RecommendedReview by DarkSonic

Posted:
4 Dec 2006, 19:35 (edited 4 Dec 06, 19:36 by da man)
For: New Ages CTF
Level rating: 8.6
Rating
8.5

New Ages

Less than a week ago, Snooze told me he was going to make a pack. He worked on this pack faster than ever, and today he is already uploading it. It’s a pack with 5 CTF levels that have small/medium size. He also uses some weird and funny names in these levels.

Question;

At first, this level was called ‘Unoriginal Level’ then ‘Satellite One’ and now it became ‘Question;’ it’s a level that uses NOKA’s Labrat.

The layout of the level is pretty good, because it’s really solid. It’s easy to run around. It’s almost symmetrical. Although it’s solid it’s pretty simple as well. But in this pack you’ll find levels with better layouts, so keep reading this. Because it’s easy to run around the flow is good. You don’t have to jump a lot. The bottom corners have small dead ends, but it’s easy to get out of it.

Eye candy is typical Labrat eye candy, although the background is original. Snooze didn’t overuse the eye candy or something, but he just did what he should do. The tileset has been used pretty well as well.

Placement is.. well, something different. There are two Bouncy Power-Ups(so people don’t complain about the choices of Power-Ups) and one Blaster PU. This system hasn’t been used a lot, and I can’t recall a level that had it. The placement of the level is good enough, I like the food that’s placed to fill the level up with events. One Full Energy and one +1 carrot here, with 2 different PU’s it’s good enough. There is no Fast Fire here, that’s not really needed. RF is powerful here because there is lots of free space and straight ways. The other ammo placement is just fine.

Overall, this is a good first level.. but not the best of the pack.

Rating: 7.9

Complex
Snooze used this tileset for Galaxia, but now he’s used it again for this level called Complex. ‘I’m going to show my new skills with this tileset’ like he said it when he was going to make this.

Well, as the levelname says, this level is pretty complex. At least its layout is. It’s everything but simple, and very unsymmetrical as well. But it’s balanced. There are some secret ways in the level that took a while to find out. The level feels bigger than it is in my opinion. There are some warps and tubes, and I also a copter that helps the flow, which is good enough.

Like Snooze already said, he wanted to show his skills with this tileset(he referred to the eye candy as well) and in this level you can see that he doesn’t lie. This EC is better than in Galaxia, also more random. On the right side of the level there is something different than at the left side, for example. The top has a red area. The background of the level is also good.

There is one Power-Up in the level, a Toaster Power-Up which looks too close to the red base but that’s not true. Snooze made it so you can’t get the Power-Up from under it. The level has one Full NRG, which is on a nice place. The other ammo placement is pretty nice as well.. good choices of ammo too.

Overall, this level is a bit better than Question; but still not the best of the pack.

Rating: 8.0

Persona Lity

Speaking about weird names.. this is one of the weirdest so far. It’s a level that uses Colon Night with masking fixes. The level was called ‘Codename’ and Personality’ at first, but now it became ‘Persona Lity’

The layout of the level is something interesting. The bottom of the level has sewers which is pretty linear, maybe too linear. The other parts of the level are better. Although the layout might be weird, the level flows nicely(again) the bases might be close to each other though, but it’s slowed down by springs and vines.

The eye candy in the level is very good for the tileset. Snooze tried something, and succeeded. The tileset has been used nicely, and Snooze didn’t overuse anything. I haven’t seen a Colon level with better EC, I think. There is more in layer 5 than in the sprite layer, but together it looks really nice.

The level has food, which fills up the level. The ammo placement is good again. Some ammo is close to the ground(like in the sewers) and other ammo is in the air. 3 Power-Ups here. 2 Power-Ups are partly hidden, but can be seen easily. The main Power-Up, the RF Power-Up, is in the sewers and it’s in the middle of the level. Three carrots here. 1 Full NRG and 2 +1 carrots. Because the level has 3 Power-Ups that’s good enough. Some shapes of ammo are boring, but it’s hard to make new shapes nowadays.

Overall, this level is the best so far. Snooze made the beta version of this and Complex in one day, so JCS NOLIFER AWARD TO SNOOZE!!1

Rating: 8.2

Radiation

Again a weird name here. The level uses ET’s Planet 2. It was called ‘Radiate’ at first, but ‘Radiation’ is better.

