Review by cooba

Posted:
13 Jan 2009, 11:52 (edited 14 Jan 09, 20:54)
For: Regicide Road
Level rating: 8.6
Rating
N/A

It’s still not entirely fixed because the leaders score two points with Capture Wait disabled, and one with enabled.

EDIT: I’ll bite you.

Review by EvilMike

Posted:
11 Jan 2009, 21:30 (edited 12 Jan 09, 22:59)
For: Regicide Road
Level rating: 8.6
Rating
N/A

This level is completely unplayable. The layout is good, the eyecandy is good, in fact, everything about this level is perfectly fine, except for the fact that it does not work at all. When the leader dies, they score 10-20 points each time. It’s because the CTF bases are too close together.

Here’s some advice: if you are going to upload a level to j2o, TEST THE DAMN THING SO IT ACTUALLY WORKS. If you don’t want to bother doing this, then don’t upload your levels.

Since this level is utterly worthless to host (being unplayable), I’m rating it 1. I’ll change this if it’s ever fixed.

Since this has been reuploaded, I’ve changed my review as promised. I will give this a new score once I get a chance to play it again. For now I’m keeping it at n/a. Thanks for fixing it!

RecommendedReview by Tedi

Posted:
29 Dec 2008, 18:25
For: City of the Sn00zE
Level rating: 8.5
Rating
9

Very Good Level
Environment is excellent and ammo is well spreaded ammo and pickups.
Background is good too.
I d say theres no problem with the level.Its excellent for CTF and i recomend it for CTF players.

RecommendedReview by DarkSonic

Posted:
27 Dec 2008, 14:15
For: City of the Sn00zE
Level rating: 8.5
Rating
8.4

Introduction

This level, City of the Sn00zE, has already been uploaded but that was in Codename: Alliance, a pack of 17 levels. Due to popular request Purplejazz uploaded it as a separate level, so the level could possibly get more attention. This level deserves a good review, as I’ve played it several times now and now that it’s uploaded as a separate level I finally get the chance to do it. So beware.

Layout

The level is semi-symmetrical, and has a few big platforms and lots of small platforms (roofs) and one ways. It also has several warps and secret passages. I think that the layout is pretty easy to learn, even when it’s not entirely symmetrical. The underground (aka the |U|||||||n|||||||D|||||||e|||||||R|||||||g|||||||R|||||||o|||||||U|||||||n|||||||D) is a bit darker than the upper area of the level. One of the bases is placed at the l33test position ever (13,37) I feel special because I was the first one who found out that it was placed at that position (except PJ himself who placed it there intentionally)

Gameplay

Like I said, there are lots of one ways and warps and there are also some vines. The flow is alright. You have to jump a lot but that’s probably the tileset’s fault (because it’s a pain to use) The balance seems okay. No red or blue bias like in some popular levels. And yay for all those textstrings that are hard to find (one is in the wall so if you find that without looking in JCS you’re cheating. Yes, I looked in JCS because I couldn’t find all of them.)

Eye candy and theme

For the given tileset, the eye candy is really good (GUD AND STRONG) Really, if anyone uses this set without making lots of tilebugs or boring eye candy that person is a winner (Snooze already did it with Persona Lity) Almost all eye candy is in layer 4, except some tiles that were needed to make things tile (now that was a weird sentence.) There’s enough eye candy in the walls too. The background is pretty (and I <3 the fade colour) The theme seems to be some sort of city where the Sn00zE lives (so BEEHAIV OR U GETT VOTB) and the music fits, as it sounds pretty happy.

Placement of stuff

This is a level with 3 Power-Ups (actually 4, but 3 different ones) and 3 carrots. The 2 Bouncy Power-Ups are at the top left and top right. The Toaster Power-Up is in the middle (sort of at the top, but under the platform between the two Bouncy Power-Ups) The Seek Power-Up is in the UnDeRgRoUnD (it looks like it’s closer to the red base though) There are 2 +1 carrots. One near each base. The Full NRG is in the middle, although it seems a bit closer to the blue base. I guess that still makes it balanced.. however, the only Gun9 ammo seems closer to the red base too. Not that it matters much though. The other ammo placement seems alright. There are no fast fires in this level, which seems good.

