RecommendedQuick Review by PurpleJazz

Posted:
2 Mar 2008, 08:18
For: Pitfall
Level rating: 8.7
Rating
8.7

Such a shame that no one has rated this pack yet.

The levels are all laid out well – what you’d expect in a Blur level. Eyecandy and everything else really, is also well taken care of and tbh there isn’t really anything to complain about here.

RecommendedQuick Review by PurpleJazz

Posted:
1 Mar 2008, 08:16
For: Waste Treatment Facility
Level rating: 9.3
Rating
9

Quite a strong feeling of Deja Vu in some cases, but nonetheless it’s a great tileset, good job Cooba. I feel it will become very popular quite soon.

Quick Review by PurpleJazz

Posted:
24 Feb 2008, 12:04 (edited 24 Feb 08, 12:05)
For: Better Version of Ins.Cars.
Level rating: 7.5
Rating
7.2

The level feels kind of generic, which is unsuprising for a level made with this tileset. The gameplay is fairly smooth, although the bases are far too easy to defend. No real problems with the eyecandy, but I don’t really think this music fits. In general, this is a fairly decent, but pretty bog standard CTF level.

RecommendedReview by PurpleJazz

Posted:
20 Feb 2008, 09:19 (edited 11 Oct 08, 09:57)
For: Rumble In The Bogs
Level rating: 7.6
Rating
7.5

Well, seeing as SJ wrote a review for Legends, I guess it won’t hurt for me to take the time to write a review for his and DarkSonic’s level back. Rumble In The Bogs is a solid, medium sized Pitfall Battle level using the lesser used Winter pallette of the Exoticus conversion.

I can remember DS hosting this in his server about to 2 weeks ago. It seemed to be an enjoyable level to play in, and when it was uploaded I was certainly correct. I liked the general idea of a Swamp theme be made with Exoticus. The background reminds me of Cooba’s Boomerang (which is a fantastic level so download immediately if you haven’t already) a lot, but thanks to the different eyecandy and atmosphere in general (and different gametype), the level doesn’t feel like a rip
off in any shape or form.

The layout is rather basic, but solid. There are no dead ends, and it all connects together well. No real gripes here. The gameplay also feels well polished, the springs take you to the right places and it’s quite fast paced. Unlike other Pitfall levels, I found here that the pits were very easy to fall into, meaning people die quite a lot. At the area around 88,31 there some celing springs which force you into a pit, which although was used to stop camping at one of the carrots, simply felt too evil for my tastes, and added quite a bit of frustration at some times. That’s not nessecarily a bad thing, but it just gets annoying for some.

The pickups seemed to be placed decently. However, I think there should have been some RF somewhere, as it would argueably be the most useful weapon here. I’d also like there to be more than 2 carrots, but at least they are both placed in unsafe spots. Also note that gun crates can crash a server; I’d replace the Ice crate with some floating ammo.

The eyecandy and the theme are my favourite parts about the level though. The music fits perfectly, it gives the level a quite, mysterious atmosphere, which I highly support giving to a level like this. There was no parts in the level that looked bland, and there were no parts that looked overdone or repetitive. The temple area compliments well with the rest of the level, adding to the “ancient” atmosphere of the level. In general, it’s the best eyecandy I’ve seen with this set as of yet. Nicely done.

I suggest this level for the upcoming anniversary bash, and for the Battle Server if it comes back online. Good work, SJ and DS!

EDIT: Seems that I didn’t find one of the carrots. +0.1

EDIT 2: After playing this level through the bash, I’ve realised the pits are just placed unlogically and are just way too easy to fall in, with them being almost impossible to avoid at times. Rating takes a huge hit.

Not recommendedQuick Review by PurpleJazz

Posted:
19 Feb 2008, 21:01 (edited 19 Feb 08, 21:02)
For: doom 2 tileset by gregor
Level rating: 1
Rating
1

Well, it’s buggy. An obvious rush job that is flawed so much that it is unusable.

Thank you ladies and gentlemen, and goodbye.

Quick Review by PurpleJazz

Posted:
9 Feb 2008, 13:05 (edited 9 Feb 08, 13:05)
For: 4.Waterfall Gardens
Level rating: 6.7
Rating
6

Good lord, this is probably the most overrated level ever. No offense.

