RecommendedQuick Review by FireSworD

Posted:
27 Mar 2008, 23:55 (edited 26 Jun 08, 08:10)
For: New Ages III - After Dark
Level rating: 8.9
Rating
8

8.0 (Northscar Needle owns). I’ve felt the artistic appeal of the levels went down for me. The levels look worse to me now after repeat playing and other factors. Since the looks are the most important thing in this pack, the rating takes a huge hit.

Rating is back to what it originally was.

Review by master sven

Posted:
26 Mar 2008, 07:43
For: Bosses
Level rating: 1.7
Rating
N/A

To prevent these reviews, just don’t allow it to be rated.

Review by Vegito

Posted:
25 Mar 2008, 23:17
For: Bosses
Level rating: 1.7
Rating
N/A

Bah, don’t rate something which was considered as fun training.
It is fun to beat the bosses the ways Dx thought up to beat them. It wasn’t for eyecandy or something. Seriously, if you bash this so much, I’d say this is as boring as the JJ2 SP challenges Valco thought up. I am not gonna bash those either, so get rid of these levels if you’re gonna rate them for eyecandy or sth. They’re fun ;\. OR rather, they’re as frustrating as the SP challenges however these are shorter than the challenges :).
Sorry if it sounds like a Personal Attack, wasn’t mean like that. I just make my point clear>: [

Review by CrimiClown

Posted:
25 Mar 2008, 14:27 (edited 25 Mar 08, 14:28)
For: Bosses
Level rating: 1.7
Rating
N/A

Ran out of ideas, Ðx? I remember making the exact same without Tuff Bosses four years ago, if not more.

Edit: Okay, it was three years ago.

Review by Ðx

Posted:
25 Mar 2008, 14:07 (edited 25 Mar 08, 15:08)
For: Bosses
Level rating: 1.7
Rating
N/A

Well Cooba, it actually took more then 5 minutes ;).

It was not tested, and it was more for fun.

EDIT:

Heee CrimiClown, nope these are new one’s xD

Not recommendedReview by cooba

Posted:
25 Mar 2008, 13:58 (edited 1 Apr 08, 11:54)
For: Bosses
Level rating: 1.7
Rating
3.5

This pack was predictable like no other. In half of the total 8 boss combats, Tuf Bosses are put out of player’s reach to back up the otherwise weak boss. That way of making a boss harder is older than I remember, probably dating back to Violet’s TTJJ2 pack (precisely, its final level). Old or not, it’s okay if done right, but six Tuf Bosses at once in the first level definitely isn’t right.

Tuf Bosses aside, these levels are filled with other hazards, mostly spikes and respawning enemies (more annoying cliches), spike balls and smoke rings to a lesser extent. None of those are affected by difficulty settings for some reason or another, which is unacceptable.

Some (unfortunately, not all) of the levels seem to have the general idea behind, which is hindered by the lacking execution. The penultimate level (which I like the most because it doesn’t have Tuf Bosses) becomes the easiest once you figure it out – which is a shame.

There’s not much else that can be said about this. I did not mention the visual aspects because this pack is apparently devoid of those. These levels are repetitive, frustrating, and don’t seem to have taken more than 5 minutes to make, each. If you say that 5 minutes is too less, then ask yourself if these levels were at all tested.

Not recommendedQuick Review by SPAZ18

Posted:
24 Mar 2008, 21:23
For: Uterus's Castle
Level rating: 1.5
Rating
1.5

Uterus in a Castle is a bit weird as he is a WATER enemy.
The background in Layer 8 is not bad, but you need something in layer 6 or 7. Also, try to vary what tiles you use in Layer 4 and make the platforms bigger as one tile high platforms look boring.
The boss was a bit easy as I had 60+ Seeker ammo and killed it in about 30 seconds.

Not recommendedQuick Review by SPAZ18

Posted:
24 Mar 2008, 21:18
For: Nelfi
Level rating: 1.5
Rating
1.5

The background is better, but the level still looks very empty. You need to include more eyecandy. Don’t just use one tile platforms.
The level was also short, it only took me about a minute.
There are also too many high scoring items out in the open, like the 1UP.

