5.7? This tileset is not worth that.
There are already several other Windows tilesets available, so is this one any better? Nope.
EYECANDY
This does not look anything like Windows Vista. This looks more like Windows 98 or 2000. Although there are Vista icons, they do look bad when used in 256 colours. The Taskbar is from XP not Vista. The backgrounds are not very good. The one you used in the example level is bad because you can see lines there. I do like the loading bar, that’s pretty cool.
There is a Windows 98 style background but it can’t be used in Layer 8. If used in that layer it will look a mess as it won’t tile properly.
There are no tiles that can be used in the Foreground (Layers 1 & 2) or the other 2 background layers (6 & 7).
1.5/10
USABILITY
This tileset is missing the very important basic JJ2 stuff. The Destruct, Buttstomp and Trigger scenery blocks are missing. There’s nothing to use for V/H-Poles.
The masking is OK, but I cannot find anything in this set that is useful for making a good level.
1/10
TOTAL SCORE: 2.5/20 = 1.25 = 1.3
RANK: F = Bad
DOWNLOAD?
As this tileset is missing the basic JJ2 stuff, this set is not very useful. Also, the tiles appear grainy which doesn’t look good. So, no DR.
It’s time for a new twist on an old favorite… Time for a new rating and review system! Shew…it’s been a while since I’ve done one of these… I wonder if I still know how? o_o;
==================Simple Review==================
Base Score: 5/10
Point Bonuses: +4
(+3) Decent selection of samples for the tune. All seem to fit the atmosphere of the tropical planet of chameleons. The samples and the notes seem to mesh together very well.
{+1} Despite the source material being repeatitive, this is not.
Point Deductions: -1
(-1) Some of the samples are a bit too sharp which gives them the illusion of being “too loud”.
(-0) I don’t deduct for this, but at 3:59, there’s a noticable “stumble” in the song… Like it’s “hanging” or something.
Final Score: 8/10
I’ve never heard the music of Splinter Cell, but to me, I can honestly say this sounds like something Alexander Brandon did. And in saying this, I mean this very much in a good way! It sounds like something from Unreal Tournament, another favorite game of mine! Some parts are a bit questionable, such as the samples around 2:33.50 to 3:05 and at 3:59, there’s a rather odd breakbeat glitch that sounds like the song hung, I notice. Other than that, I say “well done!” The music works very well. Most of the samples and notes mesh together and give a really atmospheric, but overall, it’s got a pretty decent sound to it.
========================================================
Your friendly neighborhood S3M/MIDI artist, Joseph Collins
Rating New Windows 98
To start
Another Windows-tileset. And once again it is a very worse tileset. If you like this tileset, you are a very strange human.
Practical: (20 pts)
More than impractical. The worst facts are these: it is impossible to create beautiful platforms and you can’t create a nice background. And you can’t put spikes into your level with this tileset. And there are a lot more bad things, so no points at all for this part. I’m terribly sorry…
Result: 0 pts
Beautiful (20 pts)
Well… it is NOT beautiful. No beautiful things, even not for layer 8. The paths are boring grey and there are almost no colorful things. So also a big fat zero for the second part.
Result: 0 pts
Orginality (10 pts)
There was no Windows Vista Tileset yet uploaded, so that is original. But I can’t give you more than one point, because the rest is not original. If you put some more program-things into your tileset and maybe with some viruses which you can use as spikes I’m sure you’ll get more points…
Result: 1 pt
Example Level: (10 pts)
There is an example level, but it is very worse. You can’t discover how you should use this tileset. Which obstacles could you place into a level made with this tileset? Which enemies are good to use? So once again just one point.
Result: 1 pt
Conclusion
Very bad tileset. If you want to create a new Windows-tileset, just ask an advance tileset-creator for help, like Agama or Blade. And also my friend Gus is a very good tileset-creator. Maybe they can give you tips and hints for your next tileset. In advance: good luck with your next files…
Total points: 2
Maximum number of points: 60
Calculating: 2/60*9+1=*1,3*
Mark: 1,3
Download recommendation:
Indeed, great background. Great background with flying Skyscrapers.
