Quick Review by Arclite288

Posted:
12 Apr 2011, 20:06 (edited 5 Jul 11, 19:33 by cooba)
For: The Fortress of Forgotten Souls
Level rating: 9.3
Rating
7

Removed original heavy-handed comment, and re-rated pack at 7.

Don’t bring up the now-dead subject of my heavy-handedness again, please, for everyone’s sake.

Quick Review by Arclite288

Posted:
12 Apr 2011, 19:50 (edited 17 Apr 11, 14:58)
For: Beach +
Level rating: 7.7
Rating
6

Original review was too heavy-handed. Pack re-rated at 6.

Please don’t ever bring the subject up again, for everyone’s sake.

RecommendedQuick Review by Arclite288

Posted:
12 Apr 2011, 19:45 (edited 17 Apr 11, 17:52)
For: Sovun Valtakunta
Level rating: 8.4
Rating
7.7

Comment edited, original one was too heavy-handed.

Re-rated pack at 7.7.

RecommendedReview by ThunderWalker

Posted:
12 Apr 2011, 14:41
For: Wilderness
Level rating: 8.8
Rating
9.4

I’ve played all Battle level at the Bash, and this was one of the few levels I really liked to play in.

Music:
Easy points up for grabs as always
10/10

Eyecandy:
I liked it. The eyecandy and the way of using it really lived up to the name of the level.
Almost no tilebugs or whatever. It seems also the best that could be done with given tileset, so
9,5/10

Gameplay:
Everything felt allright in this medium sized battle-level. It wasn’t especially Spaz-biased or so (except the bottom-left corner).
The long food-trail in the left which lead to the carrot and two coins felt a bit slow at the beginning though (probably a few more sucker-tube events?), but I liked it otherwise; not many levels have something along those lines.
The two green springs with the Toast PU were usable in a good way if you know how. Not too bad :)
No bad things to mention.
9/10

Pickup placement:
Pretty much nothing to complain about. The fly carrot isn’t used too often but fits here well and really has some use if you know what to do with it and when to grab it (and how to get rid of it if needed, considering there was only one place with Fly Offs).
Can it be better with given layout of the level? Probably not.
9,5/10

Replay value:
Well… what to say. It felt better balanced than previous named and I can there are places were you would use either Jazz, Spazz or Lori.
9/10

47/50

Penalties: None

9,4/10

DR: Yes!

Review by Sean

Posted:
12 Apr 2011, 03:09 (edited 14 Apr 11, 04:49)
For: This End Up
Level rating: 9
Rating
N/A

I’m sorry, this is unplayable. You neglected to add an Activate Boss event. Sure, the contest deadline is passed, but just add one so I can play it.

EDIT: Found it, but I still can’t play because I can’t get to the moving box.

EDIT2: Playing all characters, no matter how fast I moved and stomped onto the stomp scenery, I can never catch the “This End Up” box. It’s always too far away. I even tried playing Jazz, using smart moves to hit the Robot Boss while it was being belted along, so I could use my heli move to fall down slowly, but alas the box was still too far along the belt to access.

RecommendedQuick Review by Gho$t

Posted:
8 Apr 2011, 13:16
For: Sparks Factory
Level rating: 8.4
Rating
10

awesome one of the best ones great eye candy and all can’t say much leaves speechless. download!

RecommendedQuick Review by Sean

Posted:
8 Apr 2011, 03:34
For: BollyWorld
Level rating: 8.2
Rating
8

Pretty cool. Tough and good concept. Great work!

