The tile set was great but the levels weren’t, I personaly hate level that make you die if you lose the flip of the coin. Which each of your levels (besides the first and 3rd one) did. The music was well done. And the idea is great, but the carry out was just all wrong, and that’s what matters most.
So keep working on it, and hopefully world 2 will be improved.
[Unsupported rating (6.0) clearance. Please provide more support for your rating. For more information on writing a proper review, see the \Review Rules\. – Cooba]It deffently a impreasive level, but the boss fight was the only good part. There was no music, or fair minon fighting along the way. It would have been better if it was easyer to see where you were going.
Nonetheless if it wasn’t for that kick butt fight at the end this review would have been 4. so that saved this game alot.
And also, because you included the password to play with this level…I give it a Download Recommendation, that way people can learn how to pull this stuff off, and hopefully build off of it.
[Unsupported rating (8.0) clearance. Please provide more support for your rating. For more information on writing a proper review, see the \Review Rules\. – Cooba]“Moondance” by Gus is a simple and short tileset on 209 tiles, the set is considered of about one generated texture used all over with only shading as varity as well as a few other effects such as the same texture ‘bubbled’ and pasted unto already exsisting tiles. There is also a sprite drawn green alien that can be animated for a dance though his facing angle and even his face remains in the same lifeless expression.
Try using more than just plain textures and draw more objects for the player to place. Up the quality of the texture by using better colors and create them with varying texturial effects using programs like Adobe Photoshop and Paint Shop Pro rather than just a texture. Also try to take layers into consideration: One would want something to put on more than just layer 4 and 8. Creating transparency around the stars and moon would for example let the editor use both layer 7 and 6 in addition to 8.
Don’t really see what you mean…First,stonar is a quite boring tileset whith no new enemies, only modifications of ones from other episodes, and it doesn’t have very many sorts of tiles, so I sorta regretted using after a while,but,well…secondly,I don’t understand what the heck you mean by “ A bunch of different looking walls”?!? Sure there is walls, what, should yoou just run straightforward without anything to stop you? now THAT’s what I call linear…Thirdly, I told you it’s a bug in the JCS’94 with those crazy background tiles, so I can’t fix it. There was nothing wrong with my events or anything such.There’s no wrong with open areas either. good to have some space I think. So,think before you write about my levels the next time!
EDIT:
Oh geez…
“Sorry, this wasn’t clear. I meant to say that while the walls are different in visual appearance, their actual designs and shapes do not have much to do with the tiles composing them… there is no clear design reason why one sort of wall might triumph over another for a particular section.”
But…
you’re still not saying anything!do you mean because there are earth high up in the sky?and yes, a theme, if you will, for a small area is preferable to jumbling about all sort of tiles..very much so.
Trying to argue “Bad design” only, in itslef, is quite a pathetic argument or rather lack of one.you didn’t think it looked good.So,nobody’s interested.they won’t see it the way you do, exactly anyway!be much more specific..
Waddya mean, “Thirdly, I told you it’s a bug in the JCS’94 with those crazy background tiles, so I can’t fix it: You did say that, and I did not mention it in my review.”?
You said it was buggy, which it only is in one place which I can’t fix without learning very ,VERY much bout how the game is coded(..which I won’t.)
also, don’t “sigh” when I say your commenting is no good. simply because you cannot appreciate a more elegant, style-based design, rather than ultimately hard levels which the games were never about in the first place, even though some people around here certainly seem to enjoy building such
Don’t be a bully.
I quite liked this episode but there were some annoying bugs.
EYECANDY
I know the tileset was made in MS Paint but I thought it looked pretty good. The backgrounds were not too bad either. I liked the way the player went through the dark areas, I thought that was pretty cool.