Anyways, this is TSF not 1.23
I have one good thing for you:
Good, that its english XD
But there are so much negative things…
EDIT: And its not Vista!!! It is Microsoft Windows 98!
…What the heck? Ratings of 9 and 10?! People, think more carefully before you give such high ratings. Anyway, my review!
EYECANDY
This was certainly one of the more positive aspects of this pack. Caves of Mystery has particually pleasing eyecandy by the excessive use of bones/staglitites/lava etc. While it may be quite repetitive in several places, combined with a nice atmosphere it kinda works. I don’t really like the Gargoyles in the walls though, and the caves are mostly squared off, something I wouldn’t except in a hot, natural enviroment like this. I dislike how annoyingly yellow Village at the beach is, but it has a pleasant music choice to give this level a calm atmosphere. In Sunny day in town, there are many places where stuff designated for layer 4 has been placed on layer 5, which is can become very irritating at times, especically the way its used here. I’m also not a big fan of the fade colour, either.
GAMEPLAY
Well yeah, the gameplay takes a wrong curve in these levels. The flow in them is very sloppy in places, and they have some questionable platform/spring placement. The ammo placement is fairly decent sometimes, but in Village at the beach I am pretty sure there is too much food. One of the most annoying things in this pack is how closed in they are. While cramped levels aren’t really a bad thing, in some levels such as Caves of Mystery there is barely any room to move about. The carrot in top left corner reminds me of xlmsubt, too. >P The layout in Sunny Day in Town is very similar to Birdie’s Victorian Urban, perhaps a little too similar in places.
Pros
Cons
Don’t be decived by Ischa’s and sonicnathan 1’s high ratings, and don’t think I’m being harsh on you, I’m just trying to be helpful; like any good reviewer. While I can’t deny that these are your best levels so far, these still could be a lot better. So here’s a 7.
Rating Battle From Freedom
To start:
Three ‘overniced’ battle-levels, each with a very good Eyecandy, good placed goodies and a very good gameplay.
Eyecandy: (20 pts)
There are three levels and in each level is the Eyecandy so nice…
It is impossible to create a better Eyecandy than this. A nice colored sky, water- or lavafalls, trees and skyscrapers are a perfect decoration for the three levels. And there are little details in all of them. So twenty points!
Result: 20 pts
Gameplay: (20 pts)
The levels are very large. And that is very nice. Moreover it is impossible to go astray and that is always a big advantage, also for beginning JJ2-players. So also twenty points for this part.
Result: 20 pts
Ammo placement: (20 pts)
Ammo is good placed. You have placed lots of ammo into these levels. My opinion is that you need that. It could be very consume when you confront or chase your antagonist. So also twenty points for the Ammo placement.
Result: 20 pts
Carrot placement: (5 pts)
There are carrots placed, which could be necessary when you are badly injured. In each level (except level 3) are two carrots hidden. Good considered to only put carrots in level 1 and 2, because if you are badly injured in the third level and you want to take a carrot, you can’t find one. So when a rabbit search a carrot (without success) the antagonist will probable chase him, so that will be very exciting.
Result: 5 pts
Conclusion:
These levels are so good, that it is not necessary to make a calculating for your figure. If THIS is not the best Battle-level from all over the world, I’m an idiot.
Total points: 65
Maximum number of points: 65
Calculating: 65/65*9+1=*10,0*
Mark: 10,0
Download recommendation:
[Unsupported rating (10) removal. I’m sorry. You’ve obviously done your best on the review and it’s much more well-written than some of your older ones. You’ve done a good job of explaining some of the concepts and ways you liked this level. But you give barely any reason as to why you rate everything 10 points. Ammo placement is not just about the amount of ammo you place in a level, but about how strategically it is placed and if it creates interesting gameplay concepts. The same goes for carrot placement, and gameplay. That the level is large and you don’t get stuck in one part is not a proper reason for rating something 10. Is the gameplay original? Does it make people play strategically? Is the level easy to navigate? “No dead ends” is not enough for a gameplay rating.
