Review by jcsuser95

Posted:
24 Oct 2010, 14:42 (edited 28 Oct 10, 17:39)
For: Adventure Island I
Level rating: 8
Rating
N/A

There will be a new version of this tileset maybe in this year or if not then 100% in the next year and I would like to thank for Loon who explained me to me that I have made mistakes and I will repair it as soon as possible until then you’ll need patience.

JCSuser95

RecommendedReview by [GpW]Urbs

Posted:
24 Oct 2010, 13:03
For: Zaitox Station 67
Level rating: 8.8
Rating
9.5

Love the flow, love the open space in between and the “catacombs” underneath. The fact it’s still being played today, 8 years after its release tells you a lot.
However, I have to say, that in my opinion it is slightly overlooked if we compare it to levels like semi and distopia, especially the latter has got a lot less going for it in terms of gameplay.
Zaitox allows for smart gameplay, but it’s also incredibly quick. You can die and be in the enemy base in no time.
Cell, in my opinion, was always good at making original levels, that were a wee bit different from all the rest. I remember one which had a specially interesting way of getting in and out of the enemy base, but short of downloading all of cells levels, I really couldn’t tell you which one it was.
However, we can safely say, that this great levelmaker will be best remembered for this very level, and with good reason, because it is indeed one of the best.

I think nobody deserves a 10, so I’ve decided to give it a 9,5

Not recommendedQuick Review by Superjazz

Posted:
24 Oct 2010, 00:38
For: MULCH
Level rating: 7
Rating
2

I had to review this ages ago, but finally:

This level is complete anti-entertainment for me. Even if the tileset is limited, one isn’t forced to make 90% linear gameplay. Also I don’t see anything original here. The random class-feature has been used before and it just makes the level pure lottery. Download other stuff by Birdie, not this.

Review by Loon

Posted:
23 Oct 2010, 22:17
For: FrenchLaby
Level rating: 6.7
Rating
6.7

First of all, it is a too small doorwayed level. So, camping to earn gems is too fast gained. Second of all, there are too many gems. there can minimal 5 players win with a score of 100.., so, it would be a rush, and in a small level such as this, is that almost impossible. I won’t review this long, because the eyecandy is only for layer 4. I only could said something about the gameplay. I’ll give this a 6.7. And for the DR, I don’t know. If you like messed-up-1-tile-rushes-to-find-the-exit-for-the-end-of-the-level-levels, is this a level for you ;-). (I don’t say I don’t ‘like’ this level, I only don’t like the 1 tile moves, way too campy and no places to move to..)

Review by Loon

Posted:
23 Oct 2010, 21:11
For: Adventure Island I
Level rating: 8
Rating
6.3

I don’t know what I have to see in this tileset. It has good graphics, is quite good drawed. But, you made too many colors, for every tile 10 colors.., well, I don’t get that. You could use the other 9 colored tiles into more tiles of the same color. You can make more then this. You can’t make a great level with this. The tileset structure isn’t balanced with it’s name. Adventure Island, I would expect more then just only some stone tiles, I would like to see more green, plants, trees, stuff, rocks.., not only stones.. That makes me feel a bit disapointed. And try to do more with the tile’s mask. Diagonal blocks would be nice. The theme of this map has to be in nature, with woods and stuff, there are woods as eyecandy. And 1 tree, thats it.
The layers: I don’t see a textured background in this level. So, we have to deal with some colors to make a textured background, or just a fletshed color at the back. There are just a couple of trees as background, what is ending at one side. Maybe it is build up like that, but would be nice if there are at 2 sides an ending up. Not at one. Plus!, there could be more eyecandy layers for variation, but there aren’t. So, I can’t rate layer 6 and 5, but I’ll do 5 too, because people use it for the background. (But in this tileset it is almost impossible..), or for the layer 4 eyecandy, well. I have to tell you, I can’t make something nice with it. That could be a problem for people. Layer 4, ok, this is just a part what is normal, because I miss the diagonal blocks, and there are way too much layer 4 tiles.., so that isn’t very helpful. You can only use layer 3 for secret doorways, there is nothing to say about. And for layer 2 and 1 I miss stuff.., like rain or something. It would be nice, for people who like it. So, the tileset drawing is good, but I don’t get the point of the theme and layer structure. I would like to see an example level. But there isn’t one either. I wouldn’t recommend this. And I explained it all why I wouldn’t. But, keep going on with drawing, but make the theme clear.

