Aquatic Castle, as you can probably tell from the included screenshot, is Castle gone Turquoise. Most everything in the tileset is somewhere along the range of blue to green, with a few exceptions like the very bright purple veils. It’s fairly hit and miss. Some things look too bright, for example, while the background turned out great in its blueness and is a joy to watch as it floats by. The sprite colors are also changed, and I guess I can live with that, although the apples seem to suffer a bit, which is ironic because they’re all over the example level.
The real test of the color scheme, though, is the walls, which make up the vast majority of the tileset’s content, and sadly I cannot quite find myself approving of them. They look okay at first, but gradually their just-off-whiteness begins to feel somewhat sickening. This could perhaps be saved by some variety, like maybe dark brown, but the tileset does not offer such safety.
So much for the color scheme… it’s rather pretty as far as it goes, but it gets old, and parts of it are too bright. That leaves the other modifications. Castle edits aren’t too common, and honestly, nearly every castle edit I’ve ever seen involves painting the whole tileset one color, but that doesn’t mean it’s not editable. Indeed, it has a few flaws, particularly in the realm of masking. Aquatic Castle fixes none of that. It does add a textured background, which I like very much, an animation from Beach with anti-aliasing difficulties and a different perspective from the rest of the tileset, and some tiles ripped from Disguise. It’s an effort, but while one’s taking the time to edit a tileset, one could at least fix its bugs…
The inclusion of the tilest, sadly enough, does not improve this level much. While it’s possible that something inventive could be made out of a test based primarily around helicopter ears, this does not feel like that. Most of the level is spent using helicopter ears to navigate through narrow tunnels of warp events, much like every other test level in the world. There are a few breaks – an airboard part, an Updraft style part, a Copter Tests style part – but for the most part you just helicopter ear, occasionally against wind or some other devillish obstacle. The designs of the parts vary but generally consist of your going downwards and striving to move left or right fast enough when necessary.
There’s nothing exactly wrong with all of that, but there’s nothing right about it either. TEST for Jazz brings nothing to the test field. It adds no ideas. Anyone can make you fly through warp tiles, but tests are one genre of levels which rely almost completely on some degree of inspiration and originality, as well as good design (and occasionally even eyecandy), to make any sort of impression. Mike’s Platform Tests is a level I can play many times. His underwater jumping level, not as much. This, I have no interest in redoing.
Of course, part of the issue is that this level is visually inexcusable. I have no clue why anyone, including the author, would use this tileset. The sembalance of a textured background is badly reduced in colors, and the whole of the level consists of lines of brightly colored blocks or 32×32 tiles against that background, with a scrolling JAZZ made of MSPaint blocks with Jazz heads on them. Also, the lighting is dark for some reason. The whole thing is blindingly bright and painful and, again, probably looked better before the tileset was included. Please, if you insist on using a tileset full of bright colors, do it properly. People have put the Simple tileset to good use before.
So, as I’ve said, there’s nothing particularly wrong with this level, aside from its visual appearance, it’s just nothing interesting in the least. Not only that, it’s not even tested. You can get easily stuck in the winning area, and that’s assuming you can get to the winning area, as the sucker tube that’s supposed to send you there ended up flinging me out of the level and into the bottom edge of the screen. :( No download recommendation.
“The Mine Battle” makes some attempt to portray a mine, but it is hampered by a few factors, primarily the tileset, which does a much better job of being described by its name. “Lame Tileset” is a very simple set consisting of a few blocks and not all that much else. The colors are somewhat nice, and I am amused by the recolored Hocus rips, but it doesn’t lend itself to very nice-looking levels, as this upload illustrates. The eyecandy is very dull, and the radiation towers, rather than being imposing instruments of genetic mutation, merely come off as green squares with tiles poorly strewen around them. The inside of the mine is worse, making no attempt to have any sort of graphical quality beyond endless blocks and a simple background, with no variety at all.
That could perhaps be saved by an intriuging level design, but while Mine Battle manages to be unconventional, it does not manage to be appealing. Aside from the radiation towers, you mostly just run around in big boring tubes, with occasional tiny one tile platforms, trying to kill your opponents with (of all things) TNT, Electro Blaster, and thankfully Toaster. The Electro Blaster is supposed to be some sort of secret, hidden by the gray destruct scenery blocks which are all over the mine, but really add nothing to the gameplay except some initial tediousness.
I see no spark of divine inspiration in this level. I see nothing that causes me to believe that it is good. I see only a bunch of passages with a few events and blocks placed randomly in hopes that the combination of the story, the radiation towers, and the strange level design would somehow result in something good. They did not.
Furthermore, this level uses the hurt event, which is typically considered unwise in a multiplayer setting. The “radiation” causes you pain, which is kind of sad, because there’s no reason to approach it at all. No goodies or anything. Everything is in the mine, so why bother climbing up all the ropes of the towers?
This download is kind of broken,Wazzup!Please check if u have put all the neccecary things in the zip folder.
This would be a great ringtone for a mobile!