7.5 OUT OF 10
GAMEPLAY
The main objective of this episode was to find a hidden artifact in the Egypt Temple. The gameplay was pretty good, but it was annoying typing JJMORPH every 1 or 2 minutes. It would have been better to have a re-generating Morph pickup so that I could change to Jazz, Spaz or Lori. For example, if I come to a point where Spaz is needed for his Side Kick move, a re-genearating Morph would be best here. There were also some puzzles in each of the levels, some of them I couldn’t really understand but I did like the others, including that one where you had to take a note of the position of the Scarabs. I wrote it up in Notepad and I thought this was a nice puzzle.
7.5 OUT OF 10
ENEMIES/OBSTACLES
As I mentioned before, there are puzzles that have to be completed in order to proceed through the rest of each level. I found the custom Wolf enemies quite annoying as I thought they were moving too fast. I like the use of the spikes, very cool. I also liked the way the Ice Blocks melted when shot with the Flamethrower.
8 OUT OF 10
BUGS
There were some really annoying bugs in this episode. I’ll list them here:
1. The 2 Springs at 142,46 and 143,46 in Floor 3 of the first Pyramid didn’t bounce the player high enough.
2. The 2 Springs in the Platinum Sarcophagus (is that how you spell it?) at positions 61,23 & 62,23 on Floor 1 in the second Pyramid did not bounce the player high enough.
3. The second Rock puzzle in this episode did not work too well, I stacked all 6 Rocks on top of each other but when I used Spaz to kick down the blocks I couldn’t get through because the top Rock was too high for Spaz to go under the platform.
6 OUT OF 10
TOTAL
29 OUT OF 40 (7.25) Rounded to 7.2
DOWNLOAD RECOMMENDATION?
Yes
RANK: C = GREAT
Looking forward to Level 2! :D
Jazz-Les
Did you noticed your review was not only bad, but also rude. This is not a very good way of acting. Think more of what to say, watch other ( better ) revieuws for inspiration and don’t use such rude language. Reviews are for helping people.
I also allmost feel ashame for my country!
I just wanted to leave this comment as acknowledgement to Gus for the fine amount of work he put into this. Sure, the graphics may not be anything spectactular and the gameplay is mostly conventional. It seems heavily inspired by Tomb Rabbit however…
Just look at the amount of creativity and work shown by the author. There is even a developed style here. I would watch this guy for future relases, you don’t see many authors around here show this much passion for jcs.
Cool, orignal, fun,… but… a bit hard.
(Unsupported rating (8) removal. ~Violet)
Despite the first review i really liked the rhis episode. It was really fun.
The gameplay was very good. No boring stuff except some ordinary puzzles. There were very interesting ideas like the mirror, new food(!)…
The tileset was a huge mistake! You could use a much better tileset. This ms painty tileset destroyes all the excitement! The new bad guys were also bad. The animated tiles were not enough for it. They run and suddenly disappear. Except that, the levels were not bad. Good placement of goodies and baddies (except the wolfs and bears) There was a huge tilebug in the Cairo’s 8. layer backgorund. Except that, there’s no other, or i didn’t see.
The music choice is good, the standart egypt level musics.
Overall:
Gameplay- +1.8
Idea- +2.0
Tileset- +0.4
Music- +2.0
Bugs- +0.8
Rating- =7.0
I’m waiing for the second epsode! Hope it will be a better tileset!!:)
Please RATE THIS. You won’t regret it. and find the musics WRITTEN IN THE TEXT README. I hope thenext level will be a better level.
I will upgrade the tileset and make it more realistic.
Temple Terror serves to remind us (me) of an important detail… just because it’s JJ1, doesn’t mean the level is necessarily good or interesting. It’s very linear, has a lot of tile bugs, and offers no real challenge. Stonar is a relatively interesting set, but this level doesn’t take advantage of that and just has a bunch of different looking walls, none of which manage to look particularly good, and a bunch of big overly-open areas. JJ1’s resolution is too small to have such big areas. The most interesting the level design gets is a few pits with springs in them, a far cry from the various twists and turns of the original game. It feels kind of like the Holidaius secret level, except slower paced and much buggier. While the author is to be commended for understanding the basics of JJ1 level editing, with such features as secret passages, destructable walls and new items, the artistic talent unfortunately lags behind.
on the bright side, there are neither waterfalls nor psych mountains…
EDIT: Sigh. Okay, I’ll try to redefend my points. Against yours, anyway.