Review by ThunderWalker

Posted:
6 Apr 2011, 13:38
For: DarkZone
Level rating: 7.3
Rating
8

Another full review:

Music:
Free points ftw.
10/10

Eyecandy:
Well, it is like Odyssey is used normally… nothing too special except those tubes which I found pretty orginal and a few other things rarely done before.
Not as many lights as suggested by Sean’s review though.
7.5/10

———- Gameplay ———-
Flow:
Again, unlike Sean, I hadn’t much trouble running from one base to another. This level feels Spaz-biased at times but is well playable with both Jazz and Lori and the most vital weapons are reachable with all characters anyway.
There are however a few campspots (one somewhere in the middle where you can sit in the wall, and the Toast PU which is also fairly obvious.
7.5/10

Ammo & Pickup placement:
Not too many flaws here either. What however does bug me, is the Toast PU placement which is nothing but a huge campspot with a toast powerup AND bouncer ammo, and to make matters worse, if you leave with the warp, you get almost warped into the full RNG straight away!
7/10

Replay value:
I haven’t played here yet. Let’s just give no points here for now.
I dunno if I want to play a serious game here though…
0/0

32/40

Penalties:
None.

8/10

DR: I dunno. It is a nice level but has a few issues.

@Hordy: Don’t make campy rooms with PU’s and place a Single Player starting positiion somewhere.

Review by master sven

Posted:
6 Apr 2011, 08:29 (edited 6 Apr 11, 08:32)
For: Emerald Beach
Level rating: 7.2
Rating
N/A

Sean, your review looks like a newcomer’s. To be honest, it sucks.

Review by HordY

Posted:
6 Apr 2011, 06:28
For: DarkZone
Level rating: 7.3
Rating
N/A

Thanks for voting Sean :)
But i have to say that there is RF powerup under the blue base in wall.About carrots,there are 3 of them (one full energy and 2 +1) and you can shoot all down,you just have to discover how :P

RecommendedReview by Sean

Posted:
6 Apr 2011, 04:48
For: Sparks Factory
Level rating: 8.4
Rating
8.3

I noticed there were no reviews for this, and I think I should review this level because I am bored anyway. Not the best reason, but one nonetheless.

Eyecandy
As this is a custom tileset, one word: AMAZING. You have fully conveyed the spirit of this location. There are Sparks being constructed in front of you, yada yada yada.

9/10

Layout
It’s a square room, coins scattered around the area, Sparks coming at you from lots of directions, and a Schwarzenguard in the coin-warp-accessible room in the middle of the arena. It’s creative, but not the most creative. There are coins which you have to buttstomp through blocks to get to, coins which Spaz must sidekick through blocks to get to, and coins which you must shoot blocks to get to. It’s not the best place, but it’s good.

7/10

Gameplay
You start at the bottom of the arena. Sparks are already here to greet you. The Schwarzenguard is already trying to kill you. What do you do?

A: Collect coins! There is a coin warp below you that requires 20 coins which to collect require the above mentioned tactics. Sparks will fly at you, determined to zap you, and the Schwarzenguard keeps flinging his chained mace at you. When you get hit, what do you do?

A: Collect carrots! They respawn (which is a weak point in my opinion) and you can feel free to get hit as much as you want.

When you have finally collected coins, you warp into the Schwarzenguard’s room. It’s easy peasy after that, even with no ammo.

6/10

Extra points
Custom tileset! +0.7

Overall
8.33333 rounded to 8.3

DR? Yes, but don’t expect too much.

Review by Sean

Posted:
6 Apr 2011, 03:58
For: DarkZone
Level rating: 7.3
Rating
7.3

Random review.

Eyecandy
Rather normal use of the Odyssey tileset. There are lightbulbs here, broken lightbulbs there, and dead lightbulbs everywhere. There are some interesting moments, though.

7/10

Layout
The layout (and here I mean placement of platforms and stuff) is good, but there is one problem with it: flow. It is tough to reach from blue to red and vice-versa. It took me 10 minutes to figure out the path (and I still haven’t quite gotten the flow of the level yet). There are also some campy places (the Toaster powerup can be guarded with seeks at the tube and the bases are too easily guarded with bouncers).

6/10

Gameplay
There is a reasonable amount of possibilities for gameplay. You can spam bouncers or seekers at the warp target to hit someone coming from the powerups. Sadly, there are no RF climbs/jumps/tricks areas around here and no RF powerup. There are also no carrot tricks (on Happy Semiconductor CTF you can shoot the carrot down and take it from the bottom/on Jungle’s Edge you can shoot the carrot down all the way from the top of the level to the bottom).

