heh, another conversion by lark.
lets review.
ok. firstly, i like this conversion alot. it looks kinda boring though because there’s no much different colors. or something like that ;P
Well.. i think there’s enough tiles to create cool and fun level with this tileset. 50% version is good though, i think it would fit bit more to jazz style but then again its just my opinion. yeah, like you said the example level was bad, but its an example level, so i wont lower my rating because of that. i like the masking here too, and there’s enough animations. ok that was enough ;P
im gonna rate this as 7.5 for the reasons i’ve mentioned. :)
Ah, very interesting.
I never played Duke Nukem 2 so I cannot say whether or not I spot any missing/inaccurate tiles. So, I will just explain what the set looks like.
This is a very dark, almost entirely monochrome, set. There is not a whole lot in the area of eyecandy, but the example level proves you can make a fairly decent level with this set, though it won’t blow you away. The grow is black with some metallic grey siding that fades into blackness. There are various green sewer-like contraptions, including some dripping sewage that can hurt you as demonstrated in the level. There are a number of animations, including a lot of computer-like ones. My only complaint about those is that each set appears many times in its entirety when only half of it involves the animation at all. There are various treasue chests, electric bolts, odd contraptions, blood stains, pipes, jail bars, cameras, etc.
In the example level (which was nothing amazing like he said, but hey, it’s an example level, who cares), Lark shows the tilesets capabilities, which basically summed up are described as “dark and monotonous”.
The 50% version is certainly more ‘crisp’, but the contrast between the white and black on many of the tiles being so close together is rather annoying to look out. The game was designed to be seen 2×2 pixels anyway. I won’t take off points for that.
All in all, this tileset isn’t that pleasing to the eye, but it has enough in it to make a fairly interesting, if not monotonous, level. I give Lark a 7.2 for this work. Good job all around.
ill give this a review too. not a long one because im not on the mood.
Conversion Completeness:
there’s some tiles missing like Violet said, ofterwise everything is there. waterfalls, splashing rock tiles, spring flowers, vines, & other stuff. overall its very good conversion, and most stuff are there.
Extra stuff:
Some sings, like the one saying “LRK”, and destructive blocks are there. there’s some sucker tubes too, which would look nicer. ;p
there’s signs too.
Masking:
Very nice masking. no complaiments.
Palette / Colors:
Very nice. there’s lots of colors, and required poles will work fine. textured background is ok too.
CONCLUSION:
Its a very good jj1 conversion. BG or FG eyecandy would have been nice though. im going to rate this 8.2 for the reasons i’ve mentioned.
Whee. A jungrock conversion by lrk. And also, what Violet said, after the betatesters test the set, resend it to them with the updates so they can verify it again. And I wanted to do the example level ;-;.
Tileset Completeness: At first it looked like everything and more was there, but Violet’s review made me suspicious so I did a thorough check, and found a few small tiles missing. They didn’t bother me too much, but they were still simply not there =P.
Extra Added Stuff: Some {ripped D=) poles, some small destructable ground block with the destruct animation, that square that implies trigger scenery, lots of destruct blocks (although why did you add in the start, exclamation, and blank blocks twice?), a tree stump, the stup mentioned above in front of the rock backround, signs, 8-bit unfriendly infinity loop bg, rain, some strange looking sucker tubes, and lots of invisible tiles. The Vine/Hook where already there, and I convinced you to include the sucker tubes, but some BG and maybe FG eyecandy would’ve been nice. And nobody puts belts into their tilesets these days =(((.
Animations: Waterfalls, lamps, plants and the stuff that already came with the tileset. More waterfalls, arrows, more arrows, more waterfalls, more plants, and destruct blocks. Other than the destruct blocks, there werent really any animations added, but whatever. Also, Im not sure if its your fault or JJ1’s, but the waterfalls dont really look too realistic when falling. Other than that, Good Job.
