Good quality level, I’m not sure about some things, like the seeker powerup and the execution of the “secret” areas, but I love the ideas.
Very high quality stuff. =)
ESPECIALLY the onslaught, flag run, jailbreaks, and bank robbery.
It’s actually a really good attempt. I liked the placement, the general layout, and the tubes are very well placed. The level seems cut in segments, but in a great way.
Furthermore the eyecandy is brilliant. Exactly what I like to see from this set.
I’ve always wanted a conversion from this set. Usability is just a bit edgy, otherwise I love it, it’s hard to be too flashy with it though. Still love it.
Seemed fun, and had some cool aspects.
Liked the bases and the top and bottom areas. The freezer thing definately turns me on.
Disliked deadends, shortage of ammo, shortage of oneways, and weird spring thing in the corners.
Not bad. =o
Thoroughly awesome and very funky fresh new concepts. I love it.
One of the much better levels that I’ve seen in a very very long time. Kudos to you.
Okay I saw all the other reviews, and I gotta say, most of them seem either biased in some way, either against Dodges or with Dodges. Not that it’s a bad thing, I mean friends can be nice or mean or whatever. Anyway, I’m here to put my somewhat balanced review. You might probably totally disagree with this review as it’s kinda hasty and probably not as detailed as my other reviews. I’ve kinda left the reviewing scene lately because someone like Mike always beats me to reviewing something and then he gets a hundred people saying his review was helpful and if I review after I’d get like 1. Craig David probably prefers Mike to me eh? Stupid Craig. Craig’s supposed to be my homeboy. MINE NOT YOURS MINE. Watch your back Mike.
Anyway, seems Dodges made a duel/2v2 level, possibly 3v3. I tried a 2v2 in here, with Dodges too, and I have to say, while I liked the level in collecting ammo, my opinion totally flipsided when I played the level. That doesn’t mean the level was awful or anything, it’s just there are so many unintuitive things, or things that weren’t as well thought through as many other levels.
Note to readers: I’m changing the way I review due to me changing the way I think. Eyecandy will now be worth only 25% of the level’s rating, and gameplay will take up the rest. While I know this is somewhat unfair to a minor extent, I feel that levels made in JJ2, unless they’re made specifically to set a scene, they’re based on gameplay. Without further ado we’re off.
I gotta say, this level caught my eye quite a lot, mostly because of the pretty background, however it might have prospered with a better mix of colours rather than green and blue. However I have to say it looks pretty. On closer inspection however, you can realise that there wasnt much work put into the background. While the scrolling and speeds all make sense and are well done, I have a minor issue with the fact that some layers move up and down at practically the same speed. But that doesn’t really matter. More closely, to the level itself, there isn’t much eyecandy that really will make you go “wow”. It just looks like typical tileset usage if you ask me. It looks pretty basic, and standard compared to how the set should be used. I don’t know if this is a fault of the level or of the tileset, even if it does look good. One factor that always bugs me, is when people put platforms floating in the middle of nowhere. While JJ2 doesn’t really make sense, I think it looks silly when there are floating platforms, because things don’t really float when there’s gravity, at least things that you can stand on. Again, minor issues.
The level name gave me the impression that the level would be very colourful. While it’s kinda colourful, I was just hoping to see more from the orange side of the spectrum, possibly in the sky. Either way, this theme looks very realistic and nice on the eye. I really like how the the level feels like some sort of opening, however at the same time, it doesn’t feel as open as a valley would? Again, I know this sounds totally stupid [which is why I hate rating eyecandy]. Craig David would probably look nice in this level. Craig David would look nice in any level.
Upon opening the level [and tileset] in JCS, I concluded that the set was used quite nicely, as there were no tilebugs, no overly plain areas, and tiles are obviously placed well. It seems the set was used correctly and quite nicely too, and therefore I’m giving you a thumbs up! (yeah thats all you get, so what, the world’s corrupt)
I gotta say, the eyecandy looked good, and all that, wasn’t very varied. However I feel the level looks good enough to be a playable level, nothing gets in the way of the gameplay, and nothing distracts you or looks gutwrenchingly horrible. Maybe it sucks that there’s random floatups that have no identification of them, or warps too. The tube in the middle of the platforms may also be quite hard to spot unless you stumble into them or are told/shown that they exist. On the whole it’s good on the eyes. Oh, and I didn’t like how the bases floated rather than sat on the masks.
There’s no particular bias between the rabbits, although spaz is probably favorable in this level simply because of his enhanced movement. This doesn’t mean its particularily bad to use Jazz in this level, or advantageous. I just think movement is possibly easier as spaz and quicker here. Since this level is symmetrical, there can’t be any possible bias between teams so we’ll just skip on ahead from that!
Bases seem easy to defend when you look at the level, as its almost set out like SBv2 is, however there’s 4 possible ways they can come from, which it probably does not look like. It can be extremely easy to defend the base with a load of seekers everywhere, especially since some seekers spawn so close to the base. The real issue this creates however is that seekers become primarily the best gun. Entering from behind the bases is somewhat pointless as its obviously the slowest route in the level, and this level seems to be very fast paced and about extreme speed. This probably gives defenders one less route to worry about. On the other hand, the other two routes [from the side or above the base] seem to be quite slow too, and probably vulnerable, rendering them possibly useless routes. On the other hand, one can argue that from the top route, you can easily swarm the base with a load of bouncers, possibly clearing the base allowing for an easy capture. However, if the defender is expecting such a thing, you’re probably screwed. The final route to the bases is probably through the launchers. The launchers are leading from the red springs and they will be shot through some diagonal sucker tubes which’ll take you right onto the base. It’s fun to be launched through these, though it’s extremely fast and in some cases unnoticable and rediculously annoying, especially when trying to score. This makes defending and trying to score rediculously aggrovating, in some cases, because you could be a tile off and they’d beat you from at least 20 tiles off. I don’t know what to make of it, but it REALLY irritated me when I was about to score and such a situation happened. I guess it’s something I should have to live with.
