First of all, this is actually a level pack using “JJ1: Diamondus” and “Forest” by Blade, NOT Diamondus.
“The Evil Forest”
TILESET/TILESET USE: Definitely improved over the author’s past works. The tileset used is “Forest” by Blade. Everything comes together to look correct, but it just is not very interesting. There is not much extra eyecandy to keep people interested in playing the level, which makes it a little less fun than it could have been. Eyecandy here is more or less average – good and well-fit, but nothing beyond the basic requirements.
Pros: Everything seems to fit together.
Cons: Nothing amazing.
Rating: 5.0
WEAPON/ITEM/ENEMY PLACEMENT: Like everything else, the author seems to be improving in this area. Weapon placement actually was not bad at all and seemed to be well-considered and everything. The same goes for enemy placements, though a bit less so. There were too-easy-to-get bonus items (mostly one ups), but those are excusable. For the most part, this area is improved vastly.
Pros: Well placed.
Cons: Still not perfect.
Rating: 6.0
ORIGINALITY: Not terribly original, but not terribly unoriginal either. This level does not have anything that seperates it from other levels like it, but that’s alright. There is not much of a storyline, either. Again, excusable.
Rating: N/A
GAMEPLAY/DESIGN: Sufficient. There were a few places in which it was confusing as to where one would go (like where the sign ambiguously says to “go underground” – there is a place nearby where you buttstomp). Still, generally, the level was pretty plain as to the direction to be taken. Gameplay was made a bit less linear by the option of taking one of two routes, but they both ended up in the same place.
Pros: Interesting two-route idea.
Cons: Confusing at times.
Rating: 5.5
REPLAY VALUE/FUN FACTOR: This level is not a great replay, mostly because it lacks anything spectacular. It is solid, and indeed enjoyable to play, but still – there just is not anything that would make people want to play it more than once. It is worth one play, but not way too much more than that.
Pros: N/A.
Cons: N/A.
Rating: N/A.
OVERALL (not an average): Improvement is the key to honing one’s JCS skills, and this definitely shows improvement. With a little more effort and time in JCS, the author can definitely improve. Over the course of the past few days, the author has raised his rating average quite significantly. It used to be barely a 2 and now is above 5 – well done. Still, this needs work before it can get better ratings. Some areas were confusing, and the level just does not have anything amazing. Still, with some more work, this is very promising.
Pros: Great improvement.
Cons: Still needs work.
Rating: 5.2
GAMEPLAY: C
Flow: C -
Layout: C
Creativity: C -
Bugs: B
EYECANDY: C
Tileset use: C
Eyecandy look: C -
Creativity: C -
Bugs: B
PLACEMENT: C+
Weapons: C+
Enemies: C+
THE FINAL GRADE: C
THE FINAL RATING: 5.2
+ PROS: Non-linear. Improvement.
- CONS: Nothing amazing, still.
“First Time at Diamondus”
This is the level using “JJ1: Diamondus”. The major bug I found is that the next level setting points to “The Evil Forest.j2l”. The correct filename for the next level is “Forest.j2l.”
TILESET/TILESET USE: Much like the last level, there is nothing extremely amazing about the eyecandy, but it all seems to fit together. There was obviously some extra work put into the eyecandy in this level. There are some improvements in tileset use, and I must say that this is fairly above average for tileset use. Unfortunately, there were still some areas in which tile use was questionable – more than in the previous level. Still, eyecandy was generally better than the last one.
Pros: Everything seems to fit together.
Cons: A few questionable tile uses.
Rating: 5.2
WEAPON/ITEM/ENEMY PLACEMENT: This area was a tad bit worse than the last tileset in this area, speciafically in enemy placement. Why? Mostly because the author did not use stop enemy. The enemies in this level go through springs and into areas they should not be in. This does not effect gameplay really badly, but still enough to knock down the rating in this category somewhat.
Pros: Well placed, mostly.
Cons: Enemies had problems.
Rating: 5.2
ORIGINALITY: Yet again, not very original. There just is not anything here that would make this level any different from your basic generic JJ1: Diamondus level. No storyline here, either, to speak of.
Rating: N/A
GAMEPLAY/DESIGN: This level seemed a bit shorter than the previous one, but gameplay was somewhat less confusing. There is only one route this time around, so it is a bit more linear, but generally gameplay was somewhat better. Overall, this level probably has as good gameplay as the previous one.
Pros: No major bugs.
Cons: Short. Nothing amazing.
Rating: 5.5
REPLAY VALUE/FUN FACTOR: Pretty much like the last level, this is an okay level, but nothing amazing enough to warrant a second play. It’s enjoyable the first time around, more or less, but probably is not a great second play.
Pros: N/A.
Cons: N/A.
Rating: N/A.
OVERALL (not an average): These two levels definitely show that the author is improving, and quite well. This level specifically is okay, and probably somewhat above average. Keep improving like this and I’m sure you will be quite good someday. Keep up the good work and don’t give up! :)
Pros: Great improvement.
Cons: Still needs work.
Rating: 5.5
GAMEPLAY: C
Flow: C
Layout: C
Creativity: C -
Bugs: B
EYECANDY: C+
Tileset use: C+
Eyecandy look: C+
Creativity: C
Bugs: B
PLACEMENT: C+
Weapons: C+
Enemies: C+
THE FINAL GRADE: C+
THE FINAL RATING: 5.5
+ PROS: Well done. No major problems.
- CONS: Nothing really all that amazing.
OVERALL PACK FINAL GRADE: C+
OVERALL PACK FINAL RATING: 5.7
- Trafton[This review has been edited by Trafton AT]