RecommendedReview by cooba

Posted:
20 May 2007, 19:31 (edited 20 May 07, 20:23 by Cooba)
For: Two semi edits =D
Level rating: 7.5
Rating
7.5

Gry don’t eat me for being two weeks late with this.. please

Visual Appeal – 3 out of 5

Good enough for me. Nothing really got changed in the resize, and the original semi managed to look somewhat alright, too. The author even tried to shrink the machine in the lower right corner (which I presume to be the semi conductor?), which looks quite cute nice.

minisemi2, though, has got some additional eyecandy all over the level, such as layer 4 background bricks (which shouldn’t end with the shaded tiles when not connecting to a wall/ceiling), a better background (nothing too noticable though, except from layer 8 is now textured), and, well, foreground layers at the bottom. They feel a bit overdone and clutter the bottom area if anything. (I suppose Saphir made the eyecandy changes?) Though, next time you resize a level, do align layer 4’s size with the actual level size, because it looks tacky.

Overall, the eyecandy’s nothing too much of a deal here. After all, nobody will really play this for something else than competition, and you don’t really care about the looks in competitive play.. right?

Playability – 4 out of 5

What can I say? The level seems to still function pretty well, balance wise. By jumping out of the base areas (which is the shortest route from and to a base) you can get from base A to base B in about 3.5 seconds, and vice versa, which is kind of fair game for me.

As for other routes.. now you can double jump up to both bases, which kind of negates the other ways of accessing those. Getting down a base and running/jumping up the another does take more time, too, and if you mess up somewhere it may cost you a point.

Other than that, not much is to be discussed here, is it? I really don’t like reviewing level remakes and the changes :(

Summary
  • Is not all that special, but doesn’t really break anything
  • fastar.. gameplay
  • Not too memorable
  • Could be resized at least..
  • Music choice.

Overall
I hate writing this section and I’m experiencing the writer’s block recently, so :) suffice to say this is a good resize. With horrid music.

EDIT: the sun is burning down los angeles

Review by SPAZ18

Posted:
20 May 2007, 11:45 (edited 24 May 07, 12:10)
For: Episode One: The Invasion of Deserto
Level rating: 9.1
Rating
N/A

I have played this pack before and decided to play through from Episode 1 all the way to 3. Unfortunately, I now get an Amnesia Error when I go to Level 7 (The Castle). I’m using 1.23+. I did save before LV7.

BTW, how do you do the deliberate Access Violations in Painful Purple Place?

EDIT: I used the original 1.23 and it worked.
The access violations are random.

Review by FOX282

Posted:
20 May 2007, 10:06 (edited 20 May 07, 13:30 by Cooba)
For: Alien Temple ][
Level rating: 8.1
Rating
N/A

Cool “dark” tileset!
It’s looks like “Green Matrix” tlieset with huge improvements!
Cool eyecandy and Nice music!
but i can’t understand what is the example lvl(i think it’s Race)!

Rating: 10!
Download- Yes!

[Unsupported rating (10.0) clearance. Please provide more support for your rating. For more information on writing a proper review, see the \Review Rules\. – Cooba]

RecommendedReview by FOX282

Posted:
20 May 2007, 09:05
For: Mega Megatropolis
Level rating: 9.5
Rating
9.7

Wow…

I ever not made tilesets but i think that was VERY VERY HARD work. but finally all the work was worthwhile!
This is the BEST City tileset! Great Eyecandy with a lot of things!
and to think Before i downloaded this i think Town House was the great city tileset..
Bad Points:
1. hard to use
2. it’s a pity that no night and evening conversions like in 1.23 version…

so i give it 9.7
Download Yes!

Review by FOX282

Posted:
20 May 2007, 07:09 (edited 20 May 07, 13:30 by Cooba)
For: True Rabbit Hotel
Level rating: 8.1
Rating
N/A

Nice tileset…
but there are too many carrots and the eyecandy objects looks too “retro”…
but i can’t load the example lvl!

so i give it 8.5…
and DR yes…
i’m too t i r e d . . . . !-O

[Unsupported rating (8.5) clearance. Please provide more support for your rating. For more information on writing a proper review, see the \Review Rules\. – Cooba]

Review by FOX282

Posted:
19 May 2007, 18:59
For: Neobeo's Firetruck
Level rating: 8.7
Rating
N/A

why i get accsess violations when i open the level in JJ2 1.20?

