Review by SkulL

Posted:
Posted more than 21 years ago
For: Polyglotics
Level rating: 7.8
Rating
N/A

nice..
(Extremely unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]

Review by Sk8terboy

Posted:
Posted more than 21 years ago
For: Polyglotics
Level rating: 7.8
Rating
8.5

Polyglotics/LRK/CTF

Yet another level from Labratkid.
So let’s get rating…(by the way weird name :D)

Eyecandy: Original, Pretty main eyecandy, barely any foreground usage. The eyecandy is good enough, but a few tiles used more then once in the same area annoyed me a bit.

Gameplay: Good, if you are playing with spaz. It is a bit of a pain to be jazz in this level. The CTF bases are balanced but takes a short time ot get from one ot another using the top path. Thank goodness for sucker tubes to make a quick escape from an enemy, but they are everywhere and you might run into one you didn’t want to. But hey, that’s life.

Pickup placement: Good, I just thought you overused Seekers a bit. Is it me, or is there only one carrot in the whole level?

Bugs: None that I could find

Overall: Good level

Download Recommendation: Yes, good enough for any CTF fan.

Rating: 8.6

Review by Lark

Posted:
Posted more than 21 years ago
For: Polyglotics
Level rating: 7.8
Rating
N/A

Scizor, the word ‘polyglot’ means the speaking or writing in many languages, and I turned it into Polyglotics for an ownage name. Why did I name it this? Who knows? It just sounds cool. =P Thx for reviewing.

Review by Scizor CT

Posted:
Posted more than 21 years ago
For: Polyglotics
Level rating: 7.8
Rating
7

First off: Weirdest. Name. EVER. And that’s beating out “The Zerox Factory” and “This level is untitled.” Even a Google search only came up with two irrelevant hit to some guy’s email address, and it wasn’t even the same anyway. Moving on…

Unfortunately, this is a level where, had it been playtested and polished a bit more, could have been more than it is. Many aspects of it just don’t quite make sense, and others are just unbalanced.

Gameplay/Layout:

The level is more or less your typical CTF, although with quite a few more sucker tubes than anything else. I can’t say that there’s anything overly special or bad about the gameplay, although I wouldn’t recommend this to groups bigger than 3vs3. The water is a nice addition, but it also discourages use of the bottom path due to the slowness of swimming. Speaking of paths between the bases, there’re only two. Maybe only 1 and a half, because the bottom path ceases to exist in the middle. This ends up being very linear overall, because there just aren’t really choices as far as getting around goes. The sucker tubes, although not a bad idea, per se, are a bit too ubiquitous, and in some cases are completely redundant (55,67; 83,67; 25, 76). Flow, on the other hand, is very, very good as a result, barring the hanging piece of ground that BR mentioned. There’re a couple spots that Jazz has a little trouble getting to, but the vast amounts of tubes pretty much makes up for that. The only other thing, layout-wise, that this really, really needs is a path under/through the middle. Camping is far, far too easy because you have to go through one specific and easily defensible point to get between the bases.

Eyecandy/Music:

Also not an overly strong point, regrettably. From what I saw, there is absolutely no foreground eyecandy outside of a little grass, which hurts, considering that it could have really helped out the looks of the level. Otherwise, there’s nothing particularly bad about the eyecandy. It just happens to be the same stuff that we saw back in 1994. The music choice works, as it sounds somewhat like what you might have heard back in the day of JJ1. Maybe not entirely appropriate, but it’s catchy nonetheless.

Item placement:

Oog. This is a doozy. For starters, LR has placed four powerups in the level, two of which are within 10 tiles of each other and placed right next to the Blue base. The RF powerup is encased in a wall underwater, and must be obtained with the EBs that aren’t too far away. The Blaster powerup is right next to it, also underwater, and would be very useful, given the amount of Fastfire in the level. I say would be, because of the Seeker powerup located in the middle of the level, right underneath the level’s Full NRG carrot. The location of the Seekers and the Full NRG is a bit closer to the Blue base also, and it doesn’t help that while Blue has an open path to them, Red has a nice big cliff. Incidentally, whoever can camp in the center can control the level, thanks to the fact that both of those are right on the level’s only path between bases. Finally, Red gets a Bouncy powerup, also underwater, although not as close to their base as the RF and Blaster are to Blue. In contrast, much of the basic ammo is situated on the Red half of the level. However, I must question the logic in placing two RF crates (which create a massive pile of ammo over time, ala B1) right next to each other, while 12 more +3 RF ammo wait right below them. The only EB and Toaster ammo in the level is placed closer to Blue, and Bouncy ammo is just plain scarce in comparison with RF or Seeker ammo. Both sides also have a few Fastfires placed right next to their base.