~Loon¿

RecommendedQuick Review by zepect

Posted:
23 Oct 2010, 08:58
For: Timber Collection Forest
Level rating: 7.6
Rating
8

very good map~!!

Not recommendedReview by ThunderWalker

Posted:
22 Oct 2010, 17:19 (edited 22 Oct 10, 17:21)
For: Street Zerg
Level rating: 3.5
Rating
3.3

I’ll write also a full review:

Story:
None, as said.
0/0

Music:
Allright, easy points to pick here. Too many crabs are annoying though.
9,5/10

Eyecandy
The way you used secrets actually cuts most here. Many tilebugs… too many to list. Also some bad enemy placement, especially placing Fencers in narrow area’s isn’t a good idea. Looks ugly and does not work. The tilebugs were avoidable.
3/10

—— Gameplay ——

Level layout.
Well, it was much better if most of the secrets were (partally) covered by layer 3. Don’t cover all secrets entirely; otherwise players might decide to not search for them. If they actually see something, they’re going through a massive maze covered with layer 3 (unless it is frustrating with a lot of enemies and traps).

Also the 4-destruct blocks were placed wrong; sometimes enemies get stuck with them (especially the destruct blocks.

In general, the level layout was quite horrible. Something was done right, but that’s not enough to be anything more than…
2/10

Enemy placement:
Some enemies were placed well, like the Bats in the beginning and the Fat chicks. Some were not: The rows of Tuff Turtles and the Crabs are obvious examples.
Variety of enemies is good, but do not overdo it. Think of a reason why those enemies are placed there.

Ask yourself the question:
What is that enemy doing there in the first place?

I liked the King Kong monkey, but the other monkey shouldn’t be there because of it.

Huge levels can use most kinds of enemies which can appear in several parts of the level… however, in levels of a size like this level uses, just use a few different enemies. Let’s say, Fat Chicks, Dogs and/or Cats and Tuff Turtles, maybe a few bats or Ravens scattered around.

The bosses… well.
As Ischa said, I would definately NOT pick the Uterus boss in a city level. Probably a pair of Tuff bosses was better. The tuff Boss and Caterpillars in the wall were great.
4/10

Pickup placement:
Too few floating pickups. Could be a lot more (especially ammo)… alltough I would reccommend less crates with ammo when doing so. More difficult to kill enemies (or just huge flocks of Ravens) can force heavy ammo usage though).
Also, what are coins doing in a level when there isn’t a coin warp?
Food placement was fine.
6,5/10

Replay value:
None. I’m sorry. I never want to play this again, so…
1/10

26/60 = 4,3/10

Penalties:
End level bug: -0,5 (to fix this, place “Ending” in the Next level string.)
No Layer 3 usage: -0,5

Final score: 3,3/10

DR: No.

Advice: Most of my advice is already in the review. Other things to note are, that several things are easy to improve, like the End level bug which is very easy to avoid and takes only half a minute.

I honestly think you can make good levels in the future. We all have to start somewhere. When planning to make an huge level, don’t be afraid to put twenty hours, or maybe even a lot more time in a level. Heck, if you need to put fifty hours in a large level to add in everything you want, just use all the time you need. There is really no reason to finish a level quickly.

Put time in a level whenever you want to… sometimes there are boring moments, like covering a large level with tons of layer 3, but just keep on going and do other things in between. You don’t have to work with a deadline, after all.

That’s all I wanted to say…

RecommendedReview by Loon

Posted:
22 Oct 2010, 14:46
For: Dream Stage
Level rating: 8.9
Rating
8.6

Another level of Snooze.

