Not recommendedQuick Review by Seren

Posted:
6 Aug 2020, 16:54
For: Harip
Level rating: 5
Rating
5

Almost all of these are terrible for instagib.

RecommendedReview by Arclite288

Posted:
12 Apr 2011, 22:13
For: Memories 3: Imagination
Level rating: 9.2
Rating
9.7

We really need more people who know what they’re doing, and Hitch has not let us down. This is one of the best multiplayer packs out there, and that is evident throughout each of the six levels.

Police Headquarters:
Very good work here, lots of eyecandy in many places, and a good choice of song. The only thing that doesn’t quite fit is the fade colour chosen for the textured background, otherwise it’s one hell of a good level.

The Penitentiary System:
This is an amazing example of how to use the JJ1: Industrius 2005 tileset, it looks like the level takes place in the substructure beneath some city on Industrius. I don’t get the way a Jailbreak level works, but that’s no hindrance to a good rating.

Greed:
Amazing work here, this version of Battleships has been used to amazing effect, and the use of the coins in conjunction with the CTF mode has a profound effect on the way the match plays out. As for the song, I have never heard anything as good or as suitable as this one (Guild of Sounds).

Arctic Citadel:
I’ve seen many WTF levels in my time, and this is an amazing level in its own right. This is one of the best ways to prove skill as a JCS’er, and teach novices a lesson in the process.

Radiator City:
Yet another good example of Hitch’s skill, although the Flag Run mode is a tricky one for me to get the hang of. As a level, this is just amazing.

Midnight Metropolis:
Saving the best ‘til last. This level shines brighter than all of the others, and all of the others outshine their main rivals. Interesting idea for a multiplayer mode here, Onslaught (or as UT3 players call it, Warfare), and some outstanding work showing itself in every corner of the level.

I give this pack a strong 9.7. Don’t ever play the levels without the music, though, the music makes it what it is. Playing the levels in silence just doesn’t do them any justice. Get the music and play!

RecommendedReview by Jgke

Posted:
30 Dec 2009, 09:22 (edited 30 Dec 09, 12:14)
For: Daring Rebels
Level rating: 7.6
Rating
9

To start this review, I must point out that this level is really great based on eyecandy. There is enough of it, but not too much either. Some levels do not manage to do this, as they either have too much or there is some empty space in the level’s layers. I really should’ve thought this when making that my newest level (<— shameless self-promotion).

Well, onto the detailed part.

EYECANDY :

9

As I stated above, this level has a great amount of eyecandy and it is used in that way it doesn’t look bad (like in some levels, there’s just too much of it). This is possibly the best part of the level. There’s only one point. You know those lavafalls with stalagmites/stalactites? They should be in back layers, as they affect visibility in a negative way. This deletes some points from the total score. GAMEPLAY

9

This level’s gameplay includes good flow through the level, as the powerups are scattered all around and the carrots are also separated, thus forcing everyone to move around the level to collect carrots, ammo and coins. This is definitely a great point, as it minimizes the possibility to create any campspots at all. From my quess, the only spot you could camp is under the seeker tube, so you could pick off any enemies that come through it. AMMO PLACEMENT :

9

There is just enough ammo that if you just keep moving, you will not get to shoot with blaster :P. I keep this as a positive sight of a level, enough ammo to keep the flow going without getting into a blaster fight. There is not other things to say about in this category – maybe use some innovative ways to place ammo? THEMING :

10

GREAT. The usage of “Damn + Dark” with this music made this level’s theming extremely great. All those dark backgrounds and the dark feeling in this level made this a great example of usage of these Damn+ tilesets. You didn’t even have to lower the lightning level below the normal to make it look like a dark cave. ITEMS :

8

This level has a coinwarp, what leads the player into a full carrot. This was a little bad thing, as there’s 50 coin limit and there’s only nine coins in this level. This is too tough limit just for a full carrot. You should either change the limit, add more coins or make the secret better, for instance with a full ammo stash.

