Blacky’s Single Player Catch Up Review #1:
I decided to review this whole pack since I haven’t played the earlier levels seperately before and they are included in the upload with the newer stuff. I’ll give out my general thoughts first and then specifics about each episode.
I enjoyed these maps but they are too easy! I get why you made the difficulty this way since its your take on the original Jazz2 singleplayer levels, but they were less engaging for me to play since I’m already familiar with how singleplayer works and used to playing more difficult custom content. They are pretty standard maps, without angelscript but not without creativity. What I really liked was all the secrets you put throughout the pack, the most fun I had playing this pack was finding them. I liked the occasional puzzles, gemstomps, and weird textstrings (the ones I could read at least…), and got a bit of nostalgia for the original single player campaign. The eyecandy is generally average throughout, but never bad. My biggest complaint with it is that it sometimes looks bland when you don’t put enough tile variation in places. I already said I thought the gameplay is a bit easy, but I like that you bothered to use difficulty modifiers. I didn’t like some of the ways you chose to increase the challenge by placing regenerating enemies or making it confusing to know where to go by obscuring stuff. I thought things could’ve been indicated better in general, especially events since you used things like sucker tubes and warps without visually telling the player that they are there. Both the Schwarzenguard and Robot bosses were too simple – all you need to do is buttstomp repeatedly to win. Now onto specifics:
Castle Maps
My favourite here is either “Kurva Denevérek” or “Toronyugrás” .In general I thought these maps were too easy and breezed through them. The only time I felt challenged was when I had to stop and figure out where to go, since some of them were quite mazey. I thought there was too much reliance on hidden passages obscured by foreground, and lots of times I just happened to stumble onto stuff since there was no indication what to do or where to go. Unlike finding the myriad of nice secrets in these maps, this didn’t feel rewarding since I had no way to deduct that a warp event or a one-way would be there, or a hidden passage within a hidden passage was the correct route to progress. None of that bothered me until the final castle map, where I felt it got too out of hand. The music in that map also drove me nuts while I attempted to figure out what to do – I reached a dead end near the textstring “a nyilak hazudnak” and unsure of what to do, hit the savepoint through the wall with gun9 and promptly killed myself. Not long after I got stuck inside of tile 224,36 and had to kill myself again. I’m not sure if that was the correct strategy to hit that savepoint or if I had skipped a portion of the map by doing that (it looks like I did?), since I kept getting stuck inside of the destruct tiles in the next segment and, slowly driven insane by the music, ended my odyssey of finding the exit to this map. The visuals in these levels were decent, mostly tilebug-free (occasionally I ran into a foreground layer ec bug or some tiles just looked weird), my only real complaint regarding them is that the tile placement got repetitive at times and looked bland.
Carrottus Maps
I enjoyed these more than the castle maps, its hard to choose since I liked all 3 of them but the second map is probably my favourite. The layouts were better (more straightforward while not necessarily linear) and the maps looked prettier. There was less single tile spam throughout these like at the end area of the second (evening) map, I had no problems here with the visuals besides what I mentioned above and that the rain in the third map looked bad. The pumpkins could use some consistency though, sometimes they are solid and sometimes aren’t, not a big issue however and I’m guilty of doing this myself :P The boss fight here was tedious, because it wasn’t ever a challenge (all you need to do was buttstomp) but it took longer (all you could do efficiently was buttstomp). Maybe some platforms and other hazards could’ve helped complicate the strategy a bit.
Labrat Maps
“Madárka – Madárka” is my favourite map in this pack so far, the difficulty was engaging (I almost died!), and I struck the motherload of all purple gems when I entered the coin warp. I got stuck in the beginning of the third map, I played as Spaz and hit the morph so I could uppercut the destruct blox. It turned me into Lori and never respawned :( There was a sucker tube in the top right of the level that shot me out directly into spikes, it was the only way out of the box I was in and I was at 1h and died. When I respawned at the last checkpoint I was Spaz again, and could reach the water shield without finding the tnt and get through the box puzzle area without having to solve it. Overall I thought these were pretty ordinary Labrat maps, I enjoyed them but wish they could have some more of the creativity present in the Castle maps but without the issues I had.
Overall I think these maps deserve a 7, which I think is fair because they are well done for the most part but not exceptional. There were aspects I really liked and some things that I didn’t and also which annoyed me, and sometimes I ran into bugs and had to cheat. I think your work is best when you combine the experimental creativity you used in the castle maps with more consistent layout design like the Carrotus maps, while avoiding the frustration of the third castle map and the generic-ness of some of the Labrat map areas. I would still definitely recommend this pack to players who are relatively new or just starting out with exploring custom singleplayer content, I think I would’ve enjoyed this more myself if I had played it several years ago instead of at the point I’m at.
~Blacky