Further comments

This level, called City of the Sn00zE, has potential to become popular. And I think it already is, because people often suggest to play it. If you didn’t get Alliance yet (although I doubt it with more than 20000 downloads) then download this. Even when you already downloaded it I recommend to download this as it will make ur head asploed. I also recommend to host this. It’s good for team games, but even duels work well although it might take long. I give this a 9.7! No, just kidding. I give this an 8.4 and like I said, I also give this a download recommendation.

RecommendedReview by Quickz

Posted:
26 Oct 2008, 16:17
For: Hall of Legends
Level rating: 8.5
Rating
8.2

“Hall of Legends” is a battle level made by PurpleJazz with the tileset BoredSet Cold. I played this several times and now I finally found some time to review it!

First of all, compliments on how you use all area’s really well and make them useful to visit. Thanks to the variety in shapes of platforms you mixed the gameplay up – some parts are really fast paced while others aren’t that much. I know how hard it is to fill up the whole level, the corners etc, without making it feel generic. You did this really well and were able to spread all important things like carrots and PU’s well.

The eyecandy in this level is definitely good. I especially like the background and the variety of it. The dark background definitely adds to the atmosphere, which overall is really good, by the way. Also, you used probably the whole tileset in useful ways. I really liked how you used the treetops in the upper right corner.

I really like the variety in gameplay. Some places are really fast paced, horizontal and open, (RF’s and Gun 8 will do great there), while other area’s are quite vertical and other ammo, like bouncers and seekers, will be really helpful. The ammo is well spread and you won’t have much trouble to find the ammo you like. 4 PU’s here and 3 carrots, spread through the whole level and all helpful in their own way. Also, the Seeker PU and one +1 are in pit-area’s, which makes them risky to get. I usually don’t like pits that much, but they are here with a reason and avoiding them shouldn’t be too hard.

Also, all passages/platforms are built kind of around the tube in the middle. This is great, since this makes player movement a bit more predictable. This might sound weird, but it’s really helpful when you play games with a few players, like duels.

Definitely download this, since this will play really well with any ammount of players.

RecommendedQuick Review by Neo-->

Posted:
26 Aug 2008, 09:02 (edited 26 Aug 08, 09:11 by cooba)
For: Legends
Level rating: 8.7
Rating
9.5

Cool 3D Levels!

[Review changed to 3D… I mean quick review. ~cooba]

RecommendedReview by Technopauluz

Posted:
12 May 2008, 22:05 (edited 13 May 08, 14:45 by cooba)
For: Hall of Legends
Level rating: 8.5
Rating
8.9

Introduction:

I have seen some nice levels from PJ on the servers when i did played online, so i decided to download this level and i was surprised about this very good level!
No review jet? This is sure worth one!
So here we Go :)

Eye candy:

This level had LOTs of eyecandy and it is placed all very well :D The tile set is used more than optimal and I just have learned a new layer trick that u did use in layer 6 to make the background more darker… Thx :)
Something about the layers:

Layer 4 is filled maximum with nice tiles and layer 3 & 5 are good helpers.
Layer 6… that one translucent black tile can make that difference ++ for this :D
Layer 7 and 8 are also custom made and look very good toogether with layer 6.
Layer 1 & 2 are used to set the points on the I ;)

I didn’t see any animation tiles from the tile set (It hasn’t got them) Some gems (rings) and stuff make it even more beautiful.

Summarized:

I noticed that i still can learn of this layer skills. 9.5 + 0.5 Bonus All eye candy to the max 10/10 for this one!

