These were played in a JDC event. Most of these levels feel claustrophobic and lacking of goodies. If the ammo and carrot placement was a bit better it would have been more interesting. Of course keep in mind these levels are from a different time, but now they lack a bit compared to more modern levels.
These levels are nostalgic but also feel dated now compared to more modern levels.
Fun level idea and awesome boost to the frog and bird characters by script. Coming back to this, I do think the level itself could have done more to make the gameplay around these characters a bit more interesting.
Didn't age too well, mainly campy. Despite some nostalgia, modern levels just play a lot better nowadays.
Lockjaw is a really ambitious level featuring a lot of cool customization. Going of the level alone, I quite liked it, but I think there are a few design traps here that more seasoned MP level creators don't go for. The following is also a bit subjective of course and is mostly feedback on things that could have been better. The level is nice.
- Slightly too much (colorful) eyecandy; The mixture of tilesets and colours don't always blend well together and it makes it hard for in an MP game to see what is happening
- Getting lost, landmarks and level cohesion; The level has a lot of areas where you have to curve around like a maze or no visual landmark. You can see the lava going down, but there's not a lot of vertical scrolling in the background, from left to right there's a lot of obstacles, and there's multiple stacks of similar looking paths (like stacks of castle bridges). In a lot of modern levels it's a bit easier to grasp where you are in the level, and have more defined landmarks.
- Gimmicks and visual clearance; This is a bit more subjective but when introducing new mechanics it does somewhat raise the question whether it adds or substracts from MP gameplay. While the Lockjaw trap in the centre is nice, there's not a lot of visual queue when it's about to happen, that the jaw itself is hurtful, by placing a couple of non-hurtful damn tiles in a specific pattern, is not the clearest way to communicate it, also players might have to search a while on how to activate them. Activating the jaw with the panels is also a dead end for whoever does it, which raises the question if it's worth camping over that spot for the slim chance someone is going to show up. I also think it could have played a more prominent part of the level. Right now, it seems easier to just avoid hte lockjaw entirely, both in getting the goodies or standing in dead end to activate it.
Fun idea to play around for a little bit. Some parts are surprisingly really accurate, at other parts I question how you remember it the way it's implemented here. I hope this gets finished though. It could be a fun SP mutator for plus 7.0
It's an okay level. It plays okay because small open arena's tend to work well in MP, but there it is also a bit generic. Both in level design and tileset use it's quite basic, but there aren't any glaring issues either. While it doesn't have any major ideas, it's fun for a few games.
Cool stuff! But F8 is also used to hide/unhide player names. Not sure if that is the most ideal hotkey.
Now obsolete because of MLLE (Multi-Layered Level Editor). It was always a bit of a hassle to use aswell because there was no UI.
One of the more visually memorable Castle levels out there.The layout is really cool and the level plays well, or atleast plays well the intended way. The pit at the bottom and the goodies there make it a nice risk and reward to go around. This level has a coin warp and coins that usually require you to leave the high ground, which makes for a nice gameplay loop. While this level does not have many landmarks, it still has different style of areas that do just about enough to not get lost as a first time player. The only real downside is that the level has a heavy focus around the center coin warp and the top right powerup where the warp takes you. Perhaps it's an upside if you like grieving your opponents. The coin warp itself is really cheap for a firebird powerup, which is massively OP and uncounterable. It decimates all your opponents in seconds, and it's hard to run out because you get 50 ammo. On top of this the best strategy is to just camp in the top right and abuse an exploit / bug to electroblaster the powerup constantly. While fun for a while, it kind of taints what the level has to offer overall and hurts itself for a serious competition. Regardless, it's a nice level.
While it's not the most groundbreaking level, it's still very solid and adds to the modern levels of jj2+. This is professionally made on all levels. It shows again that Loon is a seasoned levelmaking veteran.
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It's good to have Snooze back. The idea is really creative. The background contrast and brightness is colorful and bright and bring a different kind of eyecandy that still resembles Snooze his style that is clearly authentic and different to other levelmakers. I've missed seeing levels like this.
Some small polishing tips: There is still some masking issues still existing in the chunks 22,31 and 15,38 and a mask specifically at 45,55 this is a really fun level. And on a sidenote the wobbly sucker tube can be made 'unwobbly' with the use of noclip sucker tubes on the left and right.