Size should probably not even be rated, as giving ratings is about how well the level works, not which kind of size you yourself like.
You say this level is perfect. One thing you can do to improve is realize that nothing is perfect. If you think a level is perfect and find yourself wishing to give a perfect rating, a light bulb should go up above your head, since thinking a level is perfect usually means you’re missing something.
At this point, I don’t know what to do with your reviews. What the difference between your reviews and other people’s is, is that they play competitively, and thus have a much more balanced view of how well a level works. You find joy in most levels, and don’t notice things the more seasoned players do. That’s not a problem, it’s probably a gift to focus like that and to have fun regardless of minute details. But it’s not a good basis for writing detailed reviews. You write interesting reviews, and apart from that I think this review is against our standards, I liked reading it. from a global point view, I found this review more positive to read than negative. I would recommend that you at least stay reviewing, but maybe give comments instead of reviews unless you’re really confident you give a balanced, detailed view (again, “enough ammo” just doesn’t cut it). – FQuist]
Another of these vindows sets. They are kind a like rare now.
Eyecandy 14/20
good, but not much. There’s a bit too low number of things. Icons are ok, but the prog icons size doesn’t match with the others.
usefulnes 10/20
levels made with this doesn’t look very awesome. The masks could be a bit better.
idea 7/20
the idea is taken from windows vista, but it doesn’t look like it. And, some of the graphics was drawn yourself, wich gives you few more points. Anyway, I’ve seen better windows sets.
palette 18/20
normal. Nothing new or odd.
others 7/20
harmfully, this tileset has a lack in event tiles, such as poles, sucktubes and vines.
56/100
score under 75, no download recommendation.
5,6
It’s a bunch of short, repetetive levels with no actual cutscenes or original gameplay.
Eyecandy: Repetetive! This bugs me.
Gameplay: Nothing original. Boooring.
Placement: Not bad, I suppose.
Ideas: Blech.
Story: Real bad. Some levels don’t connect. Such as the video arcade whatever. Quite questionable.
Puzzles: None really. If any, so outdone I didn’t notice
Overall: Blech
Download: If you like doing similar things oooover and oooover again.
[Unsupported rating (6.5) clearance. Please provide more support for your rating. For more information on writing a proper review, see the \Review Rules\. – Cooba]Nice try.
Eyecandey:
Almost nothing.
There’s a background that is textured which is good. But other than that the eyecandeys bad.
2/10
Ammo Placement:
There are bouncers, freezers and toasters. That’s it. No Power ups. Also there are 4 fastfire events which can make the game boring. Speaking of which all the ammo and fastfire icons respawn in way to quickly making the level easy.
2/10
Carrot placement:
I have to say for a small battle like this 1 is enough. I have to give this one a 10.
10/10
Total:14/30
Score 3
Rank E
DR/no
ummm. What to say. This is a bad tileset. There’s no destruct blocks or poles or not much of anything! The tiles are just ones from windows and thus it’s almost impossible to make anything interesting with it! It’s would be hard to make secrets or even a challenging level! Plus there’s not much to the tileset. Also there’s almost nothing you can use as foreground. It’s a nice idea though and it does have some good sides. There’s tiles to make a background and the loading bar is cool. If you want to make a windows level then this is your tileset but if you want to make more complicated levels then stay away.
Overall I give this tileset a 2.5
DR/no
This is a short review for “Flag Front”.
I should agree with the review above, the placement of tiles is really repetitive, which makes the lvl blockyness.
Anyway, more important, the level does have three PU’s (bouncy and RF on both sides) and a carrot an a spot where you can easily camp it. Since there is only one passage to get from one side to the other it will be hard to get the carrot, since you can camp just in the center area.
I have to say the ammo choise is nice. RF’s and bouncies are definitely handy in this lvl with long platforms. The seeker PU is at a questionable place and you shouldn’t have put the Full NRG above it, since that area is now too important. Though this lvl lacks ammo, the shapes are just boring and it isn’t well spread either.