Conclusion:

Despite what you may think from the review, I’ve still had quite a bit of fun playing this. However, it needed more work and polish before being released, and that hurt the rating significantly. I can only hope that LR will fix and rerelease this, as it could be much better than it is.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Polyglotics
Level rating: 7.8
Rating
7.5

Polyglotics by Labrat Kid, here goes:

Pre-review comments: Polyglotics was indeed a level started a long time ago. It was hindered from being released for a few days, mostly since I kept promising lab to add something special to the level, but never got the chance. On a side note, imo the levels name is even stranger than the name of my recently released level.

Gameplay: The gameplay is ok here, its diffent than you would expect. There are more sucker tubes in the level then springs. Although I don’t have a problem with this, and the sucker tube locations are clearly pointed out, some people might, but not me. Next, the water. It fits in the level, but imo it slows down the gameplay a bit, and I don’t like it all too much. You could of made it a bit lower. Anyways, I just don’t like it in its current state. The hanging peice of ground at 108,75 is rather annoying. When I come from the left side, its not that easy to avoid the green springs and continue going right. In some places the gameplay to me feels a bit tight (mostly around the bottom under the water). Overall, the gameplay isn’t bad, but there are several things in it which, at least to me, are annoying.

Layout: Around 10 seconds to each base when you take the top route, around a second shorter going from the red base to the blue base if you double jump onto that high piece of ground at 139,57 instead of using the sucker tube which if you are jazz, you are forced to take if you want to get up there. I dont like it around 110, 77 where that stup hanging ground and the springs are, since to the left of that it gets crowded. Layout is alright.

Eyecandy: I don’t really like it all that much, nothing new or special in it, it just looks plain and average. There is a layer 3 bug (132,82), and the sparkling stars in the bg don’t make too much sense (stars in the daytime?). The gems in the walls, in some areas, are too repetitive. Also, the eyecandy around the top areas of the level is very dull, nothing up there in the bg layers (except the bg) and it looks a bit boring. Overall, the eyecandy is average, nothing that really makes me go “WOW RUX!!!” or stuff.

Placement of Stuff: Some things about it I dont like. Carrot placement is good, one full energy in the middle of the level. Ammo placement is dullish, the ammo is mostly placed in squarish rectanglish clumps, and more effort should of been put into placing the ammo. Sometimes I feel as if there is too much ammo, and you shouldn’t place crates containing 15 of one type of ammo together (96, 62) since 30 RF ammo in one place = too much, and if a person keeps repeatedly shooting the crates constantly, there will be a lot of ammo in one place causing ammo lag (like in the seeker area in b1), so never underestimate ammo crates. Powerup placement isn’t so good. The seeker is placed fairly well, although some may complain its too close to the carrot. The RF and blaster are way too close, and makes it biased to the blue team, since they have two powerups right next to them. The bouncer powerup is placed on the red side, although it is farther from the base than the RF and Blaster are from the blue base. This makes it even more biased for the blue team. 4 Powerups in this is also too much. Overall, I don’t like the placement of powerups or ammo too much.

OVERALL: The level could of been better, if some things could of been fixed and/or removed, the rating of this could of increased significantly. Although in it’s current state, I don’t think I’d really duel in here. The music rux though.

Gameplay: 7.7
Layout: 7.3
Eyecandy: 7.3
Placement of stuff: 6.9
Overall: 7.5
Final rating: 7.34, which I’ll be nice and upgrade to a 7.5. The level is good, but there are too many cons in it, a few more work with it could of improved its rating.

Review by blurredd

Posted:
Posted more than 21 years ago
For: Polyglotics
Level rating: 7.8
Rating
7.5

I tried something different once more.

GAMEPLAY:

The layout is mostly balanced aside from it being a little lopsided. There’s is a larger playing area to the right of the carrot than there is to the left. I would prefer another method to make the flow work other than placing a lot tubes in the walls everywhere. The level also looks like it should have a lot more in it. It feels restricting, and I probably wouldn’t want to duel in a level like this, but the gameplay isn’t bad.

EYE CANDY:

It’s average eye candy, but it looks good, and I like the atmosphere. Nothing too original, but it gets the job done.

CARROT AND AMMO PLACEMENT:

A full energy carrot and a seeker powerup are placed at the center of the level. This arrangement makes the central area perhaps the most important part of the level. I wouldn’t suggest changing it, even though I would like it better if the seeker powerup and the carrot weren’t so close to each other. I almost like the placement of the other powerups. It would be better if the blaster and the RF powerups weren’t so close to one another. Better yet, one of those two powerups should have been taken out. And the ammo placement is questionable. The ammo on one side of the level isn’t completely balanced with the other—perhaps because the level is lopsided? Lopsided or not, it seems that the type of ammo in each cluster should have been better chosen.