RecommendedQuick Review by sonicnathan 1

Posted:
24 Mar 2008, 17:24
For: Rabbits From HELL
Level rating: 7.8
Rating
8

Not the best but good Eyecandey and gameplay. Not bad but I’ll give a 8.

RecommendedQuick Review by Adjepatatje

Posted:
22 Mar 2008, 17:10 (edited 22 Mar 08, 17:28 by cooba)
For: War of the rabbits
Level rating: 8.5
Rating
9

The level’s are very good

+ not all the big

+ it let me think of jazz 1 (duh!)

a little small things

- all the level’s are in home cooked levels.

- The tile set of the levels 1, 2, 3 and 14 are missing

Good work
Keep it on

Greetings Adjepatatje

[Review changed to quick review. For more information, see Review Rules. – cooba]

RecommendedQuick Review by SPAZ18

Posted:
20 Mar 2008, 20:07
For: New Ages III - After Dark
Level rating: 8.9
Rating
9

Brilliant level pack!
These levels are definitely worthy of being included in AB10.
GJ Snooze! =D
Download recommended!

RecommendedQuick Review by Lark

Posted:
20 Mar 2008, 18:49
For: New Ages III - After Dark
Level rating: 8.9
Rating
8.8

Good level pack. I liked the level After Dark a lot, especially. Did you have to use the Sluggion theme, though? I hate that stupid song. Anyways, most of these levels were really good, a few of them I can’t say I loved. Download reccomendation, overall.

RecommendedReview by Lark

Posted:
20 Mar 2008, 16:15
For: Impressions ع: Evolution
Level rating: 8.7
Rating
8.4

Let’s review!!

6 Hour Energy Drink
Wow. I love this level. Like, I’m not kidding. There’s just something about it. The layout is so simple and boring, but I just love the way this level plays. The tileset is used wonderfully, the level looks absolutely gorgeous. Really, this level is fairly small, but at the same time it’s not cramped, and you could have a decent chase in it. There are soda cans placed around for you to get a sugar rush on, or in this level’s case, energy drinks. Very clever. I like this level a lot. Gave me a really good first impression of the level pack.

Darker Remains
This level’s okay. I guess maybe I just had higher expectations because I liked the first level so much. Anyway though, I enjoyed this level. The layout’s nice, and there’s plenty of room in this level to fit a bunch of players in. I defiinitely give Dark Sonic props for using this tileset. It’s really, really hard to use. Overall the level is pretty, but some of the places look really, well, ugly. I dunno. This one tile is used in a lot of places that just doesn’t work at all. Look around 85, 15. That tile’s just really overdone. Overall, this level’s good, but nothing I’d host.

Scrap Brain
This level’s really great. The tileset is used really well, the level looks really pretty. But that’s not why it’s great! The layout is just awesome. Like, I dunno. Again, it’s nothing special. It’s just a basic layout. But it’s just done really well. There are a million and one places where you can suddenly stop short, change your path, and confuse your enemy who was chasing you. You can jump into a few walls to grab carrots, cut a jump short and climb down some wires, or just, like, I dunno. This level’s just really good. I’d love to have a duel here, I think it’d be really fun. The downfall of this level is the music. If you know me, you’ll know that I absolutely hate the Sluggion theme. I think one time I attempted to rate a level lower than it should’ve been because they used the Sluggion song, but I’ll let you off and just mute the music if I play this level online.

Mixxed Up
I dunno if we have two different versions of the tileset with different masking, or this level just wasn’t tested properly, but when I was trying to test this, I kept falling off the bottom of the level. I dunno. This level is nice and all, it’s pretty, but you fall off the bottom of the level, and that’s never a good thing. I’ll cut my review short on this one because obviously something’s going on here.

Unreal Surreality
I dunno, I really don’t like this level. It’s too cramped up, the eyecandy is confusing, and the layout is boring and symmetrical. I mean it’s not a terrible level but I just really don’t like it. I don’t think you could have a decent game in this level. The base placement is clever, but not pulled off too well, it’s just annoying. It’s too hard to get around the level. I don’t mean to bash it, but I just can’t find anything I enjoy about this level.