The flow is a bit awkward, the placement is questionable and the eyecandy could use some more depth.
I like the theme though.

RecommendedQuick Review by PurpleJazz

Posted:
9 Feb 2008, 11:53
For: Roger Lake
Level rating: 7.6
Rating
7.6

Not bad. You’re certainly improving at lightning-fast speeds.

RecommendedQuick Review by PurpleJazz

Posted:
2 Feb 2008, 17:31 (edited 8 Nov 09, 15:14)
For: The Fortress of Forgotten Souls
Level rating: 9.3
Rating
9.6

So Blade’s new tileset is finally released, since I’ve been away from JJ2 for months it seems to come much quicker than I thought. Anyway, this is a masterpiece. If only it was a little easier to use, I would have rated it higher.

Quick Review by PurpleJazz

Posted:
2 Feb 2008, 17:26
For: The REAL one Alton Towers tileset
Level rating: 7.5
Rating
7

The background is certainly an interesting one. However, I don’t really see that much practical use coming from this tileset. Pretty much every level made with this will look the same. The ground could also use some form of texture instead of flat colour.

7 for effort.

Not recommendedReview by PurpleJazz

Posted:
1 Jul 2007, 10:10 (edited 1 Jul 07, 10:12)
For: Shine-O-Rific Land
Level rating: 8.5
Rating
5

I just felt bored, so I decided to review something, and I chose this, because it is heavily overrated imo.

The layout here is a real mess. It’s a bunch of random platforms and passageways that don’t really connect together well, and seemed to be placed without any proper thought. The level is mostly fairly cramped, and is very Spaz-biased. The flow is rather lacking, and there are dead ends too. In general, the gameplay is too chaoti and confusing and thus needs a lot of improvement.

The placement here is questionable, as there are no seekers, which would be the most useful here, and the 100-coin contains both of the PU’s, and has the only carrot – which is a Full Energy. It would take a long time to gather 100 coins; and you’re likely to get killed before you can get even close. The ammo flocks are also very large, which isn’t always a good thing. Also, this uses Gun Crates, which can cause lag in a server.

The eyecandy here, is very repetitive
and mostly looks very un-realistic and chaotic. It was considered really good back in 2000, but nowadays it’s fairly average. At least there aren’t very many tilebugs.

Overall, this was thought of as a great level 7 years ago, but now in 2007 it’s just another generic, average battle level with many questionable problems. As we all now know, Evilmike is an awesome level maker – one of the best imo, so this doesn’t really mean anything.

RecommendedReview by PurpleJazz

Posted:
5 Jun 2007, 18:19 (edited 11 Oct 08, 11:36)
For: Agony
Level rating: 8.9
Rating
8.3

AGONY!!!! >P

(I know this review is late, but I have been very busy with school recently.)

EYECANDY

Well, I can simply say the levels were fantastic visually. I could just sit here all day staring at it, and I would have no distractions and I wouldn’t get bored. One of the things that makes these levels great is that the the eyecandy may seem a little overdone to some people, but when you play you don’t lose focus at all, and you enjoy the pretty landscape flying by. Also, all these levels use mechanical type tilesets, but P4ul has used them very well and as made them look much more organic and random, contrasting a lot with other levels made with these tilesets.

The Death Facility III had me completely shocked by it’s massive amount of eyecandy, which is even more than the original Death Facility. The pipes are placed together perfectly, and there are some original EC things too, which is always a good thing, especially in an overused tileset such as this.

Demon Rampart has a slightly strange atmosphere made by it’s music choice. Instead of a floating castle, this level looks more like an underground ruined temple; so it looks different to other WSF levels, but it slightly resembles The Temple of Suffering (which was also made by P4ul) in some aspects, which doesn’t bother me at all. Btw, I love the face in the wall above the Carrot.

Distorted Research Site uses a palette edit of Noka’s Labrat Conversion, giving it a more Metalic feel, and making it so it looks like many things are stained in blood. There’s an original background in this level, and you can only see the top half of the textured background. The sprite layer eyecandy is placed very well, it has a lot of random objects everywhere, to give the level a more “abandoned” feeling. I though the music is a little soft for this sort of theme however.

