Review by Ragnarok!

Posted:
27 Jul 2011, 21:27
For: Fukushima
Level rating: 8.5
Rating
N/A

Loon, you can’t bite back at reviews like that… It’s just silly… =P Else I’d probably make a list of complaints about yours on my level. No offense.

RecommendedReview by ThunderWalker

Posted:
27 Jul 2011, 21:24 (edited 27 Jul 11, 21:27)
For: Moonbeam Moore
Level rating: 8.3
Rating
8.4

I’m suprised no one wrote a full review for this yet…

Story: None.
0/0

Eyecandy: Wicked and awesome. No tilebugs, everything works, great text signs. However, the gems in the walls aren’t animated, and no gem pickups either…
9/10

Music: Free points for everyone.
10/10

Gameplay
Flow: A good flow. The pits were hard to detect, especially the first one, but after this first one it became easier (and if you fell in it, you will not fall in the pit again because you know how the level author marked pits after the first ‘incident’). I could easily jump with Lori from island to island and no character seems to have problems with the pits though Jazz/Lori might have an easier time because they can simply copter over those pits without worries.
Also, where are the secrets with ammo/gems? Not existing, according to JCS, which is a pity.
9/10

Pickup Placement:
A bit few, but the pickups existing were very well-placed. However, there was (almost) no difference between Easy and Medium which I consider a flaw – I used JCS to confirm this…
Also, very few gems… but gems should be placed in single player and ESPECIALLY if you use any kind of Diamondus tileset!
No secrets with any kind of pickups … it doesn’t help.
8/10

Enemy Placement:
A good combination between easy-to-kill and hard-to-kill enemies due to their placement. In combination with all the pits it was quite a challenge, and the boss fight is quite difficult because you’re fighting above a huge pit and if you did not notice the Full RNG, you’re screwed there.
There were a bit more enemies on Hard than on Medium, but the difference was minor and almost unnoticable.
8,5/10

Replay Value:
The overall difficulty made me replay it twice, but there were absolutely ZERO secrets to find, so replaying was nowhere near as fun as the first time playing. This level is more difficult than most other levels uploaded nowadays, which adds to the replay value, though.
7/10

50,5/60 / 6 = 8,4/10

Penalties: Zero

8,4/10

DR: Yes. It is a great level with very few flaws, though replay value is a bit low because of lack of secrets. However, if you aren’t experienced with playing, this level is very challenging, and might bring you on the verge of a game-over.

RecommendedQuick Review by FOX292

Posted:
27 Jul 2011, 18:13
For: recounter 1&2 (old)
Level rating: 5.8
Rating
8

Awesome idea.

[Review changed to quick review. ~cooba]

RecommendedQuick Review by FOX292

Posted:
27 Jul 2011, 17:36
For: JJ2 conversion pack
Level rating: 8.9
Rating
9.7

Awesome work. but some paletes in Labrat are ugly.

RecommendedReview by ThunderWalker

Posted:
27 Jul 2011, 07:58 (edited 28 Jul 11, 18:22)
For: Fukushima
Level rating: 8.5
Rating
8.6

Full review after playing here, which is obviously more accurate.

Eyecandy: The eyecandy is very good. Everything works and Loon used some interesting tricks with the background. In singleplayer there is a huge layer 8 tilebug, but I don’t really care considering it (somehow) does not appear in any form of multiplayer.
9,5/10

Music:
Great choice. It fits the level very well.
10/10

—-Gameplay—-
Flow: I had absolutely no issues with the flow. A few RFtricks scattered around, and there is no bias between Jazz/Spaz/Lori though I found not much use for the Copter (but that’s normal in duels, anyway). Base placement is allright.