The gameplay is good in this level. It isn’t very hard to play on. So you’ll won’t have problems with playing this, the flow is good, just know the ways well and you can play this level easily. The eyecandy in this level is in 1 word perfect! The layer 4 eyecandy, the lights, the background eyecandy, everything. Well done! It might be an old level, but it is still good though.., I don’t get it why you never released it. The placements are good, but that isn’t the important thing in a map. Well, the music is good, it makes for me in this level the atmosphere very comfortable, I don’t know why, I just got a feeling of this. Well, maybe too personal… But, the level is very good, and I recommend this level because this level is even better then good in my oppinion.

Quick Review by KiMO

Posted:
21 Oct 2010, 14:26
For: Deader Than Dead 2. In Honor Of Satan
Level rating: 6.3
Rating
6.4

A wonderful concept which could have been one of the bests if the game-play, the eye-candy would’ve succeed in the same perfect way. But then again, the music choice and some excellent replies will set this level to your selection, DTD2 managing as an alternative level for your boredom.

RecommendedReview by minmay

Posted:
20 Oct 2010, 00:46
For: Lava Fortress v2
Level rating: 9.2
Rating
8.3

Lava Fortress is certainly a very good tileset. It is well-drawn and easy to use. However, like anything, it does have certain flaws. This review will try to explore the tileset in more detail than 350 characters and “hope someone uses this” can allow.

How does it look?
The tileset consists of two different themes: a barren, rocky and irreconcilably brown landscape of dust, and a generic factory setting with pipes and conveyor belts.
And lava. Lots of lava.
Both settings are nicely drawn. I think I prefer the look of the factory setting, however, simply because it is much more varied; there are very few eyecandy tiles available for the outdoors — just some wooden poles, bridges, and a dead tree.
And, um, lava.

I must, however, make one exception. The volcanoes in the background look like crap. In fact, they look sort of like actual crap. I admit that volcanoes erupting with actual crap would appeal a lot to my juvenile sense of humor, but it doesn’t excuse bad artwork.

What about usability and flexibility?
It’s certainly easy to use, I’ll give it that. Tile layout is sensible; there are a few tiles placed in rather odd places, but they’re still easy to find.
Flexibility is when the tileset begins to lose some serious points. It’s called “Lava Fortress,” but /you can hardly do anything with the lava/. It is extremely restrictive; lava can only be in one-tile-high pools on a single flat surface. There are tiles for lava pouring into the pools, but no tiles for lava pouring out of them, which means there are no true lavafalls (they’re like waterfalls, BUT WITH LAVA).

And then there’s layer 5. The tileset is impossible to use effectively without layer 5; there are no tiles containing both solid ground and background, requiring you to split them up between layers. I completely understand the tile limit, but come on, I had to give up a layer so that you could draw some fricking crap volcanoes?

Also, the large pipes lack corner tiles, which is rather disappointing (even the example level finds this a problem).

Anything else?
The mask, palette, and event tiles are fine. You can shut up now, Boldface Text.

RecommendedReview by Toni_

Posted:
19 Oct 2010, 18:06
For: EvilMike's Not-So-Evil Fortress
Level rating: 8.5
Rating
8.5

EvilMike’s Not-So Evil Fortress, as the name says, is fortress with 2 towers. Good, decent, and pretty tactical battle level with a big surprise on the top of the level. I won’t tell what it is, download level and see, but I really like it. You did a great job when you made this.

I like placement of Power UP’s and carrots. Maybe you should not put Water Shield, because it is usually disabled in MP games, but that’s your opinion, you liked it and because of that you added it. Anyone can has a big advantage if (s)he get the shield. Even the worst player can beat you here. That’s very good, and it gives a chance for win to everyone. Also I recommend you to make more battle levels, because this one is very good, with a lot of tricks. Sucker tube is smart-placed there where it is, and in a lot of cases in battle games, very very useful.

Eyecandy is something what is the best in this level. Very good usage of every tile. Maybe you should use translucent tiles somewhere, and captio tile if you wanted to decorate the JJ2 window, but that’s not important now.