Layout:

Than something about the layout…

The size of the level is medium its not a only platforms level (that’s good) and i think its most fun to play with 3-12 players.
Nothing bad to say about the masking though in the editor it looks good and when i am testing this i didn’t became stuck :)

Summarized:

Its good no more and surely no less, 8/10

Game play:

I think the game play of this level is also very good, navigation is good to do the eye candy doesn’t hinder and warps and tubes are lighted up or pointed with arrows goodies are not very hard to find and that’s good in a battle. I greatly liked the stomp en jump super high trick! Maybe its an old trick but i didn’t saw this before :o Tnx again :) ++ for this!
The balance with Jazz and Spaz is good Spaz could double jump at the pits and platforms and has always some advantage with the power ups. But Jazz can use his copter ears to avoid falling in the pit and air attack from above the platforms. Lori has some disadvantage with the copters but 1.23 players don’t care about that huh ;).
O yes… the pits that’s always some thing to be carefully with to place it well… Good Job! They are good to avoid not to big not to small and you don’t just falling in them without a reason.

Moving in this level is no problemo also and the events are working properly.

Summarized:

A good working game play for me 8 + 0.5 (jump trick) + 0.2 (pits good) A 8.7/10!

Placement of Events:

*Power ups:
Spread ed out very well, Good placed, Good power ups for that lvl they only regenerate slow.
*Weapons:
Seekers, Toasters, Bouncers, 2Way Missiles are good. The ice is meaned for strategic use by pits huh? But i never seen use someone that successfully… I really don’t like pepper spray it is only nasty when u want to switch a weapon and that trash is hindering u >:( The same with ice… Its just what u like the most… The placement is good and amount of ammo is quite enough for about 8 players…
*Carrots:
They are spread ed out well, placed good, 2 carrots in this lvl is good, and the regeneration is …. good!
*Text Strings:
Some disappear and some don’t and its done right :)
*Food:
No food detected we must do it with the carrots here, it don’t lower my eye candy rating though.
*Springs:
They are well done…
*Vines:
Nicely
*Sugar Tubes:
Just one but a good placed one with a good flow.
*Starting Positions:
I did detect 4 and they are good placed.
*Warps:
One, good placed good findable
*Copters:
2 Nice placed copters with good regeneration

Summarized:

All very good I have seen some MCE tricks to, only a flow is the very big arsenal weapons you get with ice & peperspray… a good 7.5/10 for this!

Originality:

This isn’t a very common tile set like castle or so :P but what is found so special is the not standard use of tiles… Example: the layer 8 background is nice used in layer 8 and that kind of things. The game play is pretty common except the water/frost jump. And the use age of some MCE’s. Necro’s music is an excellent choice, it fits very good by this level!

Summarized:

GG…

Conclusion:

A very nice level to see and to play i just see that this has cost some spare time and creativity to make, that’s the reason that i reviewed this one good and spend some time to write this. To bad you stop making this kind of battles because this is quality above quantity.

3.2 of 3 for Eye candy
0.8 of 1 for Layout
1.8 of 2 for Game play
1.6 of 2 for Placement of Events
1.5 of 2 for Originality
I give it a 8.9 rounded up to a 9!

Download Recommendation: YES!

[Rating changed to 8.9 ~cooba]

RecommendedQuick Review by FireSworD

Posted:
10 Mar 2008, 22:05 (edited 7 Oct 18, 03:12)
For: Legends
Level rating: 8.7
Rating
8

These are levels that I didn’t mind playing without prior experience. Although not many new concepts, there are more elaborate versions of older ones like the carrot in Evening Shades.

If you can’t think of any levels to play, then host these.

RecommendedQuick Review by Jimbob

Posted:
23 Feb 2008, 18:56 (edited 23 Feb 08, 18:57)
For: Legends
Level rating: 8.7
Rating
8.7

What Bluespaz said.