9/10

Pickup placement.
Most pickups are well-placed. However, upper C and Seek PU are in close proximity to eachother, just like the lower C with the Bouncy PU. Both tend to be campy, but the Seek PU more because it is placed in a deadend, while the bouncy PU can be taken from the other side and then you can run to the warp. But at the Seek PU, a good camper can get a decisive advantage, especially if he just killed his opponent. However, he can’t keep camping because this level has two C’s.
7/10

Replay Value:
It is a good level. Everything works and this level is fast-paced (except that upper left spot with the Seek PU) once both players have all PU’s and have an aggressive nature in the game.
Still, lack of real orginality in this level and especially its flow shows through at moments. It is just another assymetric CTF level well-suited for duels, but it is a good one nonetheless.
7,5/10

43/50

Penalties: Zero.

8,6/10

DR: Yes. Like most entries to the Duel level tournament, the level has a high-quality, and no really serious issues.

Quick Review by FOX292

Posted:
26 Jul 2011, 22:27
For: My First Ground Force
Level rating: 5.5
Rating
7

Level is fun, However LAG IS DETH.

RecommendedQuick Review by Loon

Posted:
26 Jul 2011, 11:55 (edited 1 Sep 15, 15:14)
For: Peculiar Purple Peak
Level rating: 8.2
Rating
8

Due it’s a very small level, it’s fun to play. You actually need a few tricks to control this map. It has a movement to gain ammo in a special way, which more levels have. This map looks awesome for me, except layer 6.
Also, not the best music choice..

RecommendedQuick Review by Ragnarok!

Posted:
26 Jul 2011, 01:05
For: A 2-nd Level CTF Pack
Level rating: 8
Rating
8.6

Has to be a quick review and my opinion isn’t as worthy since I haven’t properly duelled in TRF yet.

TRF provides fun and original gameplay possibilities and a great style of a level. The other level seems a lot more party based, and while easily criticizable, boasts rather fun and quirky gameplay too. Worth checking out.

RecommendedQuick Review by PurpleJazz

Posted:
25 Jul 2011, 15:37 (edited 25 Jul 11, 15:40)
For: Peculiar Purple Peak
Level rating: 8.2
Rating
8.4

Definitely a fun level. What makes the gameplay interesting here is that whilst it’s a small level, the sheer amount of PUs and carrots means that it can work under pretty much any game size, whilst still not being too difficult to learn but also being strategical enough to provide entertaining matches. It also has a basic but solid look.

RecommendedReview by FOX292

Posted:
24 Jul 2011, 22:00 (edited 24 Jul 11, 23:55)
For: JazzCity
Level rating: 6.6
Rating
7.7

LORI IS A BORI AND SHE SUCKS.

Why I have a feeling that you originally made this lvls for 1.23, and then converted it to TSF? Hmmmm……

Anyway, i said that this pack looks fine. I downloaded it, extractrd to my JJ2 folder, played, and now it’s time for review.

Eyecandy:
Nice. I don’t know what to say about it, you made not only a SP episode, but also a very nice tileset based on(I assume! I don’t know if the list is true.) JJ1 Industrial, JJ2 Beach, Townhouse, Miracle Of Sun, Hotel dream and other stuff that you know. I liked this combination. You made a very original design of the levels here, even though some of the levels has repeatitive design and, if you consider the size of some of those levels – it became annoying. Also, trigger blocks mid-air doesn’t look so good, but I assume that this is the part of the levels you used it. This is not a masterpiece, but this pack looks fine. Almost none tilebugs.
8.5/10

Gameplay
Gameplay was also fine. A lot of levels here are very large, whats mean some time to spend here, and have good enemy, items and obstacle placement. The thing I liked here is the non-linearity of the gameplay. You have to find a lot crates scattered beyont any level to open certain locked zones, and in some levels you’ll have to collect items(cards/cds)…. Quite reminds me Campaign Mysteries, btw. The thing that I dont liked, is the repeatitivity of thie gameplay, A LOT OF LEVELS REPEAT THEMSELVES! and if you consider the size of some of those levels – it became annoying. VERY ANNOYING. Also, you got too much long and annoying cutscenes(like: elevators, ships and helis) that quite bore me. People like action. not watching. You got TV for that.
8.5/10

Story:
Quite good story, but very unoriginal. Devan Shell is too much banal…. Also, I didn’t understand a lot of things you wrote in text strings. You have to do something with your english.
6.5/10

Music:
In most levels the music fit the level. However, Melon.mod is not suitable with Police stations, and a very annoying ambient sounds in the helicopter levels could make a man a psycho. But although, you did a nice job.
7.5/10

Final: 8.5+8.5+6.5+7.5 = 31/4 =7.75 ~ 7.7.