The level has a medium size in my opinion. This time, there are no tubes. But at the bottom there is something that will shoot you up. The bases are close to each other, but the walls prevent that. It’s possible to RF climb to them though. Again the flow is good.

The eye candy is very good, to say it short. Why? There is lots of stuff in layer 5, like the waterfalls and caves. And that thing at the right-bottom of the level is funny. Layer 4 also has lots of stuff, and it looks very good together. It’s just very nice, dunno what I still have to say about it.

The level has 2 Power-Ups, a Seeker Power-Up and a Bouncy Power-Up. The right side of the level has a Full NRG carrot, which is something different. The left side has a Seek PU and so the right side has the Full NRG. Interesting concept. Snooze was also inspired by All Your Base CTF for this, that’s what I can see if I look at the Seeker Power-Up. Ammo placement has been worse before, but it’s much better now.

Overall, this is a really nice level. I give it a higher rating than Teacup!!1

Rating: 8.3

The Boneyard

The last level has been made pretty fast as well. The name is finally something that fits the level, and not a unusual name like the previous ones. This uses Inferno 2.0 Water, a new tileset conversion.

The layout is something different compared to the other levels. This level is pretty closed, with not so many ways. It’s linear, but solid. That’s good. Bases are placed in the top-left and bottom-right, with warps near them. Again the level flows nicely.. just like the other levels.

Eye candy is very good, just like in 04. This time, the Inferno 2.0 tileset has been used like it should. Lots of waterfalls and caves are placed in layer 5 and 6, and the things from (-) have been placed as well. They’re in the sprite layer and layer 2/3. There is water in layer 1, so Snooze used every layer here. Very nice!

Placement is a bit biased towards the right base. At the right base there is more ammo. The only Power-Up, the Toaster Power-Up, is closer to it as well. In a 2v2 you probably don’t really care about that. There is one Full NRG that might be close to it as well, but the warps make that good. The other ammo placement is good, there are some boring shapes again but oh well. The placement in 04 was better.

Overall, this is a nice fifth and last level of the pack. I give you extra points because you used this tileset.

Rating: 8.2

Well, this pack has really good levels.

7.9 + 8.0 + 8.2 + 8.3 + 8.2 = 40.6

40.6 : 5 = 8.12 = 8.1

Pack bonus: 0.3

Music bonus: 0.1

Overall rating: 8.5

Download recommendation: YES

Host: 03, 04 and 05 are really nice. 01 and 02 are a bit worse, but are good as well. So yes

But next time, please don’t be so fast.. even though I said that once. You can get an 8.7 or maybe even higher next time!!1

RecommendedReview by Superjazz

Posted:
19 Nov 2006, 15:27
For: Teacup
Level rating: 8.1
Rating
8

It’s good to see Snooze being active again with jcs like in the old days. This time the result is even better and he had some inspiration on this level too. Teacup in this case, I suppose.

The meteors were used in a different way here by placing them in flocks, and giving them an unordinary, but nice layer-direction. Either not many have used the textured-background tiles for sprite-eyecandy, any tileset. This does fit the level very well since it’s not overused. The minor lightning here is welcome also. What would I still wish, was a little more generic detail to the solid wall(top corners.)

Very important is that the author took the effort, and didn’t just flip up the other side of layout. By that the layout is nicely semi-symmethric and fairly easy to learn. Flow is well done and any annoying linearity has been avoided. With a few warps taking you to certain places, and the “abuse” of rf in the middle make the level quite tactical. The spring to the bases might be a little annoying to use at first, which is the only entrance to the bases in fact.

The level goes with the default Toaster-, and Bouncer-PU without a third “neutral” PU. However you possibly run out of those ammo pretty soon because the PU’s are to be shot with Electroblaster, and the placement of separate ammo here is so “room-biased.” More ammo could be placed into some kind of exciting shape at least. A full-carrot floats above the “teacup” in bottom-middle. Weird thing is how the another half-carrot at top is less campy than full.

This level was after all a quite nice comeback from the author. He wasn’t at first even expecting for this high quality but it just came in sudden. Even the music fits here that I would rather listen than the beta’s labrat.j2b. This is probably the best ctf-level Snooze has ever made and I guess it’s also the tileset Snooze has used the most. Floating Fortress and Station 87 are his previous pieces of Space Warbase I remember, but they do fall under this one’s quality. I thought for a rating of 8.2 but actually the placement-part kinda lacked of things after all, so it turned into 8. It’s very great level still and even an 8 is much for a single level. Download recommendation.

