Bwahaha. Finally, you’ve released this set out in the open, out in the wild to be free and now, other JCSers can make it look bad or good. Well, I haven’t reviewed a tileset in a very long time, and I think last time I did it, I did it as if I was some crazy freak who doesn’t know how to rate stuff (which I am, hey, notice the correlation!). Well, this is the most stupid thing to start a review with isn’t it? Now ignore this and actually read the review.
Theme
I’ll start with theme as I can introduce what the set is like. So, the theme is a waste treatment facility (as said in the title ololololol). This is obviously one of those less natural sets which focuses more on pipes and metal and stuff. What’s even better is that it can be set in so many different environments as long as your creativity reaches those ideas. I’ll start with the obvious, the background tiles allows you to place buildings of different shapes and sizes, and there is also a smaller size which is suitable for layers behind this one. So basically, the author clearly thought about depth and stuff. The main background also has two different textures, atop of some extra tiles which could also be used, let your imagination blow you away I guess.
Possibilities
This was partially analysed in the above passage, but it’s kinda clear that this tileset has so many possibilities as there are so many different tiles that you could possibly work with for the many different aspects and layers of a level you’d be making. For instance, there are quite a few animations you could make and work with. The set consists of rocks, (wierd platform things that I have no idea on the name of, I wanna call them liney things) liney things, metal, rusted metal, dark metal, rocky background, pipes, more pipes, waterfalls everything you name it. The possibilities of this set are endless, as the author very cleverly created many different “types” of tiles that you could work with.
Masking
I took long with this one, but I looked through the set quite thoroughly and found nothing I could possibly complain about. The author has created every type of mask you could possibly need unless of course you’re some needy old hobo that needs stupid things. I love how I can’t say sentences like that, anyway enough rambling. The masks are all there and they are pretty easy to differintiate from what isn’t a mask. I haven’t yet found any tiles with bad masking, and ooh, the textured BG is brilliant. (Subtle aren’t I?)
Usability
This is quite an advanced set, because I know for a fact that you need to be creative in order to use this set to its full potential. I’ve already seen many different possibilities you could create (and not mentioned them, surprise surprise) and I’m sure there are many more. This set is very easy to navigate through as the layout is quite smart and also, this set has every single tile you could possibly ask for (apart from an ode to Rag which is just crucial nowadays). This tileset is also one of the few sets where you probably will never need to use layer 5 at the same speed as layer 4, which gives you an extra background layer to allow your imagination to go even more wild. This tileset isn’t missing any tiles that I would be looking for in a set, so I’m really happy with it. Very very very fun to use.
Originality
I’ve seen sets such as this before, or one set, I forget which, however it was never up to a standard such as this as once again it has every tile you could possibly ask for and more. The pallettes are all very original too as they all have very different themes. This allows even more creativity amongst the use of this tileset, as you could use snow in the “Borealis” pallette to make it look even better. That was just an example, and I’m sure there are many, many more. This tileset looks amazing on so many levels and I still have not yet found anything to criticize… yet (actually I have, there’s no tile mentioning Ragnarok, the greatest, the strongest superhero of them all!!! (Wasnt that action man? (I just wrote in bracket inside bracket, does that mean the 2nd bracket cancels out the first one?)))
Extra
This set is event-friendly, user-friendly, tile-friendly and blahblah. Well, I don’t know what I wanted to include here but if I remember, I’ll be sure to give this an edit.
I hope this wasn’t too bad for my first good tileset review thing person sort of person sort of thing. Well, I’m gonna give you a 9.9. I can bump that up to 10.0 if you just make a tile with my name on it (Im kidding, make a tile with Habib AlHasheed Akhmed’s name on it instead). Great job Coobakabooba.
I don’t really feel like doing a long review, so here goes.
A very nice tileset, it has about everything I could imagine.
