 tests
[EDIT 1]
I added 2 extra hard tests [This review has been edited by Ðx]
Fifty Feeds Later – all ammo that you need!
It seems to have less bugs than previous version (while I didn’t notice any bugs in there), but some things… urgh >(
TILESET / TILESET USE
This level uses 7th Lava Fall by Dethman, which was used in FFL ][‘s prequel. But the eyecandy in | was WAY better and less annoying. Translucent lavafalls are scrolling down too fast; with them the gaps between fences just seems to be a tilebug; and the metal bar in foreground is just (derbu edit).
Also, on pos 66, 48 is just a tilebug, and I’m not sure that was it on prequel.
PRO : WAT pro?
CON : Annoying foreground, ugly lavafalls; eyecandy seems to be more n00bish than prequel.
TILESET / TILESET USE = 21/33 negatives
GAMEPLAY
Gameplay really helps out this level. Sometimes you can’t see where opposite is, but it don’t mean that there’s lot of places to camp; most of hidden passages are directly on way where players are mostly moving. Also flow is good. No tunnels, and you don’t have to super-jump much in here. But some FloatUp-s could help out the flow. Level isn’t platformy or linear, that’s good. Wierd thing is that FFL is mostly
v
e
r
t
i
c
a
l level. It’s fun when you suddenly fall out of ledge to l000ng way down to bottom of level.
PRO : No camping, cool flow
CON : Not.
GAMEPLAY = 3/33 negatives
EVENTING
As I have said as in FFL |, as in beginning of review, this level has plenty of plenty of plenty of etc. ammo.
That’s not too bad, but overusing also isn’t good. And there’s carrot BARREL in this level, along with gun BARREL. Haven’t you noticed thing that Lurk posted : “Barrels in MP regenerates immediately, no matter how speed the are regenerating”. Hmm.. bad.
PRO : Ammo quantity is balancing on overboard border (not too much)
CON : Barrelz :(
EVENTING = 5/33 negatives
UVERALER OVERALL :
21 + 3 + 5 =
99 – 29 = 70
So : 7.0
Srry but prequel was better.
And Dx, if you still don’t know where that level you wanted to beta, it’s in one of my old uploads – search :>
EDIT : Do you know that eter’s e-mail is ‘evilmike222’ ? Wierd.
EDIT 2 : My math is bad :( Fixed rating.[This review has been edited by Cooba]
blured bad no 6.7
(Rating removal. Please provide a reason for giving ratings when you review. Original rating 9.2. -Trafton)[This review has been edited by Trafton AT]
m00i made more
- 2nd edit. Quit this please
- ShadowGPW[This review has been edited by ShadowGPW]
In the level is standing: MADE IN 2003 some guy sayd: Its 2004 fool, i said: Yes but it has been made in 2003. so dont say it in yor review.
I don’t know what to think about the theme. It seems a bit odd.
GAMEPLAY:
Neglecting the placement of the coin warp and the carrot barrel, which isn’t too useful anyway (read below), the balance isn’t that bad. Although this isn’t that big of a level, it could use more coins since it’s hard enough to get 20 coins without interference from other players. This level is playable, but more springs should’ve been added so that I don’t have to jump in so many places. I don’t see myself using the poles at the bottom of the level too often just to get one coin. Furthermore, I wouldn’t recommend using bridges too often if they don’t help gameplay all that much.
EYE CANDY:
While I disliked the way some parts of this level looked, the eye candy is overall good. The waterfalls were used well and everything, but I don’t really like all of the ground and tube tiles in the background. Everything else I can live with.
CARROT AND AMMO PLACEMENT:
The barrel carrots are useless to everyone but the server since they give clients fake health. Carrots in barrels are always a bad idea. So pretty much the only useful carrot is in the coin warp. In addition, the only powerup is in the coin warp, so either gameplay will be slow and boring at the beginning or extremely biased towards those who get the seeker powerup first. Ammo placement is okay, but it could’ve been distributed more evenly, and I can’t find the purpose of the TNT ammo.
HOST THIS OFTEN?
I can’t say yes. It’s a TSF level (which doesn’t look like it has to be one), and it has rather ordinary gameplay. It’s nothing special and has several bugs, so 6.7 is my rating.
Time to review this new Ðx level.
Introduction to Meganis Meryasta: this is another CTF level by Ðx, and it’s better than his last one. I didn’t review that, but I will review this now. This tileset is one I knew, but never saw a level with it. At that point, the tileset chosen is pretty original.
