Great pack, fun levels.
Good eyecandy, the levels look good without being too busy for the eyes.
My first review after a long time xD
Eyecandy: Looks very nice. I like the little windows viewing the ‘ice’ on the submarine and the different look for both sides of the level (if you understand this x3). The large window at 44.4 doesn’t look very good though as layer 6 has a tilebug. You’ve used a lot of animations and scenery triggers which is good :) Especially the bubbles make me think that the submarine is broken and that’s why there’s water. Layer 5 is just a bit empty. Think the black tiles are fine (the ones you put in layer 4) but in the middle it’s such a large area that it feels a bit ‘empty’.
Gameplay: Pretty smooth. Springs placed to help you reach other platforms and levels. Warps at the top of the level that bring you close to the bases, but not too close. Like the use of the wind events instead of sucker tubes, allowing you to still have a bit of control while being moved. The bases are placed pretty close to eachother but you are delayed by the water.
There’s some spots where you jump and then bump into something, like in top corners. When you jump to pick up a group of gun9’s, you jump into a wall when coming from the middle. Not a very major problem though. As earlier mentioned, the bouncy pu’s seem to take care of camping at the bases a bit. I really do love the turrets there XD
Placement: Well placed and easy to pick up. I quite like the bouncy pu’s next to the turrets at both bases. The RF is quite nearby but only if you get gun9’s. In my opinion there is just a bit too much in the water between the bases. A few too much different kinds as well there, but it is fine in the rest of the level.
Bugs: The background bug from earlier. That’s all :p
Comment overall level: Very nice level :) I don’t know about any recent levels from you except this one so yeah. I like the music choice as well. And overall it’s a solid ctf level which is fun to play in.
Great improvement for Jazz2… that’s all I can say.
As soon as I start it up and then browse around my comp, I notice that my comp doesn’t slow down. This is in my opinion one of the best bugfixes added in here! I can now just search stuff without minimizing Jazz2.
Also, very nice features have been added. It has most of NeoAC and Forest’ features, and more from even more programs. Even though I can only use client things, this is very helpful for servers. Countdown and stuff, all just minor but they are great features for making gametypes easier to do :) And ofcourse Instagib.
It’s just so easy and stuff. Just unzipping. I can’t say anything bad about this. This only has room for more features and bugfixes :) I haven’t encountered any bugs that made Jazz2 crash.
There should be a way so that the listserver automatically says people need to download this :P It would be better for the game.
This is great. The level is very platformy, but it is still really easy to run around. I really like the suckertubes placed at the sides. Anyway, the level symmetrical and kind of small, which makes it easy to learn, even with all the platforms. You just run smoothly through the whole level with the springs and stuff. It’s great!
I really like this. It doesn’t get in the way, even though it’s dark. The leaves have nice shapes. I also really like the white flashes! But they might become annoying, especially in a long ctf match. You’d have to turn on low detail (Even then it looks rather good!). It’s sometimes a little too dark though. Vines are hard to see, for example.
Good. There is enough for everyone and the PU’s are balanced. Yeah, not a lot to say.
Just a rare one: at 53,43 you might get stuck, but it’s minor. Sometimes I think it’s a little bit too dark also.
It’s a good level and I would like to play a lot in this! I also like the music, it really fits with this.
This level is a HUGE improvement over your last one! :D
It’s nice. You can move quickly through the level. There are just a few dead-ends, but most of them have a PU or a warp/suckertube out =) Too bad at 1.43 it’s a dead end. Maybe some ammo could have been placed there. At 32.17 it still makes you go in a vine and straight into a wall right after, but there are TWO carrots there :P It’s not a major thing. There’s not much to say. It’s just a good, solid level.
Stil lacking, but this is improving a lot too :) In the bottom of the level, there is some background usage, but in the top there is hardly anything. Also, the bushes in the wall seem randomly placed, or just placed without any thought. But, I like the gem events you put in there :) I really like the waterfall at 74.21. Also, under some waterfalls, you placed Water blocks. You should try changing the ‘Y-Adjust’, so the splashes actually happen on the tiles, not in the air :P
Nice… they are in nice shapes, and there is enough for everyone. I think the PU’s are placed good and stuff. I would have liked more floating ammo instead of the two barrels 63.20 though. One thing I don’t like, is how the ammo is placed nicely, but the food is placed in huge blocks. Maybe do them just like food. The donuts in a row, maybe like donut-empty-donut or something like that. It would look nicer IMO.
Also, nice music you chose.
The floating water blocks and just a dead-end.
It’s a good level and you are improving very fast. Just work more on eyecandy and try preventing dead ends or put stuff in them so it’s worth going there. The left side of the level still seems blocky, but anyway. Keep on going.
Maybe nice for Battle Server.
(Edit: Look ma! Formatting!)
Gameplay: This level’s layout seems random, with random platforms placed. The flow is quite bad. Lots of springs throw you into a wall, throw you into a vine to disrupt the flow and there are a lot of dead ends, but most of these have goodies or a warp (Good =D). There’s a warp around 5.29 but it slows the gameplay down, since you have to stop and get on the platforms. You can’t run anywhere without getting thrown into something. 84.45 doesn’t have floatups.