GAMEPLAY

The gameplay was generally smooth in this pack. The springs all take you to where you aim to go, and there aren’t dumb obstacles all over the place. The layouts in these levels are simple in design, meaning that they can be learned easily. While The Death Facility III and Demon Rampart being symectrical, allow for certain balance, I would much rather see Un-symectrical levels like Distorted Research Site, as they offer more variety in the gameplay, and they tend to be more original, all though this means a lot of effort is required to make a perfectly balanced layout. The placement is in interesting shapes, instead the usual, boring 2×2 squares that annoy me when I see them. I had no problems with the PU/Carrot placement either.

I thought The Death Facility III had a simple, linear and fairly boring layout, rather like it’s cousin. While the gameplay is solid, it seems a little chaotic in my opinion, since there is serveral open spaces, which are a haven for RF Spam. I like the fact Wind/Floatups/Springs have been used instead of Sucker Tubes, and if you get stuck, you will be warped out.

Demon Rampart has a slightly different layout compared to other levels, I would say it’s quite original. Although it’s considerably large, it would work the best in duels rather than in Teamplay, since it is quite one-wayed. There’s an interesting PU placement, with an RF in the middle, two Bouncer’s near the bases, and Toaster/Seeker in the lower left/right corners. As this levels is extremely open, there is a lot of room to fire Seekers, yet they can easily be avoided. The RF PU is no doubt the best choice for the middle, since it would be the most destructive here.

Distorted Research Site has a more platformy layout compared to the other levels, and like Demon Rampart it is very open. There is some Spaz bias in some areas, however. This level contains an interesting concept with the death pits, as they are only opened by the use of TNT at a block in the lower middle of the level. There is also a 20-coin warp, which will give you a 15 second fire shield, which will be of great use for a flag carrier as a short burst of safety.

Pro’s

  • Awesome Eyecandy
  • Generally Smooth Gameplay

Con’s

  • May get chaotic
  • Symectrical layouts tend to bore me

This became awarded as the Featured Upload of May, so you have no excuse to not download this. These are most certainly P4ul’s most awesome levels so far.
So…. Download Reccomendation!

EDIT – It seems that after further playing, this deserves a higher rating.

EDIT 2 – In fact, this pack does not that higher rating after all. The gameplay turned out to be too chaotic in Distorted Research Site and Death Facility III, to the point of nearly being unplayable. Demon Rampart played decently though, but with the abundance of power ups, few routes and several open spaces to weapon spam in, it will probably stay as one of those levels that are only good in public servers or events, due to it’s frantic and chaotic nature. Rating takes quite a big hit.

Review by PurpleJazz

Posted:
22 May 2007, 19:53
For: Just In Slime
Level rating: 6.5
Rating
N/A

I don’t feel like making a proper review at the moment, but I must say that is is Ischa’s best level so far. I don’t think this should be your own only level like this; keep this up! It can be improved a lot, but still, this level has a rapid change from Ischa’s old design.

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!

Review by PurpleJazz

Posted:
7 May 2007, 14:03 (edited 8 May 07, 17:24)
For: Battle From Freedom
Level rating: 6.2
Rating
7

…What the heck? Ratings of 9 and 10?! People, think more carefully before you give such high ratings. Anyway, my review!

EYECANDY

This was certainly one of the more positive aspects of this pack. Caves of Mystery has particually pleasing eyecandy by the excessive use of bones/staglitites/lava etc. While it may be quite repetitive in several places, combined with a nice atmosphere it kinda works. I don’t really like the Gargoyles in the walls though, and the caves are mostly squared off, something I wouldn’t except in a hot, natural enviroment like this. I dislike how annoyingly yellow Village at the beach is, but it has a pleasant music choice to give this level a calm atmosphere. In Sunny day in town, there are many places where stuff designated for layer 4 has been placed on layer 5, which is can become very irritating at times, especically the way its used here. I’m also not a big fan of the fade colour, either.

GAMEPLAY

Well yeah, the gameplay takes a wrong curve in these levels. The flow in them is very sloppy in places, and they have some questionable platform/spring placement. The ammo placement is fairly decent sometimes, but in Village at the beach I am pretty sure there is too much food. One of the most annoying things in this pack is how closed in they are. While cramped levels aren’t really a bad thing, in some levels such as Caves of Mystery there is barely any room to move about. The carrot in top left corner reminds me of xlmsubt, too. >P The layout in Sunny Day in Town is very similar to Birdie’s Victorian Urban, perhaps a little too similar in places.

