Review by cooba

Posted:
7 Jan 2007, 11:33 (edited 7 Jan 07, 11:41 by Cooba)
For: Jungle 2.0
Level rating: 8.4
Rating
N/A

“While the waterfalls look good in this set, they are becoming overused in tileset conversions, so they are becoming boring.”

The problem is, it’s you who made them overused and boring in your conversions, so downrating P4ul’s tileset for the mistakes you made is quite illogical :)

RecommendedReview by PurpleJazz

Posted:
7 Jan 2007, 11:31 (edited 25 Jan 07, 21:20 by Purplejazz7)
For: Jungle 2.0
Level rating: 8.4
Rating
7.9

Jungle 2.0 is an improved version of Jungle, but it could still be better.
P4ul has given it a new layout, which was a very good move. (I couldn’t use Jungle very well until I downloaded this :P) However, the layout was made up by taking large areas of the tileset and moving them around. It would of been better if you made a layout of only 1 or 2 tiles at a time. I think the diagonals should of been closer to the top, and the textured BG should go at the bottom.
Some layout areas were very good, like the way he took all the wooden tree stuff and placed it all together to make it easier to use.

The addtions include Trees from the OEM Jungle (Yay :D), rain and lightning tiles, waterfalls,
bushes wierd white tiles at the top, a hook, and leaf tiles to be used as caves.
I like the trees from the OEM Jungle, but they should be a bit lighter. The Rain tile looks ok, but it could be better if it had a more rain drop like shape. The Lightning is not that good though, it needs to look more like lightning. The hook is a bit too small. I like the BG leaves but like the OEM trees they need to be a bit lighter. The grey/green destruct blocks are good, but maybe you should make blend with the rest of the set like in Diamondus Beta. Also, the arrow signs have been replaced with Inferno arrows. I personally think the old arrows look better in Jungle, but this won’t effect the rating.But the waterfalls and the bushes are just Blah. The bushes use less colours than they used to, which makes them look ugly. While the waterfalls look good in this set, they are becoming overused in tileset conversions, so they are becoming boring. Why not make your own waterfalls? If you aren’t bothered to make your own, either use them from a tileset other than Diamond Dust or edit them so they could be used on layer for by adding extra
connecting tiles.

Some of the old EC has been removed like the water reflection tiles but I can forgive you for that because size was an issue. Also the background foliage has been extended. I think you could of been more creative with the additions though, levels made with this won’t look much different to levels made with the standard Jungle. There are 3 palettes: The standard one plus 2 new ones. My favourite is the Evening version; the storm version is still a bit too dark for me. Also, the mask has been fixed.

While there is serveral stuff that could be improved on, it’s still a good conversion.

Download Reccomendation.

@Cooba: Lol…I know. :p I’m not going to use them in future tilesets. And you made a good point Cooba. His rating is now 8.2.

EDIT – I’ve decided it doesn’t deserve an 8.2 now. 90% of the aditions are ripped, and that example level really disguise the true quality of this set. (It makes the set look a lot better than it actually is, but this wont affect the rating.) Those background leaves that I thought were your’s were actually ripped from Omen Woods. Even if they were actually made by you, I still think you should make some new leaves not used before.
I don’t now why you people see this set as “an amazing conversion.” It’s still pretty decent though.

EDIT – Those OEM trees just look so cool, that I’m increasing the rating.
And please don’t complain Cooba, even I made all of these mistakes in my own conversions, it doesn’t mean I should rate this conversion any higher. 7.9 is my final rating, and I won’t change it.

RecommendedReview by DarkSonic

Posted:
8 Dec 2006, 18:14
For: (Improved) Inferno 2.0
Level rating: 7.8
Rating
8.5

Inferno 2.0

This conversion, made by P4ul of IC, has already been used for a level. The author of the conversion has reviewed one of my levels, so I’ll give a review for this.

Eye candy

The author has added waterfalls to every version of the tileset. The old eye candy is still there, like the ‘caves’ but the author has added more cave tiles to the tileset. Also, a background that should be used for layer 8 has been added. Tiles from the Darn tilesets have been added, like the skeletons that you can use for foreground or background eye candy(or sprite layer if you place other ones in layer 5, like Snooze did in his CTF level). The things you can put on the walls in the sprite layer were in the old version as well, those things were not used a lot in old Inferno levels though. Some tiles of the old version have some other colour now.