The level flows quite nicely, on first inspection, especially with the spring into the sucker and all of that, but after playing for a while you can soon realise that some aspects of the level are in fact more irritating than flowy. This can be for instance, the way to get the full NRG, or the way you would expect. To get the full NRG, you have to actually go up from the bottom of the level, by dropping and raising through a freezie. And then you’ll reach the carrot at the top. Alternatively, there are warps to do so too [which I’ll talk more about later]. But when you look at it, there are ledges that you’d expect to be able to jump on, and in fact, when you do, you’ll be pulled into some suckertube that takes you out in an annoying place. The warps possibly make the bottom route useless, even if it is possibly safer, unless someone camps above it with toaster or whatever through the oneway. Then you’re actually screwed because the powerup spawns there and a camper will likely have it. This makes it hard to regain health in this level, making survival even harder. Another problem with this level, is that the warps on the bottom of the level take you to the opposite side of the level, totally against expectations and “counter-intuitively”, in the words of CelL. While I think it’s not the biggest issue, it’s true that you can fall faster, and those warps you’d expect to lead you closer to the base rather than further from it. Another major problem I had with this level was the floatups sometimes just moving me around unnecessarily. I’m not the biggest fan of floatups but yah. I’ll let that go. Another thing that was annoying is that the warps near the bases, can be entered totally accidentally. When trying to score or go on the base, you’d strafe towards the base’s direction, especially from that spring. However, you cannot do this as it will warp you to the carrot, even if you don’t want to. I did this during a 2v2 and it cost like 3 points. [yeah my partner was doing that well]. Other than that, I like the movement in this level.
The layout of this level is fairly open, but not overly open. It’s kinda just a balance I guess. I feel that it’s quite a good layout, but more could have been done with it. The bases probably would have prospered in different locations, as with the powerups. This possibly could bring down the level from its current state but I think it’s for the better. The layout of this level otherwise is pretty well thought through, with good movement and clever tricks, it can be quite fun. I think it’s pretty easy to learn and get to grips with, and shares similarities with SBv2 [probably why I mentioned it earlier, the route behind the base is almost identical]. This isn’t a bad thing, just something I spotted.
I’ll split this part in two. Starting with collectibles. The ammo is quite nicely spread and placed in this level, it’s pretty easy to get the hang of where to go for each gun, so I guess that’s a good thing. The carrot is well placed, and clearly prevents bouncer bias over RF, which I applaud greatly. However, I must say, RF isn’t as useful as bouncer is in this level, which is possibly a slight bias over one team, which ever’s closer to bouncer. Either way, I don’t like this, even if it isn’t too major.
The springs are all fairly placed in this level, and there isn’t much to say about that at all. I think the issue is the warp targets and the floatups. All I’m gonna say is that you could have use alternative transport methods in terms of placing movement events.
There are no major tricks that are doable in this level other than rushing points through the use of the launcher. The launcher is cool and all, but it probably doesn’t fit in this level. I honestly can’t think of anything to say here, probably other than camping the top of the level with toasters through the way up to the full NRG, which is kinda useless. Maybe moving through warps in wierd ways can confuse enemies if you’re holding flags, but I doubt it’s that useful either…
On the whole, this level is actually quite fun to play in, and has no major flaws. I find many things annoying however, like the fact that I find it difficult to survive. This may be because Im a sucky player, but it just seems that this level is all about perfect rushed movement, if that makes any sense.
I quite like the gameplay, but dislike it at the same time. That’s all I can think of saying.
Nothing to give originality points for, sorry. :(
I like the level as a whole, it’s not bad at all, it just has clear flaws. I appreciate that you made the level fast, but you should really take your time in such a thing. It’s very difficult to play in for me.
I disagree with every review on this page, as they all have either some sort of bias, or have not played the level properly. I highly reccomend someone to download it, as it is a fun map still, probably just not my cup of tea.
Edit: Ignore anything I said about floatups. On top of this, I misrated the level. I apologize for this.
Hey, Ragnarok… *King Ragnarok… I’m gonna get my account name changed. Anyway, King Ragnarok here for a review on a level which I feel is somewhat underrated. I was reluctant to try the level out to be perfectly honest, because the screenshot looked wierd (haha, yeah wierd reason, but I’m wierd like that). Anyway, CrimiClown brings J2O his latest CTF (as far as I know) and it will NOT dissapoint; or at least it didn’t dissapoint me. I’m adding this to my levellist.ini! This review is not biased because I am in relations with Mr CrimiClown, I swear. Anyway, here goes!
The eyecandy of this level is fairly simplistic, and does not get in the way of the gameplay itself. In other words, it’s very easy to understand what’s where and all that. It follows the standard use of the test, but oh no, there’s a twist! The level’s set in a submarine encased in ice, as you can see from the background. I think it looks really original, and quite clever. I even felt the illusion before hearing what it was supposed to be. I mean, it felt like there was some form of ice blocking something which I assumed to be the water in the background. I think it was way too fast before, and it’s better now that you slowed it down. Moving closer towards the actual level’s layout itself, the level is set out by a series of pipes, water, interesting motifs and backgrounds and many chains. Loose chains. Instead of as full on background, the skyscraper tiles are used as simple walls, and to me it looks quite good, especially in the water, and especially how it creates a feel of depth in the use of the shadows. On top of this, the level isn’t perfectly symmetrical in terms of eyecandy, which is also always a good thing because then it doesn’t look boring [and you put more effort in it then, although I think its actually harder to put Eyecandy perfectly symmetrically, I’m just a control freak though- ignore me]. There’s a random floating cloud of smog in front of one of the bases. It kinda annoys me because it’s just there, moving at the sprite speed. I would have loved it if it was at a slower speed so it looked like it was actually in front. Woulda looked nice. Oh well, it’s not that bad. The author cleverly made use of shadows using certain tiles and also, there are some very pretty aspects of the level, including the middle. Some areas I couldn’t imagine being made out of this tileset, but I guess this tileset always surprises me in terms of usability. No major tilebugs, so I’m happy there too, and the water really fits, even though it probably wasn’t placed entirely for eyecandy, though I dunno if water goes with the theme of the level, I mean, if you’re in ice, wouldn’t the water inside it be frozen too? o_o Okay sorry I think about things too much, but yeah. D: I liked the eyecandy, I really did. I keep saying that. Don’t I keep saying that? I keep saying that. I keep saying this too, and this, and this, and this. Okay Ill stop.
Yeah, I really liked the way the level is set out, and also, partially for filler and navigation: This review will be set out in this order: bias, strategy, layout, flow, defense/offense, and of course fun-factor. (like with all my other reviews, heehee) (heehee) (heehee) (hee
There’s no real bias between the teams since the level is basically symmetrical in every aspect, although, since the floatups don’t act perfectly naturally in JJ2, on one side, (I think the left), the floatups are gonna have a bigger range than on the other side. That can be resolved by moving it over one tile, as I think floatups work in a certain side of the tile. Anyway, no real bias between the teams. With the rabbits however, there are minor things that are more easy to do with Spaz than Jazz, not to say there aren’t others to reciprocate especially around the middle. Jazz’s movement is very nice across the middle, while Spaz can just double jump in necessary situations. No major issues.