This needs to be higher on the rating list. The most fun gamemode mutator.
Astral Witchcraft is an unique multiplayer map that combines visuals and audio like never before with a fresh tileset and new weapons. It's a scripting marvel showcasing the power of SPRITE::MAPPING. Every levelmaker can learn from this in the future.This level does so many new things, that it's a real risk taker. I'm very appreciative of level designers trying new things, however taking risks can go both ways. Other reviewers have covered the basis of the level already, I'll try to go into detail of each level aspect to provide some good feedback on what I liked or didn't like about it.
To start of with what I really liked about this level:
The jungle 2.0 leaves are a great addition to the tileset. Not just for the tiles themselfs, but also the way Minmay utilized them. The way the thin leaves curve around the bricks is really clever and I can't deny I'm a little jealous not thinking of that myself. I wonder what the inspiration for this was. Together with the writings on the walls, drifting objects, potions, particles and background it sets the tone of the level immediatly. The map has clear landmarks for an open area at top, a middle area and a basement area. It's easy to learn and to move around in. Also I can't forget to mention the background colour shifts are amazing. This level is the reason why generalized mapping functions for scripting are rising on everybodys wishlist. Overall it feels great how alive this level feels.
Things I liked less about the level:
While this level is a visual marvel, it also pushes the boundaries a little too far sometimes. I think a little bit 'less is more' on the visual effects could have been applied here. The flashing foreground (during the bridge part of the music) hurt my eyes. The floating tiles I was talking about earlier, are also screen filled in a 1 -to-1 tile proximity which I can only describe as spilling a bowl of rice on my monitor. A small last nitpick about the visuals is that the tree branches from Agama Swamp feel a little bit tacky due to the artstyle and vibrant colouring, but I give this a pass because it's very difficult to find and match those tiles. I couldn't think of any better replacement myself.
The level limits itself to 3 weapons, one of which looks and plays like a blaster resprite and 2 other special weapons which can be collected at the centre of the level. They look great, they sound great, they play not-so-great. The novelty of them also quickly falls off when realising they are both incredibly powerful and easily collectible, way more powerful than any existing JJ2 weapon. This not saying the balance of jj2 weapons hold some golden standard, but the nuances of the gameplay are missing. Other reviewers have mentioned the level layout is build around the weapons, but this isn't necessarily a good thing when this allows the bullets to fly everywhere with extra area denial. The distance of the bullets is so high that it constantly hits atleast 3 screenlengths away. While playing with many players in the server it felt chaotic and like my actions were meaningless. My whole tactic in this level became camping and being afraid to ever make sudden movements. Any agressive movement is a death sentence for some of the bullets coming at you at mach 8 speed. This in addition to being limited to 3 weapons becomes stale quickly. You win by sticking to the ground as much as possible, because there is no weapon like bouncer that covers below you.
So overall: The scripted visuals are revolutionairy for jj2 and I hope to see them more often. I liked the eyecandy implemented here for the most part. The gameplay felt refreshing, but only for a very short while.
Spyros Battleships CTF is exactly what you would expect. It is a CTF that is in the style of JJ1 Battleships. Visually it doesn't do anything groundbreaking, but the gameplay is alright. It's nice to be able to see the outside of the ship, although some areas feel slightly ambigious. It looks like you can go outside the ship for a playable area, but it's actually out of bounds. The level is flat and small, which works nicely for fast action packed games in small multiplayer lobbies. The bottom right seems to be a loose dead end without rewards, which is maybe perhaps not the best design choice, however it doesn't hurt the level either as it can be ignored.
In description it says Battle, but you labeled it as 'Single Player'. Maybe edit the upload?
Your upload misses some files:
- You forgot to upload the tilesets DSM flames.j2t, Gothic 1.23.j2t and medevilmadness.j2t. Luckily I have the these already or I couldn't have played the levels.
- You forgot to upload the music files Fire.s3m, Forest.xm and TEMPLSUN.mo3
There's also a bug in Forgotten castle, spaz can jump out of bounds in the map and gets stuck.
Also, your other uploads today have no files. Please fix all of them.
Great mutator, especially with the extra effort of the HTML! Slight improvements could be made to saving gradients. It still lacks the colouring of the default ammo type gun and the death animation. Other than that this is a perfect mutator.
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