This is a remake of the Medivo tilesets of jazz 2, at first glance they seem very nice and they are! there are some things related to the first game, namely lava falls, pipes and finally a textured backgorund!
there are 4 tilesets with different palette:
IC Medivo 1:
it has the original palette from the first game, it looks great. this is how medivo should be (my favorite).
IC Medivo 2:
it’s the 1 medivo tileset from jazz 2.
IC Medivo 3:
it’s the 2 medivo tileser from jazz 2.
IC Medivo 4:
now this is interesting, very different palette from the others, brown / yellow and blue, it is very cute so it looks like an abandoned Medivo. (also this is my favorite).
Rating: 9/10 download recommended
Is this what people refer to as a “lolcow”?
Short and funny level, it’s nice to play a silly level every now and then. Recommended if you want amusement rather than actual gameplay.
A very big map, nice palettte (i think it’s a little bit to bright), good ammo placement and maybe you could change the layout a bit because the usual mirrow layout is boring.
overall it’s very nice, download recommended
He tried to to a sort of Diamondus remake, I prefer more the IC one but anyway this is good.
New Diamondus 1:
the old and classic diamondus that everyone knows, has some new tiles at the bottom of the tileset wich I think makes it more complicated to use
New Diamondus 2:
the night version, I don’t have anything to say
New Diamondus 3:
This is interesting, has similarities to Diamondus Garden, I thought that this was like an old version of it
New Diamondus 4:
very nice i like it, dark and red, like a holloween version of Diamondus :P
Rating: 7.7/10 N/A
Remake of the jungle tileset, very nice, useful, good eyecandy.
But you could still put something more.
Nice that you have made more than one tileset:
IC Jungle Day:
good, uses the original jungle palette
the backgorund is full of stuff: OEM trees, Bushes/Leaves, Waterfalls, Thunders and Rain (the purple waterfall doesn’t look good at all) overall it’s very nice
IC Jungle Evening:
I thought he had the jungle 2 palette but instead he has a quite different palette, more red than the original one
this looks like a jungle on fire, nice (again)
IC Jungle Storm:
my favorite of the three, very dark, stormy and tropical, has a nice palette: dark green, dark blue and turquoise, a nice mix of colors. Very beautiful
I have been hoping for other tilesets with different palettes like: jungle 2, jungle 2 oem
Rating: 8.7/10 download recommended
This tileset is fantastic, it gives the idea of the japan.
Good job Dodges!
Perfect Coop levels! Perfect eyecandy! And Perfect episode for me!
10/10 HYPE
Also, I’m thinking of using other tilesets in some of levels and use AngelScript to recolor them in boss phases.
This level is so Lori based and perfect!
9.2/10
Download Recommended
Rysice I’m thinking about one more level, but I will have a lot of hard work. I’ve got one problem though – the masks of creating tilesets in MLLE won’t work, even if I created some tilesets for some levels correctly, like Diamond Cutter, Stormy Carrots & Warpspacer. Also, this level also reminds me of Skyward Showdown level made by PurpleJazz. He also made an alternate palette.
I don’t think it is necessary to upload a map only with a modified palette. Also that palettes are really similar to original jj2 palettes. Maybe try some more interesting colors, and please put more maps to pack if you are uploading it, not just 3. Thanks
I like how you remaked the official beach tileset with more tiles and other stuff
and also why did you put D*mns skeletons for backgorund, they don’t suit well for beach.
Beach+ Day:
looks good and
Beach+ Night:
Nice, not bad
Beach+ Tropical:
My favorite, this is actually nice
Beach+ Sunset:
No, simply no, why pink sand
Beach+ Midnight:
Nice, maybe the textured background can be darker
Nice pack! I’ll give you 8/10. Download Recommended.
Also, the music in “The Nth Dimension” (mechanism eight) is made by Necros aka Andrew G. Sega, not Alexander Brandon aka Siren.
This psychedelic level made me crazy to vote 9.7/10
Nearly Hyped
I recommend to download this!
Nice level, this gave me inspiration for other levels
This is one of the best levels I ever played
You have to appreciate a level that knows exactly what it wants to do, and then does it. Lori Fortress has you climbing up from the bottom of the level to the top, sometimes on thin platforms and sometimes in tight caves, optionally collecting a bunch of gems, but mostly dodging the bullets of enemy Loris who move in predictable patterns. That’s it. You couldn’t build an incredibly long level on this formula but it sure works at this length.
I do appreciate that Primpy has followed my lead in how to make a level: grab a bunch of art and/or gameplay mechanics from a totally different video game, stick them into JJ2, and call it art. And as long as something within those grabbed details is somewhat related to a contest theme, that counts. Here, charged with making something Lori-related, Primpy has placed a bunch of enemies using Lori graphics, because Cave Story(+) had a level where you fight some enemies based on its own blonde girl character. You play as Lori too, for extra measure… there are blink-and-you-miss-it dead bodies of Jazz and Spaz at the start of the level, which is kind of morbid, but hey they’re video game characters: they die all the dang time.