You should rather make tilesets than levels. :D
xdddd its their opinion rewence ;p but even i see that 10/10 for this lvl is quite high XDDD. still i love my lovelys :D
A harsh rating this might be, but I’ve already explained to you why. I can only hope you work on it more and improve on what I stated before.
Okay, I just wrote a quick review, and I thought that was pointless, so here’s a real review. Now you must always remember, I’m directing my review at you to give constructive criticism. This means I’m trying to provide information or hints as to what is wrong and what is right. I know I can’t be 100% correct, but bare with me, noone ever is.
Now that I’m done with my life-story, I will write a review.
Eyecandy
Rating: 8.2
This is usually the best part to review because you can point out everything that looks great. One great thing about this level is that the eyecandy doesn’t get in the way of the gameplay itself. The level has a typical textured green background with a nice fade in it. The other background layers didn’t really have anything special. Moving closer to the level itself, the level did have something quite original which probably has something in relation to the title. I spotted a demon was created using some times, you can spot a mouth and an eye and blahblah. If you run into its mouth, you’ll get some seeker ammo, and then get shot out afterwards. It feels like the demon itself is swallowing you. Also, the bases have quite nice eyecandy around them as there is nothing that looks extremely bland. The author clearly spent some time making it look good. Other than the “demon” I spotted, I didn’t really see much that was so special.
Many of the EC effects used are very typical in today’s standards of levels and the use of this tileset. I would have wanted to see possibly more demons or maybe Disguise’s head everywhere. Also, the level itself was flipped, I’ll never miss it if someone tries to do that, this usually causes shadows and tiles to look wrong as their directions change which would therefore change the origin of light in the level not that it is that important… Nonetheless, the eyecandy is still somewhat impressive in this level and is worth a look at; I didn’t spot any tilebugs (which really tick me off) which is great and the level itself did look quite pleasing.
Gameplay
Rating: 6.5
This might just be what’s bringing the level down so much. I’ll set this out accordingly: bias, strategy, layout, flow, defense/offense, and of course fun-factor.
The level itself isn’t biased from one team to another as it’s pretty much 100% symmetrical. One bias that I could complain about is that many of the jumps in this level are designed to be done with Spaz. The author clearly did not think too much about using Jazz in this level as many of the jumps are really annoying to pull off with him. This would probably deter anyone from playing as Jazz in this level.
The level itself doesn’t really have many tactical traits built into it, apart from the way you can blow people out of the base using seekers or shooting them with electro blasters which conveniently spawn on the side of the base. The carrot area and the powerups are generally very easy to camp with the exception of the +1 carrots and the RF PU. The seeker PU is easy to camp because of the excess in seeker ammo in the area, which would not only allow the person camping inside (should there be one) to shoot people warping in, but will also allow that player to shoot people moving from above. The only real way of striking back at a camper here is by shooting seekers from above. While this will probably knock them out, the gameplay itself is very disruptive like that and what would the attacker do if he lacked seekers? He could just warp in or go up and try to find some, but other players tend to hog weapons too. Maybe I’m being too critical. The other powerups (toaster and bouncer) are both in very annoying places, a small hole; while this might be a way of biasing the level in Jazz’s favor (which I highly doubt), it could also be a method of making players shoot the powerup instead of kicking. What I suggest is to either make it easier to kick, or make players have to shoot it with electro blaster or something. The Full NRG doesn’t have too much space to bombard it with RFs, and isn’t open enough to attack with bouncers and seekers, which would make this the ultimate camp-spot. There is no real strategy in order to remove the person who may be camping there other than to shoot seekers from a side and hope it hits them, which on a non-laggy server wouldn’t be very effective.
The layout of the level is very simple and quite platformy. Nonetheless it is quite easy to learn as the tubes and springs are quite easy to find. The level’s layout is quite well set out, minus the bases, I hate the bases. On top of the fact that I hate the bases (did I mention I hate the bases?), there are some random dead ends at the top, not that they are anything major, they can be annoying.