Gameplay: this level’s gameplay is pretty good, you don’t have to jump alot in this level. This level doesn’t have too many springs, but it has tubes to prevent alot of jumping. That low edges left from the red base should have float up, to prevent jumping, or a green spring at pos 77,50. The level has some poles, and it slows down the gameplay. The poles in this level aren’t all unnecessary, but the ones under that bridge are. The other poles in this level are at the top, where you get to when you start this level. I think this isn’t too bad, but more MP starts should be good too.
Conclusion of gameplay: the gameplay is pretty good, but that poles aren’t really needed and there is only 1 mp start. There should be float up in that low edges.
Eye candy/tileset use/layer use: the eye candy is fairly good, Ðx mostly over-uses the eye candy, but this time, it’s not really over-used. The level has many waterfalls and cave tiles in the layers 5 and 6. There is a background in layer 7 this time, and I am glad it is there finally. The tileset is quite limiting, but the tileset is used good in that case. The layer use, like I said, is good too. The level has every layer used, which is a good thing.
Conclusion of eye candy/tileset use/layer use: the eye candy is pretty good, no complaints. Same with the tileset and layer use, so good job this time Ðx. You didn’t over-use the eye candy this time.
Pickup placement: well, here is something Ðx did in his last level too. He put a full energy in the bonus again. There is a carrot barrel at the right side, but it’s not a good idea for multiplayer levels. The barrel regenerates to fast too, which is another bad point. The ammo is placed well, but that long rows looked like the ones in my Bricky Town level, especially the RF row near the red base. There is too many ammo on the ground or placed somewhere that you can get it without jumping. Of course, jumping alot ruins the gameplay, but it’s not fun when you don’t need to jump for all ammo in a level. This is too easy. There is alot of fast fire in the level, and 1 power-up. The level isn’t big, so 1 power-up is something I can live with, although 2 power-ups is better for a level of this size. The other ammo placement is pretty good, and also some original and creative looking groups of ammo are placed here. This level has a bonus with a seek power-up and a full energy, but I think that the bonus is too expensive.
Conclusion of pickup placement: the pickup placement is pretty good, with original groups of ammo, but no full energy carrot in the middle of the level or somewhere that you can get it without paying the bonus. The bonus is too expensive, too.
Originality: like I said, this level is pretty original because it has some ideas. The level’s tileset used isn’t used that many times, and the way the tileset is used is also pretty good, because waterfalls are always original. I know the music of the level, which is decent.
Conclusion of originality: the level has some original ideas, decent music and an original tileset use.
Conclusion level: well Ðx, this level is the best CTF level you ever made, so good job, and continue with decent levels like this. Next time, be sure you add a full energy carrot in the level that’s possible to reach without bonus or something else. More power-ups would’ve been nice too.
Others: host this: not really, but it’s a good TSF level.
Download recommendation: for people who only have TSF and like CTF. No download recommendation: for people who hang around on 1.23 mostly, and know much better levels than this one.
Final rating: 7.1, rounded up to 7.2.
- DarkSonic of XSÐ, CC and XLM
Edit: accidentily pressed 9 as rating. [This review has been edited by Da man]
I’m extremely bored, so I guess I’ll review this. I’ll go with a relatively short review compared to my others since Violet has toned down the rating removal policy a bit, after many people, including Trafton, asked him to.
Gameplay – Okay
The gameplay is decent enough, I guess. It’s not platformy or linear, which is a good thing. There’s also no flag bug to my knowledge. The flow isn’t bad, but it could be better. In some places, it would be nice to see a floatup or two. For example, you could put one at 18, 45 to help the flow out a bit. But never overdo floatups. It’s good to have to jump, but it’s better to have to not jump sometimes. It’s bad if you have to never jump. The level is on the small side, so I wouldn’t try to cram more than six players in here. It’s probably better to be used as a dueling level, or MAYBE a 2v2 level. There are some balancing issues, though. For example, the blue base is bigger than the red base, height wise, or so it seems. See the ammo placement section for more details and complaints. There are some places here and there with tile bugs, too, mainly in layer 5.
Eyecandy – Decent
For a limiting set like this, the eyecandy isn’t too bad. It mainly consists of some blue cave walls and translucent slim tiles. The background is some mountains and some purple tiles above them, with blue tiles above THEM. One of my suggestions for the eyecandy area is to experiment with making the sucker tubes translucent. Oh, and the tile above 39, 46 looks kind of bad.