Other changes

Of course the most important change is the masking of the tileset. The old Inferno tilesets have terrible masking, and in this conversion it’s much better. In the old version, some diagonal tiles were a full tile. But the most terrible thing about the masking was that the tiles from row 70 and 71 were just a square with a white border around it. The author also removed tiles that weren’t useful.

5 different versions

The old version had only 2 versions, now three have been added and the normal and night versions have been renamed to ‘Ice’ and ‘Fire’ the other tilesets are a nice addiction. Personally the ‘Dark’ version is too dark in my opinion, but you can always change to it if you’ve finished a level. It will be impossible to make a level without changing the tileset. But the ‘Shade’ and ‘Water’ versions are really cool. The ‘Water’ version has been used already, and it has been used very well.

Easy to use?

Like Cooba said about the old Inferno: ‘Inferno is literally an inferno to use’ that has been changed with this conversion. Because the masking has been changed a lot it became a lot easier to use the tileset. The waterfalls and caves should be easy to place in the background, and the skeletons aren’t hard to place either. The platforms might still be hard with those different ways, but it’s not that hard I guess.

Conclusion

A really nice conversion of Inferno. People can use this much better/easier now, and maybe I’ll even use this if I can’t find another tileset to use. I hope P4ul can/will make more conversions like this one and Jungle 2.0. The 6.5 from n00b was a bit low in my opinion. I’m giving this a 8.5, like 2 other people did already.

Download this? Yes
Use this? Yes, if you can’t find another tileset or you have been waiting for this conversion all the time.

RecommendedReview by n00b

Posted:
4 Dec 2006, 20:56 (edited 4 Dec 06, 21:12 by Cooba)
For: (Improved) Inferno 2.0
Level rating: 7.8
Rating
6.5

NOTE- This is a re-review. This review takes the initial score and then re evaluates what is fixed. New points are then added based on how much improved from the previous version.

Theres a reason why the theme got a long rant in my review- It’s easy to write about themes or misinterpreting thereof.

There isn’t much to say about usability, especially when these things don’t phase me in the first place. What am I supposed to do “It’s been organized so I can find everything without taking a few seconds to look for it! Let me spend 3 paragraphs explaining all the changes in organization!” ?

In the end, while the rant on themes may be dominant, neither factor was dominant score-wise.

Now if you recall I had other complaints.

For example, the extra tiles are still lacking in creativity, the monochrome scheme is still useless and still feels tacked on, the water scheme still doesn’t make any sense or have anything special added to it aside from the color scheme that adds to it’s name of “water”. The Tex. BG still looks rather ugly in my humble opinion D:< (Can’t forget the “D:<”, that’s essential), the waterfalls still don’t make any sense in the Ice, Fire, and Dark versions (since Dark has now been overhauled to work as a darker version of Fire), hell, the water falls just feel cheap in general, and the tileset’s name still feels like an overstatement especially when you still didn’t add all of Disguise’s essential tiles.

Also, all you did that’s easily noticeable was change the dark pallet, fix Ice’s color mishap and tack on the old BG. Great, that didn’t actualy take any themes/feelings into account. If you did, you would have taken the time to actually flesh out the pallets like I suggested. Among my suggestions were (with words to them since unless theres alot of words, you won’t pay any attention apparently) “Make monochrome something appealing people would want to use, perhaps by making it look like a 1930s cartoon”, “The fire edition should have a lavafall, since water in hell doesn’t add up”, “The waterfall should be frozen in Ice. I mean, theres only two tiles that are ice in the whole set as it is, you might as well add something else to it’s namesake”. Finally, did you even bother to copy and paste in the other destruct blocks? Seriously, it’s not like you even have to put in any creative thinking to do that.