HOST THIS OFTEN?

Once or twice. I didn’t really like it, but others may differ in opinion. 7.5 is my rating.

Review by DarkSonic

Posted:
Posted more than 21 years ago
For: Polyglotics
Level rating: 7.8
Rating
8

Ok, I review this.
Gameplay: Good/very good. Excellent gameplay, great balance, the size of the level isnt that good, that water makes it a funny level, and the use of suckertubes is very good
Eye candy: Good/Very Good. Alse excellent eye candy, but not enough to make it very good.
Pickup placement: Good/Very Good. Its also excellent, but there are two things:
1. Why is there a RF powerup at the left side and no one at the right side?
2. There is a bouncer power-up at the right side with at the other side a Blaster. I dont think that that’s fair, cause bouncers are better I think. There was 1 other: Seeker, with a Full Energy above it. That’s good.
Overall: Excellent level.
Host often: yes, but not every day.
Download: Yes
I give this level a 8. Good job;).

Review by Ðx

Posted:
Posted more than 21 years ago
For: Polyglotics
Level rating: 7.8
Rating
8

Lets get started!

eyecandy… hmmm its oke very basic but its very nice.
the level is big and its fun, gameplay rocks and
the ammo placed is also nice.
some carrots fnry and normal one’s.
again a nice battle
from Labratkid.
i did’t found bugs so..

Host this:Yep
Download r.:Yes

7.9 >>> 8.0

Ðx[This review has been edited by dx dc]

Review by JelZe

Posted:
Posted more than 21 years ago
For: JJ1: Stonar (reupload #2)
Level rating: 7.9
Rating
6.7

Ok, yet another conversion, this time Stonar by labratkid. Lemme see… this is the third conversion (at least) of this planet, with CelL being the latest. I’ll just take a look and pin point the good and bad things. Just a warning, my review will be very strict, to cut down the weed of overratedness (and is it just me, or do most copy my ideas on review subjects?) ;p

First Impression:

Well, at first glance, the tileset seems… I dunno, empty? Stonar is the JJ1 planet with the most solid colors and the least gradients, that explains part of the emptiness. There’s also a lot of empty spaces, a real shame.

Conversion Completeness:

As far as I can tell, this is largely based on the Stonar image file in JCS. There’s nothing missing, at least nothing important. If I must mention some it’s a certain backgound wall tile, the one at the beginning of one. Should you need one, you can use part of a window. And the water animation isn’t noticable, even though it’s there in the set. And the skeleton didn’t have grass on areas with the total black background, at least I think it didn’t. And the bridge was also on the inside, not just on the outside.
That’s enough for now until Violet corrects me ;p

Added stuff:

Labratkid should take the effort of putting in more extras. All I’ve seen are vines, destructible blocks (normal and stomp blocks) with a seperate “fall apart” animation, and a hat on one of the skeletons. Pretty scarce compared to NOKA’s and Violet’s conversions. Labratkid could have used the extra space and time for more stuff. As mentioned in the description, there’s a standard 3D background, which didn’t work, got fixed, messed up, got fixed again, messed up again… I’m missing a step here. Yes, He could have somebody fix it, but noooo… In my book, that’s laziness, which will cost points.

Masking:

Everything is pretty smooth, and yes, even here I have a complaint. In this case, the masking of the grassy (or mossy) tiles: the mask is a bit on the high side, making Jazz look like he floats over the grass instead of running over it. The signs are masked too, like in JJ1. Some prefer it unmasked, puritains prefer it masked. I like them either way. Invisible tiles? They’re in the too ;p

Palette editing:

In this section I’ll discuss the effects of the palette on poles, pinball events and other stuff. In this set, the only freaky colors you’ll see are in the 3d Background (both 8 and 16 bit) and using the water level event (only in 8-bit). As for the poles and pinball: the carrotus pole keeps its colors, the jungle one turned white/grey, the Psych one is green. Pinball, the flippers are blackish, and the 500 Bump is grey (I only mention the most radical changes here).

Final Verdict:

Not the greatest conversion, this one can be improved a lot by fixing the textured background, adding extras and most of all: get rid of the empty spaces in the set. If I must be strict: a 6.7 Surprising? You should know how such smal flaws can add up and affect your rating. ;p

- JelZe GoldRabbit =:3

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: JJ1: Stonar (reupload #2)
Level rating: 7.9
Rating
8.2

THX =DDDDDDDDDDDDDDDDDDDDDDDDDDD!!!