Ammo placement – Not so good
The ammo placement isn’t all that good… although there were some good ideas, such as putting a TNT down and then surrounding it on all four sides with bouncy ammo. It looked kind of like an atom, or a molecule, or something. Very original and sxy looking. The main reason I dislike the ammo placement is because it’s not exactly easy to get. I can’t really explain what I mean. If you understand what I’m talking about, that’s good, I guess. The blue base also has the coin warp on their side, which means the blue base gets a place to hide, a seeker powerup, AND a supercarrot on their side. The red base gets a carrot barrel on their side. Never put carrot barrels in your multiplayer levels. The barrel will regenerate after you smash it, even if you don’t get the carrot, so it’s possible to have ten carrots lying under the barrel at the same time. If you have enough free time, you can put thousands of carrots down. It’d be nice if there were more more powerups, too. A bouncy or a toaster powerup might be nice here.
Overall, this level isn’t bad at all, but there are some severe balance issues. No real download reccomendation, but since this is a 7.2, it’s really your choice if you download or not.
Oh, and as always, I did not proofread this. ;D
Castle’s(?) Of Horror
Another level of Dx, and one of his first CTF levels I believe…. This levels is also for the XLM CTF Contest, just like DarkSonic’s Cavey Forest and my own Eternal Gardens, which I uploaded just before you. Anyways, I have made my intro long enough, let’s see if this level can go for gold in the CTF Contest!
EYECANDY: 2.0 out of 2.5
Probably the best thing about the level is the use of the eyecandy, which doesn’t have much errors It’s not too buggy and I liked it, however sometimes you don’t see where you can walk or not because of the bricks in the front layer. Backgrounds are original, but a little bit too plain. I really liked the name text one the gravesto… What the heck… Argh, you spelled my name wrong again! How many times have I told you during the testing that it’s ChippieBW and not ChippyBW!!! Fiend! Well, for the rest I have not much to say bout the eyecandy, it’s as fine as it is, but you could have used not so much in the front layers. That would guarantee a better movement.
AMMO: 1.5 out of 2.5
Unfortunately the ammo isn’t as good as the eyecandy, and I guess the same thing will count for the rest of the level, unfortunately. Starting of with the Powerups, the three PU strategy (Seek-Toast-Bouncy) is quite original, but I doubt if it will work well, because the Toaster isn’t just a weapon that good in my opinion. About the coin warp idea: it is nice, but a little bit unreasonable, because you need 20 coins to get to the warp and take the Seeker and Full NRG, ten coins would have been more then enough, or even less. Now, you just don’t have enough time in a quick match to collect 20 coins for the Seeker or the carrot. A example of good coin placement is the level Castle Of Corruption by Snooze, that level had a good coin warp. The smaller ammo is also not really good, probably because you don’t see the most of the ammo.
LEVEL STRUCTURE: 1.0 out of 2.0
This is another point of critism, the structure isn’t that good. The fact that kills it is the fact the the eyecandy with the bricks in the foreground kills a lot of the structure, because you don’t know where you need to go a lot of times. Also the sucker tubes ain’t well, sometimes you run up to them because you don’t see them and you get busted out of the house. There are in my opinion too much small holes in the level which make you lose the way behind the foreground eyecandy. Could be a lot better.
GAMEPLAY: 1.75 out of 3.0
The wrong spelling in my name already kills one of the three gameplay points (just joking) As you can see in the three points above I wasn’t really charmed about the gameplay. The eyecandy pleased me the most, but the sometimes un-nice placement and the structure which doesn’t provide a good flow takes even more points away. The music however is just fine, Haunted is a music file which fits right to this level.
RATINGS:
As you could read above I wasn’t really hysterical about this level, the good eyecandy just saved it from a vote below average (5.5) However there are still a lot of points which you need to improve. You have shown that you can create good eyecandy with this level, now try to combine eyecandy and good gameplay in your next level. I guess you surely will create better CTF level in the future, don’t worry. But, is this enough for winning the CTF Contest? I’m sure not. I don’t want to be arrogant or egoistic, but in my opinion my level and DarkSonic’s one were a lot better. Maybe you can get a bronze medal, but I doubt there’s more for you to get here. Here you go, a 6.2
Score: 2.0+1.5+1.0+1.75
Download: I don’t really know… it’s not a really bad level, but it needs a bit more work. I wonder why this level is 1.24 while the tileset got just converted to 1.23. A little bit useless, and it takes away a lot of hosts.
Host: Nope. There are better CTF levels too host, and I wouldn’t even host it to just read the gravestones.
Greetings,
- ChippieBW of XSÐ, CC and XLM
Eyecandy: not bad,but i think the building’s in the background is a bit too much.
Gameplay: i think this dont looks like an CTF lvl,this is more for single player.
Tileset: the tileset is very good.
like i said,with that tileset,single player.
ammo: Good,nothing bad.
Download: yes
Host: not for hosting.
Dx,you are the best in single player lvl’s so do that.
i rate: 6,7[This review has been edited by Lulu][This review has been edited by Lulu]
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