At a brief glance, I can say there wasn’t a whole lot of work put into this. It may have a cool theme, but it could have been better.
Layout 1/3: Same as the original castle except for the added, ripped tiles.
Usefulness 1/3: as stated above, nothing was changed about the original tiles or their masks (aside from color).
The Conversion 0/3: In all honesty, I think all you did was change the Hue of the whole tileset using Photoshop. This would have been reasonably okay, but you added barely anything to CONTRAST the blue — therefore, it is drab and plain. I think the yellow suits of armor are the only contrasting colors. Having a differently-colored textured background would have helped greatly.
Originality 1/1: The one thing I can’t deny you.
I think you should consider making an original tileset for a change. You keep zipping out these tileset combo/conversions that have rather limited use.
well, its too empty.
and it doesnt look like a mine.
its a good idea of those radiating poles things, but they doesnt look like radiating poles things.
overall a ~ not ~ fine level you would use in some occasions.
The ideas where good, but not worked out well…
The story is ok.
and you used the wrong tileset,(in my opinion) because it doesnt look like a mine…
you used it because its very easy to use, but i think not that you have chosen it because it looks like a real mine, am i right???
I give it a 4.9
~~ Jazz-Les ~~
I havn’t properly reviewed anything in a while, so here goes:
EYECANDY:
Yay, a level where everythings fixed. The backround is fixed and there is eyecandy on all 8 layers. But you’re saying the place is destroyed yet Diamondus looks quite pretty, and better than Diamondus origionally should look like. And I think there is still a lot more you could do on layer 3 and with the tileset as a whole. Be creative!
RATING: 7.5
GAMEPLAY:
I found the level quite hard because there was a few too many enemies in the level. There was a decent range of enemies, as 3 to 5 different types is enough for one level, but too many. You could have also put more creative obstacles in the level, like trigger puzzles, instead of nomal obstacles, although there were some interesting bits of gameplay in the level. Another bug is that the story wasn’t very clear. Explain why certain events happen like what was Bilsy up to and why was Diamondus destroyed?. When you reach the end after what seems like 100,000 enemies, the inevitable boss is waiting for you.
RATING: 6.6
OTHERS:
In future, do NOT call your readme ‘readme’, for I have 3 other files by that name. However, this will not affect your rating, but it is annoying.
FINAL RATING: 7.0
RANK: 7 Good
DOWNLOAD: Yes
Alright, I have had it damnit. This is overrated to the point where the author himself asked me to review this fairly. Which means, these ratings make my blood boil.
Visual Appeal – 3 out of 5
The main change here is the color, obviously. However, while I could live with the original Castle tilesets being based upon very few colors, I will not stand this conversion being just monochrome. Everything now has a cyan tint, which not only doesn’t go together with the castle tileset, but is very boring on the eyes. The background tiles now use a strong shade of blue, which does not fit to them, either, and makes the background look dull.
As for the additions, there’s the beach seaweed (which has ugly pixels around it and isn’t even fully ripped), the water block stolen from Persian Paradise, and a textured background. Unfortunately, the background doesn’t work well in 8bit mode, and thus neither does the JJ2 water.
Usability – 3 out of 5
The layout is the same as in the original Castle levels, which means that it’s rather unorganised, chaotic and hard to manage. Anyway, this doesn’t fix the bugs which the original Castle had, and doesn’t take advantage of the unusable tiles (the slide) to make them usable in one way or another. To put it shortly, this field hasn’t changed at all.
SummaryOverall
While you are improving, PJ7, this conversion is still not much above average. Try harder next time, and don’t rush things, and you’ll make great conversions.
OK, here’s a fresh one. I did rate that one a bit wrong. So, I’ll try again.
The colour of the castle has been changed to light blue but it does get boring after a while. I don’t really like the green on some of the tiles, it’s too bright. There are some other tiles ripped from other sets by the looks of it, these are the seaweed and the background for layer 8. The ripped tiles do look a bit grainy. It’s an OK set but it’s not the best. It looks OK underwater but I don’t think this set would be used that much. I’m gonna give this a 6.5 because it’s not terrible but it can be improved.
Originally, this was a 9.2, but I rated the wrong things.
[Unsupported rating (9.2) clearance. This review doesn\‘t give the valid reasons for rating a tileset conversion. Please rate tilesets and conversions differently. – Cooba]RATING: 6.5
GRADE: D = OK
DOWNLOAD RECOMMENDATION?
Maybe.
I left the edit from Cooba in the review to show that I did it wrong previously.
Purplejazz7 made this conversion specially for me!!!
Isnt he nice!!!
——————————————————————
I gave a responce of the review by: Janus aka Jahari.