TOTAL

9

This level surely deserves this 9 due to the great work I see that is put into it. There aren’t many bad things, but there are so many good things, like the stomp-forced seeker PU, removing any possible seeker flooding.

Now, I see I made this my longest review yet, and you can be happy about it. There’s over 2800 characters in it.

Make more levels like this.

RecommendedQuick Review by PurpleJazz

Posted:
7 Dec 2009, 23:26 (edited 7 Dec 09, 23:27)
For: Memories 3: Imagination
Level rating: 9.2
Rating
8.6

The levels in this pack are all well designed, Arctic Citadel being my favourite level of the pack. I can see these levels becoming very popular choices for JDC events. Overall, a very solid pack, however what keeps me from giving it as high ratings as the others is because I’d expect more of a “wow” factor; this pack feels a little dry.

RecommendedQuick Review by Ragnarok!

Posted:
7 Dec 2009, 22:05
For: Memories 3: Imagination
Level rating: 9.2
Rating
9.2

Very high quality stuff. =)

ESPECIALLY the onslaught, flag run, jailbreaks, and bank robbery.

RecommendedQuick Review by KLSF

Posted:
4 Dec 2009, 15:05
For: Memories 3: Imagination
Level rating: 9.2
Rating
9

Nice! I like It Good Work!

RecommendedQuick Review by Spaz.Spaz.tg

Posted:
4 Dec 2009, 02:12
For: Memories
Level rating: 8.4
Rating
8.8

this is one of the best ctf i have played so far

RecommendedQuick Review by DragoN[VS]

Posted:
3 Dec 2009, 16:03
For: Memories 3: Imagination
Level rating: 9.2
Rating
9

Excellent pack. =P

Not recommendedQuick Review by Stijn

Posted:
19 Oct 2009, 19:42
For: Daring Rebels
Level rating: 7.6
Rating
4

Protip: make it possible for players to actually see your level

RecommendedReview by PT32

Posted:
2 Dec 2008, 23:26
For: Memories 2: Radiant Garden
Level rating: 8.6
Rating
8.6

This is really one nice pack. Memories 2: Radiant Garden has several levels, all CTF, all good.
The first level is a beauty. MK uses the Chateau tileset, which I always found hard to use. I didn’t really think the music fit, but oh well. Good size, good level.
Most of the others were as good, if not better. The 3rd one was my favorite. I didn’t really think the TransFoosion one was done to its best, but the tileset doesn’t really have that many options. Some of them got repetitive, but oh well.
In short this pack is awesome, and I recommend dl’ing it.

RecommendedQuick Review by snzspeed

Posted:
11 Nov 2008, 18:31
For: Memories 2: Radiant Garden
Level rating: 8.6
Rating
8.6

Good job with these levels, especially with the ec :)

RecommendedQuick Review by darkyb

Posted:
10 Nov 2008, 20:25 (edited 10 Nov 08, 20:33 by cooba)
For: Memories 2: Radiant Garden
Level rating: 8.6
Rating
8.5

Very good lvl’s ;D
The best lvl in this pack i consider is Castel of Mysteries.
Mostly i like the eyecandy from this lvl’s.

[Review changed to quick review. – cooba]

Review by TheKax

Posted:
18 May 2007, 13:51
For: Daring Rebels
Level rating: 7.6
Rating
N/A

Huh?
Tileset isn’t included.
The set in the zip archive is xlmdamn2.j2t,
but level uses xlmdamn6.j2t!

Could u repair?

RecommendedReview by Quickz

Posted:
17 May 2007, 23:25 (edited 19 May 07, 17:29)
For: Daring Rebels
Level rating: 7.6
Rating
8

Daring Rebels, a battle level of Hitch for Purplejazz his contest.

Let’s start with the eyecandy, which is definitely one of the strongest things in this level. First of all, you used (almost) all the tiles in this set, so that’s a good thing to start with. This set gives you lot of opportunities for some good eyecandy. The EC is everywhere different, not repeated too much. I especially like the stalagmites, you placed them well and they really look nice. You used all layers, which worked out quite well. The different speeds of the lavafalls are nice. And yes, DS is right about those bugs, please fix them.