In terms of tactics and strategy, I think this level fulfills this purpose quite nicely, especially the base area. You are susceptible from attack from three directions, but they can only enter from two. I always like this sort of thing, and the defense is quite easy to set up, unless you have a “running-man” to help you out through the tube area. In addition to this, TNTs are very effective in this level in the narrow areas as they effectively can create a barrier which will just act as a trap to any unsuspecting/suspecting idiot who runs through. TNTs however aren’t so great in the open areas, but they work nicely in the water too. I think people should play with /extendedtnt on for optimal TNT fun. The bouncers and RF powerups are quite useful in this level, moreso the bouncers I think though, as this level is a lot more slopey and open than narrow and passagey, except for near the bases, in which case bouncers or seekers are clearly the better weapon. This has no real bias as the powerups are both placed on either side and they are the same. There are no major camp spots, except I think the top carrots are quite easy to camp, but I think they’re easily bombardable with RFs from the middle area. Seekers however are pretty dang good in the middle because of how the level is laid out. The warfare in the bottom [water area] is really fun because the certain guns are all at different abilities and some of them really shine, as well as the vine area’s allowance to shoot bouncers constantly. Some people might think the bottom area is just slow, in which case it would probably be better to take the indirect route to the other base, but otherwise, I think it’s probably the best way to move around, and avoid getting hit/hitting others. I’m good in the water :]. The level in general is quite uncampy, and there are many areas in which you can use the power of height [bouncers] really effectively, including jumping into attacking the base area. I only wish there was a way to gather enough speed in the small narrow areas on the side of the bases in which TNTs are good for defense/stopping pursuit for bouncers to go through the small 2tile wide walls with ease. You can do it from the other side, but I wish it could be done both ways. Oh well, it’s still good.
The layout of the level varies in different areas. For instance, the base is quite cramped to some extent, as is the water area, but at the same time, the middle of the level is very open, and the water area can be seen as quite open too, depending on your view on cramped/open. Personally, I love the water area: [see how I keep going on about it?] OMG IM ON LETTER 6666! SATAN IS COMING AHHHHHH
hide. Anyway, the layout of the level offers various tactics as well as interesting gameplay with clever abilities to lay traps easier with TNTs. The layout provides very smooth movement and is quite tactical for use of different guns, at least I think so.
Ah, this part. The flow is quite nice in general, as there is fairly smooth movement everywhere, with the exception of two things, (four things since the level is symmetrical). The red springs at [28,25] and [96,25] are good for getting up, but they require a jump into the wall to get over when you are approaching from the middle. While this isn’t really that problematic, and obviously there are alternate routes, I would prefer if it wasn’t really like that, or at least easier to get past, while of course the spring is useful to get up. Also, the far right and far left bottom sides seemed kinda non-flowy, I mean, you have to perfectly land yourself in the middle to get as many of the pickups as you can. Personally I think they should all be on one side, as this affects the flow least then and you can easily gather them all, or leave them all. Although this may have been your intention. Now that I think of it, the springs are placed really nicely otherwise. Hmm, oh yeah, another thing! The suckertubes at the bases which prevent movement are nice, but probably a more suitable and more agressive alternative would be strong winds that prevent your movement both ways. I know its somewhat unnecessary but it would have been nicer to go attack through like that especially with bouncers/rfs. Nice guns they are.
What I really like about the bases in this level is that they are equally easy to attack as defend. This gives noone any advantage, while there are slight benefits to defense [as you already have the position to do certain tricks to prevent their advance]. I really like however, that you can attack quite easily through the tubes, and from the water (EBs/Seekers) diagonally or vertically at the base area. It’s quite nifty. However you can counter this with bouncers down into the water, although this doesn’t always win. I like it anyway. Also you can defend the bases easily with TNTs and seekers through the top and the sides which don’t have tubes. I think I’ve stated this all before. I would like to experience an intense game here.
The level is generally quite fun to play in I think, as you can play in different styles in the different areas as the layout provides handy use with the different guns. Personally, I think the water area is really fun as well as the vines and the many escape/entry routes. I really like it in general. The quite smooth movement throughout the level makes this level all the more enjoyable to play in. I think it’s very fun, which is why I like this level so much.
This level isn’t lacking anything, and everything is very cleverly laid out. On the top area, you’ll generally find carrots, and along the bottom you’ll find the more offensive gear [such as powerups]. I think the powerups are placed fairly and nicely, and can quite easily be occupied (which can be very fun, although annoying when you’re playing against someone like FS in DW). Anyway, I also like how the springs are all nicely put out in such a way that they all let you go to certain areas smoothly. The main issue would probably be the red spring which causes you to bump into the wall. I just noticed also, the vine area is a nice camp spot, even though you can attack it somewhat easily too, I guess it’s not really an issue. I like it a lot still. The ammo is placed fairly nicely, and some of the useless guns in this level aren’t placed, for example freezer, peppermint and toaster. Great placement, especially how the electroblasters are so useful. I’m really impressed to be perfectly honest, as the carrots and powerups are all evenly and greatly placed. I’m more than impressed.
The warps are somewhat annoying (because I hate warps xD), but they fit in the level quite nicely, and add a nice escape route to the top, especially if you’re trapped. =]
This level has various original traits, like the background, the use of the water and the clever eyecandy. I’m also very impressed by the TNTs being effective on the way to the base from behind. I really like it to be honest. Four original things I noticed I guess. The chain use is really good but I think I’m pushing it if I like that too. For every original thing, +0.05, giving you +0.2. Congratulations.
Final Rating: 8.6
I really like this level and I hope it gets played in some 3v3s or bigger games. Some changes would really help too, but I like the level the way it is, and think everyone should download it and add it to their levellist.ini. Thumbs up CrimiCrimi. Great level.
~King Ragnarok out, with over 11.5k characters. :]
Hi there dudes, I’m mass advertising my super uncool long reviews that serve no purpose other than to make the target sad and really make him or her want to quit level making forever. (Ahaha, you believed me didn’t you?). Anyway, this review was requested in that review my level thread thing, so here goes.
On first glance I thought this isn’t very pretty, but it just takes some getting used to that’s all. It uses the set quite standardly which probably is why I wasn’t too used to it, and also, it contains some very unusual characteristics for a battle level, such as a Full NRG in the level, which often means +4 health in a battle. Anyway, onwards!
ONE AND A HALF HOUR DR. PEPPER
(I didn’t quite get the name, but I’m assuming it follows the same trend as those other levels where I never understood the name, you know, 24 hour coffee, 12 hour tea, 6 hour energy drink and erm, so on) (-EDIT: I JUST REALISED ALL THOSE LEVELS ARE IN THE SAME SET!!! OMG SO COOL! AND THEY ARE TIME INTERVALS IN HOURS AND THEN A BEVERAGE NAME!)
Well, I’ll start with creating some sort of contents-type thing for Eyecandy. It’s gonna look like this in chronological order: background/foreground, sprite layer, originality, overall theme and finally tilebugs, THE WORST PART OF ALL.