The level itself flows quite well as there aren’t any majorly annoying walls or platforms in which you run into or off very easily. The springs are quite well placed. But, some areas of the level itself are very annoying such as near the base area in particular; climbing out from the side of the base in the outdoor area can be very annoying as it requires you to jump from side to side to side to side to side. The water stops toasters from working properly when you run into it (probably by accident), while it does give you an easy boost for the RF climbing thing which you put into it under the base. (While I should have mentioned this in strategy…) The RF climbing will give you a quick boost to the base and can be an easy way in and out to avoid defenders.
In an attacker’s eyes, the base is very hard to reach without getting hit because of the vertical layout and the fact that the base is situated above the point of entry. This makes it even more hard to reach the base unhit. The fact that there is no way of shooting someone camping on the base unless from above with a seeker or electro blaster or bouncer (which they’ll have a chance to recover by the time you reach them) causes attacking to be very annoying in this level. Defense on the other hand is a whole other story. This level is layed out for easy defense in the base area in particular, as you just need either bouncers or seekers and the defense is pretty much solid already. It’s really hard not to hit the incoming attackers.
This level is quite bumpy, as some areas cause you to be very slow and some areas don’t have an affect on your speed much. The fact that the RF PU isn’t very useful for chasing in this level is quite a bummer (to me) as the level’s shape isn’t very straight horizontally, you also can’t really RF hop accross the level so much, but there is the one (not too useful) RF climb area which might just help if noone expects it. The movement in this level isn’t very fun and it isn’t as fast paced as I’d like it to be, but oh well.
General Placement
Rating: 7.0
The ammo is placed quite well in the level and nothing is really in the lacking, but I think there’s an excess in powerups. The fact that this level isn’t insanely huge and quite small in passageways makes me think that even three powerups in this level is pushing it. I’ll let that go. Anyway, none of the powerups are really too close to eachother which is good and the carrots are quite spread out too which is also great. The extra seeker ammo crates placed next to the seeker powerup is quite useless indeed as you’d usually do your special move, shooting would be useless as the crates would probably be in the way. The ammo is quite well placed nonetheless, the only thing I can probably ask for is more electro blasters. The carrots are all well placed. Yeah. Well done.
Originality
The level itself doesn’t have many excessively original gameplay gimmicks or eyecandy concepts with the exception of the “demon” eyecandy. Well done on that as that does relate to the level’s name quite well and creates quite the mood.
One point for originality (though that isn’t really included in rating).
Conclusion
Finally, the best part of the review. Nice level, it’s quite impressive but it does have it’s flaws. Well done on this level, and I reccomend downloading this level as it’s worth looking at.
Nice. Good job, the feel was great.
Great job turning Battle2 into a CTF! :D
I love it!
The text events are also hilarious! :D
The eyecandy is very good i give You 10/10
Weapons = Brilliant arrangement but i give 9/10
Game Play = Nice lvl, i like it and cool place to full car ;] 10/10
Total i give You 10
[Review changed to quick review. – cooba]
Eyecandy:
Great. I didn’t see any bugs. Nice background GJ
10/10
Gameplay:
Well, it’s hard lvl :D. Only one way to get flag. To easy to defend bases. You should delete that springs is bases.
9/10
Weapons:
4 PUs is too many to that lvl size. 3 cars was good idea (one full NRG).
9/10
Total Score: 28/30
28 : 3 = 9.(3)
Well, i’ll get you 9.5
[Review changed to quick review. – cooba]
Agree with Jimy
[Review changed to quick review. – cooba]
Well there are 3 carrots, and 4 pus, we played here today and lvl it’s better than i expected
[Review changed to quick review. – cooba]
Great Eyecandy. It’s very nice CTF lvl in Carrottus1. I like that tileset. Simetric level is good idea.
Eyecandy: 6/10
Gameplay: 7/10
Ammo/Cars: 6/10
Total Score: 7
[Review changed to quick review. For more information, see Review Rules. ~cooba]
This is a nice idea but it is not executed very well.