RecommendedReview by FireSworD

Posted:
19 May 2007, 05:56 (edited 11 Jul 16, 16:21)
For: Sandstone Ruins
Level rating: 8.3
Rating
8.5

Quickz seems to be getting into a phase of making battle levels lately, with Fields of Gold and this level here. For a relatively small size as 127×68, you might think this is one of those extremely fast paced and chaotic levels, but the layout makes good use of the size, and you aren’t forced into single paths like normal slow paced levels (battle1 as an example), and you are allowed a few choices in some areas. A negative side effect of that is it’s harder to predict players in exchange for more options on defense. Since the layout isn’t built to be fast paced, yet it still retains more ‘choice’, which you might think is a common attribute to fast paced levels, this level, in my opinion, is amazing in that aspect. The game-play seems to have a personality, and the aspect of ambushing seems to shine the most here. Ambushing encourages hit and run, which is a like it or dislike it aspect of game-play.

Another cool thing is the theme of this level seems to fit perfectly with the ambush style game-play, I can imagine running around sand dunes, being sly and jumping out at my opponents. In my opinion, I didn’t think the theme was enough to support the rather bland looking eyecandy though.

I thought it was really cool how the right side of the level had tricky areas that seemed to merely be walls, but they were climbable; A skilled player can climb up the sand to a considerable height, and hide up there to frustrate a rushed opponent in a timed match.

Please download this level, host it often. I hope to have fun here next bash.

-fs

Review by OM2004

Posted:
19 May 2007, 02:51 (edited 19 May 07, 08:58 by Cooba)
For: Robot Boss Area Clone
Level rating: N/A
Rating
N/A

ya, um…it’s the same level. Changing text doesn’t change the boss fight enough so you can call it differenct.

[Unsupported rating (1.0) clearance. Please provide more support for your rating. For more information on writing a proper review, see the \Review Rules\. – Cooba]

RecommendedReview by FOX282

Posted:
18 May 2007, 14:53
For: Harry Potter Tileset
Level rating: 7.4
Rating
7.9

Another Harry Potter Tileset…

This is my second HP Tileset i downloaded…

But is is much better than the first(Hogwarts 1.0 by Sniperdepiper)
why?
because is well-designed, easier to use than Hogwarts 1.0 by Sniperdepiper. but- I can’t find layer 8(is hard to find!)
and… the idea of copying parts from Harry Potter game from EA Games not always work…
so:
Rating: 79/100
Download- Yes.

Review by FOX282

Posted:
18 May 2007, 14:36 (edited 18 May 07, 14:36)
For: Hogwarts 1.0
Level rating: 7.5
Rating
N/A

Good Tileset,but:

1) I don’t know where is Layer 8
2)When i open the level i get Accsess Violations. Why?

Review by TheKax

Posted:
18 May 2007, 13:51
For: Daring Rebels
Level rating: 7.6
Rating
N/A

Huh?
Tileset isn’t included.
The set in the zip archive is xlmdamn2.j2t,
but level uses xlmdamn6.j2t!

Could u repair?

RecommendedReview by EvilMike

Posted:
18 May 2007, 08:54 (edited 18 May 07, 08:54)
For: Desert Trench warfare
Level rating: 6
Rating
6

A note before I get started with the review itself: the zip file includes the levels within its own subfolder. I do not recommend doing this, since it makes it inconvenient to unzip.

—-

This is an interesting level. The layout and theme here is pretty original, and I can see a fair amount of potential in the authour here. The level seems like it was put together with care. A couple of things, such as the usage of trigger zones inthis level, show a level of complexety rarely seen in levels such as this. Unfortunately, a few critical flaws bring the score down.

Most of the level takes place within a series of narrow tunnels underneath the sand. Navigation through them is slow, but safe. Above them on the surface one may move much faster, but will also be open to attack. The bases are out in the open, near entrances to the caverns. The level is asymmetrical, but seemingly balanced.

I like the look of this level. A lot of detail was put into the eyecandy, without allowing it to become distracting or excessive. The background inside the caves is a bit bland, but not ugly.

Despite all this, the level suffers from a number of mistakes. The most striking one is that all of the ammunition is in crates. Ammo crates are problematic, since after a while they tend to create large dumps of ammo which lag players. It is generally recommended that floating ammo pickups are used instead.

Another problem is that this level has no carrots (that I could find, at least). The level has only one powerup, but even then, there should be AT LEAST one carrot in the level, even if it’s a +1. Without health pickups, CTF games are not not very interesting.

Finally, this level uses a large number of hurt events. These events will ONLY hurt the server. Other players will never take damage from them. This is rather awkward and disadvantageous for the person hosting the server.