The copter at the right bottom corner, where the springs lead doesn’t seem to serve any purpose and the spring at 86.26 just throws you into a wall or a ceiling. If it’s supposed to bring you to the gold coin, it doesn’t work (Except if you’re Spaz). You could add a spring at 108.35 so players get send to the vines without the copter. So, the layout doesn’t impress me and the gameplay just sucks.
Eyecandy: Hardly anything. There is eyecandy, but it usually consists of 20 of the same trees next to eachother. At 65.12 there is one ugly background shaped as a block. Not a nice shape and the trees sticking out above it look kind of weird. Around the same area, hordes of bushes are placed rather ugly over the grass ground tiles. Everything just feels so empty and blocky. This really disappoints me, especially since you are in IC.
Weapon Placement: The amount of ammo is good and lots of players could play, but don’t you think 5 PU’s are too many for a tiny level like this? There’s also a lot of carrots, but still I think there are too many PU’s.
Comment: You should really improve your flow and fix bugs and let more people test it. It just lacks the flow and gameplay and stuff to make this a good level. It’s a good tileset and it has lots of EC things. Use them.
Gameplay: Alright, the layout is very easy to learn. It’s almost symmetrical, the only differences are a wall and the bottom middle. That’s good, but the flow is very bad. You have to jump to get over 1-tile high things, since there are no floatups. Almost all springs you run over throw you into a wall and the suckertube at 62.40 doesn’t even work properly if you hold shift (it throws you… into a wall.) Some of these could just been fixed with a few one ways like the tiles at 71.43 and 80.29. Also, the places right and left bottom, with the PU’s need float ups in my opinion.
The springs look like they have been placed with only one direction in mind (like left or right) and only been tested that way. Springs: 54.50, 24.33, 66.51.
Also, you could add red springs to 61.12 and 52.12, maybe it adds to the flow. The Layout is good, but the flow and everything just ruins it.
Weapons: Could be a lot more, like at places around 56.25. This is just lacking, and the level would just have too little ammo for even 2vs2’s.
There DO exist good things :P You have lots of space to run around in, so plenty to dodge attacks.
Eyecandy: Uh, yeah. Hardly anything. The yellow with red bricks is a little, but not too pretty. Lots of tilebugs here, like half yellow bricks and then suddenly red bricks. No real minus points though. The main point is that there’s very little background use, just some of those wires and stuff and a standard background.
Bugs: Springs, float-ups, crashing into walls, missing oneways… that’s all. All gameplay related. It justs… bleh. Get more betatesters next time.
Comment overall level: The layout is nice, but the way the level is made just sucks. Also, there is no music. This level just looks like you didn’t put any work into finishing/tidying it up. You can do way better than this.
I’m not into levels where you don’t need to jump, but it still is sad that you have to jump for a 2 tile high thing.
Betatested this a lot and helped him change a lot too… lets see.
The eyecandy is good. The tileset doesn’t have a lot to offer, or they just don’t fit within the level. There is foreground, but it doesn’t confuse or get in the way. It’s a lot of eyecandy for this tileset, but maybe use something with more eyecandy tiles in the future. The background is just bland though, but it’s best the tileset can offer probably.
Very smooth. Float ups make sure you don’t just crash into walls without reason and springs are placed right, so you can just walk to the left/right without crashing into walls. Suckertubes here are handy too. The only thing is that the middle might be a little bit campable because of the coin warps and seeker pu, but there’s enough space to shoot people. The coin warps might be a bit too easy, since you only require 2 coins and you land right on the opposite team’s base, but it’s still a nice add. The layout is very easy to learn too, it has a lot of ways but it’s easy to remember. There aren’t a lot of dead ends either, and if there are there is a goodie.
Enough for everyone. The Pu’s are unbiased and on each side the ammo differs a little, but it’s still balanced. There’s not much more to say.
Maybe there could have been some food to fill up the level (sorry forgot to mention). The 1+ carrots are placed nicely and are reachable to both Jazz and Spaz. They do need to be shot down.
Comment overall level: Good job, nice relaxing music and easy to remember layout.
A small, symmetrical but nice level by Quickz.
Gameplay: This is nice. A Good flow and no deads ends. The level is very open and allows a lot of room for movement and if you fall down somewhere, you can just continue running to where you have to go because all the paths go to the same place. The springs are placed well and prevents dead-ends. The only thing that irks me are the walls to the right of the blue base, and same for the red base, that lead to that wooden bridge. It kinda disrupts the flow. Maybe you could have used diagonal tiles instead, or floatups.
Ammo placement: Good! They’re all placed in shapes and in big amounts, which is enough for 3vs3’s. You have to jump to get them though, theres nothing you can just run by to pick them up (except for the springs, where you just fall down/go up :P) Good PU choices, and no Seek PU :D The warps to the RF PU’s are very close to the other 2 PU’s though, so you could first get the other one, run back a little and get the RF PU.