Tiles included: It has windows, pillars, spikes faced in all four directions, lots of ground/wall blocks, slopes, more ground blocks, masked tiles (which are easy to find), mountains, stone blocks, slopes with a diff. bg, destruct blocks (only 3, but there are 3 versions of each with diff. bgs, a break frame for the destruct blocks, skeletons and flipped skeletons (3 versions of each with diff. bg), more ground (grassy one), ceiling spikes, the bridge that goes over the water, water, the brown layer 5 bg, the ground (grassy) with the brown bg behind it, two different versions of a vine (chain and branch) with diff. bg’s behind them, red bricks, lots of arrows, some multi color block, palette by violet block, Lab rat kid block, made for blacky block (THX =DDD!!!), a “Blacky lol ;(” skeleton with a christmas hat, signs, mountains, layer 8 backround and textured layer 8 backround, some reddish brown tiles, a black tile, and a lot of empty space. I would of liked some spikes without the brown BG added, but it’s not that important. Looks like there is everything (I haven’t played Stonar 100 times so Im not exactly sure), and this would of been rated high, but there arent many extra things added, there could of been sucker tubes, poles, more destruct blocks and hooks added, among other things, which would of definately boosted up the rating, but in its current state it still gets a fairly high mark.

COLOR: Its good, coulda been some extra tiles which had a different color shade then the brown and grey tiles, but its ok.

MASKING: Windows unmasked, good, pillars unmasked, good, spikes look automasked, they needn’t to be fully masked, just half of them could of been masked rather than the whole tile, but whatever, blocks fully masked, good, masked tiles masked =p, curved tiles masked well, stone tiles masked well, destruct blocks masked fully, thats good, the skeletons are masked nicely, you can’t get stuck in them and there arent any jagged sides, I’m not too fond of the masking of the grassy ground, looks a bit automasked, but at least it avoids bugs, and even though youre not suppose to touch the water, it didnt have to be automasked, mask messages =DDDDDDDDDD. Overall, the masking is alright, some stuff look automasked and some things didn’t have to be fully masked (like the spikes and water), but it avoids bugs and its alright.

Useability: Despite there being no example level, its pretty easy to use, nuff said.

OVERALL: It’s a good conversions, not excellent or near perfect or anything, but the best Stonar we have so far. I’m not rating animations on this since it wouldn’t be too fair since Stonar never had much (if any).Great Work and merry christmas to you too! =D
Tiles Included: 7.7
Color: 8.3
Masking: 8
Useability: 9
Overall: 8.25
Rounded to an 8.2, and a download reccomendation.

Edit: Oh, and by the way Cooba, you’re not suppose to rate the example level or take marks off if its not there =PPPPPP
[This review has been edited by Blackraptor]

Review by snzspeed

Posted:
Posted more than 21 years ago
For: JJ1: Stonar (reupload #2)
Level rating: 7.9
Rating
8.7

Very well. Another conversion. This month has been a minth of conversions, i must admit. ;p
Because i have nothing to do, i will review this, and yes my reveiw will be censored long or at least i think so. Well, lets get started!!! YEYEYEYEYEY =D

and, by the way, yesi wanted to be credited, since i kinda beta-tested this, ;p
But, since this is a reveiw, I have toi continue. Okasy, lets get started!!!!!

FIRST IMPRESSIONS:
Okay, this is a conversion, so i have to use conversion rating system, too bad that i don’t have it already, so this will be probably my first review with da cool conversion rating system. and, yes lets say that this conversion looks to be at least worth of 8 or something. No mask bugs. except those arches, but they’re hard to mask like Labratkid said. there’s no stuff missing i think, and this is one of my favorite jj1 planets.. but now lets continue.. =DDDDDD yayayayay.

TILES ADDED:
Okay, this set has all tiles inculed from jj1: stonar planet, + Custom textured backgorund, and original one. every tiles are there such as brikcs, pillars, dungeon looking rock tiles, arches, etc.
PROS:everything is here
CONS:none
RATING: 10/10

MASKING:Well, masking is like in original stonar planet, and that is always good thing when making a conversion. No maskking bugs, and mask message was good too. but, i won’t lower the rating, if there wouldn’t be any, ;p
Ofterwise, Masking is good. i love it. great job, but i can’t give you a perfect score from masking, because of those jj1 signs. those are weirdly masked, and there is no unmasked text signs, that is what you should add to the set.
PROS:great masking.
CONS:Well, signs.
RATING:9/10