The mistakes in this level strike me as “newbie mistakes”. Errors that are made from a lack of experience more than anything. If I had to guess, this level is one of the authour’s first CTF levels.

This level tells me that the person who made it is actually quite talented, and knows how to use JCS with some degree of proficiency. My recommendation to the authour is that he remake this level, fixing the errors in it and improving it where he sees fit. Learn the vital elements of a good CTF level by examining what is popular, and have other people play the level and give feedback in a server. Follow their advice if they seem to know what they are talking about, and it’s impossible to go wrong.

I’m giving this a 6 because of the problems I encountered in this level. With fixing, I could easily see this level as being worth a 7, or possibly even an 8 if the improvements are big enough. Don’t let the rating discourage you: beneath all of the problems, there is actually a very good level here!

RecommendedReview by Quickz

Posted:
17 May 2007, 23:25 (edited 19 May 07, 17:29)
For: Daring Rebels
Level rating: 7.6
Rating
8

Daring Rebels, a battle level of Hitch for Purplejazz his contest.

Let’s start with the eyecandy, which is definitely one of the strongest things in this level. First of all, you used (almost) all the tiles in this set, so that’s a good thing to start with. This set gives you lot of opportunities for some good eyecandy. The EC is everywhere different, not repeated too much. I especially like the stalagmites, you placed them well and they really look nice. You used all layers, which worked out quite well. The different speeds of the lavafalls are nice. And yes, DS is right about those bugs, please fix them.

Okay, now something about the gameplay. First of all, the PU’s are well spread through the whole level, which is a good thing. Seeks and bouncies, more important in this level in my opinion are at the top, while the two +1 cars are at the lower half, which kinda forces you to use all areas in this level. The flow is okay in most parts of the level. Though especially the area with the Electro PU isn’t. I don’t like the combination of red springs with float ups at all, but most other springs are placed well.

Finally something about the placement of stuff. Let’s start with the carrots. There are two +1 cars and a Full NRG which you can get by using 50 coins at the coinwarp. Well, fifty coins is a lot to get, especially with 3 useful PU’s, so that is quite a good idea, sinc collecting coins is fun. The level contains four PU’s, electro is maybe useless (but it fills up that area well), the other three are well spread. Seeks are hidden in a warp, which is good. The ammo is placed well in nice shapes. The level has all kinds of ammo which is fine too. Overall the ammo is placed well, leaving no empty areas.

You used your space well, putting four PU’s, three carrots, some coins and a coinwarp in this level, but quite well spread. As I said before, you need to use the whole level, which is a good thing. I’m not sure about the layout round the coinwarp, but well, it isn’t disturbing as well, so I guess that’s okay.

Download recommendation: – Yes, this will play well in some battle server. Especially collecting coins is fun!

+ Good atmosphere
+ Variaty in eyecandy

- Red springs with float ups

Rating: 8.0

Review by Galavant !

Posted:
17 May 2007, 11:08
For: Queen of B o a r D Macro
Level rating: N/A
Rating
N/A

Htu Guys, I did this it WITHOUT cheating, and i will write solution for QoB.
It was great fun, but i achive this level!

Review by FOX282

Posted:
17 May 2007, 06:27 (edited 17 May 07, 06:29)
For: Jungle Trouble
Level rating: 8.4
Rating
N/A

I don’t know why but when i open the first lvl JJ2 crash(jj2 can’t find tileset)
Why?
i use in 1.20

RecommendedReview by FOX282

Posted:
17 May 2007, 06:15
For: Blue World
Level rating: 8.3
Rating
9.2

Blue World is Disguise’s tileset i very loved. why? First-I Love blue! Second- The design is very lovely. A lot of eyecandy objects i liked so much. 2 Cool Textured BG. Nice designed paths! I can see, you invest a lot of work!
Also the 4 Example battle lvls are cool.
Rating-9.2/10
Download-yes!

RecommendedReview by PurpleJazz

Posted:
17 May 2007, 05:29 (edited 11 Oct 08, 11:30)
For: Memories
Level rating: 8.4
Rating
8.2

Since Hitch has reviewed three of my uploads in a row now, I guess the right thing to do now is to review this.

All of the levels have semi-symectrical layouts, so they are all almost perfectly balanced. I would rather see un-symectrical layouts as they offer more gameplay vareity, less limiting layout design, and often symectrical levels can turn out generic, imo. At least the layouts aren’t very repetitve, but in some of the levels they could use a little more originality, particually in 04. 01 and 05 have more “tunnel” like paths instead of just a random bunch of platforms in the sky. 05 is slightly linear, but there is still some multiple routes. I just feel that these kind of layouts are made too often, I would prefer to be seeing some original layouts, rather than popular styles.