Suggestion: you should try to fix that tilebug on the top of the level with layer 3. Position 35,45. I am not 100% sure if that is a tilebug, but it looks very bad. You are able to see your character’s foot =( .

This level will never be annoying. If battle games are as popular as CTF games are, this would have the same “rate” as EotM has in CTF.

Quick Review by Ester

Posted:
19 Oct 2010, 17:15 (edited 20 Oct 10, 18:38)
For: Timber Collection Forest
Level rating: 7.6
Rating
7.2

I think this map is pretty cool, but the eyecandy could be improved, the gameplay seems good. So 7. EDIT: I am sorry, but there are still some empty places, which is not good at all. You should edit it some more. Good luck with yor lvl…

Review by EvilMike

Posted:
19 Oct 2010, 14:43 (edited 20 Oct 10, 01:51)
For: ISLAND LEVEL WITH ISLANDS
Level rating: 8.8
Rating
N/A

The bottom corners mainly are there for easy access to seeker ammo near the spawn. Copters would be an interesting addition though. I never actually thought of that (and no one suggested it). I’m going to have to test that, and maybe update the level.

As for the trigger doors, a big effect they give is that it makes your side a bit easier to defend, especially because you can drop down from the exit spot at the top, grab the carrot, and then reenter your base (this also makes things slightly easier for defenders, because campers have to take the long way back unless they use rfs). I also think that if both were left open, then there’d be far less of a reason to use the bottom of the level. So it’s not entirely a timing thing.

I’m not actually sure if the easy defendability/campability is a problem though, especially since that’s a major focus of the level. Against a good team I think you’ll need someone as spaz with rf jumping skills on your side, to add an extra entrance to the enemy base. Otherwise, if the team isn’t 100% organized you should be able to get through (barely). The main “problem” is really the area around the exit sign (try killing someone who is hiding there), but it’s not totally impenetrable.

Edit: Oh yeah, and that is not a remix of marbelara :P. It’s just the regular jj1 track, as far as my ears can tell.

Review by RedMser

Posted:
19 Oct 2010, 14:11
For: Character Test
Level rating: 1.9
Rating
N/A

“and whoever made the Top Secret ]|[ tileset, since I used that.”

Overlord made that….

Not recommendedReview by RedMser

Posted:
19 Oct 2010, 13:58 (edited 19 Oct 10, 13:59)
For: Textured BG's
Level rating: 6
Rating
5.2

WTF is this?

these backgrounds are useless, really
you can’t use them as textured backgrounds!

Nice and White and Kinda Techno is the same and Dizzy and Green is the same too… (i think name failed lol)

Green isn’t green??
Nice and White isn’t White!

And all pictures have got too many colors to use them.

RecommendedReview by RedMser

Posted:
19 Oct 2010, 13:44
For: Stranded(Survivor/Ground Force)
Level rating: 6.7
Rating
6.7

It doesn’t suck (liking the eyecandy a bit), but i give you tips for your next groundforces/levels:

Don’t make platforms, place the tiles, where you play, very randomly, not like platforms.

You didn’t used all tiles at Layer 4, if you don’t understand it: The size from your layer 4 is too large! You didn’t used all the tiles. Make the layer’s size a bit smaller
(look at the status bar (down right), there you see 2 numbers (like 231,385), they are the position of the selected tile.) and it is better
(i hope you know how to resize the layer 4, if no: go to layer 4, click the button, which you clicked at layer 8 (for the textured background) too, type the size in the Textfields and apply).

The ammo placement isn’t VERY good, you made that platform with the NOT generating powers, fastfires and clocks, but WHY. Please erase them, then is the ammo placement good (too much ammo at the places where you find them)!

That’s all what i found. ~RedMser

Review by RedMser

Posted:
19 Oct 2010, 13:29 (edited 19 Oct 10, 13:29)
For: Continue?
Level rating: 3.2
Rating
N/A

i only uploaded this because millo told that to me.
@Loon: i didn’t uploaded the second screenshot, it was StarLORD.