Sj

RecommendedReview by DarkSonic

Posted:
17 Nov 2006, 18:51 (edited 17 Nov 06, 18:57 by da man)
For: Teacup
Level rating: 8.1
Rating
8.2

‘Teacup’ how weird as the name of the level might be, is a level with the Space Warbase tileset. It’s Snooze’s latest level. 2 days ago I first heard of the level, and 1 day ago I played the beta version. Since then, stuff has changed. But now I’m starting with the review.

While you’re walking through the level, you’ll notice that the layout is something different. It has warps that makes it more complex, and it has dead ends in the upper corners which are pretty strategical. The flow is really nice as well, even with those warps. The name ‘Teacup’ has been chosen because of a carrot that’s in the middle of the level, which is above a platform with water blocks in it. I guess the water is supposed to be the tea here ;P. Anyway, the level has the bases placed close to each other, but there is a pretty long way to the base. People that have a bit skill can RF climb to score faster. The bases are pretty easy to defend, but it makes it more challenging. The level has an original layout, that’s for sure.

The eye candy in the tileset that’s been used is rather limited, but the author tried something with the tileset and succeeded. There is lots of stuff in the background layer, with a nice and original background and layer 8 has stars and has a sort of yellow-brown colour. Eye candy has been placed in the walls and the author put some nice stuff there. Overall I think the eye candy in the level is probably the best eye candy so far with this tileset, probably even better than Zaitox.

The ammo placement is pretty nice, with some nice shapes and choices of ammo are fine as well. The level has 2 carrots, 1 Full Energy and 1 +1 carrot. The +1 carrot is in the top middle, and I already described the other one. There are 2 Power-Ups, which are in short dead ends. With the space between the platforms 2 Power-Ups is enough, even with 1 Full Energy and 1 +1 carrot. Food is also included, but it’s hidden. It’s above the carrot, near the bases. You can shoot it down with Gun9.

Well, I don’t really know what I can say that should be improved, but no level is perfect in my opinion. The layout might be hard to learn, but I learned it pretty easily. I can say this is probably the best level by the author so far. It’s not as simple as Galactic Warfare, and it beats Clipboard Chaos as well I think. Before I were going to review I already told the author what I would give the level, and I think that was a fine rating. Overall this is a really nice level that should be downloaded and hosted. I’m giving this an 8.2, which is very good for a single level.

RecommendedReview by Superjazz

Posted:
20 Sep 2006, 19:10
For: Romantic Landscapes
Level rating: 7.5
Rating
7.5

For a reason of not maybe “friendship”, while review-rules of the downloads-section tells not to review a “friends level” biasedly, I decided to give a smaller kind of review for this smaller kind of level just very recently uploaded, but some time ago was actually finished. Romantical Landscapes.

The level is very atmospherical, like you could just guess looking at the name of the level. Something I really wonder is why do flicker- and steady-lightning really exist here eventhough there is no Set-light given to players. However, the halos made with a pickup-set are visible for everyone and are a great bonus to the level-outlook itself. And just about the eyecandy here in general, doesn’t have really any flaws or strange stuff that wouldn’t fit to the level-theme. After all you only get to see the decent background properly only at a few places.

The layout is very complex but still does work out pretty well. This could be possibly even considered to be a ctf-level as it does have such reasonable balance between left and right edge. Tubes leading away from dead ends would be the only necessary ones here in my opinion. The rest don’t really add a lot to the tactical side of the level. A few trigger-effects were used too.

What the level contains as pickups is alright. I would have nevertheless wished more ways to place food and gems than what they are currently placed like; Random? For a level of this size Toaster-PU is a good choice.

So we see that even a small level can be after all a decent level. But as jcs still has limits to how “exactly” create a good level, this kind of tiny (masterpiece?) level cannot reach a high score. Snooze seems perhaps even more retired on creating the great stuff, no offence. Considering about the score by all these factors, so far a 7.5 would be a fair one. Download recommendation of course. F0R SN00ZE!

SJ

Review by GoldRabbit

Posted:
13 Sep 2006, 07:32
For: Snooz's treasure hotel v1.0
Level rating: 7.3
Rating
N/A

i want a room

Review by Pyramid

Posted:
23 Aug 2006, 08:59 (edited 23 Aug 06, 09:55 by Cooba)
For: Galactic Warfare
Level rating: 8.3
Rating
N/A

Great Level. I rated it 10.

