Review by blurredd

Posted:
Posted more than 20 years ago
For: SHADOWSOCCER FIXED (re-rate!please)
Level rating: N/A
Rating
N/A

The “CTF” is deceptive, although I do realize it must be played under CTF. This comment will probably get deleted anyway, but the type probably should be “Other” instead. That’s all I have to say (for now).

Review by blurredd

Posted:
Posted more than 20 years ago
For: Cairn Refinery
Level rating: 8
Rating
8.2

It’s kinda interesting that Cell is one of the first to use this tileset and he is already trying something different. Kinda like Stripe’s level…

GAMEPLAY:

A Cell level in typical Cell level format. The layout is good. The balance is nice. It’s not too complicated. Players can use some new strategy. I can’t spot any fatal flaws so I don’t have any complaints about the gameplay. I barely played it, but it looks good.

EYE CANDY:

In a word, interesting. But is that a good thing? I don’t even know myself. I’ll just assume it’s better than average (or something).

CARROT AND AMMO PLACEMENT:

There’s a full energy carrot in the middlw of tehe level. Can’t go wrong with that. The ammo placement is good and so is the powerup placement. There isn’t anything here that I don’t like.

HOST THIS OFTEN?

I dunno. Maybe? The BG is a little strange for my tastes, but whatever (I’m not taking points off for that anyway). I’m rating this an 8.2 just because.

Review by blurredd

Posted:
Posted more than 20 years ago
For: SPACE ISLAND LEVEL WITH ISLANDS
Level rating: 8.1
Rating
8.5

I should have rated this a long time ago. This must be my favorite level that you ever made, at least so far. I’m feeling too lazy for a detailed review (for various reasons) so I’ll just give you an 8.5 and be on my way. Kudos.

Review by blurredd

Posted:
Posted more than 20 years ago
For: Belfalas
Level rating: 7.5
Rating
7.5

A Diamondus level…

GAMEPLAY:

Gameplay is definitely an iffy. While it is simple and it follows the CTF basics, there are several things I don’t like about it. For one thing, the flow is a bit troublesome in several places. Not the biggest problem, but I notice these things. Another thing is the routes from base to base. The layout has the flags located close to each other, but are blocked by a wall and force you to take a longer route. It’s been done before, and with the same exact tileset. Although, that’s not where the problem lies. I find it a little annoying that I can take the upper and lower route from red base to blue base, but only the lower route from blue base to red base. The bridge prevents players from going down on the right side. Unless if I totally missed an alternative route or something to supplement this problem, it’s a major flaw in balance and makes gameplay slightly harder to bear.

EYE CANDY:

I would say typical for a Diamondus level. There’s nothing trully new in this level. It’s average, but at least some effort was put into it.

CARROT AND AMMO PLACEMENT:

I can live with the full energy carrot at the top middle. The ammo placement is a little scarce from what I can tell. The thing that troubles me the most is seeker powerup placement. It makes me wonder why bother collecting coins for the hard to find coin warp when players can just shoot it with some electro blasters. I don’t know if the author really wanted this, but I would advise to get rid of the coin warp and use a regular warp instead. All the other powerups are placed alright or close to it.

HOST THIS OFTEN?

Maybe once or twice, only if those bridges don’t annoy you as much as they did me. 7.2 is my rating.

Updated rating: Maybe I should have waited for the reupload. Anyway, I’m revising this to a 7.5 since now players can go from the top to the bottom on the right side.[This review has been edited by BlurredD]

Review by blurredd

Posted:
Posted more than 20 years ago
For: Battle/CTF level pack
Level rating: 3.7
Rating
N/A

If I could d/l this, I’m sure I would rate this.

Review by blurredd

Posted:
Posted more than 20 years ago
For: Waz Party -- Multiplayer Pack
Level rating: 7.2
Rating
7.2

I’m feeling a little lazy about reviewing this since I just want to review the CTF levels. But I will try to write as much as possible:

Battle Field 1-5

The first level is a little cramp but with typical gameplay. The 2nd one is a more open version of Battle Field 1 and uses a slightly better looking tileset. The next level is also open but with a slightly different layout compared to the other two. The 4th level might as well be a hybrid of the first two levels. And the last one is like the 2nd one, although I don’t like the tileset as much IMO. I don’t know if that make any sense at all but that’s what I think. But they seem to be somewhat decent so that’s what counts.