INVENTORY:
Well, jj1 signs are includede, but not jj2 ones. i won’t recommeded to include jj2 signs, but atleast you could include an unmasked text sign. and i don’t see poles, and the set needs those. btw, when i betatested, i forgot to say about poles,, and unmasked-signs. Sorry. ;(
Good that blocks are included. and the custom background
PROS:well, blocks are there. and the custom jj2 background
CONS:No poles, or exit-signs.
RATING:8/10

EASE OF USE:
Okay, this can be quite hard to use by JCS newbies, but if you’re experienced with JCS, you have no problem to use this.actually, i would say that this sin’t so hard to use, even if you’re JCS newbie, whatever.
PROS:quite easy to use.
CONS:quite hard to use ( by JCS newbies )
RATING:8.5

CONCLUSION:
Okay, it is an good conversion. like i mentioned above, this has been a month of conversion. don’t ask why. ;p
It looks like it would be cabable to deserve/get an 8.7 for me. or soemthing.
DOWNLOAD RECOMMEDATION:EYEYEYEYEYEYEYEY!!!!!1 =D
BUILD WITH THIS:YEYEYEYEYEYEEY!!! =D
RATING: 8.7

~Snooz – Master of the blue chairs

Review by Lark

Posted:
Posted more than 21 years ago
For: JJ1: Stonar (reupload #2)
Level rating: 7.9
Rating
N/A

Noka, what are JJ1 Tables? I’d put them in if I knew what they are =P feels honored to have Noka give his JJ1 set a good rating

The reason I had all the space at the bottom is because PSP8 seems to be very buggy when adjusting the canvas size. The tiles sometimes get moved down a bit when I change the canvas size thus not making them alined with the imaginary grid, some get cut off, etc.[This review has been edited by labratkid]

Review by NOKA

Posted:
Posted more than 21 years ago
For: JJ1: Stonar (reupload #2)
Level rating: 7.9
Rating
8

Okay so here is the verdict:
2 types of this big block 96/96 pixels – Check
Long Stone block 96/32 pixels brown – Check
Some Stonar slopes – Check
Spikes (all 4 types of rotated spikes)- Check
Stone background – Check
Columns – Check
Window and flipped window – Check
water – Check
Animated water – Check
The stonar slopes with background – Check
Grey Stone blocks 96/32 pixels – Check
Mountains – Check – all parts of it
Skeletons – Check
Grass – Check
The other grounds (red one) – Check
Animated arrows – Check
All jj1 tables – missing one!
Gradient for background – Check

This was a check list for some basic standard Stonar tiles.

Now let’s see the extra ones:

Sucker tubes – noooo
Texture background – Check (doesn’t work the best, but like labratkid said it looks nice)
Vines – Check – nice :)
Destrucktable blocks – Only 3 types ?
Poles – ……no poles?
Hooks – no
Water blocks – no
Any other stuff :
invisible blocks,
Some messages,
Tileset informations,
Xmas Skeleton,
Palette.

That is all I found , nice work Labratkidm I think that this one is better then Cell’s conversion of Stonar.

I found one bug so far – In columns on a bottom there is a palette error – the black color is invisible!
Colors are right (not like in Cell’s conversion)
Masking is good – didn’t found any mask bug.

That is too bad that you didn’t do any example level (I like to review from examples levels), and I don’t really like when you are leaving an empty space under the tiles – It just don’t look very nice.

Always try to add extra things.
Is 8.0 from me. :)
That might be changed if I will found any other bugs.

NOKA[This review has been edited by NOKA][This review has been edited by NOKA]

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: Microtubes
Level rating: 2.7
Rating
2.7

Hmmm? Interesting… no reviews? I wouldn’t expect that from a normal level…
..of course, maybe it’s not normal. The most impressive thing about this upload is that it took about a half hour to make. I bet the text took up a large portion of it.

It’s 12 ‘o’ clock, do you know where the fun is?
This level has a rather unusual design. Four 8*7 rooms, which you can traverse using the holes in the walls. Strangely, there is text inside these holes, but only in the middle tile – not on the parts one is more likely to be in. Why in the world did the author choose to upload this level? It looks awfully like a “wow I made this in (amount of time) I must rock” level that doesn’t get uploaded. But I disgress.
Ok, “fair witness” mode aside, you now know what the design is like. So the question that arises is “Why is the design like this?”. It hampers flow, the springs aren’t too well lined up with the horizontal holes… yeah. Levels with this sort of design are interesting to make as an experiment, but to tell the truth, they rarely (if at all) turn out well. This did not.
Pros: The author included springs (though green would be nicer), thankfully not leaving you to high jump through the holes. TSF Compatible!
Cons: This design! It’s just horrible.
Rating: 2.5