RecommendedReview by DarkSonic

Posted:
23 Feb 2008, 18:32 (edited 23 Feb 08, 18:47)
For: Legends
Level rating: 8.7
Rating
8.6

Introduction
It’s been a while since I reviewed but I promised PurpleJazz to review his pack. This pack was going to have 5 levels at first, but it seems the author didn’t want to make another level.

Gameplay
The levels in this pack are all unsymmetrical. The layouts of the levels are a bit experimental, but there’s nothing really wrong with them. The levels don’t have some random platforms, but they are well planned. I think that Sunken Realm has the best layout, but Altitude Terrace and Evening Shades have good layouts too and some new concepts. Doomed Citadel is not bad either, but it can’t compete with the other three levels. People might call Altitude Terrace confusing at first because it’s not easy to learn. A nice concept used is that in Sunken Realm you start with a Gun8 Power-Up.

Eye candy
In my opinion the level with the best eye candy is Altitude Terrace because it uses all layers and the layers have lots of stuff. The other levels also have good eye candy.. it’s pretty original in some places. Sunken Realm uses Mystic Isle II, which hasn’t been used before the old one got updated. It has a nice background with a translucent layer 6. It didn’t crash me though. There is enough eye candy in the walls and also on places where you can actually go.

Placement of stuff
The ammo placement in the levels is nice, with some quite good shapes. I think some people might think there is not enough ammo, especially at the right side in Evening Shades. That level has a Full NRG on an interesting place, a RF PU that’s not very easy to get, and fly carrots. Sunken Realm has a Full NRG and a +1 carrot and they are close to each other. Nothing really wrong here.

Further comments
Because these levels have some original concepts they might not be very competitive. However, I think Sunken Realm can be a good level to play in. These levels are good to host in so-called ‘Random Levels’ but I think they’re more than that. It’s unfortunate that this pack only has four levels, but they’re really good. A CTF fan should download this, they’re well-known for some people already but I’m sure that there are still enough people that don’t have the levels yet.

RecommendedQuick Review by Bluespaz7

Posted:
18 Feb 2008, 15:17 (edited 18 Feb 08, 15:20)
For: Regicide Road
Level rating: 8.6
Rating
8.6

I think that PJ and Birdie should of had a review for this lvl,i think it is very good. I like the BG alot, it looks like light polllution. The gameplay is solid, but i found the bottom part a bit annyoing with the celeing springs, but that adds to the challenge. The layout is long,but its original.

~BS7

RecommendedReview by Superjazz

Posted:
17 Feb 2008, 18:47 (edited 17 Feb 08, 18:49)
For: Legends
Level rating: 8.7
Rating
8.8

I haven’t yet seen a lot of work from PurpleJazz, neither reviewed any of his previous work yet. This pack though grabbed my attention, since it is about ‘legends’ and is worth reviewing(not meaning his other work wouldn’t be.)

The levels of this small CTF-pack are generally good-looking. Backgrounds aren’t the main part of it. Instead, the scenery around the sprite-layer has been focused on a lot. That way you are to see only small parts of the backgrounds. There are only few small parts in these levels that look bland at all. As well, the eyecandy doesn’t unrealistically repeat itself, nor confuse your eyes.

Positive is that these levels are pretty practical along the good looks. The author brought some concepts to prevent the levels from being just standard ctf-levels. Sure they aren’t radical gameplay-modifiers, but still they make it all more interesting. Inventing something really big and original for CTF is rather hard these days, and hard trying could often end up into something very complicated. Well, what are those concepts like here? For example ‘Altitude Terrace’ has it’s own exotic base-placement. You are able to capture/score only via underneath. There is mostly excellent flow, and you won’t have any problems to move between areas. What I like, is that the author didn’t go unnecessarily solid, and that way gives some variety between layouts. It might sometimes get a bit too tunnely though.