Pros

  • The eyecandy in these levels was decent

Cons

  • Needs a lot of work, gameplay wise
  • Too much food
  • Needs more originality

Don’t be decived by Ischa’s and sonicnathan 1’s high ratings, and don’t think I’m being harsh on you, I’m just trying to be helpful; like any good reviewer. While I can’t deny that these are your best levels so far, these still could be a lot better. So here’s a 7.

RecommendedReview by PurpleJazz

Posted:
22 Apr 2007, 08:05 (edited 22 Apr 07, 09:31 by Purplejazz7)
For: Unconventional Coffee
Level rating: 8.4
Rating
8.6

Unconventional Coffee is a medium/large ctf level that won R3p’s unusual CTF contest. Its not suprising that it won, since it is of very high quality, like you would expect from a level by FireSworD.

When you first play in the level, you should learn the layout really quickly. Being symectrical, the level’s layout isn’t too original, but this one feels different to other layouts in game. I also like the fact that FS took the time to remake the other half of the layout, instead of taking one half, and then flipping it, like a lot of people do. (Like me :P)
Not a single part of the layout here would be useless to gameplay, which is a huge plus in CTF levels.

The flow here is pefect in my opinion. It finds the exact balance between a bad flow and a fully automatic flow. The death pits are very easy to avoid; so its your fault if you make a big mistake and fall, unless an opponent forces you to fall in them, e.g: If they freeze you with Ice while over the pit. In the middle there is a fly carrot that can take you up to one of the bases. You don’t have to take that route; there is another route around the edges of the level, which takes longer, but is usually a lot safer.
One evil tactic is to shoot the fly carrot into the sewers below, so people have to go down to get it, then be ready to pwn them with seekers as they come up.

The placement in this level is very good too. The contest required a level to have many PUs, and this level meets that requirement. There are 5 PUs in this level, which sounds like too many, but the large amount works here. On the left side there are Bouncer and Ice PUs, and on the right side there are Toaster and Pepper spray. The Bouncer/Toaster PUs can become very campy however, but if you fall down and shoot seeks through the entrance to the PU box you can counter it. There is also a Seeker PU in the sewers. Like with the fly carrot, the sewers can be a deadly ambush spot. This level also has 3 carrots, on on each side, and one in the higher middle. The middle carrot is in a room where you need to one of the coin warps on each side of the level. In this room there is an exit on both sides that take you to either team’s base, like in BBlair. I personally think it should be removed because it makes the room slightly too safe from enemy fire, others may disagree. The ammo is placed in nice shapes, instead of boring, overused 2×2 squares. I think there should be more RF ammo, however. There is also some food to fill the level up with events.

The eyecandy in this level is not the best I have seen with this tileset, but it is still very nice. The certainly liked the background, with those very tall buildings that gives the level a more city-like feel, different from other levels with this set. The greyish fade colour for layer 8 also helps this atmosphere, along with the awesome music. The sprite layer EC is not as great, since it is not very original, but is still much better than in the standard Colon levels.

IMO this is one of FS’ best levels. It will certainly get more attention in the future, since it is being played in the JJ2WC3. I could really give this an uber rating like 9 since this isn’t too original, but it is still extremely good. 8.6 is my rating.

Review by PurpleJazz

Posted:
4 Apr 2007, 17:35 (edited 5 Apr 07, 10:35 by Cooba)
For: Battle Arena Rar
Level rating: N/A
Rating
N/A

Eyecandy
This level is EC less. About 3 tiles have been used for the ground. Even though only a few were used, this is still tilebug heaven. The pink mist tiles have been used on the non-solid tiles, but they stilhave tilebugs and looks ugly. Look at other levels with this tileset to see how to use it correctly.

1/10

Gameplay

This is just a very small rectangular arena with loads of 2×2 platforms placed randomly. There is no proper strategy at all in this level. As stated in the author’s rather vague description, there is no pickups. Why would people not want to use special weapons? If you wanted that to be the case, you should fill the level with No Fire Zone events, to make it street fight, which is basically a battle without any weapons.

1/10

This is pretty much a rushed level which is barely playble. Look at the high rated battle levels and see how they are constructed.