Technicalities: Jungle Pole looks a bit wierd, Diamondus pole is a bit too yellowish looking but its alright, Psych Pole works normally, Pin 500 and Carrot bump work normally, left and right pad are also strangely yellow..Snow is green =\. Water looks alright in 16bit but horrid in 8bit. Small Tree works pretty well.
Other versions: None D=
Userfriendliness: Yeah, the tiles are mostly placed out nicely, and it seems easy enough to use with no hassle. Good Job.
Color: Like in the original Jungrock, good job. The textured BG is a bit buggy though, and the sucker tubes look strangely similar, if not exactly the same, to those purple shade tiles to the right of the textured BG..
Masking: Masking is good. Some of the ground masking is a bit higher than others, which might lead to a problem or so, but otherwise its good.
Overall (not an average): Its a pretty good conversion, some things bring it down a bit, but it is more complete than CelL’s.
Rating time =D:
Tileset Completeness: 8.5
Extra Added Stuff: 7.5
Animations: 8.2
Technicalities: 8.2
Other Versions: N/A
Userfriendliness: 8.7
Color: 8.7
Masking: 8.2
Overall (not an average): 8.2
Final Rating Comes Down To: 8.275 rounded down to 8.2. This is a well done conversion, but several things could’ve been improved a bit. Definite download reccomendation and good job LRK. Btw, sorry for any mistakes in the review, I did it early in the morning =\.
Edit: Ugh, left out masking. That’s what happens when you review in the morning.
[This review has been edited by Blackraptor]
Ok, look. We’ve been through this before, Lab. You send a file to the beta testers. They report bugs. Then you send it to them AGAIN. You do NOT upload it RIGHT AFTER the FIRST REPORT. This. is. just. not. finished.
CONVERSION ACCURACY: At first glance, this looks like a complete Jungrock. It’s not. There are several rock combinations missing, for example non-45 degree slopes not on a rock background. Other than that, it seems all right, though when the rocks are pretty much the entire tileset, you should try to get them right. Other stuff is all there – the bounce plants, the green vine stuff, the waterfalls, signs, etc.
Pros: Mostly there.
Cons: Only mostly. I miss the 22(?) degree slopes.
Rating: 8.5
COLORS: This is where the tileset really shines. Everything looks perfect, I can’t spot any color flaws but one. And that one is that the textured background doesn’t work in 8-bit. I wish you’d stop breaking the textured background, Lab. It’s got these little light purple things in weird places, and it’s not even a properly fading background. See what I mean about testing before uploading? Anyway, pretty much everything else works – besides Carrotus Pole, but there are enough poles anyway, and Snow, because Jungrock isn’t a very snowy place. Still, the TEXTURED BACKGROUND.
Pros: Most things look great. Whoever did the color was a genius.
Cons: YOU BROKE THE TEXTURED BACKGROUND WHICH IS GOING TO BE VISIBLE ALMOST FULL TIME! Why…
Rating: 8.2
MASKING: Masking is pretty good – mostly straight lines and such. The only questionable bit is that the floor for grass and pure!rock have different heights. Why? Does this serve any purpose other than possibly messing up levels using this tileset? There are also some handy invisible tiles, including support masking for the sucker tube – good job.
Pros: Mostly logical, sucker tube stuff.
Cons: Different heights? Just… weird.
Rating: 8.7
ADDED TILES: This is what can make or break a tileset. Let’s run through the list:
Sucker Tubes: Yes, but ugly.
Blocks: Yes, but ripped.
Poles: Yes, but ripped.
Spikes: Already there.
Hooks: Already there.
Vines: Yes.
Water Blocks: No.
Background Eyecandy: No.
Foreground Eyecandy: No.