Capture Zone 1-3

It seems that the first two levels have similar layouts to the Battle Field 1. I must say the 3rd level has to be the most unique, but that might be because it uses a non-custom tileset. All three levels don’t strive to be too difference from one another or have anything in them that makes you want to play them again. They all seem to be slightly below average CTF levels. I might also want to add placing carrots so close to the bases might be a bad idea. Likewise to hidden powerups.

Race Track 1-2

Two basic race levels. Nothing extraodinanary. I’m not sure if players will run the course like you expected them to. But it’s not the worse thing if players find short cuts so that won’t count against you whether you intended to have them there or not. Anyway, the levels seem to both be little too cramp for my tastes and I’m not to fond of either of them.

Treasure Area 1-2

Last, but not least, the treasure section. I would have to say Treasure Area 1 is my favorite of the pack, but that might just be because of my low standards for treasure levels. I would add it to my Treasure Server if it was 1.23 instead of TSF, but that’s a shame. The second level isn’t too much like the first one. I reminded me of one of the default treasure levels that came with JJ2. I don’t really like it as much as the first (must be the tileset). Still, it’s alright.

I think I violated a few of my ethics with this review. All of the eyecandy is somewhere between below average and average. The pack is alright. I’ll just stop writing now and leave you with your rating. 7.2 just because.

Review by blurredd

Posted:
Posted more than 20 years ago
For: Hustar (waz01mk3)
Level rating: 7.9
Rating
7.7

This is a nice tileset by Waz, although there are several things I don’t like about it. Well, it’s probably only one thing, and that’s just because it’s in TSF when it doesn’t have to be. I would consider using it if it was in 1.23 instead, but that’s just me. If you can’t do it yourself, I could be willing to help. In the long run, if you make tilesets in 1.23, it will get more people to use them in their levels. Just something to think about…

Anyway, my rating is a 7.7 only because it’s a good tileset (it’s better than the other ones you’ve made before), but doesn’t go too far with originality. But still, I like it so keep up the good work.[This review has been edited by BlurredD]

Review by blurredd

Posted:
Posted more than 20 years ago
For: Anniversary Bash 5 Pack
Level rating: N/A
Rating
N/A

There goes my last minute effort to make the pack myself. All I had to make was the stupid little text file that goes with it. I did change a few levels in the pack, but it might not really matter. I think I’ll go bang myself in the head with a heavy object for wasting all that time which could have been better spent.

(and i wasted more time just writing this up. bleh.)

And in other news, I had no idea of how many classic levels to keep. Me personally, I would have had five or less since some of them seem to be getting overplayed, but go figure. Also, I didn’t pick/suggest every level in the pack. In the end, something about someone else’s opinion got in the way so I don’t know and enjoy the levels. And last (but not least), is Security Breach v2. Version 2? I see many disappointed players in the near future. Security Breach just isn’t as fun without the jail. BTW, it uses j1Battleships.j2t.

Review by blurredd

Posted:
Posted more than 20 years ago
For: The Diamond CTF
Level rating: 3
Rating
3

The joys of rating a first CTF level. Let’s begin:

GAMEPLAY:

Not good at all. No balance, no borders, lacks flow, and too open at the top. The layout is too wide and wasn’t planned too well, and the only start position at the bottom left reflects it. And on top of that, it manages to include some hurt events (which kill the server and no one else).

My advice: Use borders around the level at least two tiles thick (three tiles recommended). This will prevent the flag bug, and even if you don’t know what it is, that’s ok. It could help raise you ratings for CTF levels in the long run. Secondly, use Multiplayer Level Start events only. And place at least one of them near each of the bases. Of course, you’ll have to set them to be the same with the bases. Team=0 is for blue team and Team=1 is for red, although that’s not too hard to figure out. Also, in my opinion if you make some of the tree branches use one ways (which I recommend), you might as well make them all have it. It’s less annoying this way. And futhermore, poles are also annoying so limit the use of them (or better yet, don’t use them at all).

EYE CANDY:

For a first level (or first CTF level, same difference), it’s rather typical. It misuses the tileset in several places and it overloads on the diamond tiles in the walls. And apparently it only uses layer 4 and 8. I could probably assume that you don’t know how to place tiles on other layers well or what not.

CARROT AND AMMO PLACEMENT:

I think I only saw two +1 carrots in the level. Full energy carrots are generally better (preferably one or two spread out), but I’m not going to go into that at the moment. Ammo placement was not that good with some ammo here and there. The powerup placement was worse: just a bunch of powerups placed throughtout the level. And better yet, you placed one of the least useful powerups (the pepper spray one) in a warp. If anything, limit the number of powerups to two or three.