And you can use it for Battle or for Single Player.
And if you are happy, edit and use it, i don’t forbit it only say my name at credits if you use it for SP or if you edit it)!

RecommendedReview by Superjazz

Posted:
19 Oct 2010, 13:17 (edited 4 Apr 11, 17:17)
For: ISLAND LEVEL WITH ISLANDS
Level rating: 8.8
Rating
8.4

It has been a while since Evilmike’s previous big, yet brilliant CTF level called Helldome. That level grew in popularity incredibly fast, although it also faded off after time(it mainly remained a popular JDC Event level still.) I could expect this level to grow popular as well, especially in events and such. It isn’t as gimmicky as a level like Helldome, but it has a greater gameplay in overall, however there are a few things that I would have hoped to be executed better or in a different way(my bad I wasn’t in the betatest server often enough.) I figured most of the levels myself when I tried the level in a 3vs3 game. So what is this level about?

This level is designed for big CTF games due to it’s rather big size and open areas, and symmetry of course. A duel here wouldn’t obviously work. The level structure is fairly easy to learn, even if the flow takes a little while to get used to. The level consists of 7 ‘islands’(4 greater and 3 minor) where the action is on all around equally. While the island theme isn’t anything really original as similar themes have been done before, this level still has it’s own way of executing it. The islands are divided by shallow water and empty space, which of course give this level a bit of the so called ‘Distopia-syndrome’ that some level creators like to call it. While some players may find it bad here, I don’t consider it a big matter. I seriously would enjoy the open space here much more than in Distopia(another level by Evilmike), simply because the space adds the battlefield feeling, in good and bad. The space is important considering the level theme. Who would consider this an island level if everything was packed tight under 100×100 width/height for example? Then again, when the players attack, most of them probably can’t bypass the middle tier without dying or getting hit at least in large games. The middle will cause the most airhits for everyone if there happens to be any lag.

So, what do I really like about this level? The tactical side is very welcome to me, although it can get possibly too tactical at some points even. The basements have a design so that the bases are very easy to defend. One could expect a lot of camping in this level and especially the basements. The base can be defended succesfully from the enemy with Powered Up bouncers by 2 players, because there are exactly two narrow base entrances(and the another one even requires Spaz-character and RF-skills.) Yeah, that way an attacking player has no chance to capture without taking hit, which is bad. But the general level design and layout is fascinating indeed, although it’s still nothing amazingly original. There are also a few warps, that take time to get used to. But once you master the warps, you notice that they are more than handy. Another couple of warps take you from the middle level to the bottom, which also give you access to the team’s unique Power Up. The other couple give you an easier access to the Full Carrots at the top level. The Full Carrot-platforms are also the alternate access to basements, but like I said, not everyone can use them. But yes, one side that makes this a tactical level are the tricks that you can perform here with RF(and with TNT as well by the way.) Although you can run from base to base without pressing jump once, there are still spots that require your own movement. The level gives both Jazz/Lori and Spaz their own unique advantages in the level, although it just feels a bit brutal that Jazz/Lori are limited to one base entrance. But in maneuvering the flow is friendly for all characters generally(well Lori is unable to do almost any tricks but is still playable.)

The most important weapon here is RF of course, but Bouncer gives much advantage as well, and because of this I see a slight imbalance between the teams, since it’s the unique PU for the blue team. All the weapons except PepperSpray are useful here for sure, which could have been replaced with ElectroBlasters, which could fit in much better because the level already contains RF and since there are quite a few thin walls. EBs would also be great to prevent some of the base camping, I suppose. The two movable Full Carrots close to the bases seem to fit in. At least I wouldn’t personally prefer lots of minor carrots all around the level.

The level looks just fine to my eyes. Pleasant and calm atmosphere, with a funky JJ1-tune as the background music. However the eyecandy is nothing special nor original. Deja vu, although who could do wonders with this limited tileset except Snooze?

