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return.txt | 0.80 kB | 19 Oct 2004 | |
andrew1.j2l | ammo | 0.79 kB | 19 Oct 2004 |
andrew2.j2l | day in carrotus | 1.57 kB | 18 Oct 2004 |
andrew3.j2l | monkey mayhem | 1.39 kB | 18 Oct 2004 |
andrew4.j2l | entrance to the lab | 0.83 kB | 18 Oct 2004 |
andrew5.j2l | lab entrance | 1.07 kB | 18 Oct 2004 |
andrew6.j2l | the lab | 2.20 kB | 19 Oct 2004 |
andrew7.j2l | final showdown | 1.08 kB | 19 Oct 2004 |
andrew8.j2l | the end | 1.11 kB | 19 Oct 2004 |
k… my first lvl pack (and my first lvls) using 2 very popular tilesets. it’s not the most original story line, but at least it’s got one..
If you know that your levels are crappy, then don’t upload them. Improve them and re-upload.
You might find my review interesting to learn something from it.
Story/Originality
You should always take some time to come up with a good story before you make the levels. Now this storyline was okay, though a little weak. I’ve already beaten up Devan quite a lot of times. Come up with something new. Try to be more original
Flow
The flow of the levels in general is fine. But: try to do something with it. Don’t make the levels like a straight line, but vary.
Now the levels seperately:
AMMO
This is crap. Never ever do this again in the future. You don’t need this HUGE amount of weapons. Instead, spread the weapons over the levels, and don’t use all of the weapons. Also, don’t use the fastfire pickups. They make the game boring.
And why do we have to shoot the exit sign?? Just make an ordinary Area End Of Level, that’s just as good and even better.
DAY IN CARROTTUS
You know what a tileset is? Then you might also know that there are floor tiles in the Carrottus tileset. Carrottus is one of the easiest tilesets I know. It shouldn’t be hard to make something of it. At least spend some time on thinking how to use the tileset to make the level more attractive. Except the background, you used four (!) different tiles. USE the tileset. No textured background (the depth, you know). Too many enemies and food without point. Always think: is it of any point to place that there? You put food in the coin warp. Food is only good for sugar rushes and I hate sugar rushes. You haven’t used layer 1,2,5,6 and 7 and layer 3 rarely and badly. I’m not going to talk about the tile bugs, I think you can figure this out yourself.
And the level is way too short too.
MONKEY MAYHEM
This is basicly the same story as Day in Carrottus. No us of the tileset, instead of the wall tiles. Again, your coin warp was food. And again, the level is very short.
In this level you had some good ideas. You made the level vertical instead of horizontal, which is good, but still there is no variation. Oh, and I wanted to say something about your language. Your English is awful: No punctuation and I’ve never heard of TO B. Very annoying. I apologize for being a teacher. I’m sorry.
ENTRANCE TO ThE LAB
A boss fight with a schwarzenguard and respawning tuf turtles. Finally, you did something with the rest of the Carrottus tiles, although it is not that spectacular. Still, there is not a proper floor.
You could have put the endboss in the level before, that saves you a level to make. You could use Limit X Scroll. Oh well.
LAB ENTRANCE
I would say, lab entrance is the same as entrance to the lab. Anyway, another boss fight, this time with the robot. One of the better levels, if I might say. At least there’s a floor, though not perfectly created. Devan is hidden in the wall. What else do I have to say?
THE LAB
Agian, a linear flow. A lot of food. I would say, this level is an improvement to the Carrottus levels. At least you did something with some of the tiles. Buttstomp scenery, springs and sucker tubes are used. This level still needs many improvements, but it is something better than the rest.
FINAL SHOWDOWN
The climax of the story… Devan surrounded by respawning sparks. Not fun.
There is a loose tile without a purpose?? Again, this level is straightforward but still bad.
THE END
A pretty strange ending. You could as well have left this level out. It has no point.
I don’t know anything else to say. For a first pack it is nice. You could improve this pack and it will be worth moer than a 3.7 Keep it up!
Cooba, this pack isn’t that bad that it deserves a 1.0. It’s unfair. And I’m not saying this because this is his first pack. The difference between 1 and 3.7 is like the difference between 8.5 and 5.8!
Here came a lot worse critic, yet still constructive and not biased against incredibly bad grammar in text strings.
Eyecandy
No level here is using any kind of ground tile. Yes, the floors, ceilings and walls are oftenly SAME TILES. Labrat levels are basically same thing, except sometimes there are pipes and metal plates, which are badly done as well. Carrottus levels don’t feature textured backgrounds, which makes them look extremely dull. No level feature a background eyecandy in layers 5-6-7. Put there anything. A vine. A castle. A machine. Structured tube. Pancake. Anything to make level look better. ;p
Gameplay
First level features big cache of ammo I actually didn’t use at all, because these levels are very easy, despite clustered around with enemies. Because there’s a lot of free space, I can avoid them easily. The exception here was incredibly clumsed (and probably the only level with vertical scrolling) level 3. Bunch of enemies, poorly placed platforms, etc. I can even lose a life when I accidentally fall.
Pickups
No ammo at all but a vast area featuring all kinds of munitions in level one. All levels have bonus warps in themselves (and nothing but food inside), and coins are poorly spread over levels, basically in evil dead-ends, guarded by bunches and bunches of Floating Lizards. Also, in level 5, you can freeze the Robot with Frostbiter. Never put Frostbiter if you plan to use Robot Boss. Frozen Robot will stop move after the ice melts down, and that makes the “fight” easier than it would be.
Overall
Like LRK said once, “Sux. X(” Those levels serve no quality whatsoever. Keep on trying, as those are your 1st levels.
Download: Maybe to check accuracy of my review.
Replay: Maybe to recheck bad quality of this. I oftenly do so with iCeD’s “Voldards Cool Treasure Jungle”. ;|
Mercury, this isn’t a 3.7 job, either.
Yet another boring day of reviewing and doing what i do worst.
EYECANDY: Bad, on all levels. NO FLOOR TILES!!!!!! A level needs floor tiles. 3/20
GAMEPLAY: Extremely bad. No crates or good bits. Just nothing fun. 1/20
ENEMIES: Bad. Not enough enemies in any level. Just some monkeys and 3 bosses. 5/20
ITEMS: Finally, something good!! 11/20
SIZE: TOO SMALL. Make levels bigger!5/20
Add them all up = 25. Divide by 10 = 2.5
Realy bad. Somehow, people like downloading bad stuff. Lots of downloads for you.
@ Tover:
I don’t wanna see your first level, OR WAS IT BETTER?
It rarely happens that a first level is great.
Ignore it when ppl say it sux, coz it is hard to grasp the essence of a good 1st level, my 1st ones sucked, but look how i turned up, im now making great levels. See “Ragnarok’s Stronghold”, it was a success, as so shall your future levels be. Ask yourself when you make levels, “Do i like it? Will others?” After that you get ppl to test it for you. Get people that are good to test and give you pointers. Hmmm, good luck. I’m not gonna say how much worse my 1st level was. PHT overrated it, when i was making it. But keep trying, and have fun. ;D
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Eat your lima beans, Johnny.
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