[Rating (10) clearance. You have to specify why is a level great when rating. ~Cooba]

RecommendedReview by Ischa

Posted:
29 Jun 2006, 14:55 (edited 30 Jun 06, 13:47)
For: Devans time machine
Level rating: 7.6
Rating
8.8

Rating Devans Time Machine:

This is a rather good delivery of jazz Jackrabbit. It has six levels, all created from traditional JJ2-tilesets.

The first level is called ‘Lizard Land’ and takes place on Diamondus. With a beautiful context and good placements you must with your rabbit to the exit, somewhere on the left.

Level 2 is also on Diamondus, but only is it now night. The level is called Windy Day and are there at the exit an end boss. For exact to be, the Tuf Boss. Level also this have beautiful eyecandy and the bonussen and enemies have been well placed.

The third level is not on Diamondus. Your rabbit is in the royal gardens of Carrotus. With the castle and a bunch on the context it is splendid. Enemies have been well placed. That also applies to the goodies. Just like at level 1 the exit are left in your screen.

In level number four approaches you the laboratory of Devan Shell. Somewhere in the level a puzzle with block-systems is which you must destroy by shooting or stomping. Here too the placements are well and the context is very well. The exit is the entrance of the laboratory and also the fifth level.

Unfortunately the fifth level is again the last but one. It takes place in the laboratory of Devan Shell. Your rabbit must move on himself between chemical mixtures and metal to blow. The most metal blow reflect your weapon. The eyecandy are very well, just like the placements.
To the end is the time machine of Devan Shell, where you must cover an end boss. The robot from the bad turtle for exact to be.

The sixth level is the final. The level is rather short, but nevertheless nice. The goodies and enemies have been well placed. The eyecandy are super and the game end boss also. It is none one, but it are two bosses where you must cover of it one. It are two clones of Devan. If you cover of it one, Devan deliver themselves and you have finished the game.

Conclusion:
It is a very well game. The more so if you do not find it terrible that all levels have been made of standard tilesets of JJ2.

Final Rating: 8,8
Download recommendation: YES!

RecommendedReview by DarkSonic

Posted:
14 Jun 2006, 13:53
For: yur mam
Level rating: 7.7
Rating
7.7

Hmm, I’ll review this level. ‘yur mam’ or ‘Randomizer’ it’s your choice. Really funny level name, but the level shows why it’s named that way. Prepare for a review!

The level is really small and it has good flow. The main concept of the level is freezing a spring and warping to another base. But you don’t know to which base you warp. Hence the name ‘Randomizer’ it’s an original concept, but I doubt if it will work. In a textstring you’ll find the message ‘trust your luck, btw’ which has everything to do with the warp to a base. You can still get stuck at the springs you actually have to freeze though. But if it happens in a game anyone could always kill you. It’s not a big problem. There are some pathways that you will have to find out, because there are no signs that they’re there. It’s not a big problem though. You can run around the level and shoot Bouncies which are the most used weapons in this level. I’ll explain why later. It’s pretty short from base to base, but the level is small so no wonder.

The eye candy, which is pretty basic in this tileset, does its job. The Aztec tileset isn’t a tileset you think of when you think of a tileset with lots of eye candy, but Snooze used it pretty well(and he said he made the eye candy pretty fast ;p) Well, good job then. It’s a small level, so making the eye candy doesn’t take too much time. It could be better, but it could be much worse. I have seen levels with this tileset that had worse eye candy. The level is 7 kb and it’s so small so I’ll just say that you did a good job.

Ok, placement is next. The level has only one PU, which is the Bouncy PU. It’s the main PU in the level(Duh!) and the main weapon. The PU is found at the bottom of the level, and the left base might be closer to it. Dunno about that though. The ammo placement is good.. there is no RF because RF would be too good in this level. Especially when you’re at the top of the level. But you can chase opponents with Pepper Spray instead. There are 2 +1 carrots, which is enough for the size of the level. 2 Full Energies was too much, it would have been too hard to kill your opponent. 2 +1 carrots work well. With only one PU you can go from carrot to carrot if you are fast enough and you can survive. This is pretty hard if your opponent is skilled enough. There is also some food and you can even get a sugar rush if you get enough of it. This is not too hard although games in here should be fast. If you don’t get a fast game in here you are extremely bad in killing opponents or you just can’t play well in the level.