HOST THIS OFTEN?

Definitely not. This level needs a lot more work before it can deserve a higher rating. I’m giving this a 3.

My best advice: Read my review for Dapete’s level (http://www.jazz2online.com/downloads/moreinfo.php?levelid=2008) for some more CTF basics. And play some other CTF levels and see what makes them good. You can use some of their features in your own levels. You also might want make your levels loop in the near future. I loathe levels without next level settings.

BTW, the boss2.j2b file you used overwrites the original boss music. But that’s not entirely your fault since XpandoZ is the one to blame with his “Single-Player Time!” pack.

Review by blurredd

Posted:
Posted more than 20 years ago
For: Small CTF Pack
Level rating: 7.2
Rating
7.2

Would have been better to release it near Christmas, but whatever…

Cold Capture 1

GAMEPLAY: Needs a better layout and maybe more balance. Alright flow.
EYE CANDY: More or less average.
CARROT PLACEMENT: Decent, though the carrots may be too close.
AMMO PLACEMENT: Alright, but hidden powerups?
HOST THIS OFTEN? Msybe once or twice.

Cold Capture 2

GAMEPLAY: Same as above, but a little more cramped.
EYE CANDY: Also average.
CARROT PLACEMENT: Two carrots again.
AMMO PLACEMENT: I can live with it.
HOST THIS OFTEN? Not too often.

Overall review: These two levels could be much better. The first thing you should remember to do is put borders along the top of the level (unless you want players to get the infamous flag bug). The eye candy could be more original (by theory), but it’s alright. These levels are an improvement from the other pack you made, though they both need better flow and less objects that get in the way when players are running from base to base. And carrot placement is generally alright, but the carrots may be too close in the first level. In all, these two levels are average but flawed. My rating will be a 7.2 just because.

Review by blurredd

Posted:
Posted more than 20 years ago
For: CTF Pack
Level rating: 6.7
Rating
6.7

Before I begin my review, I must tell you that you seem to allows neglect to say that this is a TSF level and not 1.23.

As for the levels, “Get that flag! :P” isn’t too bad for a 1st CTF level. The gameplay is playable; it’s just a little cramped at in places. I never really liked one tile high passage ways. I think the level is too big for just two +1 carrots (unless I neglected to find other carrots). The level’s name isn’t too creative, though, but the level itself is alright.

I didn’t like the next level “Infected” too much because it’s way too cramped. The gameplay is balanced, but it lacks good flow.

The final level “Canyon Capture” is also a tad bit cramped, but I think this is the best levels in the pack. It has the best flow out of all of these levels.

In all of the levels, there is good weapon placement and the eye candy is alright. I don’t know how useful a +1 carrot is, so I would advise using a full energy carrot instead. Nothing too special with these levels, but they all have potential.

Review by blurredd

Posted:
Posted more than 20 years ago
For: Intergalactic Isometry
Level rating: 7.6
Rating
7.7

And still another compacted contest level review:

Intergalactic Isometry

GAMEPLAY: Balanced. Good flow and layout.
EYE CANDY: Good. A little different.
CARROT PLACEMENT: I like it.
AMMO PLACEMENT: Alright.
HOST THIS OFTEN? Every now and then.

Overall review: This is definitely on of the better levels in my contest. It’s balanced and has nice flow. And best of all, it uses mostly slopes so it can make the weaker bouncers (compared to the RFs) slightly more useful. I don’t know about the ice in the level… Although it can be useful at times, like when you don’t have any powerups at hand, it makes me skeptical. There are 3 powerups total, and even though the ice is close to the base, there’s a powerup nearby, too. And all of the inclines may make it harder to use. Other than that (it’s nothing big anyway), it’s a good level and I liked it when I first saw it. A 7.7 is what I’ll rate this.

Review by blurredd

Posted:
Posted more than 20 years ago
For: Auqa Zone 2.2
Level rating: 3.3
Rating
3

To be honest, The Warp Z0ne was better…

GAMEPLAY:

Not too different from that other level, just no warps. It is easier to get around, but it looks more dull than before. The worst thing in this version is the “secret” area with all of the food. It’s too easy to access, it’s annoying to go through (especially with the poles), and it’s not even needed. And better yet, the warp target is near some vines; if a player gets shot onto the vines, he/she will be stuck there. Also, it’s slightly harder to get into the bases. One tile wide paths are usually a bad idea to use.

