Loon brings us yet another party-sized epic. Strictly for larger games of no less than 5vs5, so best saved for special occasions. There’s some rather inventive things done with the tilesets, and on the whole the level looks dang impressive (but is worth noting that you may experience some framerate issues unless you have decent PC specs).
Featuring two of the strongest powerups (Seeker and Roller) and not many safe places to hide, the gameplay in this level is ferociously fast paced. It may not be to everyone’s taste, but will be a refreshing change for some. The theme of the level is realised well and suitably complements the gameplay style. Give it a go if you’re after a thrill!
Quite the spooky level! The theme is executed solidly, making effective use of elements such as the bloodstains and the noose without being overworked. I also really like the way the buildings are layered in the background. The layout is well-constructed with areas that feel distinct from eachother in terms of gameplay and visuals.
This is basically Diamondus, the Sepia edition. It’s not unpleasant, but I really wish it had some secondary color to break up the monotony. Note that this lacks any of the additional content/quality of life improvements found in other editions of this tileset, so you may as well just extract the palette using MLLE and apply it to one of those.
Another solid CTF level from Faw. The various JJ1 sets have been amalgamated together in a nifty way to create a visually interesting level. The pastel colors in the background complement the sprite layer nicely without being distracting. The gameplay and the layout are pretty excellent for the most part, with a few handy tricks here and there.
I like the atmosphere and the color scheme. I feel like the bricks are a bit mismatched with the tileset though. I also think the weapon balance is slightly off, with Fireball PU outclassing Blaster PU. The layout is decent, although the pit is probably unnecessary, and the hanging wooden beams were a bit obstructive. Overall, cool level though!
The tileset Carrot1 (2).j2t is missing from the zip (although I assume it’s very likely just a duplicate of Carrot1.j2t).
@proud2beamerican: I used the Waifu2x upscaler.
Quite a marvel visually, with the various tileset elements being juxtaposed together very effectively in the level to create a dark, spooky environment. The layout is also pretty nifty, with a cool not-quite-symmetrical design that offers a number of tactical options with the diverse set of weapons available. Download strongly recommended!
Absolutely sublime, my favourite level of 2019 by a long shot. I especially love the integration of the Oasis and Aztec2 elements, greatly enriching the Islands tileset. My only slight complaint is I find the bottom area feeling a bit lacking compared to the rest, but if anything that’s a reflection on well designed everything else is.
Small in size, big in fun factor. The various tilesets have been amalgamated together in a very cohesive way that has resulted in a well-realised cave environment. The carrot placement is inventive, especially with the radically differing spawn times. This level went over very well in JDC 30’s ODT #2; we’ll likely be using it again at some point.
While the excessive visuals do lead to problems such as fps drops and distraction, the gameplay is nonetheless solid despite a few minor flow issues. I enjoyed the design of the base areas and the carrot area very much, as they offered quite dynamic gameplay with a variety of tricks and tactics to deploy, and aren’t overly campy. Give it a try!
I like how these levels feel rather retro but with a modern twist in terms of visual design. All four have very solid layouts with some of Snz’ signature levelmaking flair. These will be a fantastic addition to your Battle rotation and are best enjoyed in a well populated server, so be sure to invite your friends!
Despite all of its flaws, I did enjoy this level. Despite the rather spartan visuals and simple gameplay, it was a decent attempt at bringing Castlevania style gameplay and atmosphere to JJ2, perhaps helped by the excellent music choices. I thought the ending was rather anti-climactic though; a final boss would’ve been nice.
While a bit uneven in terms of flow and aesthetics, there’s definitely an appeal to this level. It’s action-packed with plenty of pickups to facilitate large events, and I enjoy the vibe that the visuals in combination with the music choice gives. The Orbitus tileset has been used very creatively in some areas.
Despite its small size and relative simplicity, this is a solid CTF level with franatic yet tactical gameplay. The top part is fairly campy, but also quite open which leaves players open to long range Fireball shots. The real star of the show here is the theme and the eyecandy; FS masterfully uses the PK2 tileset to create a convincing environment.
I really enjoy the coin concept as it adds a layer of tactical depth not seen in many other levels. While visually the sprite layer is quite spartan, the atmosphere crafted with careful attention to colours and small motifs is nonetheless incredible. The layout is also well crafted and facilitates intelligent play as opposed to mindless ammo spam.
Quite an impressive level visually, although the amount of detail in the sprite layer background may be a bit overstimulating for some. The layout is well constructed and feels more like a collection of areas rather than random platforms or tunnels, with a good variety of open and more enclosed areas. Pickups are well distributed. D/L!
Poor drawing quality with no flexibility whatsoever and an assortment of ripped tiles. This is hideously overrated.
Eat your lima beans, Johnny.