Colorful Compact
Another level I just can’t really bring myself to like. This one’s better, but I didn’t enjoy it. The layout seems very confusing, and the eyecandy, although it appears a lot of time was put into it, is just very ugly, to be honest. This level flows okay, but I really don’t like the layout all that much.

Street Pass no. 3
I’m not at all familiar with this gametype. In fact, I couldn’t figure out what the heck to do in this level, so it’s hard to write much about it. I dunno. Again, a very hard tileset was used so I give a lot of props for that, and the level looks really pretty. I particularly enjoyed the flow here a lot. Everything seems to go together nicely. I’ll cut the review there, though, since I have no idea with Flag Run is.

Overall, I enjoyed the battle levels that Dark Sonic made for this pack, but the CTF levels were very disappointing. I’d reccomend this for download.

RecommendedQuick Review by Lark

Posted:
20 Mar 2008, 15:35
For: The Fortress of Forgotten Souls
Level rating: 9.3
Rating
9.5

This tileset is just really good. It’s super hard to build with, but if you put time into a level, it’ll look amazing. 9.5 works for this.

RecommendedReview by Lark

Posted:
20 Mar 2008, 15:30 (edited 20 Mar 08, 15:33)
For: TITLED
Level rating: 7.3
Rating
7.3

Ok, we’ll do a quick review here.

This level’s fairly solid, and has an interesting concept that I’m not sure if I’ve seen before, especially in a battle level like this. When you spawn, you are assigned a random class, rather than choosing your own. There are a few classes that are assigned. Great Ballz of Fire gives you bouncy ammo and a toaster powerup, wallhacker gives you RF missile ammo and a bouncy powerup, Rocket N00b gives you seekers and an RF missile powerup, and napalm gives you toaster ammo and a seeker powerup.

I’ll have to add that I am very satisified with the balance of the classes. The way the level is layed out, you may get a powered up weapon that works great with the level’s layout, but then your secondary weapon that you simply received ammo for will be fairly useless. Take the napalm class for example. Most people agree that powered seekers are pretty much the ultimate weapon in any level. However, along with the powered seekers, you get toaster ammo, which is pretty useless in this level because it’s so open, and there are so many slopes.

As for the overall gameplay and the layout, it’s not bad, but it’s not great, either. I was a little disappointed by the overall layout, I think all in all it seems a little too open and boring. Nothing too special going on with the layout. I mean, like I said, it’s not bad, but it could be better. The level flows nicely, overall. It’s more than milk, but not quite a milkshake, ya know what I mean?

Eyecandy.. Well, it’s certainly interesting. I didn’t design this tileset to be used this way, let’s put it that way, hah. I kinda like it. Anything wrong with the eyecandy in this level I take partial blame for. All in all, everything just looks really weird. Like funny shaped trees, and cave formations all over the place. It works, it looks kinda cool, to be honest.

Overall, this level plays pretty nicely, and I wish I got a chance to play it online. But I didn’t. So that’s really all I have to say on this. Overall, I give it a 7.3 out of 10. Slightly leaning towards 7.4, but we’ll do 7.3.

Review by WhiteBlaster

Posted:
20 Mar 2008, 14:25
For: Windmill Country
Level rating: 6.2
Rating
5.7

Mmmmm… this isn’t very good.
I played only the single player part with Jazz2 TSF.

Eyecandy
No, no, no. Awful. Gus’s Multiuse1 can offer lots and lots of opportunities, but you used a really very small part of it. The level is quite flat, even if the backgrounds aren’t so bad. The foregrounds are empty, except for the 3^rd^ layer, that has only technical stuff, like covering the entrance of the secrets. Right about this I noted that they aren’t made perfectly (you can see a part of Jazz’s feet). Also, the last part of the game is full of problems. First, and maybe it isn’t your fault, the villain doesn’t move well here. Second, in the pits you should have placed the CTF Base instead of the hurt event, because you would die immediately, without waiting you to lose all the energy. Third, the StopXscroll events aren’t placed well, because sometimes you may return back and remain exactly on the border, so you can’t move how you should. Only the first problem about the last part is considered in this section (the others have nothing to do with eyecandy, but here I keep them together).
Score: 3.5