Okay, now something about the gameplay. First of all, the PU’s are well spread through the whole level, which is a good thing. Seeks and bouncies, more important in this level in my opinion are at the top, while the two +1 cars are at the lower half, which kinda forces you to use all areas in this level. The flow is okay in most parts of the level. Though especially the area with the Electro PU isn’t. I don’t like the combination of red springs with float ups at all, but most other springs are placed well.

Finally something about the placement of stuff. Let’s start with the carrots. There are two +1 cars and a Full NRG which you can get by using 50 coins at the coinwarp. Well, fifty coins is a lot to get, especially with 3 useful PU’s, so that is quite a good idea, sinc collecting coins is fun. The level contains four PU’s, electro is maybe useless (but it fills up that area well), the other three are well spread. Seeks are hidden in a warp, which is good. The ammo is placed well in nice shapes. The level has all kinds of ammo which is fine too. Overall the ammo is placed well, leaving no empty areas.

You used your space well, putting four PU’s, three carrots, some coins and a coinwarp in this level, but quite well spread. As I said before, you need to use the whole level, which is a good thing. I’m not sure about the layout round the coinwarp, but well, it isn’t disturbing as well, so I guess that’s okay.

Download recommendation: – Yes, this will play well in some battle server. Especially collecting coins is fun!

+ Good atmosphere
+ Variaty in eyecandy

- Red springs with float ups

Rating: 8.0

RecommendedReview by PurpleJazz

Posted:
17 May 2007, 05:29 (edited 11 Oct 08, 11:30)
For: Memories
Level rating: 8.4
Rating
8.2

Since Hitch has reviewed three of my uploads in a row now, I guess the right thing to do now is to review this.

All of the levels have semi-symectrical layouts, so they are all almost perfectly balanced. I would rather see un-symectrical layouts as they offer more gameplay vareity, less limiting layout design, and often symectrical levels can turn out generic, imo. At least the layouts aren’t very repetitve, but in some of the levels they could use a little more originality, particually in 04. 01 and 05 have more “tunnel” like paths instead of just a random bunch of platforms in the sky. 05 is slightly linear, but there is still some multiple routes. I just feel that these kind of layouts are made too often, I would prefer to be seeing some original layouts, rather than popular styles.

The eyecandy is quite pleasant; there is usually a decent sized vareity of it, and there are a few original things in some places. They are well decorated, nothing really looks unrealistic or ugly, and it isn’t all on layers 3/5. The EC is not over done either in these levels. The music is very well chosen, and gives these levels good atmospheres. Some levels use the standard backgrounds for the chosen tileset, but I don’t find that any problem. The creative backgrounds aren’t distracting, ugly, or just plain weird. Some ambient lighting would be nice, since it may add to the levels atmospheres. In my opinion, I would say 01 has the best EC in this pack.

The gameplay is generally pretty smooth in this pack. It is fairly fast paced, and it doesn’t get too linear, except in parts of 05 maybe. Some warps/tubes nicely make the levels more strategical. The flow is very good; you don’t bump into very many obstacles and you can move about easily, even in cramped levels like 01. While the gameplay in this pack is not very original, it is still fairly solid. I think the best gameplay in the pack is in 01, there are some nice tactics and it flows well. I do think the Pu’s are too close to the bases however, which can lead to a lot of camping. However, like what I said about the layouts, the gameplay here should be different to other levels, in my opinion.

The placement I thought here is not lacking of the quality I expect. It is quite scarce in 03, but in the other levels it was just how I wanted it. It is placed in some nice shapes, and rarely do two types of ammo mix together. It could get random in places though, in my opinion. I think ammo should be placed where it is useful, not just randomly placed everywhere. At least the ammo placement doesn’t get very chaotic. When it comes to Carrot/PU placement, it can be very repetive, as in every level there is a full energy placed at the high middle. No doubt is this the best place for it, since these levels are semi-symectrical, but I would still like to see more creativity.