Here’s a riddle for you… what’s green and white and bad all over?
Answer: The eyecandy for this level. The walls consist entirely of the greenish pipe tiles included in Mez01, and while there are no tile bugs, this is hardly surprising. Mez01 really has a lot of possibilities for eyecandy most people don’t bother with, but this level bothers with none of them! Give us some blocks! Pipe variation! Other layer eyecandy! Something other than this DISMAL green stuff!
…ok, I exaggerate. There is background eyecandy. Sort of. Apparently the author has taken the star tiles and thought something like “Look, white dots. Like snow!”. So voila, the white stars go down. Straight down. At a rather unusual speed. Not only does this end up not looking like snow, but it’s so obviously tiled it’s almost painful to look at. You’ve got at least two unused layers for eyecandy, add some depth to the snow! Different placements, different speeds… please?
Of course, the question arises; “Why is there snow in the first place?” The level name is Microtubes, the filename is electro1, why is there snow? It’s like that “Snow in Carrotus” level: the snow is only there because it can be. Ok, I’m only going to say this once: Your level name is Microtubes, get some tubes in there! Mez01 has lots of tube tiles just asking to be eyecandy… don’t waste time on inappropiate snow!
Pros: I guess the snow Is kind of original… no tile bugs in the pipes.
Cons: ARRGH! Lack of EVERYTHING! WHY WHY WHY WHY?????
Rating: 3.0

See the little angels… how do they rise up, rise up, rise up?
Weapons placement is actually surprising sensical, considering the other aspects of this level. You’ve got Fastfire (always a good idea), EB (nice with so many walls), Seekers (for those annoying people in the room opposite) and… TNT. Well, three out of four ain’t bad.
The weapons are placed in corners of the rooms, which actually is more logical than putting them in the middle where they’ll just be shot down. My only real complaint is that no matter how fast they generate, four of each type is really not enough. A strategist Could possibly stay alive for some time in this level, as it’s not a tiny carnage room – so give us more weapons.
As for those things known as “other pickups”, they do not exist. Again, this is a good thing, as they’d be completely pointless in this level.
Pros: Somehow, this factor is far better than all the others, despite a rather obvious lack of real thought or effort. Things are placed well, and nice choices.
Cons: Why TNT? And again, there needs to be more ammo.
Rating: 4.5

Wow! Let’s do that again!
Oh, no. A few minutes in, this level is probably going to get boring, unless you’re already very bored. Of course, one person is bound to like it for that reason, as why else would it be hosted in the first place? This level is good for a quick glance at “how not to make really fast levels”, but for playing – no.
Pros: I suppose some entertainment could be gleaned.
Cons: Just not enough. The appearance doesn’t really lend to the enjoyment either.
Rating: 1.7

In conclusion, sir…
…don’t download this. It’s not really all that good, and the complete lack of anything interesting makes the bad parts seem worse. The fact that the level is too small to fit into a 640×480 screen, making the author add an empty column, is not really all that pleasing. Let’s just all be glad that the author has matured since this level, and instead makes things like “Colonius 1 edited so the tile Dizz Sux is no longer there”.
Pros: Few.
Cons: Too many. This level should not be edited with a few changes, it should be thrown to the ground and forgotten.
Rating: 2.0

Review by Ðx

Posted:
Posted more than 21 years ago
For: Inferno 2 : Hell's Gate
Level rating: 6.1
Rating
N/A

Its was good.

1-good ex level
2-no tile bugs

its was great.

Catch 7.7

(…what? Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]

Review by Neon PSY

Posted:
Posted more than 21 years ago
For: Underground
Level rating: 6.6
Rating
N/A

Nice job on the tileset better than I could ever done
But It looks WAY too much like the worms tileset.
What is the point of this one if you have one allmost esactly the same?

otherwize ok.

opps :P got the rating wrong![This review has been edited by Neon PSY]
(Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]

Review by American

Posted:
Posted more than 21 years ago
For: Underground
Level rating: 6.6
Rating
4.7

There is just something about this tileset that bothers me to the very core of my existence. Call me a cynic, but for some reason – probably because it is – this tileset feels like much of it was put together from different tilesets. Usually, when someone does this, it turns out looking very poor and being completely unusable. This is not the case, although it does really make this tileset a lot worse than it could have been. Oh well; here we go.