It’s not bad, but… Jungrock is a really pretty tileset in 320×200. I’m sure it would look better in levels other than just the example level, but the screen of 640×480 is so big that this tileset really needed some sort of background eyecandy. The sucker tubes are still ugly and until I looked in JCS, I had no idea they had special tiles for the ends. They also only support corners, no T’s or crossroads. The blocks and poles are still ripped, and some of the blocks get repeated. There is little or no support for things like poles, vines or already existing tiles going back and forth between cave and notcave. In fact, there is almost no support for cave edges whatsoever. There are some single tile trigger scenery walls, but they look shrunken and bad. The rain is, for all intents and purposes, invisible against the already purple background. And there are a few other things I’m missing, like connections between leafy brown sticks, support so that signs can go ino the ground, and some added functionality for the red flower vine stuff.
Pros: Most of the absolute requirements are there.
Cons: Not all, lots of missing tiles, way too much stuff (read: more than 0 tiles) ripped from JJ2 tilesets.
Rating: 7.2
TILE PLACEMENT: It’s… not bad. Most stuff is placed logically, though I’m at a loss why the splashing waterfall tiles are so far below the rest of the waterfall. There are also a very large number of duplicate tiles, which could possibly have been avoided, as the tile placement doesn’t look incredibly strategic. Event tiles are scattered all over the tileset, from top to bottom, instead of being all in one place as they belong. This tileset also suffers from “Beta Tester’s Syndrome”, where there are large amounts of tiles to be found underneath the textured background, where nothing should be at all. Especially since some of the tiles down there are quite useful, like sucker tubes, or stuff inside the caves.
Pros: Mostly good.
Cons: Kind of illogical.
Rating: 7.5
OVERALL (not an average): It’s not a bad conversion, but it suffers too much from not quite being ready yet. There are a few too many bugs and missing tiles, even ignoring the fact there should be none period. Still, it’s Jungrock, and it’s far better than CelL’s, so with a little luck, you might be able to make something nice looking. Just don’t have the walls be too large, as there’s only so much to decorate them with. The original Jungrock thrived more on open air than anything else, something the example level does not show very well.
Pros: A good looking conversion, quite usable.
Cons: Somewhat lacking when it comes to things beyond copying tiles and putting them into an image.
Rating: 8.2
Hmm… all these Crysilis requests. Spaztic wanted me to do Crisilis as well. I just might try it some time in the near future.
I’ll edit this review for commenting on future reviews on this.
Comments on Violet’s and Blacky’s reviews:
I was originally going to do the sucker tubes similar to the way CelL did them in his conversion, but I felt that if I did, it’d be way too unoriginal, so I experimenting by using simple gradients for tubes.[This review has been edited by labratkid]
Nice. Very nice.
Palette:
Violet made it, so you know it’s good. ;) The Textured BG is screwed up in 8-Bit, but that’s fine. You can even use poles! YaY. 9 of 10.
Content:
Contains everything in Jungrock. Suck-Up tubes, Devan/CheckPoint/Jazz signs, a text sign, and a LRK sign are only some of the added things you’ll find. I thought the rain was kinda shaped weird, but that’s fine. 9.5 of 10.
Mask:
I didn’t get stuck. YaY. Oh, and you’ll find some secret messages that wouldn’t be out of place in a Wisey tileset. So, 10 of 10.
Hype:
Hype is what the rating for this download was prior to me reviewing it. No rating, no hype setting. So, N/A of 10.
Tilt:
I like it. I just like it. But you only drew about 10% of the entire tileset. So, 7 of 10.
Overall:
9 + 9.5 + 10 + 7 = 35.5 / 4 = 8.875 = 9.
Download: Yes.
Use: It’s a tileset. Use it.
Oh, and LRK, if Jarno Vos comes and rates this a 1, don’t get mad. He’s just a n00b. Just pet him and give him his dog biscuit. :P
-ThO
Edit: Do Crysilis. Please. The Crysilis we have now is sux. If you do it, i’ll worship you forever.[This review has been edited by RoW_Odin314]
Cool Tileset Man !