EYECANDY
Most of the eyecandy in the original Battle1,2 and 3 levels is still present. There is a new background with the castle pillars and the Tubelectric “EPIC” speakers. It does look good but not there isn’t really much originality in the way of eyecandy. Try adding more of your own instead of just using the original.
5/10
GAMEPLAY
You start off the level in a room where you can choose which Battle level you want to play in. But this is where the problems begin. For starters, if you were playing a Duel you would have a hard time finding the opponent because they might be in one of the other levels and the combined size of all the levels is HUGE!
This would be OK if you had say 6 or more players.
4/10
WEAPONS & ITEM PLACEMENT
All of the original weapons and items from the original Battle levels are still present. Seeker PU is still too campy. Nothing has really changed with the weapon and item placement.
The campy Water Shield is still present.
There are 2 Seeker PUs since they are still in both Battle1 & 3 which is too much because you can gain Seeker ammo too easily.
You should have tried to change the placement of weapons and not make them too campy.
3/10
TOTAL SCORE: 12/30
OVERALL MARK = 12 / 3 = 4.0
DOWNLOAD?
While the idea and concept of this level is good it is just not executed very well. Also, since the level is TSF only, not everyone can play it.
So, no download recommendation. :(
Please do not re-upload this again :P Anyway, the first level by Dodges, it’s a quite nice symmetrical CTF-level using Carrotus 1.
Let’s start with the event placement. Two Full NRG’s (they are well placed) and 3 PU’s (seeks, bouncy and RF). They are well spread, so you must use the whole level, which is always a good thing. There are also two coinwarps, leading to the Seek PU-room. There are plenty of coins, which is good, so the PU is easy accessible, I really like it. The ammo shapes are boring, only squares or lines. The ammo choise is okay, I guess. Make the shapes more original next time, please.
Now the eyecandy. You used layer 3 quite well. You used the ‘brown cave’-tiles on layer 4, used layer 5 and 7 for background. Maybe next time use layer 6 and 7 instead and use layer 5 for more background. Anyway, there’s enough EC in this level, except some parts (like the lower corners) which feel really empty. You removed the minor bugs (GJ) and I really like the plants in the walls, it adds a bit more color. And yes, you changed the textured background (which is good), but I don’t like it green :P.
The gameplay is nice. You can reach the bases in 3 ways, but only leave them in one way, which might be in a problem. The ammo is okay, still, this level feels Spaz-biased. It’s hard to reach certain platforms with Jazz (if you don’t believe me, try it). There is enough ammo for this size level, two Full NRG’s and 3 PU’s are okay as well. Some things, like treestomps and giant carrots aren’t really good for the flow, but the flow is okay in the rest of the level.
Still, the level seems a bit ‘normal’, nothing special. Anything, there’s nothing wrong with that, I think it will play well and it’s really good for a first level. Keep up the good work!
That makes it unzip to a directory called Insomniac Carrots in your JJ2 directory, and that’s something which we generally don’t want.
[Misinformation fix. ~cooba]
Please don’t put the files inside a folder in the zip.
The level feels kind of generic, which is unsuprising for a level made with this tileset. The gameplay is fairly smooth, although the bases are far too easy to defend. No real problems with the eyecandy, but I don’t really think this music fits. In general, this is a fairly decent, but pretty bog standard CTF level.
Best CTF level by FS in my opinion. Very original too.
~BS7
[Review changed to quick review. For more information, see Review Rules. – cooba]
WOW! What a great level! Perfectly strategical, with an original theme makes it the best level yet in my opinion.
~BS7
What Bluespaz said.
Jazz2Online © 1999-INFINITY (Site Credits). We have a Privacy Policy. Jazz Jackrabbit, Jazz Jackrabbit 2, Jazz Jackrabbit Advance and all related trademarks and media are ™ and © Epic Games. Lori Jackrabbit is © Dean Dodrill. J2O development powered by Loops of Fury and Chemical Beats.
Eat your lima beans, Johnny.