I like how you remaked the official beach tileset with more tiles and other stuff
and also why did you put D*mns skeletons for backgorund, they don’t suit well for beach.
looks good and
Nice, not bad
My favorite, this is actually nice
No, simply no, why pink sand
Nice, maybe the textured background can be darker
Here’s another brilliant battle level where the theme is executed excellently both visually and gameplay-wise. The thorns, as the level name suggests are made part of the gameplay in a fun and challenging way. The level layout is solid and yet it suits well for the fact that there are no carrots in this level, but shields. Download recommended!
This level looks gorgeous and is fun to play in, especially the middle area and the top left/right of this map. I do believe more elements could have been used to make this level stand out even more (I mean, massive jungle is 1 thing..) Overall a nice level that gives me the cool old jungle vibes.
The space given in this level isn’t much. But PJ managed to create certain area’s that all look completely different. The mushroom springs are a nice addition to the theme of the map. The eyecandy looks gorgeous and the gameplay is smooth. The nailgun serves for excitement to reach certain area’s and pickups. Download highly recommended.
The theme is very well executed, giving this level a very unique touch. The level also makes good use of ‘Slide’ events which works well in those certain places. However I feel the bottom area lacks a bit. I can’t quite put my finger on it to be honest. Overall a near perfect level with great visuals and gameplay. DL Recommended!
Theme and level are well executed. Thumbs up for giving this level an unique touch for not adding any carrots but instead the usage of shields and timers, giving this level a very interesting gameplay approach. Eyecandy is as impressive as we are used to see from PJ nowadays, easily blending various tilesets together like it’s nothing.
Tight, fast paced, well spaced, beautiful, simple, well balanced and 100% fun. This level is an absolute classic for multiplayer skirmishes.
I’m always wary of WBRG levels because they run the risk of being brightly colored monstrosities where I can’t tell my rabbit from the sky, but the simple measures of diminished lighting and a translucent black background layer work wonders here. This does, though, reduce the number of available layers to the point that all the chains move at 1/1 speed, and frequently confuse me into thinking they’re vines. Oh well.
CTF levels tend to be pretty horizontal, what with there being one base on the left and one on the right and all that, so it’s neat to see such a vertical focus here. Lots of chimneys break up the larger platforms, mostly with blue or green springs at the bottoms, so you spend a lot of time bouncing or falling around. That provides a lot of opportunities for taking opponents by surprise as you suddenly enter their field of vision from above or below. It might be nice if there were a toaster powerup for spraying wildly around you as you bounce. The very-hard-to-reach seeker powerup in the middle is seemingly the only use for the electroblaster ammo—nothing else in the layout obviously invites its use—but this doesn’t actually strike me as the most seeker-encouraging level.
Sadly, a lot of little bits do kind of bother me. There’s an unfortunate masking issue at 106,42 that messes with the usefulness of the nearby spring. Some sucker tubes and alcoves don’t make obvious layout sense to me. There’s some weird layer 3 usage near the right base. But there’s a fair bit to like here as a CTF level that doesn’t just paint by numbers.
One thing the official JJ2 releases did that didn’t catch on too much in fanmade levels is creating multiplayer levels to accompany single player levels. All the different commercial JJ2 releases included multiplayer levels, some of them better remembered than others, but only a handful of fanmade single player packs—e.g. Rabbit Honor Guard, Lost World—have done the same.
So, it’s nice to see a CTF version of Snowball Valley.
CandionV, which this is ostensibly based on, has always been an incredibly garish tileset, but Frosted Peaks plunges deep into the soft blues and grays area of the color spectrum and never leaves, with just enough contrast between ground and background to make clear what is solid. A lovely static aurora in the background adds a little bit of green but is rarely very visible, as layers upon layers of trees and mountains fill the distance lower down. This should serve to make it easy for the player to know where they are (at least vertically), though the different layers all look similar enough in their color distribution that this effect is somewhat muted.
What’s especially interesting about the gameplay is the focus on weapons that shoot downwards, with both bouncer (powerup)s and rollers included. The layout also goes out of its way to support them: not only are there lots of platforms hanging above the main structures of the level, the CTF base areas also invite downward weapons through the bridges that otherwise serve as ways for flagholders to escape. But these guns, which have perhaps the most utility when fired from the top of the level, are found mostly at the bottom. So a player who takes the time to explore and gather resources from multiple areas in the level should have the advantage over a player who spawns and immediately runs back into battle around the bases or carrots.
In general there are a lot of clever details here, both visual and mechanical. Waterfalls are frozen in place and don’t use animated tiles. The thin Stonar platforms are everywhere and make navigation more interesting, and the constant poles surrounding them make them feel that much more integral to the level as a whole. The slide events will probably have minimal effects on competitive gameplay but they’re nice to have anyway. It’s good.
A very professional level. This level is thematically at the top of levelmaking. The tileset could have used a little more visual variation, especially for making the middle more organic where the level struggles a little bit showing it’s symmetry. Besides that this a near perfect level. It plays really well too and includes surprising elements.
I really like this, good job
I’m amazed at your level, it’s a small map but well filled, I really like the fact of the mushrooms that act as springs. I think there aren’t so many ammo in the level, the layout is simple but with this background it makes complicated.
Good job PurpleJazz
This level looks gorgeous.
It’s a bit claustrophobic and there are too many pick-ups but, overall, it plays nicely.
@proud2beamerican: I used the Waifu2x upscaler.
Purplejazz nails it again on level theme and aesthatic, this level looks great and has a great vibe to it.I feel like the gameplay elements could have been explored more with this tileset. The gameplay felt a bit uncohesive as I was jumping and shooting into blank areas. This is enjoyable as a casual level, but comes short for being great for me.
WOW! I never seen a giant jungle!
It’s very nice and very fun <D
I had lots of fun playing it! Really nice vibe, the whole scenario combined with the music. Also really good tileset use, I do appreciate all the details, like slightly different speed of the layer 3 platforms.
What software have you used for resizing?
This level is like Transylvania !
I wasn’t very impressed with the previous version’s eye-candy near and on the sprite layer. The newer version checks almost all the boxes for me, including tolerable use of water and good use of energy blast.
Eat your lima beans, Johnny.