To conclude this review, Randomizer is a pretty good level by Snooze, although it’s pretty small. A bigger level next time would be nice, although not too big. Especially good if made in 3 hours, because I made a level in 5 hours or something. I give the level a 7.7 and a download recommendation.

Review by ratboy

Posted:
30 Dec 2005, 11:18 (edited 30 Dec 05, 19:13 by Fquist)
For: Forgotten Castle
Level rating: 8.7
Rating
N/A

its coolllllllllllllllllllllll

[Unsupported rating (7) removal. Please specify an argumented reason as to why you gave your rating. The reason provided was not enough. – FQuist]

RecommendedReview by Superjazz

Posted:
28 Oct 2005, 18:19
For: Tube Dreams
Level rating: 7.9
Rating
8.2

I’m now a quite late reviewer. It’s been more than a year since this was released, and I was too lazy to review this, but lately this level has really impressed me. Excellent job Snooze! Here’s what it’s about:

The eyecandy is used in several layers and ain’t after all that confusing since he used only specific tiles for each layer. I thought that you, Blax, sometime even liked solid tiles in bg-layers, eh? Anyways, there was even put some extra to the front layers. But Snooze did really good work with this still however.

The size of the level(small-medium I suppose) fits the layout perfectly! The sucker tubes are great thing if you’re at low health and/or chased. With them, you can trick your opponent and as well set camp to the bottom of the level if he/she is not familiar with them. There are some thinner platforms, as well there are some really solid ones. It was still possible to get stuck into the walls covering the tube near to the blaster-pu. Though the layout and flow were quite fantastic, the level itself still lacked of even a small original concept which high-quality levels should have, though Snooze’s levels have mostly been like this however. A few other start positions could have been nice also.

The placement of stuff is somewhat allright. The choice of 2 +1 carrots for their positions is great but the way ammo was placed could have been a bit better. The PU-choice(Blaster, Bouncer, Toaster) wasn’t a bad idea either, nor that approx. half of the pickups were food, which would give the player sugar rush after playing some time.

So overall I’d say this is worth of 8.2 and it has lately been one of my favorite battle-levels. Most people have still ignored it due to probably that Snooze’s previous uploads hadn’t had as high quality or something. I’d probably given Snooze something around 8.7-9.2 even if he made a pack with dozen of levels with this quality. I would like if he sometime converted this into tb or ctf, because I even thought of how the bases could be placed really well!

So download this and go host, or ask somebody else to host if you can’t. Though I believe barely anyone will happen to read this review because this level’s that old already. Well, if you did, then GG. =D

-Sj

Review by EvilMike

Posted:
2 Jul 2005, 04:04
For: Raging Resurrection
Level rating: 7.3
Rating
7

This is a small CTF level by Snooze with a fairly simple design that you can learn in mere minutes. It’s a fairly typical level in terms of quality: nothing special, but good enough to enjoy.

The first thing you might notice when playing this level is that the eyecandy is quite detailed, with no parallaxing background. In other words, the entire level, background and all, has a single scroll speed. Unfortunately, due to the tileset having a limited pallete of colours, this makes the level have a very “busy” look to it. This winds up adversely affecting gameplay; it becomes common for players to not see stray seeker missles and other hazards heading towards them before it is too late, unless they are really paying attention.

While this level is very small, I do not reccomend dueling in it. The level contains only a single full nrg carrot, and while that is not a bad thing, it makes the level much more suited to 2vs 2 gameplay. Anything larger though, and the level would be too crowded. The level thus has a very limited scope, unless you don’t mind dueling in levels with a single carrot.

One major problem I noticed in this level, which is present in almost all of Snooze’s levels, is the prominince of float up events. Using these sparingly is a good thing, but in the case of this level, the authour simply goes too far. These events are used in places where they are very easy to notice, and almost seem like a replacement for springs. There is a reason jj2 has a “jump” key. Throwing float up events all over the place is completely unnecessary.

Similar to the problem with float ups, I noticed that there are a few pits where if you run directly into them and fall, you will go through the side of the pit and hit a spring that takes you back to the top of the platform on the other side. If I run into a pit, I EXPECT to fall through it, not be magically transported to the other side. If I wanted to get to the other side I would JUMP. Several times while testing I ran into this problem, and while it is easy to get used to, it is annoying and pointless.