(Unsupported rating removal. Please back up your rating with a review – for example, what makes this tileset good? How’s the color, graphic quality, masking, tile placement and/or variety? What could be improved? What could be added? ~Violet)[This review has been edited by Violet CLM]
Well.. i decided to review.
first of all, this font is really small, and quite unreadable, which is very bad thing. i used this font in IRC like 45 seconds just for testing. its fun font, but quite small, and unreadable. ;P
Well.. its quite nice anyway, so im going to rate this as 7.
I wanted to make comments on the reviews I got at one point or another. does so now
Blackattack: TNT can be good for getting powerups and stuff. For example, if you jumped up to 38, 30 and then placed TNT and ran off, you’d get the toaster powerup without taking a couple seconds’ time to climb up onto the ledge and shoot it. Same with the bouncy powerup.
PHT: Lori can reach that warp via the green spring to the right of it (not that anyone uses Lori anyone… I only know of one person who uses Lori and I don’t think he/she even plays anymore. It was someone I played in a clanwar). If you run into that green spring from the right, it will take your directly to the warp (the green spring doing that is the main reason I chose that place for the warp). The warp used to be under the bridge. You had to kick to the left with Spaz while standing in the middle of the bridge to access the seeker powerup. That was too Spaz biased, so I took it out.
Sonictth: I’m sorry you had to run in this level. Maybe next time I should make a level where you don’t have to run! =D
Nobody in particular: Layer two contains two tiles under the bridge to help out the eyecandy, layer three contains lots of things that are used for obvious reasons, layer fourThe end.[This review has been edited by labratkid]
Jagged Ectoplasm by LRK, time to review >D.
Gameplay/Flow/Layout: There are springs and suckers nearly every where and make the flow really rux, but this is a battle level, so this leads to less strategizing and more chaotic action shooting. But thats not necessarily bad, since chaotic shooting is basically what battle is most of the time. Other than that the level seems pretty much alright here. One final add on is that the lighting in the cave ruxed.
Eyecandy: At first the eyecandy just seemed plain average here. Nothing wrong or poorly done about it, but nothing new either. Some places like the cave looked great, but werent enough to bring up the rating much. On the positive side, the eyecandy + the music gives the level a nice feel.
Placement of stuff: Bouncer (12,44) placed in teh cave, Toaster (37,26) placed on a small ledge, RF (96,17)placed in a small passage leading off from the rest of the level, and Seeker at 13,58, which you need to find a warp to get to. Powerups seem alright, the Toaster might be a bit too close to the bouncer (when you’re heading out from the cave), other than that I have no problem with the powerup placement (Seeker powerup area can be ideal for camping, though). Ammo is also decentely placed, no pepper because of that flipping-spring bug thing, but I’m sorta wondering why you put ice and TNT in the level. Since its hard to kill someone with TNT unless they’re idling, and impossible to kill someone by freezing them (unless you use the freeze-kick/stomp tactic). They didn’t bother me much and weren’t placed in great amounts, but they still werent really needed. One final notice is that there seems to be a large amount of ammo placed in 2×3 rectangular shapes. Try to be more creative with the ammo next time, its alright if you have just a few patches of 2×3 or similar, but having nearly all the ammo 2×3 is just too much.
Overall (not an average): I like this level. Probably because the awesome music choice gives it a good feel when I’m playing it. Either way, the level is pretty decent, and I’d host it once in a while (if my router ever decides to let me host).
Final Rating:
Gameplay/Flow/Layout: 8
Eyecandy: 7.2
Placement of Stuff: 7.3
Overall (not an average): 7.7
+0.2 for teh music.
=7.75
=7.7. And a download reccomendation. GJ =D
Great. Another unfair review by sonictth. Anyway, let’s start:
GAMEPLAY: The level’s gameplay is great. The platforms are placed so, that you don’t have to jump, but just fall on them. I liked the horizontal spring idea. This level has alot of warps, and float ups on places with small edges. This prevent you from jumping. This level has 4 tubes, and they help the flow. The level is playable with any character, and has an excellent layout. This level’s size is good, and the level doesn’t have minor problems in it.