DR: Yes. This pack have potential, and you have it. Keep making levels!

P.S. Don’t know how to use the right music? Download good levels. A lot. The best levelmakers know what hey are doing. And also, The best way to advance yourself is to learn from the best ones. Also, you can use Modarchive.com for mods.

Review by FOX292

Posted:
24 Jul 2011, 21:45
For: Fukushima
Level rating: 8.5
Rating
N/A

The one who made the music is Necros. You can see it on the File Preview of the music.

RecommendedQuick Review by Laro B.

Posted:
24 Jul 2011, 16:56
For: Fukushima
Level rating: 8.5
Rating
8

Did a duel level with Loon here, nice and unique use of the tileset, the eyecandy can confuse you sometimes when you play some duels in it. However, the gameplay is fine and fast.
Download recommended for those who look for a fast paced duel.

RecommendedQuick Review by DarkLight

Posted:
24 Jul 2011, 12:48 (edited 24 Jul 11, 12:52)
For: Fukushima
Level rating: 8.5
Rating
8.5

well, i dont know what to type. first thing which is important imo is that this is playable. i played some duels there. second thing is eyecandy. Hm, i think it suits to everything, and i dont have a nystagmus. third – it is a bit small level. (thats why 8.5) and at the end i want to say – good job :D

Quick Review by PurpleJazz

Posted:
23 Jul 2011, 11:56
For: Christmas Fortz (Custom CTF)
Level rating: 8.5
Rating
7

Um.. 10?

Review by Iron

Posted:
22 Jul 2011, 21:47
For: Future
Level rating: N/A
Rating
N/A

Ok Jake Thanks For Information And Spazzy Wants to Fixes
Pinging problem bye

Review by Jgke

Posted:
22 Jul 2011, 10:26
For: Future
Level rating: N/A
Rating
N/A

Rule number something on uploads: do not upload unfinished work.

RecommendedReview by Cobra NF

Posted:
21 Jul 2011, 23:18
For: Proteus
Level rating: 8.1
Rating
8

I agree with TW

Eyecandy:alright, but nothing spectacular.

Music: Fits quite well.

AMMO PLACEMENT:odd becuase all you did was take one base side and flipped it around,but other that theat the level looks good

I had a better review but my PC shut down and i had that one perfect and i was running out of time so this is all i can say and yes i did download the level cooba.

OVERALL:8/10

DR:if you are in a “i really want to play on a REALLY GREAT LEVEL“then yes

RecommendedReview by Jgke

Posted:
20 Jul 2011, 14:11
For: This End Up
Level rating: 9
Rating
9

Ok, I have now played through the level. Didn’t complete without hacks, had to use a cheat code to get some seekers to finish the level.

Anyways, the level IS hard, atleast for the first time someone completes it. Now when I have completed the level, it suddenly sounds easy to complete, as I now know what I exactly have to do. Well, replay value does exist, because the gameplay is certainly different for all characters.

The eyecandy is certainly a good use of the tileset, and I didn’t notice any tilebugs. Doing all-nighters really helps ;)

And to sum this up: Hard level, don’t download, play on easy.

RecommendedReview by FawFul

Posted:
20 Jul 2011, 12:01 (edited 20 Jul 11, 12:11)
For: Magically Abnormal Playground
Level rating: 7.8
Rating
7.5

I promised jake to review this. (even though i almost forgot exactly what I had in mind).

I wanted to clear this up first:

I’ve received some backstabbing lately because of the harsh way I gave my opinion on this. No, I am not trying to bring this level down to the ground. No, I am not trying to claim i’m a better levelmaker. No, I am not trying to act pro here. But this review will not be entirely positive. All levels have their downsides. Most of it is said in the quick reviews already. I will try to expand this review a lot more compared to the quick reviews and bring it in different ways.