The level contains a single toaster powerup. Pepper spray and seekers are also prominent, both useful in this level. Finally there are a few electro blasters to get the toaster powerup, and rf missles. I found both of these weapons to be mostly useless. The electro blaster is only good for getting the powerup, and the rf missles are hard to use because the level is so enclosed, not to mention being inferior to pepper spray in terms of range and speed. For some reason I couldn’t find any bouncers, which would have been a great weapon in this level.

Speaking of weapons, I found the location of the electro blaster to be very spaz-biased. They are located in a pit, where spaz could jump down and double jump to get them, while jazz would have to fall all the way through. The lack of bouncers also makes this level even more spaz-biased.

Overall I rate this level a 7. I was considering giving this a 6, but the level was enjoyable enough to warrant a point higher than that.

RecommendedReview by Blackraptor

Posted:
2 Jul 2005, 03:41
For: Raging Resurrection
Level rating: 7.3
Rating
7.3

After playing a game in this, and running around in it quite a bit I guess I’ll review it.

Gameplay/Layout:
It’s really simple. I don’t like the area around the tubes to the base because its kinda confusing and a bit of stuff needs one way in it. This level is also really spaz biased as he could get the EBs so much easier, as well as get up that shaft. Also, its really hard going down here. Whenever Im running from above an am at 1h or something, trying to get to the carrot, either a spring or a floatup always bumps me back up then I get killed. The level is also rather flat. The red spring next to the left base is also useless. It juts me either to nowhere, or into the ceiling of the above platform. Overall, the layout and the flow of this level isn’t bad, but needs fixing.
Rating: 7.3

Eyecandy:
The eyecandy of the level is rather busy. Nothing is moving though, so that makes it rather flat. There’s a lot of stuff in the backround and it makes things hard to see. Most the time I get killed by seekers I don’t even see coming at me (its not lag either, since I was the host). Other than that, the eyecandy is nice.
Rating: 7.5

Placement of Stuff:
I don’t really like it. One full energy carrot..The level is small, but its kinda annoying. Especially since its not the easiest to get to cause it seems like all the springs and floatups try to make you miss it. The toaster powerup is in a wall. The ElectroBlasters are in a very annoying spot, and are also spaz biased. There’s also a lack of bouncers which definately shows during games. The CTF bases are placed in tubes which, though not extremely original or anything, is nice.
Rating: 7.2

Overall(not an average):
The level seemed alright at first glance, but there are quite a bit of issues with it that, imo, prevent it from being seriously played in. The author also did not seem too happy with this creation either, and there is a lot of room for improvement.
Rating: 7.2

Final Rating: 7.3
Download Reccomendation: Sure, although it’s definately not Snooz’s best work.

RecommendedReview by DarkSonic

Posted:
27 Jun 2005, 13:56
For: Raging Resurrection
Level rating: 7.3
Rating
7.8

Raging Resurrection

Here I start a review of this level. I’m not in a good condition and not in a very good mood, but I’ll review this anyway. A 6 looks too low in my opinion.

Eye candy : 2.4 out of 3.0
I’ll start with the eye candy in this level. While I run through the level I see alot of stuff on my way. The ambient lighting effects are nice, and I don’t understand that the reviewer above me can’t see what he/she does. Oh well. The backgrounds are nice, and the layer eye candy is nice as well ;P. The music gives the level a nice atmosphere which I like. A small con is that there are some secrets I don’t particularly like. There are some 1up events which I like as well(the shining effect ;P) Well, that’s all I can say. The eye candy is quite l33t in my opinion.

Gameplay : 3.0 out of 4.0
Let’s start with the layout. The layout of the level reminds me of ‘Titled Level’ but there are some differences. The level isn’t symmetrical but it’s balanced. There are some tubes, and the bases are placed on the left and right sides. You have to take a tube to get to the base, so this prevents a flag bug. The other flagbug can’t happen somehow. It’s very well done. The spring placement is nice. Some of them are hidden. There is some Spaz-bias near the bases, though. I can get up with Spaz there but not with Jazz if I tested it good enough. The triggers are useful(just like I did in my last level) The level’s flow is nice, and the rest is nice as well. I don’t really know what should be improved except what I already said.