So, the background is (if I am correct) a load of green tiles with holes in it just pulling up, reminding me of some form of elevator. Strange and probably hasn’t been done like this in this set before, although I don’t pay too much attention to the older levels that used this tileset. It seemed to hurt my eyes and confuse only, I dunno why, I just wasn’t very pleased with the background, it just goes up and makes me confused, but that’s probably only me. The foreground consists of some cool small pipe things which you don’t really notice in game, (which is good) but it is there as eyecandy (which is even better). My only complaint though it’s not a major one is that the one going accross the bottom may look like a platform as it stops shifting as soon as you get very close to the bottom of the layer 4. The foreground eyecandy also has many a crystal shard accross various areas of the level such as the bottom, under platforms, on platforms and anywhere you name it. Looks like a load of stalagmites and stalagtites if you ask me. Ah, so moving on, I like the foreground usage.
The sprite layer is a whole ‘nother story. (don’t you just hate it when people say that? A whole ‘nother, god it’s ANOTHER. YOU IDIOTS. Don’t laugh if you read this review or I will incinerate your body parts in a furnace). Alright, I did not like the tubey pipe things because I kept thinking they were walls when they weren’t. I eventually got used to the blue ones being passable and the green ones aren’t. I thought it was a tad annoying but it looked alright once you knew that it wasn’t or was masked. It kinda would have very whacko gameplay if they were all masked. I guess I’m not used to levels in that set. The eyecandy is sufficient, although that is probably merely a limitation of the set and not the level itself.
I guess if you are used to the pipe things not being masked and you saw them as eyecandy like I soon did, it’s quite an original thing when you think about it as I probably haven’t seen it before and I don’t think many of you guys have either. Well done on that. Other than that, I didn’t see too much else originality in the level, and the tubes are probably just scratching it.
The overall theme in the level wasn’t established too strongly, and to me it seemed more like some random green place than anything else, but again I feel like the tileset is restricting and causing that to be like this. To me I think the level was in an elevator (ator), and erm it reminded me a bit of the “Mean Green Elevator Machine” ground force level that Blur made. It seemed to be one strange elevator probably inside some sort of mine area or something, explaining the crystal shards. Yeah the level was very greenie and platformyy. Anyway, moving on…
One thing that makes me amazingly thankful is that after thoroughly searching through the level frantically for tilebugs, I found absolutely none, so I won’t comment on that as you have done me very proud Crimi meh boy. (I bet you don’t want me saying that)
Just to rap up on the eyecandy, it wasn’t too complicated and it wasn’t too special, so I’ll leave you with a 6.7. Sorry if it seems low or anything, it’s just how I work.
As with all of the reviews I do, I usually do the game-play part of the review like this… It’s set out accordingly: Bias [teams], Bias [rabbits], Strategy, Layout, Flow, Defense/Offense and how fun it is to play. That section was copied off my previous review, just to show the contents. Here we go.
This is a battle level, so there is no bias between the teams as the ‘teams’ would both spawn in the same places more or less and they don’t have any sort of bases or anything to possibly cause any bias over the other team unless the team just has some awesome players and some really crap players. Anyway, the level for the rabbits, the level has little to no bias, as there are no incredible bonuses Jazz or Spaz get over eachother, and anything Spaz can’t do Jazz can’t do and vice versa. It’s quite well balanced and would promote players to play as both rabbits when they do wish so. It is quite well balanced. Woo.
There are no real strategies in this level, but I did notice some amazing tactics which could be used and abused very well with one gun, my favourite gun, it’s the bouncer! Because of the fact that this level has very thin walls, and quite a vertical gameplay, it almost makes bouncers dominant as you can shoot them down, and through walls, the creator probably noticed this and therefore did not put a bouncer PU as it would have been slightly overpowering. If not, it’s all good anyway. )= The bouncer powerup can be shot through most walls in the level, especially the potential camp spots, like the seeker PU area, the toaster PU area, and the rest. Another little strategy is to camp the Full NRG. To be honest I think the level’s gameplay is probably based on the fact that there’s a full NRG but I believe it somewhat distorts the gameplay as if someone is quite good at avoiding hits and can just hog that carrot once in a while, he has a massive advantage over the rest of the players.
The layout of this level isn’t very solid, however it isn’t quite platformy either. It does however, create several dead-ends, some of which are rectified by warps (which I don’t like too much either but it’s better than nothing). There are some dead ends (which might be warp targets or something but I really don’t like them. These are: [48,07], [22,25], [1,15], however the final one isn’t as much of an issue of the other two, and it has a clever trick to it if you learn it; you can use the spring from underneath to get up, but you can’t effectively get up without it. I suppose its fair enough.
The level flows quite nicely as running off certain ledges would get you directly to the next, as it should, and also, the movement is fairly easy, with the exception of the one area for Jazz, but its not really a big problem, this would be near the top right corner as there is a platform he cannot uppercut to while Jazz can double jump to it. The movement is quite easy and the springs are placed very well. I liike it a lot. =]. I’d do a borat accent but I’m really bad at that. I’ll just… do a happy face =].
Eh, the defense/offense isn’t really for battle, so I’m gonna move right onto how fun the level actually is to play. I like the level but it seems chaotically small to possibly have a Full NRG or a future event or even a crowded server in this level. This partially changes my mind. Maybe 3 carrots MCEd or something on the top would be nicer, but +4 (or more) health is just too much for battle. The two powerups are probably quite suited to how the level plays, and a seeker powerup is always fun. My only complaint is that the bouncer PU would have been really brilliant in this level, but I guess the non-powered up bouncers will do. The level is very greatly designed in terms of gameplay. Take a hi5.
hi5. Yeah. That ruled. Im so cool. OMG THAT RHYMED. IM A POET AND I KNOW IT. Anyway moving on…
I liked the way everything was placed, probably didn’t like what was placed however. I didn’t like the Full NRG because of the fact that it healed so much and provided such a massive advantage over the other players to the one who would obtain it. I also didn’t like the warps, although they are placed well, they seem to me, to appear as just a way of quickly changing a dead-end to something else. Nonetheless, that doesn’t make it a bad thing, it’s just not to my taste I guess. The powerups are placed in mildly campy locations, but this can easily be overcome with a bit of wits and with use of the warps to do it quicker. I like this a lot, and I guess this does make the warps good. The spring placement is very good, and I like the level a lot, as the ammo is also dispersed quite nicely, and the level only has 4 types of ammo, fun. =]. Love it. Yeah. Weewwwt. Probably just needs a few more seekers. =o
At first I didn’t find much about the level original but after a while I began to like the tubes and also, the way the level plays is quite unique and different to your traditional battle level. 2 originality points whaha. I like it a lot and the originality is sky high bro. Whew. Yeah. Nice lev.