U said: I think you should consider making an original tileset for a change. You keep zipping out these tileset combo/conversions that have rather limited use.
eeehhhm Janus: Purplejazz7 made this tileset conversion cause it was a request of me, i wanted him to make a castle tileset that looked like underwater castle, and i wanted him to let it look the same as the original castle tileset, only then other colours and extra eyecandy stuff for underwater, so its not his idea to be exact, so if you want to complain, complain than to me, not to purplejazz7, cuz he only MADE my idea to a REAL tileset. Why he did that is for the fact that i cant or nearly cant make a tileset or conversion, sooooo….
this sucks.the only point of this upload is that you can have sugar rush in coop ,because in SP you can write jjrush.in coop is kind useless because,like Moonblaze said,only the server can be hurt by enemies.if you dont want to cheat in sp,then collect 100 food.this is actually a cheating program,that is kinda illegal in two points:
A.the cheating programs uploads are illegal on jazz2online
B.only big and fat people use cheats and cheating programs.
download reccomendation:yes,if you are a big and fat cheater.no,if you are clever and don’t use cheats.
~~andyjackrabbit~~aka VIRUS AF
Awsome. If every one of the levels in FSP2 is like this, I will give you a 10 without a doubt. I would recommend adding more carrots to hard mode, though. I never finished the level, but it was worth dying three times :3
Edit: The other serious flaw in the level is areas where v/h poles throw you into an enemy that you can’t avoid.
Actual rating prompted by Cooba >_> :
Eyecandy 3/3: Excellent. You threw all kinds of tiles into areas where there would otherwise be plain-colored walls. I can’t think of any complaints at the moment.
Gameplay 3.5/4: The gameplay was great, and challenging. The only trouble I had was getting thrown into enemies via a pole. That just frustrates the player. Also, I would have provided a save point for the boss or at least made it slightly easier. Copters tend to be frustrating on the player since you can’t change the direction you’re facing. The wide variety of events you used was amazing. You’ve inspired me to use a similiar method.
Item/enemy Placement 1.8/2: Wonderful. I just would have wished for a few more carrots. Some of the enemy locations were frustrating sometimes, but I enjoyed the challenge (examples: lizards 1 cell under vines, baddies that poles throw you into). Otherwise, it was very good.
Originality 1/1: Granted, the coin collection concept has been used many times before, but the level itself was quite original. The eyecandy was used in a very different way, and you used a tileset I had never seen before (until I searched the database for it =p).
Eyecandy
Where have I seen this It’s kinda hard for me to rate this level, for obvious reasons; it uses the Diamondus Beta tileset which is very familiar to me. Anyway out of the whole ec, I especially like the bg layers (6 and 7), with caves and trees behind them, like in blacky’s crematoria (?) gf level. And as for the worst thing in this level, the foreground bushes. They look as if they were placed randomly without any thought involved.
That’s all for the best/worst things, now lets get back to the EC as the whole. I liked how some of the diamonds had the Steady Light events on them (not too noticable on a normal speedy game though); there was some food in the soil (an interesting effect, but I didnt like it too much). It could use a few more holes in the soil and more trees on the layer 3. I also found a tilebug in the bonus (a cut cavern).
Gameplay
Well uh, what can be said about gameplay? Firstly, the layout is built nicely, it can produce fairly fast-paced games, without any bumps or obstacles. You can run from one end of the level to the other with barely even having to jump. The bonus (seek PU) also speeds up the gameplay. The only thing which may slow it down (which is good since too much of fast pace can get on nerves) are the powerups hidden in walls – Blaster, RF, Bouncy.
And since we’re speaking of ammo, I should note that there are all kinds of ammo (w/o tnt), accessible easily and in fair amounts. There are also three carrots here, which would be good but two of them are in the 30 coins warp. Maybe there are more carrots but i found only those 3 :/
SummaryBut anyway, these things don’t make any bad effect, they actually make the level have a ‘familiar’ feel which makes it deserve appreciation.
[Textile fix. ~Cooba]
Will not rate, but I think you’ve worked very hard on this pack and it is an OK pack.
And, Ischa could really learn from this pack (FDAD Obstacles)
hahaaaaaaaaa!! Something new, completely diffrent from the all the other remixes, even yours!!!! BETTER!!!!!!!!!!!!!!! MUCH BETTTERR!!!!!!!! I would give a rating but the song was so much improved i couldn’t say. But I would give you a Nine and a half.
I think your Hotel level had better eyecandy.
Eyecandy- THe eye candy was bad. There was tile bugs every where. The Tiles where just messed up. It just didn’t look right Score-1
placements- THe Ammo Was placed okay but i think it was lacking in ammo, but Yes There was lots of ammo but it was placed in Almost 1 spot. THe ammo is also placed un evenly. score-2.5
Size- THe level is a fair size but you could have used up the space more wisely. THere was empty spaces every where.score-2.5
gameplay- THe level offers little game play. There should be more Start points so People can’t Spawn camp.score-1.5
TOTAL SCORE-1.875 rounded to 2.0
jonidon, you should try again. And this time try to make your eyecandy like other high scoring levels (I don’t mean copy them)
My hands didnt want to do what my brain does. Its ketchup on sausage anooying i hate mustard.(i wnated to say that that with my hands could use a little ketchup is annoying, the test is superb)
It could use a bit sweet! eyecandy. Becouse of that with my hands i couldnt finish second level.
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Eat your lima beans, Johnny.