Placement : 2.4 out of 3.0
Now I’ll continue with the placement. The level has only 1 Power-Up, but I think it’s good enough. The placement of it is good. The ammo is also good placed, but some boring shapes of ammo are used here and there. The level doesn’t have alot of Gun9, which is fun. You’ll run for some Gun9 so you can get the PU =P. I think the right side doesn’t have alot of ammo at the bottom, but the Full Energy is closer to the right base than the left base. Normally it would be a problem, but it also is strategic. Some shapes of ammo are good though. There is not too much ammo on the ground. The weapon choices are good enough. I would say there is a small advantage for the team that starts at the left side, though. The start positions are placed good enough.

Overall : 2.4 + 3.2 + 2.4 = 8.0. Good job!
Conclusion : a nice new level by Snooze. One of the better levels made for XLM. I hope I’ll see more nice levels like this one.

Host this : Yes. It’s a good new level to host now and then.
Download : Yes.
EDIT : After looking another time, I think the gameplay is a bit worse than I thought before. What EvilMike said about the float ups was true; thus my new rating is a 7.8. It’s still a nice level. ;]

Review by Nat

Posted:
27 Jun 2005, 13:22
For: Raging Resurrection
Level rating: 7.3
Rating
N/A

WOW creapy tileset….the lvl is very big GamePlay is very hard.Eye candy well it’s kind of creapy too..I can’t even see were Im going! well……..the lvl scares me! just take 6 and go!

[Unsupported rating removal (6). No valid reasons for this rating were given. You find the eyecandy creepy and the gameplay hard. Why are these a bad thing? Do they make the level worse? What’s your reason for giving a 6? – FQuist]

RecommendedReview by fearofdark

Posted:
18 Mar 2005, 19:51
For: Castle of Corruption
Level rating: 7.2
Rating
7

Third review scince I came back. Lets see how you did

EYECANDY 22/33

Heeyy!!! Not bad. You’ve got a stormy backround with pallaraxing stars. And a little eyecandy on the foreground layers.

ITEMS 24/33

Also, not bad. A couple of PowerUps put in and a fair ammount of ammo now and then.

GAMEPLAY 24/34

Not bad again. A few warps dotted around the level and many hidden ‘SUCKER TUBES’.

TOTAL = 70/100

RATING = 7.0

FINAL COMMENT: You have earnt yourself a clean seven, better than I have ever gotten. That seven has eant you a download recommendation.

RecommendedReview by DarkSonic

Posted:
26 Feb 2005, 12:56
For: Titled Level
Level rating: 7.6
Rating
7.6

Introduction : A CTF level by Snooze. I’m glad to see a level he made. This is a XLM level, using a JJ1 tileset.

Starting with the eye candy, Snooze used a JJ1 tileset for this level. Most JJ1 tilesets don’t have alot of eye candy in it, but this one has enough. The level has nice animations, and I like the background as well. When I played this level in SJ’s server, it had flying moons in layer 6. This looked weird. So Snooze removed them. =P I like the stuff in layer 3, especially the things that are for example at 17,43. Snooze also made some original eye candy in this level ; like the animating tiles on the slopes. The sprite layer eye candy is the best part of the eye candy in the level. Some good light effects were used. Nice job.

The layout of this level is quite open. The level is 160 × 47, but it ain’t using alot of tiles of it. This is no big problem, though. I prefer that a level is bigger in width than in height. The level is not symmetrical, but it’s balanced enough. A 2v2 in this level won’t be a very bad idea. The level has some good spring placement and float ups. The level has some good obstacles, but it’s easy to move in the level with jumping. If you run left or right, you can’t get the flag without jumping or braking from running. The platform that ends at 84,31 should be one tile longer, so I can get on it after taking the tube at the right side. The level has some Spaz biasing in it, but it’s not a big problem. There are 2 ways to each base.

The placement is quite good. There are 3 PU’s in the level. The Seek PU is the main PU and is placed in the middle. The Toasty PU is placed at 40,33 and is in a wall. The Bouncy PU is placed at 121,33 and is also in a wall. The level has some fast fires, that’s a good thing. There are 2 carrots in the level. Both are +1. The left carrot didn’t respawn in the match I played, but I have that problem multiple times. The carrots are placed before a tube, and that’s fine. Some good shapes of ammo are in the level. Some ammo is on the ground, other ammo is in the air. You need to get Gun9 to get the Toasty and Bouncy PU’s. It’s slightly harder to get them this time compared with other levels(not all)

This level isn’t very unoriginal. I needed to download this to get the music for this level. The music fits the level fine. The level has some original eye candy, and I never saw this version of Scraparap. The gun9 idea is old, but I’m not someone that cares that much about it. Oh, you made a spelling error in the textstring. (Expect instead of except)=P. This ain’t a real Snooze layout level, and Snooze told me that he was trying to do another style of layout. I can say that he succeeded with this, so gj.