About those boxes, maybe you should’ve made them one-way, so seeks could get through them.. Now they seem rather useless.. You should’ve done more with the center area, the areas with the ‘hills’ .. You could climb them and shoot bouncies down, but they are still dead ends, just like the base-areas.
About the eyecandy. I know this tileset isn’t really easy, but you could’ve done much better. Especially layer 5 is way too repetitive, with those grey stones covering the whole level. Open spots would’ve been nice, since then you might have seen some layer 6/7 ;) .. Layer 3 is uhhh, okay, I guess. Size is okay, though you should’ve used your space better.
To end with sth positive: The placement of the springs is nice, the flow is quite good actually..
Final rating: 5
Qz.
Ah, the memories of playing Rayman. I thought the graphics here were so amazing when I played that game, and they still hold up quite well in my opinion, except they are pixelated.
Tile-set etc:
The tile-set is structured differently than a normal jj2 set, because the rock tiles are mostly unmasked and things like the ‘grass’ tiles are masked; which means the space in this level is much more expansive than a standard level around the same size with much thicker masked platforms. I don’t find the unmasked rock tiles distracting at all, since I had years of experience playing Rayman, and I believe other players could get used to that easily. Since the grass tiles are thin, they allow players to see lots of paths in a single screen, which means it’s easy to notice and predict players. The layout is quite complex, but easy to understand thanks to the tile-set.
More tilesets and/or levels should be made with this method as it is easier to make more complex yet easy to understand levels.
Game-play:
I believe this is what battle levels should be like. The level generally flowed where I wanted it to flow, and the dead ends are where I felt they needed be (usually with a carrot or other valuable item). Since the layout is complex, it allows lots of movement, choices, tricks and opportunities for escape. There’s a good feel of exploration.
Definitely host this level, A lot. Balanced strategic and fast paced game-play.
-fs
Ok here we go.
Eyecandey:
Bad. The background in most of the levels were good but layer 4 was tilebug heaven. Everything looked liked it was rushed. Plus there was no foreground that I could see.
3/10
Gameplay:
Bad. Like Spaz said I had no clue what I was supposed to do. It was like a maze. The good thing was that the levels aren’t liniere. But other than that bad.
There was lots of destruct scenery and trigger scenery but I had no clue what to break what with.
2/10
Enemy placement:
Bad. There were way to many enemys and most of them didn’t even fit into the level. Sparks on dimonus!?!?
0/10
Item placement.
Bad. There were power ups everywhere and some of them even re spawned in. Most of them were seekers which is bad. As far as I could see there were no carrots. There were lots of gems in a couple levels there were shields in wide open! Not good. Overall there’s just to many items.
0/10
Total
5/50
Score 1
Rank F
DR/no
EYECANDY
The eyecandy in Layer 4 is still a mess. Don’t just randomly place tiles. They must join together otherwise there will be tilebugs which makes the level look bad. The background in the Easter levels was OK but it wasn’t so good seeing it floating in midair.
2/10
GAMEPLAY
I have no idea what’s going on in each level as all the text events are in Dutch. I seem to keeping going from one warp to another and that can get frustrating when getting warped back to the same place over and over.
1/10
PICKUP PLACEMENT
Still poor. Power-Ups (PUs) are everywhere. There was loads of Seeker PUs out in the open which makes the level too easy. Try putting them in a Bonus or Hidden area that is hard to access. Also, NEVER put Shields out directly in the open unless there is a good purpose for them. Make Shields hard to find. Never have more than one in a level.
1/10
ENEMY PLACEMENT
There were enemies everywhere. I could easily get killed. This made the levels far too hard to get through. Yes, hard levels are good but not ones that are near impossible to finish.
1/10
OBSTACLE PLACEMENT
There are lots of Trigger Crates to find in some levels. There is also the usual destruct & buttstomp scenery. So, Obstacles are OK but still not that hard to get through.
4/10
TOTAL SCORE: 9/50 = 1.8
RANK: F = Bad
DOWNLOAD?
While each level has lots of obstacles it is very easy to get distracted by the bad eyecandy in Layer 4. So, no DR.