RecommendedReview by PurpleJazz

Posted:
11 Mar 2007, 11:29
For: Toxin Twister
Level rating: 8.4
Rating
8.3

EYECANDY

The EC in this level was very nice for this tileset. One special thing about the EC in this level is the BG, it is very original. I have never seen a background like it in any level, any tileset. GJ Cooba. I totally disagree with Flash, who said that there is little creativity in the EC in this level. This level has extremely original EC, stuff like making animations out of the Textured Background, hooks/vines etc for EC. I really like the skull at the bottom of the level, it adds too the atmosphere a lot. I think the ground could use a bit more vareity though, it’s a bit plain. Overall a great job on the EC, a huge improvement over the original.

GAMEPLAY

This level has fast-paced, stratigical Gameplay. It is symectrical, so it is balanced. The base placement is nice too, but they are a bit close together, so scoring is quick. There are float ups at the bottom, with tubes on both sides and a Carrot in each. I think they are a bit too close together. Also there is a warp that takes you to the top where there is a Full Energy carrot. But there are 4 PU’s, so it won’t be hard to kill. One of the Bouncer Pu’s should be replaced with a Toaster PU though, because the two Bouncer Pu’s are too close together. There is a good placement of the Seeker PU which is above the pit in a wall, and Electo Blasters are required to get it, so it is not very campy, which is a good thing. I think this level is better for Duels rather than Teamplay.

Pro’s

  • Creative Eyecandy
  • Good Gameplay
  • Nice Placement

Con’s

  • Bases might be a bit campy
  • Walls need more vareity

I think this is Cooba’s best CTF level so far.

Download: Yes.
Host: This is a nice Dueling level.

Review by PurpleJazz

Posted:
6 Mar 2007, 21:06 (edited 14 Aug 08, 17:13 by Purplejazz7)
For: Impressions
Level rating: 8.5
Rating
N/A

Finally after months of hard work, Darksonic has finally completed and uploaded Impressions, which I think is his best CTF pack yet. Now to review!

Significant

This level uses the somewhat underused JJ1 Exoticus Tileset. It’s medium sized and it’s symectrical, so it is balanced. It isn’t too simple either, which I think is a good thing. There is a tube at the lower middle area with takes you too a higher level, collecting a Full energy on the way. This level has a good flow too.

The eyecandy is not the best I’ve seen with this tileset, but it is still very good.
Some temple tiles have been used in layer 6, which gives it a different atmosphere compared to other levels this tileset along with the music. The leaves in walls don’t look very good though. Plenty of EC things have been used with the sprite layer as they should be used, but with a few more original things like the wooden pillar which were meant to be used for sucker tubes :).

The placement is also original. The seeker PU has been placed at the top above a brick, which there are triggers which destroy the brick, and the Seeker PU comes falling down. The ammo is all placed in interesting shapes instead of the standard 2×2 squares. Like I said before, the Full Energy is placed in the middle of the level which can get by riding a sucker tube.

So this is a level with some original ideas. This gets an 8.4 from me.

Sharp Icicles

The level name suits the level theme well. I haven’t very many levels with the Glacier tileset, and this is probably one of the best. It’s semi-symectrical this time instead of symectrical, but there’s not much differance. The layout is quite a lot simpler than 01. It’s still solid though, and flows well. This also the smallest level of the pack.

The EC was pretty good for such a limited tileset like this, even though it was a little repetive in places, especially the caves on layer 5. The music and the Background fade colour give this level a nice, peaceful atmosphere. As the name suggests, there is lots of Icicles in this level. Layer 6 is original too.

The placement was nothing really special, but it’s decent. There is a Full Energy in the middle, a Bouncer PU and a Toaster PU placed on each half of the level, and the bases placed on almost the same Y axis. This is quite normal for a CTF level. This level would be niced with some original placement like in 01.

This worse than 01, but it is still fairly decent anyway, which is why I give it a 7.9.

Nature’s Bad Habit

03 uses the Natures Ruins Tileset.
The layout on this level is completely different to the layouts in 01 and 02, because it is Un-symectrical, but balanced. There are warps in this level to make it more complicated. There are fewer ways to the Red base than to the Blue Base though.