Conclusion gameplay: This level’s gameplay is excellent. The platforms are placed how they need to be, and the level’s flow and layout are good. The horizontal spring idea was nice.
EYE CANDY/TILESET USE/LAYER USE: This level uses has one of the best eye candies in Diamondus levels ever. I loved it here. The level has not too many and not too less stuff in layer 4, and layer 5 has some cave tiles in it. Layer 3 has some secrets, and the layers 6 and 7 have backgrounds. The tileset use is very good, this shows how Diamondus needs to be used.
Conclusion eye candy/tileset use/layer use: The eye candy is great. Tileset use is very good and layer use is good too.
PICKUP PLACEMENT: the level has a good ammo placement, but most ammo can be get without jumping. There should be less ammo on the ground or in the air. This level has some crates, which is ok in battle. The level has 4 power-ups. Seeker, bouncy, rf and toaster. The placement of them is good, so no complaints. This level has some fast fire here and there, and the ammo is mostly placed in groups in 3 × 2. This is no big deal, but it would be better if it looked else(6 × 3 is fine). The level has ice, but it’s okay in battle, no big deal. There are 2 carrots, and they are both +1. This is good.
Conclusion pickup placement: G00d ammo placement, but probably too many on the ground in some places. Good pu placement and carrot placement, no complaints.
ORIGINALITY: Yeah, I know, this uses Diamondus, but that’s no problem. The music used is something that fits this level, the level’s tileset use is original, and there were many MP starts(around 10) and that’s original too. This level name is again good thinking.
Conclusion originality: original music and tileset use, alot of MP starts(original too)
Conclusion level: A nice battle level by LAbRatkiD, which is worth a download.
Final rating: 7.7
- DarkSonic of XSÐ, CC and XLM was here.
IT Isn`t interesting what a Beta Tester Say. If you like the Name. Let it be there. The Level is Not Really Good because you have to run very far. a 6
(…………………………..what? Unsupported rating removal edit. Please provide more detail and brainpower in your reviews. ~Violet)[This review has been edited by Violet CLM]
Does anybody have a version of Halloween Harry or Alien Carnage that actually works? I’ve tried every method I can think of to get it working, but all efforts end up with the same result, runtime error. If someone has a working version, I’d really appreciate it, thx. air_goddess39@hotmail.com
(This is not the game. Don’t rate files if you don’t understand what they are. For your runtime problems, try using a program called TPPatch. ~Violet)[This review has been edited by Violet CLM]
Here is my [evil] review ;-)
CHECKLIST
[-] Single player mode available
[x] Multiplayer mode available (Battle)
[x] Splitscreen mode available
[x] Internet mode available
[x] Network mode available
[x] Playable with Jazz
[x] Playable with Spaz
[x] Playable with Lori
LVL DESIGN, EYECANDY AND…STUFF
Lvl Design here is nothing really special, but it plays really well. It also has a few original ideas, but only a few not too big ones.
The eyecandy rocks, there are no tilebugs and it looks really cool.
Only thing I don’t really like is the music (3Ddemo). The start of the track is good, but then it gets very weird..
GAMEPLAY
The gameplay is good, the size is middle (125×64). Sadly for Lori it’s very hard to navigate. You can reach most places, but sometimes you must jump really precisly (did I spell this word right?) to reach something. For example she isn’t able to reach the warp on 76,40. The rest of the gameplay is well done, there are some secrets, and really enough ammo.
AMMO AND OTHER WEAPONS STUFF
The ammo placement is well done, but those freezers and TNTs aren’t very useful. There is enough ammo, so you can battle very nice in this level.
TILESETS
Overused Diamondus used. Due! But I won’t take points for that because I’m also already making a level with Diamondus :-)
USE OF TILESETS
The tileset use is very good, there is much sprite eyecandy and all the bg layers are used. There is nothing in the foreground layers 1 and 2 but that would only disturb the eyes of the player. I only use this layers in addition to layer 3 and 4 or something.