The eyecandy is quite pleasant; there is usually a decent sized vareity of it, and there are a few original things in some places. They are well decorated, nothing really looks unrealistic or ugly, and it isn’t all on layers 3/5. The EC is not over done either in these levels. The music is very well chosen, and gives these levels good atmospheres. Some levels use the standard backgrounds for the chosen tileset, but I don’t find that any problem. The creative backgrounds aren’t distracting, ugly, or just plain weird. Some ambient lighting would be nice, since it may add to the levels atmospheres. In my opinion, I would say 01 has the best EC in this pack.

The gameplay is generally pretty smooth in this pack. It is fairly fast paced, and it doesn’t get too linear, except in parts of 05 maybe. Some warps/tubes nicely make the levels more strategical. The flow is very good; you don’t bump into very many obstacles and you can move about easily, even in cramped levels like 01. While the gameplay in this pack is not very original, it is still fairly solid. I think the best gameplay in the pack is in 01, there are some nice tactics and it flows well. I do think the Pu’s are too close to the bases however, which can lead to a lot of camping. However, like what I said about the layouts, the gameplay here should be different to other levels, in my opinion.

The placement I thought here is not lacking of the quality I expect. It is quite scarce in 03, but in the other levels it was just how I wanted it. It is placed in some nice shapes, and rarely do two types of ammo mix together. It could get random in places though, in my opinion. I think ammo should be placed where it is useful, not just randomly placed everywhere. At least the ammo placement doesn’t get very chaotic. When it comes to Carrot/PU placement, it can be very repetive, as in every level there is a full energy placed at the high middle. No doubt is this the best place for it, since these levels are semi-symectrical, but I would still like to see more creativity.

Now I will give a breif description of all the levels:

Destiny Islands is the only level which has a somewhat creative layout. The EC is the highest quality in the pack, and the gameplay is actually quite srategical. The music is very well selected, combined with a nice background the level has a great atmosphere.

The layout and gameplay in Tomato Soup (a name very similar to Blur’s Nuclear Soup :P) reminds me of DS’s level, Inevitable chaos, manly though the base placement. As the name suggests, the level uses the Red Odyssey palette.

Lost in paradise Island has got easy, horizontal gameplay, but as I said before it needs more ammo. The sprite EC is kinda average though. Nice music choice, btw.

Using the rather tile buggy Ic-Medivo conversion, Hitch has made a decent level, called Midnight Territory. Like what Blur said about this level: “This is nice but just not very special”. I don’t really like the base placement much though, since there is only one way to them.

The final level, Circular Motion, uses Birdie’s underused Dreamland set. There is an original, but slightly weird Seek PU placement. The widest level in the pack, about 200 tiles. Also the only level with some added food.

If I was to summerise this pack, I would say the EC was nice, so was the gameplay/placement, it just needed some more creativity. These are very good for Hitch’s first CTF levels. The highest rating I’d give to level in this pack if it was uploaded seperately is 8.0, but this gets extra points for the effort in compiling a 5 level pack. Do download this and give a review!

Review by OM2004

Posted:
17 May 2007, 02:23
For: Kansas
Level rating: 8.1
Rating
8.7

Ya, it’s good I guess. There doesn’t seem to be much you can do with it. It’s nice that you can make lava, and acid lvls with this set, but that is basicly the only special tiles that come with this package.

The tiles that do come with it are very detailed, and look nice, but I think it’s just too far away from the cartoon graphics that Jazz looks natual in.

I downloaded this because of “Did you know?” at the home page of the website, and I got to say, I’m disappointed that this is all that was made in 5 monuths by 16 people.

Now again, what is made is arwsome, no doubt, but there should be more in each tileset.

Keep it up tho.

Review by Crusader

Posted:
16 May 2007, 13:09
For: Sandstone Ruins
Level rating: 8.3
Rating
N/A

Running is hard…

RecommendedReview by Valco

Posted:
15 May 2007, 23:04
For: Nightmare of Confusion
Level rating: 7
Rating
7

THIS REVIEW IS PART OF REVIEW EXCHANGE.

This is definately an above average level. Although nothing very original was seen in this pack, it’s very rare to see that in any battle level.

The ammo placement was a bit off. Next time, place the ammo so you can’t be anywhere in the level without seeing it, but still cannot see more than 18 pieces of anything at a time.

(With the exception of ammo boxes.)

The gameplay was excellent, except for one skinny area between walls. You used the tileset very well.

I hope your next level is even better!

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