7.4. It would have been 7.3 but I felt the level deserved more. I liked it after playing it more. It’s quite a fun level and I hope to see more from you in the future Mr Crimi. That review just took away fourty five minutes of my precious time. Now I feel bummed out. Oh well. Rag was here. Nice level.
Eigus has clearly worked hard on his brand new battle- Hellforge and I feel like I should give a good long review just so that he can recognize how his work has paid off and erm, for people who actually read reviews to first of all:
- See how sad I am when writing long reviews like this
- See how much spare time you actually have on your hands to be bothered to read such a review
- See the various flaws and erm… de-flaws in this fine battle level, or maybe the word would be pro’s or something. Oh who gives a damn.
Anyway, this review might be completely different to the others in terms of rating and stuff but bare with me, that’s either just because my opinion is bitchy as hell or I just want to write a long review to let my spare time pass by when I am actually doing absolutely nothing at all with my spare time. Anyway, no nagging, no removal, no editing (unless you bribe me). And erm, that’s it.
Well just some introductory notes on the level would be that I find it very weird to rate battle levels just because it’s not my thang. Although I really don’t know what my thang is so don’t even ask.
Well, I don’t appreciate the eyecandy in this level so much probably because I’ve seen better done with this set, however this level does contain some differences to your typical windstorm fortress level. First of all, there is no insane pillar overuse (something I often do) and none of that weird floor overuse either. But that does mean the eyecandy is very different to what you would typically expect from this tileset. The background in this level is something that caught my eye because it looked very different to the normal background you get in Windstorm fortress; it had cool fortress things with a nice textured background which really sets the mood of the level. The level does not have much in the foreground as it basically just covers the pit area to add some form of cloudy foggy sort of mood thing person guy dude thing stuff. Strange use of the clouds if you ask me but that doesn’t mean it’s a bad thing. Now 4 layers (5, 4, 3 and 2) have all been used at the same speed. Areas in this level such as the top looked very nice in the background as did the crazy jagged wall at [44, 38] which was very attractive in my opinion. However the originality ends there for me. I didn’t find too much special in the eyecandy and it struck me specifically that in the level itself, many of the walls looked completely square and had very little to no personality. I did not like how so many of the platforms felt so square on the ends. I can’t completely say this applies in the whole level as the bottom area and various others are very nicely curved and people would like that in terms of some aspects of game-play. I won’t entirely hammer the rating down because of the reason of life and death and doom and cheese and sponges and paperclips. Yeah. Okay that’s enough rambling and now I’ll move on to the thing I hate most: tilebugs. Happily (as hell) this level has very few, however I still see some across various areas such as [95,34], [97,34], [97, 35], [100,35], [102,34], [104, 35], [121,30]. There are a few more but I won’t bother being more sad than I already have been and I’ll just leave it at that – there are tilebugs and they grind my gears. MY GEARS ARE BEING GROUND I TELL YOU. GROUND.
As with all of the reviews I do, I usually do the game-play part of the review like this… It’s set out accordingly: Bias [teams], Bias [rabbits], Strategy, Layout, Flow, Defense/Offense and how fun it is to play.
Seeing as this is a battle, I’m going to skip the bias for teams and go right into the bias between the rabbits. I don’t really notice anything too annoying for Spaz (which is regular because it’s very easy to make it flow for Spaz in any level, unless you’re just some crazy demented sheep person guy) but however I did realize that Jazz has some annoying things in this level, one thing that particularly struck me is that the jump to [108, 32] is very easy to execute for Spaz from beneath, which gives him a substantial speed boost over Jazz (unless he makes the jump) while Jazz has to actually go towards the spring. I would move the spring back or something, or make it easier to jump. Also, the pit is extremely annoying to get out of with Jazz, while it is possible, it’s very annoying. Jazz nor Spaz can easily uppercut or side-kick the PU to get 50 ammo, which might be a good thing but it might just disrupt gameplay. Anyway, Spaz can get out of that pit much easier than Jazz can. =P Evil bias.
There isn’t too much strategy in the level, especially as the level has a pit but lacks freezers to make them just that bit more funny/fun. The tactics or strategies included in levels are usually what make me like them more but this level has very few. One I did notice however is that the middle carrot at the location [61, 30] can be much easier to obtain without the hassle of having to get the copter if you own the bouncer power-up. You can simply shoot it down from beneath it which can be a quick and interesting strategy to make game-play a bit more interesting. I can proudly say there aren’t any major camp spots inside the level but one at [35, 28]. You can easily camp the carrot at this spot and just keep shooting Seekers at oncoming targets which can only come from one direction; the right. This might not be too big an issue however as you can easily get him with bouncers if you use them cleverly. Good fun. =D
This level is quite solid and doesn’t have too many platforms, which makes it generally easier to learn which is very good for the newer levels. However the layout does not prove too many tactical traits for me, apart from probably gaining higher ground to shoot bouncers down in areas such as [26, 58] or [82, 38] which can easily be bombarded (a good thing). The layout is very nice in my honest yet humble yet biased yet evil yet demented yet Raggish opinion. Oh yeah I also forgot to mention this level doesn’t have any dead ends. They almost grind my gears as much as tile-bugs do, probably not as much but still, they’re very annoying. The layout is quite good for many reasons as the powerups are well placed as are the carrots. I just do not like the pit near the seeker powerup at all as I think it is far too evil even for a seeker powerup. Everything is good other than that. Bwehehe =D
The level does flow quite well as you do not need to do double jumps in certain areas with the exception of the pit to get to certain areas. The movement is very simple around this level as you won’t bump into many walls or annoying walls and stuff. Also, the springs and everything with the exception of one are placed very nicely and are convenient to use for whatever reason.
The defense/offense is pretty much for other concepts and not really battle, so I guess I’ll do the smart thing and skip to the fun-factor of the level. I like the level and it seems as if it would be very good in events or crowded servers. This level cannot be controlled like other small battles, but it is still very fun to play in as the variety of powerups and routes allows for interesting gameplay. It is very easy to get from one carrot to the other, which can make it a bit fun if you get to them on time. Again, major complaint about the pit as the winds just makes it too evil. Nonetheless, good fun. =]
I guess you can’t have perfectly original placement in any level unless it comes up with new uses for different types of ammunition, which hasn’t been done in a very long time. Anyway, the power-ups and the carrots are very fairly dispersed and it gives me a fit use to go to any section of this level. I would probably camp around the top if anything though if I was playing in a crowded server. The power-ups aren’t campy at the least which is very good and they are all very suitable to the level’s style. I like the spring placement a lot and I did have a complaint for one or two places. To get in the strand higher than 9.0 from me, you’d probably need something very fresh for the ammo placement or something, but it’s still close anyway. My only real complaint is that there is too much ammo at the top area. =S
I didn’t find too much in the level fresh, other than the palette and the background. One point! I just dislike the seeker power-up and it reminds me of a certain level o.0. Heehee. More than just a certain level =P.