First,stonar is a quite boring tileset: Opinion. I agree that it could be more exciting, but you could have got a lot more visual interest out of it… JJ1 certainly did.
I don’t understand what the heck you mean by ” A bunch of different looking walls”?!? Sure there is walls, what, should yoou just run straightforward without anything to stop you? now THAT’s what I call linear: Not at all. Sorry, this wasn’t clear. I meant to say that while the walls are different in visual appearance, their actual designs and shapes do not have much to do with the tiles composing them… there is no clear design reason why one sort of wall might triumph over another for a particular section.
Thirdly, I told you it’s a bug in the JCS’94 with those crazy background tiles, so I can’t fix it: You did say that, and I did not mention it in my review.
There was nothing wrong with my events or anything such.There’s no wrong with open areas either. good to have some space I think: Opinion, opinion, both of which I disagree with. Your events were uninteresting (though that derived from the level layout) and the open spaces were visually unappreciable, besides limiting design. I suggest spending more time looking at the designs of better-rated levels and see how they make use of space. More graphical variety can help a lot here too.
Is the best is cool!!!Is extra cool.
[Unsupported rating (10.0) clearance. Please provide support for your rating. For more information on writing a proper review, see the \Review Rules\. – Cooba]Okay, lets see…this level was not one of the best levels I’ve played in. Although it seemd fun to play in the tileset I wasnt a big fan in.
Gameplay: Well, the gameplay was pretty even. Although it can get a bit comfusing in the beginning you get used to it real fast. The springs are placed well and evenly and they dont hit the ceiling or anything. May I make a note, At the seeks, jazz can get some of them but not all. Other than that its pretty good. Overall, it had a Good flow to it.
7.5/10
Eyecandy The level looks great. Layers used real well…And I like How you used layer 2. Layer 8…heh…YELLO. The level fits as of right now. Im not that strict on how the tileset fit but I might find some bugs later on. Overall It looks good..No bugs…Tiles fit well.
8/10
Weapon/Carrot placement Hm..well, I can tell you the carrot placement was excellent. One thing about the carrot placement..the +1 carrot’s(2) seemd a bit close the the bases, but thats somewhat okay. The full NRG carrot was placed in the middle as where it should be placed. Good job on that. On the other hand, the waepon placement wasnt as good. Well..the Pu’s where placed evenly and the seek Pu was placed in the middle which is good but the one weapon that threw me off was the Fastfire. Im not reallly a big fan of fastfire in CTF levels. They just seemd not right, there was also to many of them to close toghether.
7/10
Layout The layout is really the most important thing. The layout you choosed seems to be one of the most popular layouts. I even used this layout in one of my levels(not released). I’d like to ssee somethinga it more creative but it seems this layout is also one of my favorites so you got lucky.
8/10
Overall the Level was decent, it was not the best but it is good. This could be a level that you could say “WOW” and in other terms it would be “YUCK”. So it depends.
Score: +7.5/10+8/10+7/10+8/10=7.625=7.7
Edit Heh..He removed the fastfires. I’ve made another edit to my raiting. I’ve come to thought this doesnt rely diserver an 8. Sorry but i’ll have to take that +1 off. Sorry to ruin your perfect score…Look on the bright side, your improving;P
~HïTçH
This is a hoax? Prove it that this is a hoax then..