CONCLUSION
This is a good battle level, but nothing really spectacular (again, I’m not sure if I spelled this right =) )
Alltough, it’s better than every level I already made so I will give this a good rating.
DOWNLOAD: I think yes
HOST: Once or twice
LEVEL RANK: Above average
FINAL RATING: 7.0
Have fun, PHT
Oh what baaaaaaaaad.
(Unsupported rating removal edit. Please provide more detail in your reviews. ~Violet)[This review has been edited by Violet CLM]
An Example Level really HAS to be there because how could i know to use it?
Others…
The Animations and Jetpack graphics are Nice… an 6
(Unsupported rating removal edit. Please provide more detail in your reviews. ~Violet)[This review has been edited by Violet CLM]
I suppose I’m a bit overdue with reviewing this. Oh well. Here’s hoping this doesn’t end up being TOO biased…
Unlike most, if not all, other conversions, this particular one consists of five (plus one copy with a minor color edit, which was probably unnecessary anyway) different tilesets, each taken from one of the many different locales in Commander Keen 4: Secret of the Oracle. Despite being released in 1991, it is still a fantastic game with great and highly creative art.
Nearly every tile from the original game is included, seeing as how this was created from a rip of the official tileset. Additions such as hooks, vines, poles, destructable blocks (albeit ripped from official sets), and a textured background are also present. Pole, Pinball, and snow events aren’t recommended because they tend to look bad.
Not every piece of eyecandy could be added into every set due to JJ2’s somewhat restrictive tileset size, but everything that should be in each set is. The animations are all present and accounted for, as are all of the game’s various collectable items. Triggers can easily be manipulated with the doors, keygems, and switches. In some sets that had a little extra room, the full SGA was included along with a translation. I can only imagine what sort of messages some of you people out there would concoct.
Masking is smooth. Very smooth. I could not intentionally get myself stuck, and since every set uses the same masking for its solid parts, they are all quite well done in this regard.
A couple of the tunes from CK4 were also included (“Eat Your Veggies” and “Welcome to Another Kick in the Pants in Good Old Hillville”, for the inquiring minds), which certainly doesn’t hurt anything. I’d converted another one of the songs, but he refused to include it because it wasn’t used in an example level. The fiend.
Overall, I really cannot find much fault with this. Each locale has been pieced together flawlessly to look exactly like the original, along with all of the minor embellishments that made the Keen series what it is. My only real complaint is the fact that a full version with every set together would have to be TSF-only, but that merely further testifies to the quality of the source game. There’re also a couple things I’ve noticed during the typing of this that were left out, but they’re minor enough that they don’t affect the score, and I can bug him about it later anyway.
It’s a bit hard to decide what to give this, considering my bias towards the series and my constant involvement in the creation of this conversion (read as: slave-driving perfectionism and unforgiving criticism), so I’m going to semi-arbitrarily give this an 8.5.
Nice work. Now if your name is Labratkid, stop reading this and go ask me what you left out.[This review has been edited by Scizor CT][This review has been edited by Scizor CT]
Good title sets i have a very little remembering of that i ever played the game a few times:D.
First I must say that I don`t like Commander Keen Games because the Graphics are ugly and bad and so..
But this Conversion is really Good.
There are much tilesets and they are even like labratkid`s jetpack conversion good for newcomers on level Editing. Even they are Large and has got paralaxin Background Sky they got an adittional plus.
But I think it would be better if some Fixes of the Tiles were made because some of them looks really bad (In graphically I Mean) But, yes, the bad looking tiles aren`t your work so the conversion is just nice.
Another Nice thing it would be,
If Making conversions of tilesets of other Games, It`s not wrong if ya add a Download link for that Game/Demo/shareware or so…
Overall The Conversions are Good, 1.23, Nice Example Levels, but Boring and not matching Music! I Give that a 6.7. Add Better music…
You can find better[This review has been edited by sonictth]
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