This is a sentence on how easy it is to find a tile in the set. No really, it is really simple. Most of the ground pieces are placed right next to each other! And all of the trees have been grouped together! So have the 4 destruct blocks! All of the skeletal parts are right there! No time spent looking! Wow, I really can’t say enough about this!
It’s amazing, you seriously won’t beleive how you used it beforehand! I’ll even be cocky and say never use the old one again! Just so you REALLY get the picture on how easy this is to use, here’s the same paragraph again! This time as a runon sentence: This is a sentence on how easy it is to find a tile in the set, no really, it is really simple. most of the ground pieces are placed right next to each other, and all of the trees have been grouped together, so have the 4 destruct blocks, all of the skeletal parts are right there, no time spent looking!

Pros-
-Better Organization
-You can now use every tile from the old set (Like the old BG for instance)
-Dark now has a purpose aside from “Random color scheme!”
-Ice has been fixed

Cons-
-Water and Monochrome still feel to random and neither have anything that really warrants their use except “Hey want to use some random colors?” I don’t care if it’s weird, what I want is for you to take that weirdness and actually DO SOMETHING with it. Anyone can make a color scheme. It’s not that hard to make color schemes, hell Purple Jazz’s entire tileset career is based on making color schemes. I’d like to see something actually done with the scheme.
-Still hasn’t added all of Disguise’s essential tiles, not even the easy ones like destruct blocks.
-Despite saying that the feel of the set was taken into account, all that was done to the set tile-wise was the addition of the old background
-Waterfalls still feel tacked on and unimaginative
Cons that don’t affect the score- – Old BG was removed because converter felt it was too ugly (I’m inferring). This did not take potential users of the tileset into account, and was a very bad move. It has since been fixed of course, but this is something that should have never needed to be fixed in the first place.

So you fixed some colors and added in the old background (Which ironically is miscolored in the ice version, I’ll let it slide since the pallet wasn’t meant to include it), I hope you weren’t expecting me to add 5 points to your score just for that.

DR- Sure, the original sets are now easier to use and is all there so you can’t exactly lose there. Otherwise, the improvement isn’t exactly all that major, and what has been done with the set imho still isn’t worthy of the title “2.0”

[HTML fix ~Cooba]

RecommendedReview by Blackraptor

Posted:
4 Dec 2006, 00:50 (edited 14 Jun 07, 18:31)
For: (Improved) Inferno 2.0
Level rating: 7.8
Rating
7.8

I’m going to review this because it’s an awesome remake of a set I’ve been wanting to be fixed for a while.

The first thing that you did right is fix the (rather bad) masking in Inferno and make things a lot smoother.

The second is that you added several tiles (some from other tilesets; trees from HH I believe, and the skeletons from Damn to name a few), and the third is that you made 5 different palette versions (!).

This tileset basically not only fixes inferno, but also improves it and makes it a hell of a lot cooler. Masking is fixed, tiles are added, palette edits are made, etc. This pretty much replaces the original Inferno set, and hopefully will make more people consider using Inferno now that it wont scare away levelmakers with all it’s issues and stuff. The palette edits are pretty awesome: Dark just looks amazing, although I’m assuming LRK’s Inferno: Hell’s Gate should receive it’s due credit for the “inspiration”? ;P, Water is rather strange but might open some doors to how inferno would be used from now on. I don’t really love Shade all that much though, the lack of color variety makes it kinda dull.

The only things that prevents me from giving this an absurdly high rating is that most of the tiles you didn’t draw yourself (even some of the ones that were added were just taken from somewhere else) and that there really isn’t a whole lot of tiles added. You could’ve gone and added lots of stuff to potentially make inferno 2.0 very diverse and awesome, but instead you just opted to fix what was wrong with the set and mostly add a few things that would make some tiles more usable (cave bg corner tiles) or that would help the current atmosphere.

However, that said, I really do plan on using this in the (maybe near?) future =P. It definately towers over the original Inferno versions, at least.
If this receives the featured award for December (unlikely, though, since it was uploaded on the last of November) it would definately deserve it.

~Blacky

Edit: One more thing I’d like to mention regarding you nearly discluding the weird BG. Whether or not you think the tiles are ugly or not you should still add them in (unless size issues restrict that, or something) not only for the sake of completeness, but because chances are people like me might be able to find uses for them anyways =P.