COMMENTS
1. Do not try to make a level in one day. It’ll take at least 2 weeks to get a good level made. Do not rush anything.
2. Test your levels now and again to make sure everything is working the way you want it to. I have to keep testing my levels everytime I make a change to them.
(EDIT – Forgot rating for pickup placement)
Okay, so this is a new battle level by DarkSonic,
Let’s start with the eyecandy, since it’s easy to talk about that. I especially like the background (layer 6+7). It’s predictable, but not disturbing and it fits the lvl. I see that you used layer 5 much, sometimes in some questionable ways if you ask me. Maybe you could consider the concept of “Less is more” in some areas. I noticed a big difference in quality when you compare the left side of the lvl with the right side (with the left side being much better imo). Dunno why that is, maybe it’s just about taste. The flick lights do add some special athmosphere, but I’m not sure if I like them. Oh well, at least it’s kind of original..
Let’s talk about about the gameplay now. That is definitely the strongest part of this lvl. Getting the seek PU means taking some risk, which is a big plus imo. The carrots are in some weird places, but well spread. Springs are placed fine, flow is okay.
I definitely don’t like the ammo shapes in this lvl (especially the gun 9 and toaster in the center of the lvl) and I don’t like the choise of it either (sorry, but it’s true ;P). As an ‘extra bonus’ you added some purple candy, like the level wasn’t purple/pink/red enough.. You maybe could’ve used the goodies/ammo as some extra eyecandy, since this tileset is really red and some extra colour wouldn’t have hurt the lvl.
The level is 110×70 tiles, but it feels really tiny. That is probably because you used huge platforms, which automatically – at least in this lvl – causes less passages.
Overall the lvl looks a bit, how should I say this.. chaotic, since most things look randomly placed. But the positive thing is that I’m sure it will play fine in some public server.
Download recommendation:
Yeah, it will play well probably.
Other:
Good atmosphere
Well spread PU’s/cars
Final rating: 7.0
Quickz.
Here we go again
Eyecandey:
I have to say I kinda like the eyecandey. The background is textured which is good and I like the penguins in the background. There’s a little eyecandey in layer 4 which is good. But there’s not enough to make the level look interesting. (Ok the disco room looks cool)
2/10
Gameplay:
This level has little to do even though the author tried to make it look like other wise. There are stores that you can buy stuff in but that’s of no use as there’s no enemys. There’s a nice flying test in which you get 110 coins if you win. (It pretty easy) There’s also a pinball table. There’s lots of rooms but in almost all of them you don’t do anything in. Not good. There are warps everywhere that are indicated by flames. Wierd. Speaking of warps when you get to the shop’s when you go though the warps in some of them you get stuck in the wall! Really not good. Ow and for a little more of a plus there’s a exit.
2/10
Enemy placment:
There’s no enemys so no points
0/10
Item placment:
Bad. There’s no food and theres hardly any ammo. There coins that respawn in. (Why do the coins always spawn in on hotel levels?) Theres also lots of gem when you go though one of the coin warps which is not good.
1/10
Replay:
Since there’s almost nothing to do in the level you will not want to play it again.
1/10
Total
6/50
score:1
Rank F
Download Recommendation?
No.
Eyecandy
Well, for starters, this tileset is very.. intimidating. And overwhelming. By playing a level with this tileset, we can feel like a true rabbit in a forest. Everything in this tileset is extremely large, sometimes perhaps too large. The big plants certainly give out the greatest impression, which stand out in the levels a lot (13 tiles high!), which makes the levels look very open and original. This tileset represents a jungle (a bit similar to the official JJ2 Jungle tileset, thanks to Epic), so if you do like nature themed levels, go try this out.