I like the level a lot and it would probably play a lot better than I’m giving it credit for. I think it’s very good for a second battle level (technically, I recall reading that somewhere). Gah. That review took ages. Nice lev. I like it. =] Whew. That took a while. I recommend you to download it and play it and enjoy it. It’s not bad at all. =D. Hellforge4Bash2009. =].
Bwahaha. Finally, you’ve released this set out in the open, out in the wild to be free and now, other JCSers can make it look bad or good. Well, I haven’t reviewed a tileset in a very long time, and I think last time I did it, I did it as if I was some crazy freak who doesn’t know how to rate stuff (which I am, hey, notice the correlation!). Well, this is the most stupid thing to start a review with isn’t it? Now ignore this and actually read the review.
I’ll start with theme as I can introduce what the set is like. So, the theme is a waste treatment facility (as said in the title ololololol). This is obviously one of those less natural sets which focuses more on pipes and metal and stuff. What’s even better is that it can be set in so many different environments as long as your creativity reaches those ideas. I’ll start with the obvious, the background tiles allows you to place buildings of different shapes and sizes, and there is also a smaller size which is suitable for layers behind this one. So basically, the author clearly thought about depth and stuff. The main background also has two different textures, atop of some extra tiles which could also be used, let your imagination blow you away I guess.
This was partially analysed in the above passage, but it’s kinda clear that this tileset has so many possibilities as there are so many different tiles that you could possibly work with for the many different aspects and layers of a level you’d be making. For instance, there are quite a few animations you could make and work with. The set consists of rocks, (wierd platform things that I have no idea on the name of, I wanna call them liney things) liney things, metal, rusted metal, dark metal, rocky background, pipes, more pipes, waterfalls everything you name it. The possibilities of this set are endless, as the author very cleverly created many different “types” of tiles that you could work with.
I took long with this one, but I looked through the set quite thoroughly and found nothing I could possibly complain about. The author has created every type of mask you could possibly need unless of course you’re some needy old hobo that needs stupid things. I love how I can’t say sentences like that, anyway enough rambling. The masks are all there and they are pretty easy to differintiate from what isn’t a mask. I haven’t yet found any tiles with bad masking, and ooh, the textured BG is brilliant. (Subtle aren’t I?)
This is quite an advanced set, because I know for a fact that you need to be creative in order to use this set to its full potential. I’ve already seen many different possibilities you could create (and not mentioned them, surprise surprise) and I’m sure there are many more. This set is very easy to navigate through as the layout is quite smart and also, this set has every single tile you could possibly ask for (apart from an ode to Rag which is just crucial nowadays). This tileset is also one of the few sets where you probably will never need to use layer 5 at the same speed as layer 4, which gives you an extra background layer to allow your imagination to go even more wild. This tileset isn’t missing any tiles that I would be looking for in a set, so I’m really happy with it. Very very very fun to use.
I’ve seen sets such as this before, or one set, I forget which, however it was never up to a standard such as this as once again it has every tile you could possibly ask for and more. The pallettes are all very original too as they all have very different themes. This allows even more creativity amongst the use of this tileset, as you could use snow in the “Borealis” pallette to make it look even better. That was just an example, and I’m sure there are many, many more. This tileset looks amazing on so many levels and I still have not yet found anything to criticize… yet (actually I have, there’s no tile mentioning Ragnarok, the greatest, the strongest superhero of them all!!! (Wasnt that action man? (I just wrote in bracket inside bracket, does that mean the 2nd bracket cancels out the first one?)))
This set is event-friendly, user-friendly, tile-friendly and blahblah. Well, I don’t know what I wanted to include here but if I remember, I’ll be sure to give this an edit.
I hope this wasn’t too bad for my first good tileset review thing person sort of person sort of thing. Well, I’m gonna give you a 9.9. I can bump that up to 10.0 if you just make a tile with my name on it (Im kidding, make a tile with Habib AlHasheed Akhmed’s name on it instead). Great job Coobakabooba.
A harsh rating this might be, but I’ve already explained to you why. I can only hope you work on it more and improve on what I stated before.
Okay, I just wrote a quick review, and I thought that was pointless, so here’s a real review. Now you must always remember, I’m directing my review at you to give constructive criticism. This means I’m trying to provide information or hints as to what is wrong and what is right. I know I can’t be 100% correct, but bare with me, noone ever is.
Now that I’m done with my life-story, I will write a review.
This is usually the best part to review because you can point out everything that looks great. One great thing about this level is that the eyecandy doesn’t get in the way of the gameplay itself. The level has a typical textured green background with a nice fade in it. The other background layers didn’t really have anything special. Moving closer to the level itself, the level did have something quite original which probably has something in relation to the title. I spotted a demon was created using some times, you can spot a mouth and an eye and blahblah. If you run into its mouth, you’ll get some seeker ammo, and then get shot out afterwards. It feels like the demon itself is swallowing you. Also, the bases have quite nice eyecandy around them as there is nothing that looks extremely bland. The author clearly spent some time making it look good. Other than the “demon” I spotted, I didn’t really see much that was so special.
Many of the EC effects used are very typical in today’s standards of levels and the use of this tileset. I would have wanted to see possibly more demons or maybe Disguise’s head everywhere. Also, the level itself was flipped, I’ll never miss it if someone tries to do that, this usually causes shadows and tiles to look wrong as their directions change which would therefore change the origin of light in the level not that it is that important… Nonetheless, the eyecandy is still somewhat impressive in this level and is worth a look at; I didn’t spot any tilebugs (which really tick me off) which is great and the level itself did look quite pleasing.
This might just be what’s bringing the level down so much. I’ll set this out accordingly: bias, strategy, layout, flow, defense/offense, and of course fun-factor.
The level itself isn’t biased from one team to another as it’s pretty much 100% symmetrical. One bias that I could complain about is that many of the jumps in this level are designed to be done with Spaz. The author clearly did not think too much about using Jazz in this level as many of the jumps are really annoying to pull off with him. This would probably deter anyone from playing as Jazz in this level.