Edit 2: After using it, I’ve noticed several masking bugs. The wall masks are too thin and you can stand on the diagonal slopes connecting the ceilings to the walls (no matter what slope tile you use). The animating spike pit tile has weird masking (though this doesnt really interfere with anything), and the ground tiles under the bone bridge are messed up. These problems (especially the wall thing) cause quite a nuisance when playing through levels with this tileset, and until fixed decrease the rating by quite a bit :(. (8.5 > 7.8)

RecommendedReview by Bluespaz7

Posted:
3 Dec 2006, 15:17 (edited 3 Dec 06, 19:16)
For: (Improved) Inferno 2.0
Level rating: 7.8
Rating
8.5

interesting…..very interesting…….
This conversion makes the Inferno tileset easier to use, which is a good thing for Inferno.And you’ve added different palletes for it.There is 1 thing I can tell you now. This is what so many people have waited for. A conversion of Inferno where everything bad about it has been fixed.I will rate this high since I am one of those people.

PALLETTE-The pallette that looked at when I downloaded this conversion was the original night pallette.But luckily there are other pallettes to choose from.All the colours from all the different pallettes had the same texture as the original pallettes. The water pallette wasa tiny bit blurry, but the standard was still acheived.9/10.

ADDITIONS- Idon’t know if the cave tiles are additions…. oh, hang on…. I’ve found them!! That’s annoying!! I was going to say how good they were, but whatever.The Medivo backround trees fitted nicely into the conversion.The D*** skeletons were a cool addition.The waterfalls from Diamond Dust looked really cool in red and blended into the theme.The most important addition was the textured backround. Red looks great with this.The additions are flawless.10/10.

USEABILITY- You did a pretty good of this. The mask was completely fixed and there were no bugs. There is nothing else I can say about this topic.10/10.

LAYOUT- You know what? Epic are going to hate you because your layout is much simpler then theirs. Where do you get this stuff from??????10/10.

GOOD POINTS-
Amazing layout
Flawless additions
Cool pallettes
Great useability

BAD POINTS-
None

There are no bad points about this conversion. I will rate this 8.5. Please don’t delete this review because I want to let all the people that need an easier Inferno to use have knoledge of this truley amazing conversion.

Download recommendation-I’de be silly to say no.Obviously, YES!!!

Review by n00b

Posted:
27 Nov 2006, 23:03
For: Jungle 2.0
Level rating: 8.4
Rating
N/A

I like the changes made here, but calling it “2.0” is a bit much, more like a 1.5 if you ask me.

Review by WerBack3>>

Posted:
23 Nov 2006, 15:08 (edited 23 Nov 06, 15:27 by Fquist)
For: Jungle 2.0
Level rating: 8.4
Rating
N/A

Great Tileset!
My rating
Tileset usage(original ideas)10/10
Your original idea is to use the tileset simply. There are not suprise, ships, trees, made from water, and other crazy stuff. That’s the thing I like- you’re in the jungle, not in the jungle, near the spaceship, or near the city.
Easy to use: Yes! 10/10
Usefullnes: 10/10
Very useful, I’ve liked the demo level!
Fullnes: 10/10
Enought stuff in it, I think!
Overal: 10/10

[Unsupported (10) rating edit. Please support your rating with more arguments, especially if you’re going to give such extraordinarily high ratings. Please see the Reviewing Rules for more information. – FQuist]

Review by Janus aka Jahari

Posted:
21 Nov 2006, 05:52 (edited 30 Nov 06, 08:04)
For: Jungle 2.0
Level rating: 8.4
Rating
8

This is an amazing conversion.

Layout 2.8/3: The tileset is much easier to use now, although I would appreciate it if the water reflections on the ground in the underwater tiles from the original had been included.

Usefulness 2.5/3: The first version isn’t a great deal more useful from the original since they both share many of the same tiles. The added waterfalls are very nice, though. The evening version could have been a bit lighter, and the storm version could DEFINITELY have used more light. It’s very hard to see your way around in it. I would suggest giving the tiles in the storm version a blue tint either through the whole tile, or along the edges to make them more visible. Other than that, they’re very nice additions.

The Conversion 1.8/3: It could definitely use lighter tiles in the evening and storm versions. A light outline on the edges of ground tiles would do the trick.

Originality 1/1: The storm version is definitely cool. I’d be tempted to use it if it wasn’t so dark.