The EC was the thing that made this level special. The yellow fade colour, the beautiful music that I suggested to DS and the Rain give this level a nice atmosphere like in 02. The background is original as well. The caves look a bit squared off in places, but it shouldn’t matter too much. There isn’t too much variation in the EC but that’s typical in levels with Disguise’s tilesets. 1up’s have been used as EC things, something which I have never seen yet in any level with any tileset.

The ammo was placed in nice shapes and it was well balanced, but rather like in 02 it wasn’t really anything special.

The EC in this level was the best part, The gameplay was good but the placemnt could use a bit more originality. I think this deserves an 8.3.

Perception

We are now half-way through the pack, this level uses my D*mn + conversion. This level’s layout is completely symectrical and very platformy, but the flow is very good, and there is plenty of ways to the bases. It is simple too.

The eyecandy here is a master piece. There are lots of caves, bones, staglites/staglimites and other stuff which have been used to flood the level with EC, without overdoing it or making it too repetitive. The EC in this level is one of the best EC’s for this tileset, it’s almost as good as The Chasm. The music combined with all the other elements gives this level a scary atmosphere, unlike in 01,02 and 03.

The Placement was slightly more original than in 02 and 03. Things like the “Freeze Enemies” used around the full energy is an example. One thing I have noticed in this pack is that so far all the levels had a full energy in the middle. This is not really a bad thing, since it is the most balanced there, but more variation between the levels would be nice. There are 3 PU’s: Bouncer, Toaster and RF. The Bouncer and the Toaster PU are placed near the bases, and the RF PU in the middle.

This level has the best EC out of the pack I think. Which is why I give it 8.5, which is high for a single level.

Return of the Doomed

At first this level used the Dark Palette, then the Shade Palette, and finally decided to use the Fire palette. In case you don’t what tileset I’m talking about, its Inferno 2.0, a conversion released by P4ul a couple of months ago. This level is unsymectical, but it seems to be balanced when playing it. The level feels a lot larger it actually is, because it has a lot of open space. The flow is not as good as the previous levels but it is still pretty fluid.

DS tried to make some good EC with this tileset, but he failed a bit in some areas. The caves don’t have very much detail, and 80% of the EC is all on layers 5 + 6. There are quite a few tile bugs too, some which weren’t the tilesets fault :(. This could use just use quite a lot more of everything in
an EC point of view.

The placement was decent in this level. This has 2 Pu’s: Seeker and RF. They are placed fairly near the bases. Quite a few interesting ammo shapes where there too. There is also some food to fill the level with events. Not much else to say about the placement in this level.

The EC could use a bit of work on in this level, but everything else is good. Therefore, I give an 8.

The 8th Dimension
This level uses BioCorridor 1.26, which is underused. The layout on this level is also unsymectrical, but it’s balanced, linear but still solid. The layout is extremely simple, with two “floors” of platforms. While linearity is not a bad thing, it can just get annoying. Again the flow is good.

The EC is quite average for this tileset, there are lots of things in this tileset that DS could of used, but were just ignored. I guess this because he didn’t want to copy Snooze’s level, which had very good EC, and so made this EC simpler so it didn’t resemple his level too much.
The background layers are quite simple too, but layer 7 is good and sort of original.

There are 3 PU’s in this level: Bouncer, Toaster and Seeker. The Full energy carrot was nicely placed, down a long narrow tunnel with a warp at the end to avoid camping. As with all the other levels the placement in interesting shapes.

This level is not really very special, but it is still good. So the rating is 7.8.

Disastrous Dungeon
The pack is all most done now, here is 07, using the Castle 2 tileset.
This level is symectrical, so that means it is balanced. This level is the most cramped of all the levels in this pack. The layout is not like a “DS layout” because it is not as simple. Flow is not as good as the other levels, but it plays well.

The first thing you’ll notice when you play this level in the background, it is original, and it reminds me of the Background in Lava Lagoon. The EC here is probably the best I’ve seen with this set, lots of things have been used in this level, such as EC in the walls, EC in the caves, chains in the foreground, plenty of ground EC things like Knight and Cannons, and the music gives the level a strange atmosphere.

The placement is well done, it was very balanced and in good shapes. There are only 2 PU’s in this level, Bouncer and Seeker. They work well together in a cramped level like this. There is also a Full Energy in the middle of the level.

The EC was very nice in this level, but the flow could have been better. I think this deserves an 8.3.