Flashback: This reminds me a bit of what happened to me in the past, Planetary pack. I think talking about this might help you since it also helped me after that.

While this is a lot better than the eyecandy or layouts from my levels back than (or both in some cases). I feel it has the same gimmick problem, and this is not coming out of nowhere. The rest of the reviewers seem to share the same opinion. The idea’s are interesting but the question is, is it a good idea to mix it all together? This level is intended to be a serious duel level. But you should ask yourself if it adds anything great to the gameplay. I know some parts will sound a bit harsh but I’m only trying to be helpfull with this review.

Getting someone stuck in the pit with the crate can be fun, but remember it can be used against you aswell. And then it’s not that fun anymore. In fact, i don’t think people like to take that into account, same for the rest. It’s like you play a game with obstacles while you don’t want to focus on obstacles, I think this is what people frustrates as soon they lose their focus on gimmicks and Die or get hit because of that. This is the same for hor-springs and copters. If they accidentaly hit a hor spring you can’t stop running, It’s fun if you see someone else making a mistake like this, but the other player probably feels like this shouldn’t have happened if “that stupid thing would not be in his way”. Copters are kind of the same, you can be very depended on the copter but you can be unlucky with the spawn. If you need it fast and die while waiting the killer probably feels good because he was fast enough, and the other player feels like “why the hell couldn’t that fucking copter spawn on the right moment”. And then they will eat their clothes and shoe’s etc.. you know the drill :).

I think the advice I can give is that the player shouldn’t be too depended on the map but the map should be depended on the player. Gimmicks only lose the players focuse, if you have to jump around pits than your focus goes partly for not falling in a pit. Of course you can tell those players to concentrate better and it’s their fault for not having a good focus. But if you give players the choice of focusing on stragety and playing itself or doing this while paying attention to gimmicks like not falling in the pit or accidentaly miss the copter. Then they go for the more clean maps. I personally think the more idea’s you make in a level the more attention needs to go to these and the less focus stays on playing. That’s why I think that excessive usage of idea’s isn’t a good plan. Because the more means the less they can handle it. (keep in mind that they also need to learn it). A player also feels more bad by getting killed by the level than by the player -> he can blame the level. The player is not easy to avoid because players are the reason to stay online, but maps are easily avoidable by picking another level.

Imo since it’s duel related I won’t say anything here about the tubes with bases, since in duels that can work. But I think it’s less liked for teamgames -> because you can miss timing because of that. But since it’s duel related and that you don’t need to time RTS I think this is a good idea for a duel level. The music in this level is good and the eyecandy is pretty good aswell, Sorry i keep the good parts short but when there is nothing to blame then there is nothing to tell either :). The layout is simple but good. After all you did these parts very well.

All in all I can conclude the good parts outweight the bad parts, and it’s not a very bad level at all. But it probably starts to frustrates people after a while. Even without the gimmicks and the map being completely gimmick-empty I don’t know for sure if the layout makes the level spicy enough by itself.

The reason I compared this with planetary levels is that in the past i liked gimmicks too, and I still have a soft spot for gimmicks honestly. I think you and some other jj2 players have no problem with this either. I am not saying that excessive amoun of idea’s and gimmicks are bad out of nowhere. They are bad because they drive most people on jj2 in a negative feeling. And I think you got to understand where that negative feeling exactly comes from to understand what makes a lot of gimmicks in one level bad. I think you for example need to understand where Purplejazz and CelL are talking about, why it’s hectic and so on. That’s the whole points of this review and I hope you get it.
You show impressive skill and I look forward to see more levels of yours!

Cheers,
young boy nr.2 =d

Review by Tweeky

Posted:
20 Jul 2011, 11:04
For: JazzCity
Level rating: 6.6
Rating
N/A

its TSF but no Lori allowed…GReaT >.<

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