What else do u want? I have shown u everythinh I could, it is not my fault that they forgot to put some necessary stuff into this jj1 tileset:P
U guys made me cry because of this “not-believing” comments :’(
EDIT: In responce to VioletCLM: All your six “points” why Carrotus is impossible in JJ1 have no sense because you think, that JJ1 Carrouts was realised before JJ1 Game. Well you can’t be more wrong :P JJ1 Carrotus was finished in 96, after realising JJ1 game in 94 with all blocks and levels like Diamondus, after realising Jazz1CD version, Holiday hare and AFTER Holiday Hare 95! That mean that not Bloxinius and Candion are the last tileset which were realised for JJ1, the last set is CARROTUS. This started the idea for making a Carrotus in JJ2. JJ1 Carrotus existed in unofficial and unknown “junk-game” which was a bit different than all oficial JJ1 games. In this game there was only 1 (!!) level made out of Carrotus set and nothing more! After you choose option “new game” you start a level, you even don’t have any optins like easy, medium, hard or turbo mode. This game suppost to be unofficial and it isn’t evem known who really done it because there are no informations and this game looks pretty much different than all JJ1 games. After you finish the fisrt level (which is also the last one) automatucally appears a window with menu which is the same as in JJ1 (blue, floating background with yellow sign “JAZZ JACKRABBIT”). There are all options availible in this menu but when you choose any of them besides “NEW GAME”, the game just shuts down and I don’t know why.
I will consider sending the whole game (JJ1Carrotus, I don’t know how I can call it? Maybe JJ96 since it was realised in 96 and this is the only information about this game which I found) to those of you who really don’t believe me and who have some experience with JJ1 stuff like Violet.
Well, after someone will see this game and even play, he finally won’t say that this is a hoax or Carrotus didn’t exist in JJ1 or other stupid stuff… I just have to discuss showing this game to other people with “Super Secret and Anonymous JJ1-Carrotus Holder”. If I would show this game to anyone without his permission he would be really mad at me and I don’t want that beacuse he is the lucky JJ1Carrotus finder and keeper!
Before I opened this, I was expecting another pointless edit. BUT, it was far from pointless. I LIKE IT! I think this can be improved some more though, it could probably do with some extra scenery blocks. I’m talking about the blocks with the Keyhole, “?”, Weapons, and also the Blank ones. I like all the added features including the waterfalls, I know they are overused but I still like ‘em. I think the tiles on line 71 would be better on line 37 to go together with the Castle. I dunno if that can be done, but if not, then don’t worry about it. There are 6 different versions of the Carrotus set that can now be used. I do find Carrotus quite hard to use though because of the tiling and stuff. Now for the rating, I am going to give this an 8 because I like this set but it can be improved. There is now a new Diamondus version now available which looks great. I like the Diamonds and everything in this new version. I will now award an extra 0.2 points for the Diamondus version, making the rating an 8.2!
SUMMARY
GOOD POINTS
*New features including the waterfall.
*7 different versions including the new Diamondus one.
BAD POINTS
*Quite hard to use.
IMPROVEMENTS THAT COULD BE MADE
*Extra scenery blocks
*Move tiles on line 71 to line 37 to go together with the Castle.
RATING: 8.2
RANK: B = Very good
DOWNLOAD RECOMMENATION?
YEAH!
Thanks Violet, I’m sure zapS appreciate someone noticed the edit of the castle tiles.
Updated version with fixed stuff/filename and added Diamondus version avalible.
http://www.freewebs.com/mrolsen/CarrotusFixFix.rar
copy paste into adress field. or just click :P
“While the waterfalls look good in this set, they are becoming overused in tileset conversions, so they are becoming boring.”
The problem is, it’s you who made them overused and boring in your conversions, so downrating P4ul’s tileset for the mistakes you made is quite illogical :)
Jungle 2.0 is an improved version of Jungle, but it could still be better.
P4ul has given it a new layout, which was a very good move. (I couldn’t use Jungle very well until I downloaded this :P) However, the layout was made up by taking large areas of the tileset and moving them around. It would of been better if you made a layout of only 1 or 2 tiles at a time. I think the diagonals should of been closer to the top, and the textured BG should go at the bottom.
