Temple Terror

  • Rating: 4.1

Reviews and comments

    Violet CLM 8 Jan 2007, 21:35 (edited 12 Jan 07, 21:00)

    4

    Temple Terror serves to remind us (me) of an important detail… just because it’s JJ1, doesn’t mean the level is necessarily good or interesting. It’s very linear, has a lot of tile bugs, and offers no real challenge. Stonar is a relatively interesting set, but this level doesn’t take advantage of that and just has a bunch of different looking walls, none of which manage to look particularly good, and a bunch of big overly-open areas. JJ1’s resolution is too small to have such big areas. The most interesting the level design gets is a few pits with springs in them, a far cry from the various twists and turns of the original game. It feels kind of like the Holidaius secret level, except slower paced and much buggier. While the author is to be commended for understanding the basics of JJ1 level editing, with such features as secret passages, destructable walls and new items, the artistic talent unfortunately lags behind.
    on the bright side, there are neither waterfalls nor psych mountains…

    EDIT: Sigh. Okay, I’ll try to redefend my points. Against yours, anyway.
    First,stonar is a quite boring tileset: Opinion. I agree that it could be more exciting, but you could have got a lot more visual interest out of it… JJ1 certainly did.
    I don’t understand what the heck you mean by ” A bunch of different looking walls”?!? Sure there is walls, what, should yoou just run straightforward without anything to stop you? now THAT’s what I call linear: Not at all. Sorry, this wasn’t clear. I meant to say that while the walls are different in visual appearance, their actual designs and shapes do not have much to do with the tiles composing them… there is no clear design reason why one sort of wall might triumph over another for a particular section.
    Thirdly, I told you it’s a bug in the JCS’94 with those crazy background tiles, so I can’t fix it: You did say that, and I did not mention it in my review.
    There was nothing wrong with my events or anything such.There’s no wrong with open areas either. good to have some space I think: Opinion, opinion, both of which I disagree with. Your events were uninteresting (though that derived from the level layout) and the open spaces were visually unappreciable, besides limiting design. I suggest spending more time looking at the designs of better-rated levels and see how they make use of space. More graphical variety can help a lot here too.

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    Jazzero 12 Jan 2007, 14:24 (edited 26 May 08, 13:12)

    Don’t really see what you mean…First,stonar is a quite boring tileset whith no new enemies, only modifications of ones from other episodes, and it doesn’t have very many sorts of tiles, so I sorta regretted using after a while,but,well…secondly,I don’t understand what the heck you mean by “ A bunch of different looking walls”?!? Sure there is walls, what, should yoou just run straightforward without anything to stop you? now THAT’s what I call linear…Thirdly, I told you it’s a bug in the JCS’94 with those crazy background tiles, so I can’t fix it. There was nothing wrong with my events or anything such.There’s no wrong with open areas either. good to have some space I think. So,think before you write about my levels the next time!
    EDIT:

    Oh geez…

    “Sorry, this wasn’t clear. I meant to say that while the walls are different in visual appearance, their actual designs and shapes do not have much to do with the tiles composing them… there is no clear design reason why one sort of wall might triumph over another for a particular section.”

    But…
    you’re still not saying anything!do you mean because there are earth high up in the sky?and yes, a theme, if you will, for a small area is preferable to jumbling about all sort of tiles..very much so.

    Trying to argue “Bad design” only, in itslef, is quite a pathetic argument or rather lack of one.you didn’t think it looked good.So,nobody’s interested.they won’t see it the way you do, exactly anyway!be much more specific..

    Waddya mean, “Thirdly, I told you it’s a bug in the JCS’94 with those crazy background tiles, so I can’t fix it: You did say that, and I did not mention it in my review.”?
    You said it was buggy, which it only is in one place which I can’t fix without learning very ,VERY much bout how the game is coded(..which I won’t.)

    also, don’t “sigh” when I say your commenting is no good. simply because you cannot appreciate a more elegant, style-based design, rather than ultimately hard levels which the games were never about in the first place, even though some people around here certainly seem to enjoy building such

    Don’t be a bully.

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    alexdnk 13 Jan 2007, 06:49 (edited 13 Jan 07, 12:12 by Cooba)

    super mega game!!!!!!!!

    [Rating (10) clearance. Please read the Review Rules. ~Cooba]

    cooba 14 May 2010, 16:33 (edited 14 May 10, 17:13)

    It’s probably not very useful now, anymore, but the background bugging out is simply caused by the level having too many destruct scenery tiles.

    From JJ1MOD readme:
    A maximum of 48 of this event can be used, and no more than abut 20 should be tried, otherwise you’ll trigger the ‘tilespam’ error, where all tile #0 are replaced.

    Otherwise I pretty much agree with Violet, even though I wouldn’t be as harsh really

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