THEME: The theme of this tileset is…uh….to be one hundred percent honest, I have no idea what the theme it. It appears to be ground. With waterfalls. This is a genre that is way too old. The ground, in fact, looks like it is from many tilesets from 1999. There is not much creativy contained within the tileset. It features the standard, minimal features for a tileset such as this: Ground, mountains, a waterfall or two, and grass. Yawn.
Pros: It is not a space tileset.
Cons: It is a nature tileset.
Rating: 2.0

GRAPHICS: To put it bluntly, the graphics here are dismal. As I previously mentioned, the ground looks like something made in Paint in 1999. It has little jaggies which you would never find in actual dirt, and is pretty much the standard brown “ick” color with the same pattern repeated over and over again. When going down a hill, one notices that there are little bumps in the hill. This could have been made to look good, but instead simply looks like a lazy alignment problem. There is an alternative ground color, slightly darker, which is not much better and is even more depressing. The rocks look surprisingly good, although not very realistic. The grass reminds me of Hotel Heroes tilesets, which is arguably a good or bad thing. However, it just does not fit in with the ground. The vine looks okay, although its color suggests that it may have been made out of Wheat Thins. The hook looks more like a noose than a hook. The text sign is okay, although it is a bit too resemblant of a pillow speared onto a fence post. There is also a mushroom, seemingly stolen out of Commander Keen, that sort of fits in, yet at the same time looks too bright for the level. It is a decent addition, though, considering. The other mushrooms, which look like spades from a card game, are too dark to be noticed very easily against their background. A standard crystal-like waterfall from (insert 8-bit game here) and some various pictures of players and players’ names round off the rest, with a few okay-looking mountains thrown in for good measure and layer seven use. The whitesmoke-colored lumps are probably intended to be clouds. If they are intended to be anything but whitesmoke-colored lumps, though, they don’t do the job very well. Come to think of it, the ground looks out of a Hotel Heroes tileset, as well. Overall, disappointing.
Pros: Nothing looks hideous…
Cons: …except for the clouds and the ground.
Rating: 4.5

INVENTORY: I’ve never been very good with finding things, nor remembering things that should be included in something. However, for the most part, it appears that everything is here. There are vines, hooks, and the like. There is also fire, disappointingly the default sort. Rarer items like sucker tubes appear to be completely missing from this tileset, while the more common sucker tubes also seem not to be here. In this sort of tileset, there is no excuse for missing sucker tubes, as just having the sucking effect out in the open looks bad.
Pros: Most things are here.
Cons: Sucker tubes are missing, as are most things considered extra.
Rating: 5.2

ORIGINALITY: No. There is little to say here other than “no.” This tileset frankly lacks any originality whatsoever. It is just like nearly every single earth-themed tileset before it, and does not do a very good job, either. There are a few interesting inclusions, such as the mushroom, but everything else is too standard to be regarded as anything of notable originality. And even the mushrooms – although not those mushrooms specifically – are fairly common in tilesets like this.
Pros: None.
Cons: No originality to speak of.
Rating: 2.7

EASE OF USE: This is one category in which this tileset excels. To put it simply, there are few easier to use tilesets than this, mainly because it does not take any risks at all. There are a few places in which the use of another layer are necessary in order to make the tileset look good, which does do damage to its score, but other than that, it is an easy tileset to use. Not that you would probably want to.
Pros: Really easy to use.
Cons: There are a few areas in which it could have been made more user-friendly.
Rating: 7.5

MASKING: So-so. All the little ridges and stuff are translated to the mask, as well, which probably should not have been done, since they are small enough to theoretically get stuck in. However, getting stuck was moderately difficult in testing, so I suppose they are not too small. Still, there is no point in having them. The masking on the hills worries me, mainly because it goes from fairly straight to way to steep. This is the sort of place where one could easily get stuck while running. The whole thing bothers me, but I think I’m just being paranoid. It more or less looks okay.
Pros: Not easy to get stuck.
Cons: Questionable masking proceedures that are more or less bad ideas; no reason to have them, despite them not doing much damage.
Rating: 6.0

OVERALL (not an average): I just cannot like this tileset, no matter how hard I try. I hate to be the person who rates so low, but unfortunately I just do not see in way in which this tileset could possibly deserve a score of eight. It looks below average, the mask is below average, and most everything about this tileset is generally subpar. There are not many bright spots, either. This tileset lacks creativity and feels more like a “hello world” than a release. What sort of level would benefit from this tileset’s use, I do not know. It is too generic to show effort, and seems to not want to go to any pains to develop an identity. So, it remains in the bins of sub-mediocrity.
Pros: Very few to note.
Cons: Lots of problems. Just plain not very attractive.
Rating: 4.7

SCORECARD
Bugs: C
Eyecandy: D+
Background Eyecandy: C+
Foreground Eyecandy: C -
Masking: C
Tile Variety: D
Tiles Included: C
Quality: C -
OVERALL: C -

Pros: Very few to note.
Cons: Lots of problems. Just plain not very attractive.