Overall: Well done! If you could just make a new upload with tiles that were easier to see and work with, that would be great. At the moment, I think levelmakers would be forced to make a day version of a level and then switch the tileset just to know what tiles he/she was using.

Edit: You know, I agree with the comment below me. There’s a lot of eyecandy that’s missing from the original tileset.

RecommendedReview by Superjazz

Posted:
23 Jul 2006, 10:02
For: The Death Facility
Level rating: 8.3
Rating
8

As being bored and actually having the feeling of giving a review for all, or nearly all of the contest-levels for j2mc. This level seemed to be a good startout point to begin reviewing with as Helldome isn’t uploaded to the downloads that got the first place. I will review the rest of the levels at time but that is going to be some time because of holidays. However…

The level has a grey ‘n black “palette” everywhere, mostly because of tileset choice too, but also the background has a fitting grey fadeout. This is all pretty nice nevertheless. The rest of the background is only rather simple but doesn’t really need a lot to be added as during gameplay the non-solid wall-tiles block the vision there anyway, so you will get to see just some pieces of it. ‘The tube’-eyecandy, mainly fills all the solid part of the level, but then again with this palette there isn’t really anything else that would suit really well. And that P4ul did make it carefully and the result was really neat is extra. All the rest, flashing lights showing your current side for instance, were allright.

The layout isn’t as interesting at all. It is a pretty linear everywhere like back to the 2004 Galactic Warfare by Snooze. This isn’t really a direct ripoff at least like it would first look like, but I do prefer the layout in GW over this. The fact that you barely need to jump when moving through level anywhere makes it dull. It could feel like a level for old Jazz-grandfathers sitting in wheelchairs or how are they called that who have to use SLOPES or ELEVATORS, instead of STAIRS. Or then the greater elevator to the middle with float. A bitter jump required. The paths don’t have too much of open area luckily. Then the narrow tubes meant for getting to the lower levels don’t fit a lot. The bases were placed into closed rooms with two quite small entrances/exits(and a third entrance as holes below bases in the updated version.) It is innovative, but doesn’t impress me so much. At least the layout doesn’t remain very spaz-biased.

Pickups are placed evily. Perhaps eviler then Evilmike would. Meaning ammo is placed all in large flocks, still not in boring-looking squares. Talking about the upgraded version of the level, having a more reasonable amount of Seeker-Powerups in the ex-turrets, as the turrets would be more useless in duels. The gun8-Powerup in the middle is fine, but the way the two other Powerups are to be reached in the bottom is irritating. They are supposed to be shot with bouncers, and with the sharp edge accurary has to be perfect. I guess overall the included seekers and rf’s are the most preferred weapon here during games.

I was thinking to give this a little below 8 but probably an exact 8 is more accurate since it got the 2nd place in the contest. The level looks decent by it’s cover, could be better by its layout, and is somewhat ok about its stuff content. Recommended for a try at least.

RecommendedReview by Blackraptor

Posted:
9 Jul 2006, 07:13 (edited 9 Jul 06, 07:15)
For: The Death Facility
Level rating: 8.3
Rating
8.4

I guess I should review this level since it really deserves more reviews then it currently has, and it has inspired me to use Odyssey.

Eyecandy is just a masterpiece. I really don’t have much to say else about it. The first time I saw this level in a server my jaw literally dropped. Although I haven’t seen this palette edit of Odyssey before I saw this level either, I havent seen Odyssey being used in such a beautiful way before. The tileset and the eyecandy come together to create a really strong atmosphere in the level, and you should get a pat on the back for that.

Layout is pretty basic. Level feels kinda small though, looks like it should be used for duels/2vs2s. I never liked having to stop running and fall into fairly small floor tubes though. I have no idea whats up with the seeker powerup box areas though O.o.

Bouncer and Toaster powerups are pretty annoying to get, especially since you prevented people from being able to get them by buttstomping. They’re pretty much next to each other too, so you can get both of them nearly at the same time, and you’re pretty much guaranteed to always get the seeker powerup since there’s 3 at each side (all in the same spot tho) and have a respawn time of 1, which pretty much means everyone will be running around with powered seekers and not caring about bouncer or toaster powerups as much. I really have no idea why you did this though, since it kinda kills strategy and the ability to keep control of the level by stealing powerups all the time and such. Carrot placement is nice, having two +1s in the bottom instead of a full energy makes it slightly harder to camp them too.