Eyecandy: Not the strongest part of the level, but the gameplay makes up for it. For some reason I do like it, because the level is easy to navigate because of the eyecandy. It’s very easy on the eyes, but some parts are just empty and the layer 5 usage is basic. The trees and stuff atleast fill the level up.
Buggys: Couldn’t find anything like tilebugs, but it’s kinda Spaz biased. Jazz CAN reach everything, but it’s easier for Spaz.
Download Recommendation: Yes!
It’s nice to play in and the gameplay, flow and ammo placement make up for the eyecandy.
I finally get reviews and they don’t even make sense :(
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.
I’m only reviewing An Uninspired Psych Level, because that’s the one I’ve only played in. I’ll review The Temple of Suffering later.
Eyecandy: Great! A very nice feeling and look. The mushrooms in the back are a nice touch and at the bottoms there are lots of decorations in the groundtiles and lots of vines.
Gameplay: Very smooth flow. There are suckertubse that send you diagonal so you can just keep running, springs placed right and there are few deadends, and most of them have goodies. Maybe you could have placed one-ways at 36.72.
Weapons: Good. Lots of weapons and probably enough for the Battle Server. They’re mostly on the ground though, not in shapes, but I guess it helps for the gameplay.
Bugs: The red warp on the top of the level is a little bit hard to reach for Jazz.
Comment overall level: A nice level with underused tileset, good eyecandy and it’s very open. Nice music too! 8.5 for this.
Little glances for The Temple of Suffering: Huge, seems to be a litle bit platformy but the flow is good.
First of all, I decided to change this review because the old review sucked :)
Even though this is not your real ‘style’, as I could call it, but maybe this could help potentional MSPaint Artists. First off, the lines. They are shakey and thick, which makes them look rushed. Alternating between thick and thin lines (In a subtle way) makes it look better. Use thick lines for the outside and thin lines for the inside. Also taper lines, which means like slowly thinning the lines at ends, so it doesn’t end as a fat block.
The colors (Especially on Jazz) are very flashy and bright, which may hurt your eyes. For some reason the colors compliment eachothers though, and the background fits. Add shading though, for a better look and to make it seem like you worked harder on it. Light isn’t needed but adds to the quality if you are good at it.
The expressions are funny and fit :P Especially for Spaz and Jazz’s pose is nice.
The text on the background+spray just lowers the quality. Maybe you should’ve used an official logo or a nice font that would fit, or make your own nice logo.
And also, poor Spaz only has a grey mouth :( And Jazz has green with grey bucktooth. If you’d redraw this but um, seriously, it’d make a nice wallpaper. Also make it a right size, because right now it’s going to be stretched and it looks bad, except if you had done this in vector. This gets an N/A rating for recommendation and… I bet you’re not blind but you get a 3.5.
So, you only have to apply this once and then you can close the program?
I played this in a jdc duel, and this is what I say…
Gameplay: Most parts are smooth, but also some parts get in the way. A few paths are a little thin, making them hard to get into. A few major bugs, like in bottom with the shapes and diagonal tiles make you get stuck easily, but I think you’ll fix this. Nice turrets in front of the base.
Eyecandy: Good for the tileset. The background is VERY distracting though, perhaps you could use the blue texture background in the tileset instead of the animated ones. The level does look good, and even without background layers and stuff it looks rather good.
Weapon Placement: Alright. There’s a ton of RF’s, which I totally heart ;P But theres a lot of seekers and two seek PU’s. Maybe replace one of them with another PU, or change the spot of it so it’s in the middle-bottom? Spread out the weapons a little bit more though, and you’ll be making good levels anytime.
Bugs: The stuck in the wall issue happens a lot if you place diagonal tiles above eachother. Dunno how to explain it well, but I showed you.
Download recommendation: Ok. You can host this sometimes, as it makes a nice little level.
A very quick review.
Gameplay: The level is very nice. Good placed ammo. Spring placement is alright, although sometimes they get in the way. The flow is very good, but it takes little time to get to the other base. The PU’s are a little bit away from the level though, were probably all the action is, like lonely at the bottom. There’s a few dead ends where springs lead, but these have got goodies.
Eyecandy: This is very good. Some places are a little bit empty though, but some places have a lot again, which evens this out. Little bug though, at the pu the water isn’t in foreground and it just looks wrong to me.
Bugs: Didn’t find any, except for the little bug mentioned above.
Weapon Placement: It’s good, but not really placed in interesting shapes.
That’s it. Download recommendation and an 8.6
Confirmed lots of times . This is of no use.
Too bad the 4000th upload is some sucky thing with the numbers “4000”.
Only thing there is are some tiles :( Um, yeah.
Great job on making this, seeing as you are probably the first one who could make a j2b to it converter =)
Works right for me…
Jarno, read before you post
This is a stupid level :P I got stuck in the beethingie in the beginning. Maybe post a link to it from an tutorial or something to show that this is a bad ample? But anyway, nice job on fitting so much stuff in there and showing it like this.
Eat your lima beans, Johnny.