FINAL SCORE: 4.7

- Trafton

Review by cooba

Posted:
Posted more than 21 years ago
For: Underground
Level rating: 6.6
Rating
7.5

Another tileset of Labratkid. Nothing else

There’s NOT much eyecandy tiles for layer 4, only some mushrooms (next time make anim to Mad Mushroom of CK4), deeeeeadly fire and familiar mountains from Psych reserved to 7th and 6th ones. Chair said that some tiles should be done better, and I agree with heshe… whatever.
“Event” tiles also are in here, type hooks, poles, bustable scenery etc. I didn’t saw any mistakes in stuff, but I place 7.5 since I don’t like youthis tileset is great!

Cooba a.k.a Qba

[This review has been edited by Cooba]


Originally posted by labratkid:
Argh, I’m going to reupload in a few minutes, because there is a palette bug that makes poles and the textured background in 8bit work incorrectly. Please download the updated version if you have all ready downloaded the level.

Edit: Okay, it’s reuploaded. Now, download it. =P[This review has been edited by labratkid]

PHT: The textured background is a cloud filter in Photoshop. Since I don’t have Photoshop, I had Spazzyman make it for me with the click of a button, and I edited it. I didn’t take that for Psych. I did, however, take the mountains from Psych. Thank you for reviewing.[This review has been edited by labratkid]

Winner, yes, the waterfall was ripped from JJ1, and, no, it’s not from Diamondus. I don’t know where it’s from, but it’s not Diamondus ;-P I think it’s Crystalis, but I’m too lazy to look.[This review has been edited by labratkid]


Um, no. IMO it’s ripped from Crysilis, not Crystalis
Crystalis doesn’t exist
Only Crysilis
So
:P
Hahaha

Review by the WINNER

Posted:
Posted more than 21 years ago
For: Underground
Level rating: 6.6
Rating
7

A tileset =O

TILES/EYECANDY OF THEM:
I’d like to mention that Labratkid starts to advertise TF with this tileset. And this one has even ripped mountains from Psych 1 (night?). Waterfalls are ripped from Jazz1: Diamondus. The tileset has a text “Waterfall taken from Ancient Riches. Used with permission.” Maybe Ancient Riches has that ripped waterfall too? I never saw ancient riches so I can’t tell if that’s a lie or not. Anyways the waterfall is from Jazz1 diamondus. Layer4 tiles aren’t a so good quality things. The grass isn’t wonderful, but it isn’t bad. Average, maybe.
TILES/EYECANDY OVERALL: 7.7

MASKING:
Woah, mask messages. MASK MESSAGES STRIKE BACK! There are invisible tiles. Yay. Now you don’t need to make an arenastyle level to CTF. Just use these tiles as a border and you don’t need to take care of them again. The masking is just as it must be. Fun…
MASKING OVERALL: 9.4

EASY-TO-USE:
It’s actually easy to use this tileset. So all newbies can download this now. You can make a good level even if you would be new to JCS. You just need to know how JCS works and blabla…
EASY-TO-USE OVERALL: 9.2

PALETTE:
Normal palette… Just like the stencil.
PALETTE RATING: Does not affect.

TILESET INTERESTINGNESS:
or how was it said? ;P
The tileset itself is quite boring. If the colorful one tile is ignored, the whole tileset is brown and blue. If a level with this is made, it should be short. This is boring…
INTERESTINGNESS OVERALL: 5.7

VERDICT:
A quite nice tileset, but it’s boring. I don’t really see anything interesting in it. 7.

Review by Stijn

Posted:
Posted more than 21 years ago
For: Underground
Level rating: 6.6
Rating
5.5

For some reason, I don’t like it. hides

To start, the layer 6+7 eyecandy is ripped, something I don’t like. The waterfalls and fire are also ripped, I won’t take points away for the fire because it’s very hard to make a decent fire animation but you could have created the waterfall yourself easily. The ground looks nice, however it’s almost the same color as the background eyecandy and the contrast is too low. Some gradients at the edges would have been nice. The grass is okay, too bad there are no tiles with grass for slopes. Some things that I will add points for altough it’s unfair: The commander keen mushroom (hurray!) and the Total Freaks signs (hehehehaha). I also EXTREMELY LIKE the support act >)
All items that should be in a decent tileset are present, including hooks, poles spikes and text signs. No exit sign, but you can use an “EOL Signpost” event for that.
The textured background is fairly nice, the fog tiles can be useful but overall the tileset looks quite boring. Everything has the same, brown color. A little gradient at the edge of the platforms could have taken this major setback (in my very humble opinion) away.

Make more colorful stuff next time, the graphic quality shows your tilesets have some potential >)

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