EYE CANDY:

I suppose it’s better than before, but it’s still not that good. You might as well use a different tileset (and please don’t upload another version of this level again).

CARROT AND AMMO PLACEMENT:

Carrots in barrels? Carrots in barrels are the worst thing to use. Not only can a player hit the barrel so that several carrots appear, only works for the server can truly get them (other players can get 3 heart killed or whatnot). Ammo placement could be better, but at least the powerup placement is good.

HOST THIS OFTEN?

Less often than Battle3. I’m giving this a 4, and please make bigger levels.

The Edit: Another victim of the edit. A 3 sounds more suitable. Sorry.[This review has been edited by BlurredD]

Review by blurredd

Posted:
Posted more than 20 years ago
For: The Aqua Zone
Level rating: 2.2
Rating
N/A

I think I would have enjoyed rating this if I could have actually seen it.

In that case… read my review my review for “Auqa Zone 2.1”.[This review has been edited by BlurredD]

Review by blurredd

Posted:
Posted more than 20 years ago
For: The Warp Z0ne
Level rating: 3.8
Rating
3.5

Ummm… interesting…

GAMEPLAY:

Let me just say this: it’s like one of those levels where you use tubes to go room to room but much worse. The idea in and by itself isn’t bad; it just wasn’t made too well. You could have placed the warp targets. What makes this worse than a sucker tube version is being able to shoot someone while warping, which renders that player incapable of moving and much easier to kill (ultimately a cheap move to use). So the layout lacks flow and is a little annoying trying to get around. The best part of this level has to be the balance, but that’s just because of its small size and simplicity.

EYE CANDY:

Not so good. Probably a bad choice for a tileset since you said you had trouble creating a better background. If you can’t make good eye candy with a certain tileset, you might as well use another one. Even so, I bet the eye candy could be better with that tileset.

CARROT AND AMMO PLACEMENT:

There are two +1 carrots in the middle and one in each coin warp. You might as well used a full energy carrot, although two +1 carrots right next to each other isn’t the worse thing that could have been done. The ammo placement isn’t much. The powerups are placed alright, but I don’t recommend putting powerups in a coin warp, especially one requiring as much coins.

HOST THIS OFTEN?

If you do, you must be really bored. I may have liked that other level I saw online more. I’m rating 4.7 just because.

The Edit: It’s more like a 3.5 on second thought. Feel free to blame my rating system.[This review has been edited by BlurredD]

Review by blurredd

Posted:
Posted more than 20 years ago
For: Burnin Lava
Level rating: 5.1
Rating
5.2

First CTF level? This should be good…

GAMEPLAY:

There isn’t much balance just from base placement (blue base – bottom right; red base – top right). For one thing, less poles (like zero or one pole) would be better at the top right, especially since that area isn’t worth going to too often. There is no flow and the layout needs major improvements. Also, the tubes in the level are too slow. Set them to 20 or something.

EYE CANDY:

Not that good eye candy. Either it looks average or much worse. I never really like background tiles being lined up with layer 4. The textured background looks bad in 16-bit and worse in 8-bit. And the spikes aren’t needed in the level. I find naming a level “Burnin lava” would mean the level has actually lava in it. Of course there isn’t any—just some boring lava lamps. Another tileset, like Skulg’s Where Bad Rabbits Go, would fit the title much better.

CARROT AND AMMO PLACEMENT:

It only uses +1 carrots—need I say more? A full energy carrot placed in between the bases would be better (or two full energy carrots). Ammo placement needs work; though, the powerup placement is slightly better. But there is TNT and that is if I had to guess, all of the generating events respawn too fast. Set the generator somewhere between 15 and 25.

HOST THIS OFTEN?

Nope. I’ll make 5.2 my rating.

Review by blurredd

Posted:
Posted more than 20 years ago
For: Dimension CTF
Level rating: 6.3
Rating
6.5

Once again a compacted contest level review:

Dimension CTF

GAMEPLAY: Almost balanced. Alright flow. Layout needs work.
EYE CANDY: Somewhat average. Good in some places. Needs work in others.
CARROT PLACEMENT: Alright.
AMMO PLACEMENT: Not bad.
HOST THIS OFTEN? Nah.

Overall review: This level needs some amending in several places. It looks like you were trying to make the level symmetrical. So why didn’t you use the same type of springs at 45,50 and 78,50? The level seems too open with all of the platforms it uses. The level looks rather empty; it might be better if something else was placed at the top of the level, even if it’s just another border. The base placement is a little different (I almost like it), but someone can get stuck around there. In fact, someone can get stuck in several places. I’m not going to mention everywhere exactly, but you should beta test more before uploading. The eye candy was… a little innovative in several places but overall not too good. The trasparent tiles in the background either didn’t look good or they were confusing and annoying. And I saw a few tiling errors. Everything else in this level is generally decent. 6.5 is what this level gets.