I find the pickup-choices and placement quite decent and suitable. Somehow, ‘Sunken Realms’ feels like it had too few ammo, probably because of it’s big size. That level, and AT give you starting ammo/powerups, that you better not waste though. Mainly each level is about one single full energy carrot that you must control. Two of them do contain minor carrots as plan B’s for injured players. One way is added necessarily to reduce annoying camping, but ‘Doomed Citadel’ should be modified a bit. It is possible to purposally get stuck into the ceiling-wall easily there. However, practically it does happen only for very unfortunate players. So good, so far.

Well, my thoughts about this pack…again? It is a decent pack offering some variety. I was hoping for a few levels more, since they were that neat. What was good, and what wasn’t as good in overall? I found eyecandy enhancing the entertainment of the levels greatly, being probably the best part. Gameplay was decent, but could have been better, just as pickups. I recommend this download for people, and nominate it to be up for the download of the month. Good job Purplejazz!

SJ

Review by FOX282

Posted:
10 Apr 2007, 15:47 (edited 10 Apr 07, 17:56 by Cooba)
For: Damn + v1.2
Level rating: 8.3
Rating
N/A

Good conversion!
I loved it!
is better than Epic’s D*mn tilesets, good designed, but most importantly- easy to make levels from them!
I most like the D*mn + Hot!

Download? Yes! (if you love tilesets from thet kind)

[Unsupported rating (9.5) clearance. Please provide more elaborate support for your rating. Why is it better than Epic\‘s sets? Why do you like the Hot version the most? – Cooba]

RecommendedReview by Hitch

Posted:
27 Mar 2007, 00:24 (edited 27 Mar 07, 20:10)
For: Sub-terrestrial v1.1
Level rating: 8.2
Rating
8.2

Sub-terrestrial

A battle level by Pj. This level impressed me very much when Ds first hosted it online. I was quite surpirsed when it had the look of an underground jungle. And I’m giving Pj some bonus points for being creative with the backround and the setting.

Gameplay The gameplay is quite average and it isn’t at it’s best. It could be improved quite alot and some of the springs are hard to get to. I also hate the spring placement for the seek pu. I’d like to make a note, that when you warp at the shield, your not pulled down. So you can just camp there all day and get an extra deley of time for the shield so the sucker tubes don’t help at all.He’s fixed the shield bug, thank god. So +0.5 for that.
7.5/10

Eyecandy The eyecandy in this level is a bit creative so it’s not average. It’s quite good actully. I like the idea of adding extra ec to the trees and putting ec on top of ec on the brancy green stuff. Nice job being creative at the bottom of the level by adding some extra ec stuff. Nice job keeping to that idea >P.
8.5/10

Weapon/carrot placement The weapon placement isn’t much to say about other than it’s pretty even. It can be a bit challenging getting the toaster pu for unexperienced players who haven’t learned the bouncy trick. The carrot placement is fine, and im releaved that you took one of the carrots away. When Ds hosted the level it had 4 carrots.(to much)So im glad you did that.
8.5/10

Score: 7.5+8.5+8.5= 8.2

Download recommendation:

Maybe host it a few times for fun. I can tell though that this will be a common battle level. Not sure why.
Yes.

~HïTçH

RecommendedReview by Hitch

Posted:
21 Jan 2007, 22:36 (edited 21 Jan 07, 22:38)
For: Royal Rainforest
Level rating: 8.1
Rating
8.7

Royal Rainforest

First impressions of this level was holly cow, this level has more backround
layer 5 than 4…then I decided to review it sense he said “This is probley the best level ive made yet”. Well, I guess where gonna find out.