Now I will give a breif description of all the levels:

Destiny Islands is the only level which has a somewhat creative layout. The EC is the highest quality in the pack, and the gameplay is actually quite srategical. The music is very well selected, combined with a nice background the level has a great atmosphere.

The layout and gameplay in Tomato Soup (a name very similar to Blur’s Nuclear Soup :P) reminds me of DS’s level, Inevitable chaos, manly though the base placement. As the name suggests, the level uses the Red Odyssey palette.

Lost in paradise Island has got easy, horizontal gameplay, but as I said before it needs more ammo. The sprite EC is kinda average though. Nice music choice, btw.

Using the rather tile buggy Ic-Medivo conversion, Hitch has made a decent level, called Midnight Territory. Like what Blur said about this level: “This is nice but just not very special”. I don’t really like the base placement much though, since there is only one way to them.

The final level, Circular Motion, uses Birdie’s underused Dreamland set. There is an original, but slightly weird Seek PU placement. The widest level in the pack, about 200 tiles. Also the only level with some added food.

If I was to summerise this pack, I would say the EC was nice, so was the gameplay/placement, it just needed some more creativity. These are very good for Hitch’s first CTF levels. The highest rating I’d give to level in this pack if it was uploaded seperately is 8.0, but this gets extra points for the effort in compiling a 5 level pack. Do download this and give a review!

RecommendedReview by DarkSonic

Posted:
12 May 2007, 20:20 (edited 12 May 07, 20:21 by da man)
For: Daring Rebels
Level rating: 7.6
Rating
7.7

After Hitch reviewed my level, I felt like reviewing his level as well although I didn’t post in the Review Exchange topic or something. Anyway, this level deserves a review. Behold!

First of all, the level name is pretty interesting. ‘Daring Rebels’ doesn’t say much about the level. Also, this is Hitch’s second Battle level, and the second one with this tileset.

First comes the gameplay. While Hitch said that my level had bad flow, this level’s flow isn’t perfect either. But a level doesn’t need a perfect flow, just a good flow. I can say that the level’s flow is good enough here. The level’s layout is interesting, the author has used One Ways and vines to connect platforms.. which is a style I’m starting to like more. Vines are pretty underused in levels, and that while they’re good to have. The warps in the level are useful, because one of the warps take you to a carrot and the coinwarp leads to another carrot, a Full NRG. More about that later. Also, the spring at 29,74 is not visible because of the layer 3 eye candy.

Talking about the eye candy.. it feels a bit chaotic in places, but overall it looks nice. The idea from The Chasm(not The Chasam) is awesome indeed. The level uses all layers, some more than the others but it gives a nice effect. The background is pretty original as well. Some of the caves look a bit like the ones in Return of the Doomed, particularly on the left side. Around 81,62 you need to put layer 5, those are tilebugs ;(

Overall, really nice eye candy but those bugs need to be fixed.

Then the placement.. like I said, the level has a coin warp. There are 8 silver coins and 1 gold coin, and 4 of those silver coins are really close to the gold coin. The ammo placement.. well.. the level could use other events than just coins, ammo and Power-Ups. The shapes of ammo are good anyway. The level doesn’t have two groups of the same type of ammo close to each other. The Gun9 Power-Up is not very useful here, but it’s a nice add-on to the level. Could use some ammo around it, but not necessary. The level has 2 +1 carrots and one Full NRG that you get in the coin warp. The two +1s are at the bottom of the level, one of them is in a warp at the left side and the other is on the right side. The three Power-Ups are placed well, maybe the Seek PU is too close to the Bouncy PU. The RF PU is around the bottom middle. The Seek PU could have been placed somewhere at the left side as well, or the Bouncy PU.

And then the question: Does this level have a chance in the contest?