7/10

Music
I couldn’t hear it on this computer so let’s skip it.

0/0

Extra points
First level, I always add points for that :P +1

A little too little ammo. -0.5

Overall
7.26666666 or rounded to 7.3.

DR? I want to half recommend it but that’s not allowed, so it’s neutral.

Nice first level, Hordy :)

RecommendedReview by Blackraptor

Posted:
5 Apr 2011, 21:31
For: Conflux
Level rating: 8.3
Rating
8.4

I was able to play this online with a couple of people, and although i think this level is more suited for large servers i did get a fair idea of how the level plays.

First of all, the level design mixes several different themes together, made possibly by Spotty’s Foomerge tileset edit (which I myself used, although it was a heavily edited edit of that edit cough :P, in phantasmagoria). All these themes (or as SJ describes them – “elements”) combine within the level to create a unique and interesting design. If I could summarize the eyecandy style here in one word, it would have to be chaotic. A great attention is paid to detail here, and no area of the level looks dull or bland, but sometimes the mix of seemingly unassosciated tiles together in such a small space can be a little bit disorienting, especially the background layer eyecandy. That being said, I liked that the eyecandy was kept out of the way for the most part, and besides the disorientation from the style itself, it did not interfere with the gameplay of the level. Also, going back to the style of the detail here, I think the way the appearance was designed, as a blend of everything with the castle area in the middle, gives the level a unique personality (for lack of a better word) and I liked it. Although, it could take some time to get used to.

As far as the layout and gameplay of the level go, I mentioned before I think it is better suited for larger amounts of players, like team matches or ffa games. Tho the level doesn’t look very big, the amount of passages in the layout and the presence of water here means it can be kinda hard to find your kill, even in a 2vs2 game. Also, i counted 5 carrots here (tho I could be wrong?) which is a lot, and means you probably shouldnt be playing duels here, even if one of the carrots is hidden and the other seems like it could only be gotten with a copter. There are also a few warps scattered throughout the level, which make getting from one side to the other fairly easy. It also made it a lot harder to stalk others in this level, because I couldn’t be sure where they were going, and it was already hard enough to find them in the first place. I’m not a big fan of using water in levels that don’t look like they would naturally contain it, but it was used here in an interesting gimmick with the bouncer powerup requiring a sugar rush, and used in combination with a fire shield placed in the level. The strategy involved in choosing when and where to use the shield, and the option of obtaining it through the use of the #2 powerup for a longer timespan, makes the water here serve a purpose (as well as the food scattered about), which is fine.

In terms of ammo, I found myself mostly using the RF powerup for long hallways or seekers for the vertical/water areas of the level. Bouncers were also very useful, but it took time and careful planning to get the 100 food required to obtain them, so they couldn’t be depended on for the entire match. There is also a #6, #1 and #8 powerup, and some fastfires. They tend to be scattered towards the top of the level (besides the bouncer), which I guess is meant to counterbalance the shield being at the bottom-center of the map. TBH, I mightve placed the blaster a bit lower down, since its about a second and a half away from the RF, but generally I think everything is spread out nicely. I mentioned this already, but I like how the food placement here serves a purpose, beyond just a sugar rush. The water and the option of obtaining a powerup and a longer shield time really make the food a lot more deadly than it usually is (although i still doubt it will play any significant factor in determining the outcome of a match, but w/e :P).

The music also fits perfectly, although it reminds me more of a sci-fi show than the HoMM series here, for some reason.

Overall, I have a tough time rating this, because its meant for large games and I could only play this with 3 people today, but I’d definately like to see this in the Anniversarry Bash this year. The interesting gimmicks, plus the unique design style and theming, and generally solid level design in general, means this is a level you shouldn’t miss out on, and that you’ll probably see hosted in public servers in the future. I’m giving this an 8.4 for now, although that may change after I get to properly play this as it was intended (8-32 people).