Gameplay:

Gameplay was maybe not the best but it was good. The game had a good flow to it and the springs where placed in the right spots. No bugs from the springs like Hitting the Ceiling of the level or something. The game actully has a point to it. At the top you can get to the ctf bases alot quicker and have the Full NRG carrot but there are no weapons so it makes you not take that route all the time.
8/10

Eyecandy:

First impressions….WoW! When I first looked at this level and saw that it was using the most overused tilesets and I was kinda pissed. But Pj7 Used the tileset verywell. Everylayer except layer 2 was used. Layers 6 and 7 like like the layout of. The tiles where used nicley and everyting fits perfect. Remember how everylevel can always improve with eyecandy, well, as I can see this level has to be one of the levels with the most eyecandy. Tons of it. All I have to say is, great job on the eyecandy.
9.7/10

Weapon/Carrot placement:

Ill start of with the carrot placement. I think there is only one carrot and it is enough. It is placed ver evenly and it;s easy to get to. now on the other hand..The weapon placement wasnt as good. Now im not saying that it was bad, im just saying that the weapons lack in some areas. The Powerup’s are placed evenly but I rely dont like where you put the seek Pu. Matters not but it does matter. Overall its an okay job.
8/10

Overall:

Well, the gameplay is even, the eyecandy is unspeakable, and the weapon placemtn could have some improvement on. I rely dont think Weaponplacemtn can get a 10. Like the highest score I give weapon placement is like an 8.5 but thats not the point. Its a good level, tileset used very well. Pj7….Keep it up;)

Score:

8/10+9.7/10+8/10=8.5666…7= 8.7

Download Recommendation?

A definate…

~HïTçH

Review by the jamster

Posted:
14 Jan 2007, 19:27
For: Beach +
Level rating: 7.7
Rating
N/A

wt thease are just easy pallete edits i baby could do this , well a 5 year old , take it from a pro tileset maker , but stop thease + things or just release them all in a pack cos its not worth downloading a single easy to do pallete edit tileset.

thanks for reading.

But its a ok pallete edit i guess.

RecommendedReview by Hitch

Posted:
7 Jan 2007, 20:52 (edited 21 Feb 07, 21:37)
For: Forest Chamber
Level rating: 7.7
Rating
7.7

Forest Chamber

Okay, lets see…this level was not one of the best levels I’ve played in. Although it seemd fun to play in the tileset I wasnt a big fan in.

Gameplay: Well, the gameplay was pretty even. Although it can get a bit comfusing in the beginning you get used to it real fast. The springs are placed well and evenly and they dont hit the ceiling or anything. May I make a note, At the seeks, jazz can get some of them but not all. Other than that its pretty good. Overall, it had a Good flow to it.
7.5/10

Eyecandy The level looks great. Layers used real well…And I like How you used layer 2. Layer 8…heh…YELLO. The level fits as of right now. Im not that strict on how the tileset fit but I might find some bugs later on. Overall It looks good..No bugs…Tiles fit well.
8/10

Weapon/Carrot placement Hm..well, I can tell you the carrot placement was excellent. One thing about the carrot placement..the +1 carrot’s(2) seemd a bit close the the bases, but thats somewhat okay. The full NRG carrot was placed in the middle as where it should be placed. Good job on that. On the other hand, the waepon placement wasnt as good. Well..the Pu’s where placed evenly and the seek Pu was placed in the middle which is good but the one weapon that threw me off was the Fastfire. Im not reallly a big fan of fastfire in CTF levels. They just seemd not right, there was also to many of them to close toghether.
7/10

Layout The layout is really the most important thing. The layout you choosed seems to be one of the most popular layouts. I even used this layout in one of my levels(not released). I’d like to ssee somethinga it more creative but it seems this layout is also one of my favorites so you got lucky.
8/10

Overall the Level was decent, it was not the best but it is good. This could be a level that you could say “WOW” and in other terms it would be “YUCK”. So it depends.

Score: +7.5/10+8/10+7/10+8/10=7.625=7.7

Edit Heh..He removed the fastfires. I’ve made another edit to my raiting. I’ve come to thought this doesnt rely diserver an 8. Sorry but i’ll have to take that +1 off. Sorry to ruin your perfect score…Look on the bright side, your improving;P

~HïTçH

Not recommendedReview by Violet CLM

Posted:
7 Jan 2007, 09:26
For: Carrotus Mountain
Level rating: 6.5
Rating
3.4

I’m going to say it straightout… don’t bother downloading this. There’s no point. Carrotus Mountain fixes a few masks and adds two or three nice tiles, but everything it does, Carrotus Fix does better. Besides, Carrotus Mountain has a horrendous palette. Three of them. Carrotus Fix does not. Carrotus Mountain just throws in some ripped background stuff, leaves various stuff unfixed, and calls it a day. Please don’t download it.