This level could go for 3rd place maybe. Cooba’s level and PoL’s level have a great chance to win, I don’t know about the third place. Basically every other serious level(so not Sacrush’s level, sorry Sacrush) have a chance for the 3rd place, but we don’t know yet. It also depends on the judges. It’s hard to say what this level misses. Maybe it’s the layout, maybe it’s the flow, or something else. I also think it’s a bit dark with the dark palette of this tileset, but that palette hasn’t been used before. It’s easy to switch between palettes, but the level has to fit the palette as well. And this level fits the palette. I give this level a 7.7. It’s a nice level overall, and deserves a download recommendation.

Review by Bluespaz7

Posted:
7 Jan 2007, 10:52 (edited 7 Jan 07, 21:05)
For: Magma Mindset
Level rating: 7.8
Rating
6.9

If there was an award for the most overated upload of the front page,this would win.Honestly,8.7? Its worth a bit less than that.BTW,I’m not saying that this is a bad battle level,but I’m saying that it isn’t worth 8.7.

EYECANDY-This is a good point about the level. Well,if you don’t examine it properly. There are LOADS of problems about the eyecandy.At pos 34,39,there is an Inferno skeleton tunnel. You put it all on layer3,which makes it look unlike a tunnel. It also looks buggy. There are also small errors in layer4.They are dotted throughout the level. Other than those small errors,all is fine.7/10.

GAMEPLAY- This is not such a good point about the level. Mostly,the level consists of random platforms. Some of the diagonals are repeated on the slopes, which makes the slope look boring. There is one platform,where it is only diagonals put together to make a slope and underneath that,there is hardly anything. This is a great waste of space. At the top of the slope is a randomly placed power-up. You need to think a bit more about placement of power-ups,and really all the other random platforms.6/10.

AMMO PLACEMENT- This was an OK part of the level. There isn’t really much to say about the ammo placement,other than it was good and thought about.8/10.

BUGS- There were a few bugs in the level. At the start of the vines at the top of the level. I need to take off 0.1.

SCORE- Overall,this was an OK level. Not perfect,but OK. The score for MAGMA MINDSET is 6.9. I hope you will improve on your bad points.

DR- For now,N/A.

RecommendedReview by Technopauluz

Posted:
2 Jan 2007, 18:52 (edited 2 Jan 07, 18:53)
For: Magma Mindset
Level rating: 7.8
Rating
8.7

Ill dont give away high ratings all the time but this one deserves one :D
Its Beauteful!

Visuality:
WoW, that was good! Great layer work and very nice eyecandy. I now its a lot easyer to make a nice looking level with a great looking tileset but u did show it ;)10/10

Gameplay:
The weapon placement and the size of the battle are very good; some food here, upgrate there…
There are some “little” things that can be inproved:
- 21,4 35,4 just remove that vine event you can become stuck there if u jump in the vine at the ends. Other vines have this to…
- 127,38 its nicer to place the sucker tube 1 tile lower so if some one is chasing u to kick ur ass u can run in the tube and wait to kill em with the RF missile upgrate :P u must remove some ground to fix this but u wont see anything bad looking beqause forground layer 3 hide it.. Its a idea for the suckertube above aswell…
- maybe u can make some of the bridges more one way. 9/10

Fun Factor:
Yeah!, i can play this battle a lot of time before this will get bored… 10/10

Orginality:
And than i am looking to special effects that effect the game. But that didnt suprise me here. N/A

Music:
First impression; Wheeeee!! than Omg :P
Its not my most favorit style but its fitting & sounding perfect in this battle and give it a evil satanistic tint :D 9/10

This is one of the battles where i can learning from to make my battles even better :D Horay for experience!
A Fat 8.7 for u and a place in my favorite levels map :P

Review by Janus aka Jahari

Posted:
27 Dec 2006, 05:41
For: Harip
Level rating: 5
Rating
N/A

The zip file for the music was empty. Good job!

Review by Hitch

Posted:
23 Dec 2006, 15:06
For: HïTçH'Z Test 002
Level rating: N/A
Rating
N/A

@SPAZ18, fixed warp target at level 12.

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