The level itself doesn’t really have many tactical traits built into it, apart from the way you can blow people out of the base using seekers or shooting them with electro blasters which conveniently spawn on the side of the base. The carrot area and the powerups are generally very easy to camp with the exception of the +1 carrots and the RF PU. The seeker PU is easy to camp because of the excess in seeker ammo in the area, which would not only allow the person camping inside (should there be one) to shoot people warping in, but will also allow that player to shoot people moving from above. The only real way of striking back at a camper here is by shooting seekers from above. While this will probably knock them out, the gameplay itself is very disruptive like that and what would the attacker do if he lacked seekers? He could just warp in or go up and try to find some, but other players tend to hog weapons too. Maybe I’m being too critical. The other powerups (toaster and bouncer) are both in very annoying places, a small hole; while this might be a way of biasing the level in Jazz’s favor (which I highly doubt), it could also be a method of making players shoot the powerup instead of kicking. What I suggest is to either make it easier to kick, or make players have to shoot it with electro blaster or something. The Full NRG doesn’t have too much space to bombard it with RFs, and isn’t open enough to attack with bouncers and seekers, which would make this the ultimate camp-spot. There is no real strategy in order to remove the person who may be camping there other than to shoot seekers from a side and hope it hits them, which on a non-laggy server wouldn’t be very effective.
The layout of the level is very simple and quite platformy. Nonetheless it is quite easy to learn as the tubes and springs are quite easy to find. The level’s layout is quite well set out, minus the bases, I hate the bases. On top of the fact that I hate the bases (did I mention I hate the bases?), there are some random dead ends at the top, not that they are anything major, they can be annoying.
The level itself flows quite well as there aren’t any majorly annoying walls or platforms in which you run into or off very easily. The springs are quite well placed. But, some areas of the level itself are very annoying such as near the base area in particular; climbing out from the side of the base in the outdoor area can be very annoying as it requires you to jump from side to side to side to side to side. The water stops toasters from working properly when you run into it (probably by accident), while it does give you an easy boost for the RF climbing thing which you put into it under the base. (While I should have mentioned this in strategy…) The RF climbing will give you a quick boost to the base and can be an easy way in and out to avoid defenders.
In an attacker’s eyes, the base is very hard to reach without getting hit because of the vertical layout and the fact that the base is situated above the point of entry. This makes it even more hard to reach the base unhit. The fact that there is no way of shooting someone camping on the base unless from above with a seeker or electro blaster or bouncer (which they’ll have a chance to recover by the time you reach them) causes attacking to be very annoying in this level. Defense on the other hand is a whole other story. This level is layed out for easy defense in the base area in particular, as you just need either bouncers or seekers and the defense is pretty much solid already. It’s really hard not to hit the incoming attackers.
This level is quite bumpy, as some areas cause you to be very slow and some areas don’t have an affect on your speed much. The fact that the RF PU isn’t very useful for chasing in this level is quite a bummer (to me) as the level’s shape isn’t very straight horizontally, you also can’t really RF hop accross the level so much, but there is the one (not too useful) RF climb area which might just help if noone expects it. The movement in this level isn’t very fun and it isn’t as fast paced as I’d like it to be, but oh well.
The ammo is placed quite well in the level and nothing is really in the lacking, but I think there’s an excess in powerups. The fact that this level isn’t insanely huge and quite small in passageways makes me think that even three powerups in this level is pushing it. I’ll let that go. Anyway, none of the powerups are really too close to eachother which is good and the carrots are quite spread out too which is also great. The extra seeker ammo crates placed next to the seeker powerup is quite useless indeed as you’d usually do your special move, shooting would be useless as the crates would probably be in the way. The ammo is quite well placed nonetheless, the only thing I can probably ask for is more electro blasters. The carrots are all well placed. Yeah. Well done.
The level itself doesn’t have many excessively original gameplay gimmicks or eyecandy concepts with the exception of the “demon” eyecandy. Well done on that as that does relate to the level’s name quite well and creates quite the mood.
One point for originality (though that isn’t really included in rating).
Finally, the best part of the review. Nice level, it’s quite impressive but it does have it’s flaws. Well done on this level, and I reccomend downloading this level as it’s worth looking at.
Nice. Good job, the feel was great.
Since people like to overrate.. why dont I join in?
Well, when I first saw it, I was like.. Oh great another Dreempipes level, but after racing through it and going through the different areas of the race, I realised it’s quite good. The tiles fit together, and there aren’t any/many tilebugs. There is a lot of the use of the color “black”, which can look nice when you just run through without looking right into it. The walls look supported as if it were real rather than floating crap in the middle of nowhere. The use of the pink waterfalls is just right.. You dont see too much or too little of it. I usually get bored using this set because I can’t get EC ideas, but Blacky has mastered it. There are new and original eyecandy concepts too. One last random note, when you get dizzy, the background still rotates and random tiles appear… Probably easy to do, but its hot! ;(
This is the sort of race where you shouldn’t go too fast, or too slow. You can’t just hold your button and hope to keep going ahead. You have to turn and change directions, slow down, speed up, shoot stuff. The gameplay isnt just the different for the first lap. There are also different and more/less strategic routes to take at some parts, I played this in a server… Everyone goes everywhere. I guess it keeps it exciting. Also, getting shot might mess you up in some places, but it also really helps you otherwise, it can let you go through pinball bumpers which might just bum you around.
Well, pretty much everything is covered in the gameplay, but I’ll just run through it for anyone’s sake. ;/ There are 2 routes to take at the beginning, one being where the destruct-blocks are, and the other is just an empty tunnel which you have to reverse to go into.
Afterwards, there’s a little obstacle with pinball bumpers which’ll bum around those who arent shot.
After this obstacle, there’s another split way. One with destruct-blocks and freezies again, and the other has those cool caterpillars that make you dizzy.
After that.. you go up but there is a 6 tile wide path to go through. you have to go through the middle 2 tiles if you wanna keep going, otherwise, back down you go!
After THAT, there’s another path leading upwards then sideways. More freezies and destruct-blocks. Afterwards you go through a really cool looking tube, and BAM, the end of the lap. ;]
The ammo is well placed, and so are the obstacles. The ammo can be used to its advantage in various places, like to trap others at the end with bouncers, or chase others with appropriate guns. The freezies can really bum you down. All I can say is run into them with speed so you move or shoot them away. The events are all placed and there isn’t anything that is pointless/makes no sense in the level.
This level fucking owns. Go play it. NAO
[Self-filtering makes your inner care bear cry :’( ~Cooba]
Another level which deserves a review, only this time, its about as overrated as the other level. I think personally this beats quite a lot of levels but lets just see.
Rating : 7.5
The eyecandy is okay, but bland in areas, and the background would have owned if it was textured.. I like the falling lava.. I only realised what that was when I was playing about on the server and someone pointed it out. The eyecandy is alright and you didn’t use those UGLY balls everyone uses to make it look like a Lava Lamp. Also, the lower area looks nice like a bridge. =D
Rating : 9.5
The level was generally really smooth with almost perfect flow in my opinion. I liked it so much. It is a LOT of fun playing with about 4 – 10 people in this level. I would probably suggest using this for JDC in an XLRS (so much fun) anyway.. ;p The springs all lead to eachother and yeah this is one of those levels with tactic.. Consists of good camperproof areas. Its camperproof if you know how to be a person that can destroy those people and what I said just sucked but rucked ;p
Rating : 8.0
The layout and the level was quite nice and I think it was quite an amazing level. It all fits together and quite a thick – solid level. Not so platformy and yeah it all fits together. Not really any dead-ends around but yeah.. lets keep going.
