This is completely the same episode, but with other tilesets.
3.5/10 :(
Snzspeed I really liked your pack, I have some music (except some that I replaced with other music) and the levels and atmosphere are very challenging, even in three Dream Drifts.
8.2/10
I recommend to download this
Well dragusela768943, the level isn’t so bad. The atmosphere and usage of MLLE are a pretty good cause. Also, the DiambKarstV2 tileset edited by PurpleJazz are mainly created by Pyromanus, P4ul, Violet and Epic. And to other J2O users – I recommend to download and play this level.
Anyways, I’ll give you 7.7/10.
Not a Single Player level.
[FYI this has now been corrected ~ PurpleJazz]
Quite the spooky level! The theme is executed solidly, making effective use of elements such as the bloodstains and the noose without being overworked. I also really like the way the buildings are layered in the background. The layout is well-constructed with areas that feel distinct from eachother in terms of gameplay and visuals.
Honestly, pretty good level. These reviews don’t do it justice. A bit claustrophobic at times and the witch section doesn’t specify that you have to break some crates, not kill the witch, but other than that it’s a short and sweet level.
Nice level Loon! I really like it, however I modified it with a little help from MLLE by changing tilesets and adding one extra BG layer and texture BG, and added custom weapons, also, I kept original music.
8.5/10
Download recommended
Dragusela these levels, also with Race, CTF and Battle, are inspired by eltiolavara9’s game “Same Sprites, Different Levels” from smwcentral.net. This is part 1 of this pack.
I like the fact that you remade the classic treasure hunt levels with new tilesets, but the level design is almost the same, I expected it to have something different.
Here’s another brilliant battle level where the theme is executed excellently both visually and gameplay-wise. The thorns, as the level name suggests are made part of the gameplay in a fun and challenging way. The level layout is solid and yet it suits well for the fact that there are no carrots in this level, but shields. Download recommended!
This level looks gorgeous and is fun to play in, especially the middle area and the top left/right of this map. I do believe more elements could have been used to make this level stand out even more (I mean, massive jungle is 1 thing..) Overall a nice level that gives me the cool old jungle vibes.
The space given in this level isn’t much. But PJ managed to create certain area’s that all look completely different. The mushroom springs are a nice addition to the theme of the map. The eyecandy looks gorgeous and the gameplay is smooth. The nailgun serves for excitement to reach certain area’s and pickups. Download highly recommended.
The theme is very well executed, giving this level a very unique touch. The level also makes good use of ‘Slide’ events which works well in those certain places. However I feel the bottom area lacks a bit. I can’t quite put my finger on it to be honest. Overall a near perfect level with great visuals and gameplay. DL Recommended!
Theme and level are well executed. Thumbs up for giving this level an unique touch for not adding any carrots but instead the usage of shields and timers, giving this level a very interesting gameplay approach. Eyecandy is as impressive as we are used to see from PJ nowadays, easily blending various tilesets together like it’s nothing.
DL (Y).
Tight, fast paced, well spaced, beautiful, simple, well balanced and 100% fun. This level is an absolute classic for multiplayer skirmishes.
+ eyecandy, looks
+ multiple access paths to the base and most points on the map
+ second carrot being accessible from an underwater path (great execution)
+ balance, ammo placement, choice of weapons
- nothing really, if I have to nitpick then the invisible walls above bases that don’t play with the otherwise, fully consistent, great map
A short, relatively easy level mashing up Carrotus & Castle. Aside from some unusual tile choices it has nothing revolutionary, yet the flow is good enough to never feel dissatisfied either. There are some wall-hugging secrets that are decently hard to find. Download recommended, as long as you’re up for typical vanilla gameplay.
It’s nice to see a level that knows so clearly what it wants to focus on: in this case, gravity flipping. Once the player gets out of the outdoor tree area, they embark on a gravity flipping adventure, navigating the same large space from two different perspectives in search of a trigger crate to remove a column of buttstomp scenery blocks. (Why the lock block graphic was unavailable is unclear.) It’s complex and puts a lot of faith in the player’s navigation skills, though there are a few places where the layout doesn’t seem to fully anticipate how much wandering the player might do… the top left has a rogue sucker tube in the ceiling, which is bad if your gravity is flipped, and it takes too long to flip your gravity upwards if you flipped it back downwards at the wrong spot.
Once you get past this first big section, the level becomes more linear, although a few more trigger crates do turn up, and likewise another (much shorter) gravity flip sequence. I almost wonder if the level’s order of events might have been better reversed, so the player could encounter the simpler stuff in the latter half of the level first, learning the level’s vocabulary in a more linear environment, before having to navigate the more complicated puzzle at the start. A similar questionable order of presentation occurs with the beer pickups, which temporarily reverse the player’s controls. They’re a neat idea and manage to avoid being used too frequently, but the very first one is directly above a pit of spikes. A softer introduction in a no-danger environment would probably have been better.
The last main non-vanilla piece of the level, besides the gravity and the beer, are snowflake pickups, which serve as a basic collect-‘em-all goal and use nice seasonally appropriate graphics. It’s a little confusing having both snowflakes and coins in the same level, but otherwise these are a fun addition to the JJ2 formula, and it’s good that the HUD lets you know how close you are to completion. They’re mostly placed fairly, except for a few in a vertical area that I tended to shoot down while aiming at ravens, which wouldn’t have been so bad if my gravity hadn’t been reversed at the time. The pickup sound effect kept making me think there were demon enemies nearby, though. The intro level also does good work on the snowflake front, showing the player (in a low-stress environment) that there’s no gameplay effect to collecting them, only some green HUD text and a sense of completion.
I haven’t mentioned the intro level before but yeah, this isn’t actually a single level, there’s also an intro and a boss and an outro and a silly bonus level. They all do their respective jobs admirably well and so it’s harder to find things to say about them, but here are some random thoughts: Drawing an entire alternate graphics set for an existing JJ2 boss is impressively ambitious. The steam events in the intro were kind of annoying. The sucker-tube-based dialogue (a holdover from Faded Story) still feels weird, especially immediately after a clearly scripted explosion sequence. The sciency base area from the intro/outro is a bit quaint but quite nicely put together. The bonus level is good and it makes sense it’s not trying to develop itself into a full map with a detailed layout and stuff.
Graphically everything in this upload is quite solid, as you’d expect from someone with a background in multiplayer levels. The palette and tileset choice are distinctive, leading to memorability, and everything has enough detail to be attractive but not overwhelming. A few of the spikes do cross the line into nearly invisible, though, but mostly it’s hard to know what to say about the visuals other than that they’re good. Same goes for some of the more linear gameplay sections I didn’t really dwell on above… yeah, they work fine, there’s a good mix of enemies and layout styles, platforming and vines and open spaces and caves and all that stuff.
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