Ratings :
Eye candy : 8
Gameplay : 7.5
Placement : 7.5
Originality : 7.5

Final rating : 8 + 7.5 + 7.5 + 7.5 : 4 = 7.625 = 7.6. Good job. If I were Chip, I would give you a higher rating in XLM. =P

Download : Yes, this is some new Snooze level you have to check out.

Host : Sometimes.

-DarkSonic[si]

RecommendedReview by wadledee

Posted:
16 Sep 2004, 19:34
For: African Lowlands
Level rating: 7.6
Rating
7.7

And again, another CTF by Snooz.

African Lowlands CTF
By Snooz
Tileset: Jungle
Music: Jungle

With this nice eyecandy snooz made, turns out to a nice Jungle garden in the game :-P
EYECANDY:
GOOD: The “Jungle” tileset is a good tip if you want nice eyecandy. Snooz made tree’s, poles, and Darn! I forgotten the word for it! A yes! and nice caves. And everything is used perfect for this. And the secret areas near tree’s are also handy.
BAD BUGS: Hmm… Most times, all lvls have a bug. Also profs. At some places when you stand on a part of a tree that comes out the ground, you will see a bug. Layer 3 not used well…

GAMEPLAY:
GOOD: The importantst thing of it: no(didnt found this time :’( ) “getting stuck” places. Enough shortcuts, and the bases are far enough of each other.
BAD: WHHEEEEEH!!!! NOTHING!! ;-)

PLACEMENT:
GOOD: Everything. Enough carrots I think, and the ammo is placed on the right spots. Bravo!
BAD: nein!

I think I told enough for now. I’m gotting… ZZ.. SLEEPY… ZZ.. ZZZZZZZ.

A nice cussion for me.. Huh?? You want a rating? shaking yes Hmm okay… You get a 7.7 from me… And now let me sleep okay? =)

Carrotpie’s new message: “A carrot is blue!”

(Content replacement. Please avoid using swear words. -Trafton)

Review by SkulL

Posted:
14 Sep 2004, 18:00
For: African Lowlands
Level rating: 7.6
Rating
7.2

I had nothing to do so I will review this although I’m not so good in it.
well another CTF level by Snooze,I liked the gameplay in this level is very nice, the way from the base to other base is very smart.
backround match to the level and the jungle things.
I’ve seen better levels but this is totally fine.
I will give this 7.2.
~SkulL[FoR]

RecommendedReview by Blackraptor

Posted:
13 Sep 2004, 20:29
For: Tube Dreams
Level rating: 7.9
Rating
7.5

Meh. I didn’t like this really much. I’ll basically summarize the reasons why.

I disliked the layout. A lot of it was bumpy at times and could’ve used more flow. Eyecandy was creative, but also really confusing. I dislike things meant and used for ground in layer 4 as well as used for backround eyecandy, since it tends to look confusing to tell whats solid and whats not. I kept running into and getting caught in the wall things around the sucker at 28, 46. Some areas could’ve been spaced out more. Weapon and stuff placement was decent (Edit to Bloodrabbit: Not very observant about there being seekers, are we? And some pepper to). Music choice was good, and eyecandy (aside the confusing things) was also alright. In overall, I agree more with Cooba’s review. Not bad, not your best work. Being nice and giving this a 7.5 (7.2 would’ve been my original rating).

RecommendedReview by WaterRabbit

Posted:
13 Sep 2004, 12:18
For: Tube Dreams
Level rating: 7.9
Rating
8

Eyecandy: The eyecandy in this level is very good. Make more levels with eyecandy this good. It is so awesome. Keep it up.

Gameplay: The gameplay is pretty good. It is a very smooth gameplay. But it needs more flow to it.

Weapon Placement: The weapon placement is very good. There are three weapons in the whole game: Fastfires, bouncers and also toasters. There are also powerups for each weapon.

Conclusion: Wow! This level is really good. Keep up the good work Snooz.

Overall: I give this an 8.

Download Recommendation: Yes!

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