Overall, its a pretty simple level in terms of layout, but really comes alive in eyecandy. Because everyone always has the seeker powerup the level isn’t as stratetic and more of a gorefest, though, so I question your decision regarding the seeker powerup, and those two areas where the seek powerups are are also weird and I have no idea what they’re for (they dont really make good turrets either =/).

I’m going to give this an 8.4. The level has wonderful eyecandy, a pretty good layout (although it doesn’t really stand out), but the seeker powerup pretty much kills ammo placement since it’s the strongest PU and always available. I might boost or lower the rating later on depending on what type of effect it has on the level in the long run. For now 8.4 though, good job.

~A very tired and sleep deprived Blacky

RecommendedReview by Arti

Posted:
8 Jul 2006, 18:54 (edited 10 Jul 06, 07:43)
For: The Death Facility
Level rating: 8.3
Rating
8.5

A nice duel level, made for some contest I think.

Eyecandy: Very good! The tubes are everywhere, not a place is left empty and there are lots of used tiles in the eyecandy, like different tubes and lights and lots of animations.

Gameplay: Very simple, yet it’s nice to play in. There is some kind of deathtrap I think, in where you fall into a thing and you get stuck for a while, this is a nice touch. There are no deadends, and lots of ways to escape. The flow is nice here, though you sometimes fly into the wall because of some springs, like the springs close to the base.

Weapons: Nicely placed, there is plenty of these for duels and they are in nice shapes. The PU’s are all of them really close to eachother though, making it easy to get them all at the ame time.

Bugs: The carrot at the top is harder to reach with Jazz… that’s all.

Comment overall level: Good flow, great eyecandy and a fitting music.

RecommendedReview by DarkSonic

Posted:
18 Apr 2006, 18:24
For: Eastern Swampside
Level rating: 8
Rating
8

A review.. by me. Yeah, it’s been a while. But I think this level needs a review.

A brand new Battle level using Swamps. Made by IC. Should be interesting.. but is it?

This relatively small level looks nice af first. There is a simple use of springs, one ways, etc. to let you ‘fly’ around the level. Although you have to jump sometimes, which adds a bit of strategy. I discovered the gem stomp pretty fast, and I think it’s a nice idea plus it’s fun, too. With few dead ends(which isn’t a problem in Battle imo) and some warps, the level is good to duel in, or just shoot around you when you’re playing in a public server. Overall, the gameplay is nice.

The eye candy doesn’t have any problems. Myself I dislike Swamps because I just can’t use it properly. But the eye candy here is good. Very good. The use of trees and leaves is excellent, and the backgrounds are just like almost every other Swamps level. The translucency of the leaves makes it possible to run through them, and it prevents confusion because otherwise you wouldn’t see yourself if you run through them. Overall, the eye candy is very nice and so the level looks nice too.

The placement is where things are different. There are some good shapes of ammo, and good selection of weapons, too. But there could be some ammo in the trees on the right side of the level, or, some fastfires. Anyway, the Power-Ups are placed on good places. It took me a while to find out where the Seek and the RF Power-Ups are. The RF PU is hard to get in my opinion. You would need some skill to get it. The carrot placement is alright in my opinion, and like I said – the gem stomps were really fun.

The music is a bit too speedy in my opinion, but I like it. The background of it sounds good enough. The level is not VERY original, but it does it’s job. It’s hard to make an original level nowadays.

Overall I think this is a nice level that should be hosted/downloaded. I know it’s early to brag over the next Bash now already, but this is one of those levels that has a good chance of being in. I give this level an 8 and a big download recommendation. So get it if you didn’t yet!

RecommendedReview by Superjazz

Posted:
17 Apr 2006, 16:49 (edited 18 Apr 06, 10:29)
For: Eastern Swampside
Level rating: 8
Rating
8

Here I am reviewing again. It has been a long time from my previous review,
but something inspired me again to review at least this level, and it’d be
just good to have more reviewers in the community because there aren’t too
many these days anymore, or at least very fair, whatever. Then the level.