The Sweet Revenge
Last stop in this pack, a large Persian Paradise level. This is the most open level of the pack, and has an amazing flow. I didn’t even though Darksonic made this until I found the Text String, it is a completely new style of level to him. The layout is quite complex, and in some cases original.

The EC here is truly great. Practically every tileset in the level was used in this level, and they are used extremly well. I never thought you could make eyecandy like this, good job! :D The background is original, it makes the level look like a sort of Arabic Town rather than a desert.

The Placement is very nice here too. Stuff like the Seeker Pu only availble with a Copter. There is a Bouncer PU on the left and an RF PU on the right. The ammo is in good shapes like in all the other levels.

This level is probably the best in the pack, everything in it pwns. I give it an 8.7, which is very high for a single level.

Score

8.4+7.9+8.3+8.5+8+7.8+8.3+8.7/8 = 8.3

Bonus Points
0.1 for suprising me with 08
0.3 for effort in this pack
0.1 for using some underused tilesets

Final Score = 8.8

This is not only your best pack ever, but one of the best CTF packs on J2O.
This beats New Ages I by far.

This review took me 3 hours to write BTW.

EDIT: This review was very biased, so I’m removing the rating.

Not recommendedReview by PurpleJazz

Posted:
25 Feb 2007, 17:14 (edited 25 Feb 07, 17:16 by Purplejazz7)
For: Forest by Mickey
Level rating: 3.9
Rating
1.5

You completely overrated this Kax…

VISUAL
Eyecandy in this level is the worst possible for this tileset, it is just dull, and it doesn’t even tile in most places. The background isn’t even textured, and there is barely anything in the background layers, and you can only see them at the bottom of the level. Like I said before, there are tile bugs everywhere. And that’s not the tileset’s fault. Forest is quite easy to tile in my opinion. Usally with levels with this tileset you would ignore the tilebugs, but this level is tiled so bad in most places that you get put of the second you see them.
Just a couple of bushes/trees/flowers on the ground isn’t enough EC. The cave on the right hand side of the level could use more detail too. In most places, there is just plain, untextured sky with nothing else.

GAMEPLAY
The Gameplay is very poor. The level is linear to the max. There are about 6 dead ends, some which could of been avoided easily. Ammo is extremly sparce, most of it is on the right hand side. There I found 5 +15 seeker ammo boxes! You can’t even carry that much, so it’s overdone. Two seeker boxes would be better. Also you should never use Ice in battle. To make this fact even worse, there is not one, but TWO Ice Power ups at the bottom of the level, right next to each other! At the bottom right there is a Water shield. Don’t use shields in battle either, someone could just camp there and pwn anyone who got close. The turrets on the right where pointless too, because they only face right, so it is impossible to actually hit someone with it.

Pro’s

  • It could be much worse

Con’s

  • It’s still pretty bad anyway

This level has quite a lot of tile bugs and eventing problems. Try and learn from your mistakes you made in this level. You will improve then trust me.

No Download recommendation.

RecommendedReview by PurpleJazz

Posted:
24 Feb 2007, 19:43 (edited 25 Feb 07, 07:56 by Purplejazz7)
For: IC-IF Medivo
Level rating: 8.8
Rating
8.3

It was a good idea to make a different Medivo conversion, even though this is very good. Why? Continue reading the review.
This tileset is an edit of the Medivo set with some added JJ1 elements. Additions include: Lava falls, Sucker Tubes, metal pipes, some JJ1 style signs, poles, and a working Textured Background.
This conversion also makes Medivo have perfect masking, which is a major fix. There are the standard two palettes, plus a bright Red palette that resembles the JJ1 colouring, and dark brown/yellow palette. Unfortuneatly the lava falls look ugly in the 3rd and 4th palette. :(
The animation for them are buggy in all palettes too.
You could of also of found a use for the Bee-hive and made Rain avalible in single drops rather than just in clusters. Those custom destruct blocks and the poles looks awesome though. In general this is a great Medivo conversion as it is, but it doesn’t really resemble JJ1 medivo that much, it’s more of a JJ2 medivo with some of JJ1 medivo’s elements like I said earlier. Even with all those cons I have said in the review it is still a great edit, and I do plan on using it.

Download recommendation.

@Hitch: They meant the example level, you can still rate the tileset.

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