Although the level art is ripped directly from Cave Story(+) (and very cleanly done), and the boss behaves somewhat similarly, the level layout is thankfully all original. Gone is the (more memorable) initial part of Wind Fortress, where you try to navigate the bottom of the floating island using brief boost charges, which is very hard as a tiny robot but would probably be very easy as a copter-eared rabbit. Instead you’re climbing and dodging. The level goes back and forth between multilinear bits and bottlenecks, most notably toward the end when you have to find a trigger crate. The actual area with the trigger crate itself is very well done, a tiny loop that avoids excess backtracking and also clearly shows you what trigger crates do (open doors that look just like this). If you’re trying to explore to collect 100 gems you may get a little turned around, sometimes falling down and having to retrace some steps, but if you’re just focused on heading upwards at all times, you should have no trouble navigating.
The Lori enemies originated in my level “Fooball Field,” where they were but one obstacle among many, sparsely placed and usually quite easy to shoot without getting shot by. Here they become of a main event and, appropriately, are much harder to deal with, though rarely in a way that feels unfair. Lori’s kick becomes a good tool against the walking enemies to quickly take them down before they can turn around again. Bullet trajectories are more likely to get in your way instead of being warnings that you maybe shouldn’t go somewhere until killing the enemy. The ammo types provided are also well chosen, including ice: if you can freeze an enemy, the next hit does just enough damage to kill it outright. The boss is kind of a letdown, most of its difficulty coming from enemies sometimes being drawn behind it instead of in front of it, but hey, bosses are hard to make.
This is a level that cares a lot about (a very specific flavor of) gameplay and executes it well, with bonus Lori theming, and eyecandy that never gets in the way. Some of the gem locations are maybe a little too out of the way, but the gem system is entirely optional, so whatever. Nicely done.
Tomatoe (sic) Garden plays as a series of distinct challenges, mostly separated by warps, yet curiously without any checkpoints. There’s a gravity puzzle, a search for the hat with the right colors, some trigger sceneries to go back and forth between, and a hunt for an invisible fast warp event. The hat challenge I’m kind of sour about, because it meant that for the rest of the level, I stopped being able to trust warps as unambiguously sending me forwards. For all the level’s visual decadence, it can be hard to tell different areas apart, so I wasn’t always sure whether I’d completed the latest challenge or taken the wrong warp somehow. Checkpoints or some other good marker of success (such as NOT warping directly onto an enemy) could make a difference here.
The other challenge that bothers me is the trigger scenery one, which uses both trigger crates (okay) and invisible/unmarked trigger zones (not okay). There’s just no indication I could find that says what door has opened when or why, other than a general feeling of alternating between going left and right. But the gravity puzzle felt fine, the block pushing felt fine, other stuff felt fine, it’s just I didn’t take so well to the stuff that seemed to revolve around the player guessing.
And yeah there are some enemies, mostly hatters, but they never strike me as a main focus so much as a general feeling of “single player levels are supposed to have enemies.” (Probably a good thing, though, because, again: no checkpoints.) There’s even a caterpillar toward the end, probably just because Psych levels tend to have caterpillars. The enemies do (all?) seem to regenerate after a while, which is a clever choice in a level where the player can be expected to wander through the same areas a lot, trying to guess where to go next.
It must be said this level looks really good, both before and after the palette swap that inexplicably uses a separate .j2l. There’s something of beta psych in the blue&purple sky, but the broader green&burgundy (and later green&purple) palette feels original and also well executed, especially in combination with all the mountainy background layers, the vines, the waterfalls, and so on. This is a lush and vibrant take on Psych, which is no surprise from an author with a known talent for visuals in general and visuals in Psych in particular.
Although the speed with which this level was made doesn’t really show up in the graphics, there are some moments it’s harder to forget in the gameplay. Zone events are simply not as easy to find and touch as they should be, even in cases where it seems pretty clear that this is unintentional. Text signs can only be read while jumping, the fast warp is easy to miss, and of course trigger zones are total mysteries. There’s a hat with no layer 3. You can get stuck in spikes, or at the top of the level if you don’t guess the right way through the gravity puzzle. All these little glitches could be corrected quickly, but as Primpy says, they’re reminders that this wasn’t thoroughly tested.
I haven’t mentioned Lori at all in this review, even though this level was ostensibly made for a contest about Lori-related levels, and… well, yeah, “ostensibly” is the right word. You’re intended to guess you’re intended to play as Lori, and that’s the most connection there is here. Playing as Spaz does let you double jump straight to the end of the level, so there’s some gameplay justification there, but not in a way that would have been hard to patch out. Even without scripting it would have been easy enough to enforce playing as Lori using start positions and morph monitors, but that didn’t happen here either. Even the second level, which introduces purple to the palette, doesn’t take the opportunity to introduce yellow as well. No matter its other merits, this level’s Lori theming feels no more than an afterthought.
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Eat your lima beans, Johnny.