~Blacky

RecommendedQuick Review by snzspeed

Posted:
5 Apr 2011, 11:27
For: Emerald Beach
Level rating: 7.2
Rating
10

really awesome

Review by Sean

Posted:
5 Apr 2011, 08:58 (edited 8 Apr 11, 03:38)
For: Emerald Beach
Level rating: 7.2
Rating
6.5

EDIT: Yeah, Master sven, but did you read the whole review? There’s the real rating at the bottom.

This review has two versions: Honest and Newcomer. One is more harsh than the other, but for a newcomer to battle level’s sake (I know you’re not that new to it, but still, it has the feel of a newbie) I have posted the Newcomer rating as the main one.

Newcomer…

Eyecandy
Good concept, but poorly executed. Eyecandy, at a glance, looks very overpowering and overbearing, but good. Then we get into the level and find out that the eyecandy kind of obstructs the level. Blocks ammo and stuff.

5/10

Layout
Meh. Normal. And small.

6/10

Gameplay
Rather decent. There are 4? fastfires on the top of the level, toaster ammo below the FFs, RFs at the bottom, and seeker in a small room. Unfortunately, there is only one place for most ammo, forcing you to go to that specific area. More variety = More gameplay possibilities. Good maps like Happy Semiconductor CTF or Sanguinary Sanctuary all have ammo scattered everywhere. OK, maybe not scattered, you get my point.

Also, no Power-Ups?

7/10

Extra points
Lack of One-Way where actually needed. -0.5

Total
6.5/10

Harsh
Obstructive eyecandy, too small layout, not enough ammo, not enough variety, sucks.

3.5/10

Review by Sean

Posted:
5 Apr 2011, 07:33
For: Random Battle Arena
Level rating: N/A
Rating
N/A

Nope. No point at all :D

RecommendedQuick Review by PurpleJazz

Posted:
5 Apr 2011, 05:57
For: Lost Flag
Level rating: 8.7
Rating
7.5

Quite a fun level, but getting a 10 and 9.2 is absurd

Review by PT32

Posted:
4 Apr 2011, 23:32
For: DarkZone
Level rating: 7.3
Rating
N/A

this is just a comment, so please don’t downvote it.

Hordy, we weren’t being rude with our comments (At least, I wasn’t). In fact, I thought I gave you a pretty decent review. The level is what it is, so please be careful when you go venting on J2O. Take it from me, it doesn’t work.

Review by sonicnathan 1

Posted:
4 Apr 2011, 17:14
For: Weirdville
Level rating: N/A
Rating
N/A

@TreyLina While I do agree that things like NES conversion don’t fix the artstyle, I still think if done right they can still work. However the only one to get it right so far has been hocous pocous

RecommendedReview by Blackraptor

Posted:
4 Apr 2011, 12:45
For: One Starry Night
Level rating: 7.5
Rating
7.3

Reviewing this as part of the review exchange thread on the forums, so here goes.

One Starry Night by PT32

Basically, according to the description and what the author has wrote in the readme, this pack features a concept that blends the level design styles of jj1 and its sequel counterpart. I haven’t touched JJ1 in a long while, but i’ve played through it and more or less remember a general picture of what the levels looked like, especially the first 3 planets. However, this pack draws from Holiday Hare, namely the first one featuring Holidaeus. I’m going to review these levels as a whole instead of individually, since this is a pack and I think it is more fitting that way. Also, for like the first time i decided to use jazz for the playthrough.

What i liked about these levels is the difficulty level was excellent, the design was solid in the fact that it was consistent and i didnt encounter any bugs, and that the levels delivered on its intentions made in the description of the pack, although since i dont recall the original holiday hare levels well i cant judge on the extent this element has been reinterpreted here. However, as much as I loved JJ1 I have to say that a lot of the elements that were present in its level design feel very dated, especially using the engine of its sequel. This extends to the levels themselves to a degree. That being said, I still found them enjoyable to play for some old fashioned and straightforward single player action. I’m kind of torn on the rating though, but generally around 7-7.5 seems fair. Download reccomended, since I think this deserves more attention than it currently has.

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