Usability
Well, this tileset falls prey here. You have trees and big plants to use.. and nothing else. Even the JJ2 Jungle has had some building tiles that you could make a village out of, where as this has solely trees and plants, which may make the conversion a bit boring. I know it’s a conversion, but there’s no trouble in adding some stuff by oneself. All the most required tiles are on the top of the set, so there’s no hassle with looking for all kinds of random tiles to make a floor tile properly (hinthint JJ2 Inferno). I do miss a textured background though, all we have here is trees (again..) The mask here seems like a joke, though. It’s just the contour of all the walls. All the soil tiles are unmasked, which is, well, questionable. (Just open a level using this set and look at the mask, you’ll know what do I mean)
SummaryOverall
This tileset will appeal to those who like nature (jungle) themes, but unfortunately there’s nothing much else which can be done with this set.. pity.
Toxin twister
Looks, high detail
Great. Not overdone.
Looks, low detail
Great^^ Didn’t expect Cooba to put thought into making it work for low detail, but it rocks that he did.
Base-areas
As the level is symmetrical I save time by not having to review two different base situations, yay!
The levels are located close to each other, only divided by a thin wall, perhaps a bit inspired by Zaitox? In any case, this allows sneaky gun9 hits, which is always fun. Staying rts at base doesn’t work for long here, since you will get hit by seekers from the turret/tube, from under or from above, where the fullNRG carrot is a major camp spot, however with lots of space for dodging if the server isn’t too laggy. A bit more successful of a tactic is to camp the area under the bases. Anyway, over all, I really like the base areas, even if they’re not as awesome as for example the red base’s in bblair. In my opinion it’s a bit too hard to avoid getting shot up so you miss scores. So far very good.
Secret Trick Lol:
Carrot placement
There are 3 carrots, one fullNRG and two one heart carrots. It’s hard to get the upper C, since people camp there a lot, and if you go take the lower C, you will have troubles getting back to base, where you rts, safely. I like it – it’s not easy to get C unpunished. People die a lot in the level, so there aren’t too much carrots, and the one H carrots makes the game play not have to be all about the fullNRG, which would be annoying. So far very good.
Powerups and ammunition
Symmetrically placed, definitely fair. Sufficient amount of pickups. Not much to say about it really. Good :)! All Pus are placed for off, except RFs. You really have to prioritize, either get ammo, which takes a long time, or hunt ammo less.
Routes
The level is slightly one-wayed, you just run around in a circle. This could be seen as something bad, but I think it’s rather nice, for some reason. If you want stuff you have to go elsewhere, like getting aforementioned carrots or power ups. You really feel that you’re not where the action if you for example go for the seeker power up.
When rushing from base to base, you win a lot by taking the tube from base, something I hadn’t realized the first games I played. Nice thing. There are alternative ways to run, you just don’t notice them so easily at first. For example there are vertical suckers (or some other event, same purpose at least) which allows you to sometimes be faster than the enemy you are hunting.
Overall rating
8.9. It’s a really good level, and the reasons it’s not given more are:
- A bit too hard to be RTS, even though it’s addicting, I find it too chance based, since you can just get an airhit and end up in the total other side of the level than where you should be when RTS.
- Too one wayed. It doesn’t offer too many variations… learn from semi- or superconductor.
Still, the level is original gameplay wise while still very playable, it has a nice amount of eye candies and is fun to play. Good job, Cooba! I was thinking of giving it a 9, but it just didn’t feel right – so 8.9 it is. Keep making CTF levels, please.
Edit: The symmertricalness makes the level easy to learn, which is good. This doens’t mean that you know it perfectly yet, though – which makes it a good idea to play the level a few more time if you didn’t like your first game too much (which is what happened to me here, when I first played it).
The eyecandy is just brilliant. You have used all kinds of tiles and that is good thing. I didn’t notice any tilebugs and that is good thing also. I like the way you put the flicker lights to this level.
The gameplay is ok. The flow is good and there are nice ammo placement. There are two carrots in this level and that is enough. Springs and PU’s are well placed. It’s nice that you also put some food to this level. Level is small, but that is not very bad thing in my opinion. There are no tubes and warps. I think that you should put them.
Overall nice battle level with perfect eyecandy and nice gameplay. This level is small and not very strategical but it’s still fun to play.
Rating: 8.2
Download Recommendation: Yes
-TripleJ
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