Rating : 7.5
The only part that I didnt like so much. The EB PU was of no use in this level.. Unless I just never found a use but oh well.. ;( And yet all the other PUs were placed excellently and fit well and contribute to my final rating to this level.
Final Rating : 8.0
Its a nice level and download it or I will slap you =D
Sometimes levels actually deserve a review. And sometimes I’m too lazy to do them. I think that this is one of them that deserve a review. The other ratings are FAR too high in my opinion. After playing here a few times and testing flow on a super fun server.. I feel that..
Rating : 8.5
Eyecandy and atmosphere is really all you concentrated on, as in the environment looks nice, bland in some areas, and a bit bugged in a few other areas. I think the environment looks really good and deserves a few ups. But also, it has a few unrealistic effects.. Like mini battleships right next to it moving at the exact same speed. Anyway.. Try and make it less bugged and focus more on other parts.
Rating : 6.7
The general fun-factor is pretty nice and high. You always love gliding off battleships into the air or going on an airboard about to explore the outside. A few passages that I kept finding around everywhere. The flow isn’t so good. As you can run into dead-ends quite a bit like THAT. Some tubes are annoying to get into and some actually are SO useful. ;)
Rating : 5.5
Sorry, but the layout was awful. It had a few nice parts, but SO many dead ends. I liked the drop part and also the airboard area, its nice and fun to fly about in. But also you need to concentrate on making dead-ends a bit more easy to evade or non existent or even pointful. It has a few nice parts like nailing players in the corner, but its annoying being that player being nailed in a deadend. Anyway not such a good layout.
Rating : 6.7
Yeah, as I heard before this level would benefit from better ammo placement. When placing ammo, putting it in nice shapes is a wise choice and also, putting PUs in nice places are needed too. There are a few pointless springs about. I think the level is good otherwise.
Rating : 6.7
Final Comments :
Well, great job.. Try to focus more on layout and flow, and your levels will rock. Keep trying.
- Raggy ;D
Okay, Im gonna make this review quite quick, so I will say what is happening overall. EM made a very sexy SP pack, which is probably the best on J2O. So many things are original about it, and this to be quite honest, nails everything. This beats Hocus Pocus, this beats lost world so HAHAHAHA. EM Poons you all.
Rating : 9.7
Well, overall, I didn’t expect much eyecandy as quite old and limited tilesets. But Evilmike surprised us again. Using crippled tiles, pipes, waterfalls, and a lot of amazing things. Lights, a whole new eyecandy feel to many tilesets. Waz 03 has a new colour for tiles and such. It keeps going on. There are shadows for once in deserto, Tarlet CLM and loads more! There are even bee-nests in one of the levels, and a lot of destructing scenery. Even … See for yourself.
Rating : 9.7
The feel is great and the gameplay is so good. There are secrets, bonuses, tactics, choices to make, and loads of places to go. The feel of this is amazing. There is even a new boss working. The rocket turtle is quite easy to beat if you use your brain. And there are also spike effects, sideways, upside-down. Even spikes that arent in the tileset. See JCS for that if you want to know how. There is a lot of difficulty in areas, and a lot of ease and repetition in others. The pack even has its own 3 difficulties. Does it rock or what? The one thing I dislike, that it is possible to get infinate pts. Gj =(
Rating : 10.0
Don’t ask why you got a 10 already. You just rock, or your levels do at least. Anyway, the levels all fit together, it fits in such a good way. Like you loop the whole thing. You visit the western barricade twice. And obviously the sewers and many other places. This pack just keeps on getting better!
Rating : 9.0
I guess the ammo is distributed very fairly, you get PUs at nice times for nice reasons, although there are a few pointless things here and there. The gems and food and everything is so sexy. You rock.
Rating : 9.5
I love myself and this pack, so make 2. ;)
Quite platformy, these levels are. Not really solid. E-Prime can be a great example for that. Anyway, as this is a duel pack intentionally, its quite okay for these levels to be small. I might be a strict reviewer or maybe a kind one, I dont really care.. D=
Rating : 6.5
Well, the eyecandy was typical from what you would expect from this certain overused tileset. A few nice things, but they arent so noticeable. BR’s level in tubelec could have been used for an eyecandy example.
The gameplay suits the duel, but its quite hard and annoying to get the bouncer pu. And I think that was the only one I could find. There are a few tactics, not much. And yet the tubes can be a nuisance.
The layout, well its really platformy. So flame me. Thx. Anyway the layout was okayish, but still not worthy of the Chinese gods. It seemed a bit biased. Jazz biases, Spaz biases and turrets which you can get stuck in, but only if you try hard.
The pickups were placed okayishly in this pack. Could have been better.
Rating : 7.0
It is evident that I like this one the most. And that it has a few original concepts in the eyecandy. Good job for an underused tileset. Nice 1up placement for sparkling effect and waterfalls are good. Good Job.
The gameplay is good here too, as there are platforms to destroy, the level is probably better off without carrots and as instagib, as all of these are small. I say this would be a really neat instagib pack, but its okay for a small quick duel pack. It shouldnt take too long.
The layout was good except platformy again. Underwater platforms too. Should be pretty solid, but oh well. The top area has no point. If you want a good level, everything you place needs a reason and an attention grabber, such as a PU.
It is okay how the ammo is placed.
Rating : 5.7
The level has not really any eyecandy, possibly because you used a bad tileset. Or one I really dislike. It deserves a bit of rating, but I dont like it so much. Keep that in mind. You also made some nice ways of excusing the limited tiles in this set.
The gameplay was averagish. But still a bit annoying as the RF PU isnt needed at all in this level. Its quite tight and small. If it were open and mad it should keep it but it isnt.
The layout was yet again platformy. It needs work, you need to avoid placing platforms, I used to think it made it easy, but these levels cant stick with it. =(
The ammo is adequate, but an RF PU isnt needed here as explained earlier.
Rating : 6.7
The level is a bit less platformy than the others and has okay eyecandy for the set.
The gameplay is okay but quite spazbiased. The level has slots that are quite hard to get into.
The layout is probably the least platformy, still platformy though. Needs a bit of work. It has adequate and sufficient PUs.
Rating : 6.5
This pack has potential, I hope you keep making levels, I would like to see how you improve in the future. You impressed me a bit, and yet, take in the comments I said. It migt help. Gj.
Eat your lima beans, Johnny.