But there are some flaws or things I would have hoped to be done differently like I said at first. I also have to point out a few interesting things, and well:

I. Like I mentioned earlier, the basements have only 2 entrances, yet there is empty space at the level edges, which I consider to be a bit weird. I wish there was a third alternate way to reach the base. For example a copter at the bottom corners so you have one more direction to attack the base from? The more, the better.

II. Is there any real benefit from the trigger doors? I myself tried to rush a score with and without the trigger door, and yet I clocked the same time(12 seconds in JJ2+ timer.) In my opinion would be best if they didn’t exist at all.

III. I would consider a Water Shield to be more appropriate than a Lightning shield, if I look at the level theme. A Water Shield would also be more powerful thanks to the bouncing projectiles. This isn’t a major issue, but what another aspect I found, is that there seemed to be some weird bug(or lag problem possibly?) with a player in that 3vs3 that hasn’t occurred to me earlier. A player who I wish not to name at the moment took the shield, and had it for an exceptionally long time in my and other clients’ screens. We could not damage him, yet in his own screen he wouldn’t have the shield himself, as he said. We even saw him using blaster with the shield, which proves it. I forgot to take a screen of this, but I hope I explained it well. Also interesting is, that a TNT self-explodes on a shield, which makes it easier to hog the shield with TNT-ammo.

IV. The bases and rooftops are ridiculously easy to camp with full ammunition, and if the game size is only 3vs3 or less, a camping player can’t be probably stopped. So because of this an 8vs8 is already better.

V. The bottom corners are sort of redundant the way they are. Dead ends, even if not big ones. Good for hiding in LRS, and surely they contribute to the island-feeling of the level, but I just consider them useless.

Heck, this level could be my personal favourite from Evilmike, if my wishes were fulfilled. I dare to say I like the level design even more than Dawn of Combat for instance, due to how much freedom and choice I have here, except for the bases. I might perhaps change my point of view and the rating later when I get to play this level more, and of course if something gets edited/fixed/improved. So it’s still a good job Evilmike!

EDIT: I like this level more by now, so I decided it deserved a higher grade from me. +0.3

SJ

Not recommendedReview by ThunderWalker

Posted:
18 Oct 2010, 17:58
For: Deader Than Dead 2. In Honor Of Satan
Level rating: 6.3
Rating
5.9

Da Full Review

Story:
Two ways of passing with a different ending. It is based on believing in God, which is a downside because not everyone does.
It is simple as that… and I didn’t really like the story. It was too short. Also, the Boss in the second level was a wrong choice; Bilsy was much more in line with the story…
6,5/10

Music:
Fine. Easy points here.
10/10

Eyecandy:
Very bland, especially in the Heaven level.
The Hell level was much better, but still bland at times.
A much harsher rate than previously on the same eyecandy style…
4,5/10

—— Gameplay ——

Level layout:
Just as bland as the eyecandy. I could run through everything except the fly-frog-thing in the Hell level which was extremely annoying and frustrating.
I could run through the both levels with ease, just jump over the pits whenever they were there… There was a lack of hard obstacles/enemies to prevent this.
These levels weren’t any different from your previous in layout.
5,5/10

Enemy placement:
Not enough to kill me. BY FAR not enough. Even on hard, it was very easy.
The Tuff Boss wasn’t really harder than many other bosses, and was very repetitive with dodging the flamerang and placing TNT at the upper right corner.
The Bubba Boss was very easy, actually. Just falling, jumping around and kicking Bubba’s ass.
Respawning enemies made this level easier.
5,5/10

Pickup placement:
Most pickups were well placed. No real complaints about this. Too few at times. Carrots weren’t really needed because of a camping issue (respawning enemies FTW).
8/10

Replay value:
After playing both ways, there is no real reason to replay this except finding secrets…
5/10

45/70 -> 6,4/10

Penalties:
Camping issue’s: -0,5

5,9/10

DR: No. Sorry.

RecommendedQuick Review by bestALEX4u

Posted:
17 Oct 2010, 14:17
For: Pyramid 3D
Level rating: 9.1
Rating
10

I think this is the best level 3D ever!

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