Some layout areas were very good, like the way he took all the wooden tree stuff and placed it all together to make it easier to use.
The addtions include Trees from the OEM Jungle (Yay :D), rain and lightning tiles, waterfalls,
bushes wierd white tiles at the top, a hook, and leaf tiles to be used as caves.
I like the trees from the OEM Jungle, but they should be a bit lighter. The Rain tile looks ok, but it could be better if it had a more rain drop like shape. The Lightning is not that good though, it needs to look more like lightning. The hook is a bit too small. I like the BG leaves but like the OEM trees they need to be a bit lighter. The grey/green destruct blocks are good, but maybe you should make blend with the rest of the set like in Diamondus Beta. Also, the arrow signs have been replaced with Inferno arrows. I personally think the old arrows look better in Jungle, but this won’t effect the rating.But the waterfalls and the bushes are just Blah. The bushes use less colours than they used to, which makes them look ugly. While the waterfalls look good in this set, they are becoming overused in tileset conversions, so they are becoming boring. Why not make your own waterfalls? If you aren’t bothered to make your own, either use them from a tileset other than Diamond Dust or edit them so they could be used on layer for by adding extra
connecting tiles.
While there is serveral stuff that could be improved on, it’s still a good conversion.
Download Reccomendation.
@Cooba: Lol…I know. :p I’m not going to use them in future tilesets. And you made a good point Cooba. His rating is now 8.2.
EDIT – I’ve decided it doesn’t deserve an 8.2 now. 90% of the aditions are ripped, and that example level really disguise the true quality of this set. (It makes the set look a lot better than it actually is, but this wont affect the rating.) Those background leaves that I thought were your’s were actually ripped from Omen Woods. Even if they were actually made by you, I still think you should make some new leaves not used before.
I don’t now why you people see this set as “an amazing conversion.” It’s still pretty decent though.
EDIT – Those OEM trees just look so cool, that I’m increasing the rating.
And please don’t complain Cooba, even I made all of these mistakes in my own conversions, it doesn’t mean I should rate this conversion any higher. 7.9 is my final rating, and I won’t change it.
If there was an award for the most overated upload of the front page,this would win.Honestly,8.7? Its worth a bit less than that.BTW,I’m not saying that this is a bad battle level,but I’m saying that it isn’t worth 8.7.
EYECANDY-This is a good point about the level. Well,if you don’t examine it properly. There are LOADS of problems about the eyecandy.At pos 34,39,there is an Inferno skeleton tunnel. You put it all on layer3,which makes it look unlike a tunnel. It also looks buggy. There are also small errors in layer4.They are dotted throughout the level. Other than those small errors,all is fine.7/10.
GAMEPLAY- This is not such a good point about the level. Mostly,the level consists of random platforms. Some of the diagonals are repeated on the slopes, which makes the slope look boring. There is one platform,where it is only diagonals put together to make a slope and underneath that,there is hardly anything. This is a great waste of space. At the top of the slope is a randomly placed power-up. You need to think a bit more about placement of power-ups,and really all the other random platforms.6/10.
AMMO PLACEMENT- This was an OK part of the level. There isn’t really much to say about the ammo placement,other than it was good and thought about.8/10.
BUGS- There were a few bugs in the level. At the start of the vines at the top of the level. I need to take off 0.1.
SCORE- Overall,this was an OK level. Not perfect,but OK. The score for MAGMA MINDSET is 6.9. I hope you will improve on your bad points.
DR- For now,N/A.
As far as I can tell, this is just a color change, and isn’t trying to be anything more complicated, so I’ll leave it unrated. It’s a nice color change… no real x-mas theme, just wintery, which I fully support. Most of the tileset looks great, but I think the carrots are too dark and the radish just looks weird. Aside from that it’s very nice to look at, though I’m not sure if anyone will actually use it.
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