For some unknown reason, everytime when I tried to load this level in
internet-play, jj2 ran out of memory. It also happened in single-player if
I self-destructed myself multiple times.

The eyecandy overall is just splendid. Tileset used is Swamps Night and the
background layers have the default set of tiles. The flood around trees that
Agama meant for background-layers. Transparent leaves around sprite-layers
look nice enough though they annoyingly cover the vision in a few places of
the oaks for example. The vertical logs are also used in a more advanced way
this time. The rest additional eyecandy seems to be just fine.

The level has a roundabout ovalish(or not that ovalish) layout. One funny
spot is the tiny flat, best noticable from jcs, that a Spaz-player can reach
with a little work, and hide there from other players, or fire bouncers down as long as he has enough ammo. Then I would have liked
if the northwest region had a warp to some spot of the level as it seems
to be quite irritating dead end. There is a warp just a little below that
takes nearly to the southeast. The region has a carrot however, so
being chased into there isn’t too big problem.

For the size of the levels, I’d agree 2-3 single-health carrots to be a good
amount, and seems the author’s choice was 3. The ammo is placed either
linearly by the path on some places or in exciting diagonal ways. The
treetops could have a few ammo also in my opinion, that were quite empty.
There’s a seeker-PU hidden in a tree at that region anyway, and just guess
they’re pretty hard to dodge in such narrow paths. Then there lies a bouncer-
PU on the lower road and RF-PU is to be reached with these powered-up
bouncers at the northwest region.

Uterus rating: 10 YAY NO UTERUS…just joking. ;p

Overall the level is another good one by Booshi/P4ul, but there wasn’t
anything very special/original in it, and even the level name is a little tasteless, or let’s say, ordinary. Maybe the underused treetops for
instance. I also wondered a bit about the gem stomp’s point with ceiling-
springs. Just for fun perhaps. The music gets also a bit distracting at
times.

As a single level, I’d like to give the level an 8. It could be probably worth for the next bash even. Well done!

Sj

Review by fearofdark

Posted:
15 Apr 2006, 07:57
For: Eastern Swampside
Level rating: 8
Rating
7.9

No starting comment..

EYECANDY:
Very nice and swamp-like.There is so much on the foreground and backround that it makes it very hard to see the sky in layer 8. However, some of the foreground gets in your way like near the far right edge where you have to climb the trees. You used one of Agamas tilesets which are very hard to use yet you used it better than any other level that uses this tileset.
RATING: 7.7

GAMEPLAY:
Some of the gameplay is good. The hidden passages in the trees are good for an obstacle and there isn’t to much normal gameplay. However, some of this is also bad. The battle feels more like a circuit and the climbing obstacle is overused a bit.
RATING: 6.5

ITEMS:
You would just find ammo and carrots (and maybe food) in battle levels. But there were a few gemstomps that kindof fit in with the gameplay. There was a bit in the battle where 4 ceiling springs triggered gemstomps. Quie useful for when you’re doing treasure hunt.
RATING: 7.2

AVERAGE RATING: 7.4

BONUSSES

MUSIC:
The music in this level felt kindof assult like but somehow managed to fit.
+0.2

TILESET:
Someone who managed to use an Agama tileset. That deserves a bonus.
+0.3

BONUS: 0.5
FINAL RATING: 7.9
RANK: 7 Good
DOWNLOAD: Yes
FINAL COMMENT:
Good battle.

Review by Battousai

Posted:
21 Oct 2005, 00:18
For: Dusky Siegeness
Level rating: N/A
Rating
N/A

Nice Replica of Undersiegness. Oh and i also like the changes you made :)!

Review by FireSworD

Posted:
30 May 2005, 19:30
For: It's Over
Level rating: 8.5
Rating
N/A

Nice.

I’ve decided to review this level without a rating, because whatever is good or not is relative. Why else would one person percieve a level as good, and the other person would not see it as good or better?—Their sophistication? haha please; Standards are set depending on the majority of peoples tastes. The below is strictly my opinion. Wether or not you choose to agree with it and download the level is your choice alone.

Obviously the author took primary focus on the eyecandy. The level looks exceptional. The eyecandy isn’t very repetitive; There’s a lake at the bottom filled with coves and every area on land is densely covered with trees. In one area there is more variation with the “tall” trees (Seeker Woods) at the top right. Just when you thought the Diamondus Beta was used to its max.