Gameplay
Ok, let’s see what does the level contain. First, you start with a dialog between the miller and Jazz/Spaz, in which he says that a villain has stolen his windmill and you have to re-buy it for 100 € (coins); in the second part you start your search; in the last you have to chase the villain and take back the windmill.
Part n°1: I think you only let it go too fast; I would have left less space between the text events and reduced the speed. Nothing particular.
Part n°2: here you have to search 100 coins on your way. Notice that there isn’t any real secret, because you can always see where are the coins. There’s nothing particular until you reach the warp at (111, 46); here you have to zig-zag in order to reach some money and the warp. I don’t like how this part is made: I think you should have placed some rectangles of visible warps instead of walls and some walls at the begin and at the end of that part. After that there’s another interesting thing. Here you have to reach some money by disabling 5 doors: you might choose the right combination. Even if you need some time to realize what is all that stuff, I think it’s made well, except for the way you have to change the combination. Next, you return to the beginning and go in the warp on the villain.
Part n°3: now, you run after the villain without falling into the pits. Here’s another big problem, besides the others: after pos. (51, 9) there’s a sort of gorge to jump over; doing it with spaz is only a matter of luck, because after it there’s a fire column.
Score: 5.8

Originality
Maybe it’s the best thing of this level, even if there are some scratches. Very good the idea of a personal boss, of the tubes in the last part of the game and the “SAFE” in the middle part; also, the blue gem at the end of the level is a good idea. But, as I said, there are also some bad things; for example, it’s difficult that when you go to Holland the first person you meet asks you to re-buy his windmill; it’s difficult for the villain to become a haiku poet (whatever it is ;-) ) if you destroy him, it’s too easy to obtain the money, etc.
However I want to encourage you: I believe originality is the most important thing of an episode/level, and I think you are good in this sphere. If you continue to create levels, the eyecandy, the gameplay, etc. will be better and better; just keep on, don’t stop.
Score: 7.8

Ammo and goodies placement
The ammo is very bad, the goodies are quite good.
The only special weapon you have is the TNT, that helps you with the lots of dest sceneries you find. Nothing else.
The goodies, instead, aren’t bad, because the carrot are in a good number.
Score: 5.8

Enemy placement
It’s okay.
There is a generator for each enemy (and I don’t know why).
The pros are: the enemies are homogeneously placed in the level, and they aren’t in contrast with their evinronment
The cons are: there aren’t any skill settings, there are only two kinds of enemies in the whole level (except for the boss, of course).
Score: 6.0

FINAL SCORE: 5.7

Tip: try to modify your level with the suggestions in the reviews, so you can use it as a model for your future levels.

Not recommendedQuick Review by SPAZ18

Posted:
19 Mar 2008, 17:09
For: The Big Ride
Level rating: 1
Rating
1

I think this is trying to be Running Rabbit but I’m afraid to say this is no where near the quality of that. The level was finished in like 10 seconds. Also, why have RF Blocks been used for Buttstomp scenery?? :O
The background is not good, it looks a mess.
No download recommendation, but don’t let it put you off making levels. Keep trying! :)

RecommendedQuick Review by Qu4k3000

Posted:
17 Mar 2008, 19:41 (edited 19 Mar 08, 17:27 by cooba)
For: Technoir remix
Level rating: 5.2
Rating
9.5

i don’t see what is wrong with this, i think it suits technoir very well, it’s a bit darker than the normal technoir music but that’s fine, the main instoment could have been a little lower pitched and the intro could have been less explody

[Review changed to quick review. For more information, see Review Rules. – cooba]

RecommendedQuick Review by Lark

Posted:
17 Mar 2008, 18:50
For: Forest of the Gruesome Troll
Level rating: 7.7
Rating
7.2

Really, this is a nice looking tileset, but it’s just not big enough! What’s here looks great, but I wanna see more stuff, like caves, mushrooms, birds’ nests, waterfalls, and some more gruesome trolls!!

RecommendedQuick Review by Lark

Posted:
17 Mar 2008, 18:46
For: Cracco Castle
Level rating: 8.4
Rating
8

I love the idea, and it’s pulled off pretty well too. I think this tileset could make a really nice looking level if used correctly. Some of the stuff gave me a good laugh, too, like the Shaney-torches. All in all, this is a pretty cool set.

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