(Waterfall: -.3 Psych Mountains: -.2)

Review by Violet CLM

Posted:
7 Jan 2007, 08:54
For: Beach +
Level rating: 7.7
Rating
6.5

Clearly there are two rather different reactions to this tileset, and I am sort of torn between them. Looking at in JCS alone, Beach+ is disappointing. You get through the new layout (which is definitely an improvement) and come to a bunch of tiles ripped from half the sets of JJ2 plus my Lagunicus conversion, with no real attempt made to connect them to Beach. Skeletons from Dam Nation and trees from Jungle are plopped verbatim into the set for use in background layers, depending on what sort of freaky level you are playing. It is a mishmosh. Not only that, but the tileset still suffers greatly from masking and art problems which remain unfixed by this conversion. Many of the floor tiles still do not line up well, the masking is sometimes iffy, and more time could have been spent on the layout for the wood stuff.
On the other hand, much like the “Mangroves” Jungle conversion, when put together the tileset somehow manages to look good. Beach has a new look in Beach+ which is not unpleasant, and while Beach+ does not really fix much, it does not break anything either. One could certainly just ignore the random new stuff and simply take advantage of the improved layout, even if the tiles themselves are not fixed. And one or two of the alternate palettes do/es look pretty.
I can’t give too high a rating to this, as it’s really a rather lazy piece of work and has so much to fix. But it doesn’t introduce any new problems.

(.1 point was subtracted for the waterfall. Each subsequent tileset I see using that waterfall is going to receive an additional -.1 point, so .2, .3, .4, etc.)

RecommendedReview by Blackraptor

Posted:
3 Jan 2007, 22:27 (edited 3 Jan 07, 22:27)
For: Damn + v1.2
Level rating: 8.3
Rating
7.5

How does this get rated higher then virtually every tileset (read: TILESET, meaning something actually DRAWN by the author instead of ripped tiles/palette changes) when the author hardly drew anything at all here?

Anyways, the tiles have been reorganized here quite a bit. I never really had too much of a problem with the original layout of damn, but a lot of things (such as slopes) are grouped together for convenience. Others, like the dead tree thing and the bridge are scrambled up and were easier to use in the original :/. There’s also a lot of free tiles left in various places, which could’ve been filled in with something. You also removed some tiles (a version of the sideways spikes), which you shouldn’t be doing when you’re making improved versions of tilesets unless you’re low on room or something, which you’re not.

A noticable amount of tiles were added (such as a warpable backround, gargoyles, and the inferno bg tree), however pretty much all of them were ripped from one place or another (some from even non-custom sets like the cave tiles p4ul made for inferno2.0). Useful tiles such as a larger variety of destructable blocks, upside down poles, hooks and rain were also copied in from one place or another.

Masking in the set was also improved, which is nice. Vines are now usable in damn and a few things are smoother. I don’t know why you kept the backround (both the original and the warpable) completely masked though, but whatever.

There’s quite a bit of palette versions here. They look good for the most part, but the Dark edit might be a bit too dark and the forest version hurts my eyes a bit (why do you need a forest version for damn nation…?). The hot version looks awesome, though.

Overall, this is an improvement on the original. However, a 9.5? The author hardly drew anything in this set, just copied and moved around some tiles, and this is rated around the same as things like Swamps and Egypt? I do like this, and I am planning on eventually using it, but I do think it’s horribly overrated.

Nevertheless, it’s still a good edit, and I’ve seen some nice levels with it already. Download reccomended.

~Blacky

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