The music is well chosen in my opinion. it’s a song by Alexander Brandon, so of course it sounds good. It fits with the theme and shouldn’t annoy most people. Overall, a very good first impression. This level is guaranteed to shock the newbies at first glance.

Normally, an average jj2 player would find the gameplay here quirky: There’s a full nrg, spaz-biasedness (though spaz players dominate jj2) the flow is off in some places, and the level doesn’t feel entirely polished. All of which people can adjust to with time. Although the level plays fast; the full nrg, various powerups, and a shield with the levels small size should make this level appeal to those who like some chaos in their fun. If you’re one of them I suggest you download this.

I can honestly say that I would play this level for a good few minutes of carnage, and then grow bored of it.

fs

RecommendedReview by Odin314

Posted:
30 May 2005, 18:09
For: It's Over
Level rating: 8.5
Rating
9

I played this in a server with Cooba, and I have to say, impressive.

Flow:

Awesome flow. Everything goes together nicely. I’d like to point out one thing: Jazz need not use the coptor to reach the seeker forest, as was said before. 5 of 5.

Eyecandy:

Pretty good. The use of 1ups behind the gems really being them out. The bubbler events are really well done. The only complaint I have is the background eyecandy. It looks like you just mirrored the cave tiles over and over again. 4 of 5.

Gameplay:

Pretty well done. There’s a good amount of weapons scattered about, with one full NRG in the middle. What’s really neat is the use of water. I find that lurking in the water shooting seekers out of the water can get me a lot of kills. 4.5 of 5.

5 + 4 + 4.5 = 13.5 / 3 = 4.5 * 2 = 9.

Download recommendation.

RecommendedReview by Sacrush

Posted:
8 Jan 2005, 19:01
For: Darker Insomnia
Level rating: 8.7
Rating
8.7

Satan is finally back with a review! and I can say that this is one of the better levels using Diamondus beta.

Gameplay: rating: 8.5
This level is pretty fun to play because there are many logical and fun things in this level. For example there are no dead ends at all. Also the level isn’t just platforms putten randomly in the air but full of places to investigate and run around. Also there are trees where you can stand on wich make the level more fun. The flow is also really well done, there are no irritating area float ups, also there are one ways where it should be. Ok and something really important: The level isn’t Spaz baised GG. There is also a secret warp which makes the level more fun and there are a lot of vines wich I like.

Leveldesign: rating: 8.5
The leveldesign is also really good in this level. The level isn’t just flat and platformy but it’s full of hills and hight levels. In the ground there are also brakes. Also ouside the range of the player there is ground and caves and that sort of stuff. The leveldesign is really like a outside world far away of humanity where little bunny’s fight each other.

Placement: rating: 8.3
The placement is also really well done. There are multiple groups of ammo spread out in the entire level and that’s good because I have seen levels which there is too much ammo on one spot, but not in this level. There are many powerups in the level and that’s ok because it’s a battle. Most of the powerups are not easy to get like the Seeker powerup and the RF powerup but Toaster and Bouncy is yours for the taking. There are also some fast fires and that’s also well placed. There is one thing I don’t like about the placement of the level and that’s the full energy carrot, since it’s a small level a full energy isn’t needed here and specially in battle a Full energy isn’t well, I prefer 2 1+ energy carrot on each side of the level. Last but not least the springs are very well placed and get’s me where I want to go and don’t bump me in walls. Good job!

Eyecandy: rating: 8.9
Finally we are at the best aspect of the level ‘‘THE EYECANDY’‘. The eyecandy is really good in this level. There are mountains in the background and that looks nice. There are also flowers, mushrooms, waterfalls, trees, diamonds, caves, bushes, falling leaves, water and it all looks great together. The animations are just perfect and the level is a pleasure for the eye. I think the eyecandy is just as good as ‘Garden Brawl’ by FiresworD. A really good job Booshi!

Extra stuff:
-Nope

Final rating: 8.5+8.5+8.3+8.9=34,2->-> 34,2:4=*8.6*

-Satan

Edit: since there are many powerups it’s good that there is a Full energy so I raise the level 0.1.

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