Review by blurredd

Posted:
Posted more than 20 years ago
For: Circuit Plug CTF
Level rating: 8
Rating
7.7

Blackraptor made another CTF level.

GAMEPLAY:

Well, you happened to place the bases in what could be my least favorite positions: one base somewhat in the middle of the level and the other in a corner. A layout like this could be hard to trully balance. As for the flow, it’s almost alright. The idea with the different tube route depending on where you enter is a nice change from the ordinary (may be the best feature of this level). However, there are several places where you can get stuck because of one ways. And you probably should have used some faster method for setting the triggers at the start. It takes too much away from gameplay (the tube doesn’t have to make players wait that long).

EYE CANDY:

Good, but average, in a sense. It’s a little new in several places but overall done before. The background is somewhat different, but just a slight variation of what FireSword did in High Volume CTF. I think it would be hard to squeeze much more original eye candy, but since you haven’t used this set too often (most likely), be my guest and try.

CARROT AND AMMO PLACEMENT:

There’s a full energy carrot between the two bases. And then there’s a warp at the top right to a +1 carrot, and a tube to +1 carrot on the right side of the level. All carrots are pretty much easily accessible from the top half of the level and would be harder from the bottom half. This could complicate gameplay, and you only really need one extra +1 carrot if any. Ammo placement seems a little scarce but alright and the powerups are placed well enough (from a glipse at least).

HOST THIS OFTEN?

Not too often. The level is alright, but I liked the Starlight level more. 7.2 is the rating.

The level revised: The start now takes less time so that’s good. And there’s now a spring at 25,25 so that’s also good. There were some other fixes along with improved eye candy (as Blackraptor claims), but I can’t really find that so I’ll just take his word for it. Anyway, while I’m in the mood for generosity, I’ll give this a 7.7 just because (but that’s as high as I’ll go).[This review has been edited by BlurredD]

Review by blurredd

Posted:
Posted more than 20 years ago
For: Rather Useless CTF
Level rating: 7.9
Rating
8.2

Yet another compacted contest level review:

Rather useless CTF

GAMEPLAY: Pretty much balanced. Alright flow. Good layout.
EYE CANDY: Somewhat above average.
CARROT PLACEMENT: Good.
AMMO PLACEMENT: No complaints.
HOST THIS OFTEN? More likely than not.

Overall review: At first, playing this level may be tough and confusing. It’s not easy to get used to right away. But after a while, it does become more fun to play (like Flash and Unhit mentioned in the readme). The flow in the level could be a little better and less narrow in places, but it’s otherwise good. This level reminds me of JAIL and my first impressions of it. It’s a nice level and you shouldn’t turn it down just because you don’t find it too easy to get around at first. 8.2 is my rating for this level. It’s another good level to own newbies in.

BTW, flag bug with one tile borders generally only happens when there is a lot of lag.

Review by blurredd

Posted:
Posted more than 20 years ago
For: Swampy CTF
Level rating: 7.5
Rating
7.5

This level is alright.

GAMEPLAY:

The layout is good, but I question it. I can get around the level alright, but I’m not for the platforms in it. The wall jumping thing is nice, but I suppose someone could get stuck in it. It’s not that big a deal though, and I haven’t got stuck yet. What I’m really wondering about is the balance. The bases are placed in opposite cornors of the level. I guess this is alright since there is a warp near the blue base at the bottom which could occasionally take a player very close to the red base at the top (or some other random spot in the level or a +1 carrot). I can live with this (maybe).

EYE CANDY:

It’s good, just not too spectacular. But in reality, the branches are being held up by nothing and defy the laws of gravity. But that’s ok since you need those platforms and the whole game doesn’t make much sense anyway.

CARROT AND AMMO PLACEMENT:

Well, there are +1 carrots placed throughout the level. That’s not my favorite way to use carrots and it makes the level slightly more suited for battle mode (I more often than not end up using one or two full energy carrots). It’s not the worse thing, but you have to get used to it. Anyway, the ammo placement is alright, along with the powerups.

HOST THIS OFTEN?

Once or twice. Not too addictive. Though I definitely like this level more than your past levels. I’m thinking 7.5 as my rating.

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