Why are there ratings like 9.2, 8.2 and 7.0? It’s just a pointless palette edit!
This conversion has a sort of spooky, dead, dreary theme of Diamondus. All the colours have been changed to really boring shades of greys, browns and purples. The BG stuff is completly black and white, making it look dull and boring. The grassy stuff has been changed to a yucky shade of pale green/brown. The soil is now a very pale shade of purple, which doesn’t appeal to me either. You should of used more/better colours. Nothing has been changed on the technical side; everything still has the same flaws. The only new thing are 3 tiles saying: “Tileset by Evilmike”.
This set is actually worse than the original Diamondus. I suggest you don’t make any more conversions and make some really good SP levels instead.
No Download Recommendation.
Here’s the re-review.
Color 3.7/5 : The color is very good in the day version. The evening version, however, needs a re-do with the background. Purple sky AND mountains AND lake is a little bland, and I find the color hard on the eyes. I think an evening version could do better with an orange color to match the carrots in the tileset. The storm version is okay, but I would prefer it if you put the rain in single drops rather than clumps. It makes the level very hard to navigate. All three tilesets could have used a better color for the carrots. They seemed to be wilting, unless that was your intention. The background trees and castle in the night version should have been darker than they were.
Layout N/A: It’s not any different from the original except for the added tiles. if you can help it, make the next tileset more user-friendly than the original.
@Cooba. I don’t care whether the original tileset is more or less easy to use. There is always room for improvement, and I prefer to rate based on effort.
Originality 2/3: I like it, yet it’s been done before in a sense. The tileset is somewhere between TSF Easter and the original Carrotus tileset.
Effort 1.8/2: This was nicely done. I think you could have touched up the layout of the tileset. Also when you make a tileset you should consider how the background is going to contrast with the sprite layer and other eyecandy.
I love this pack so much I’m going to download it again! ;)
It requires the .NET framework.
I like the changes made here, but calling it “2.0” is a bit much, more like a 1.5 if you ask me.
I couldn’t open it. Does it only work with service pack 2 or something?
This level is a HUGE improvement over your last one! :D
Gameplay
It’s nice. You can move quickly through the level. There are just a few dead-ends, but most of them have a PU or a warp/suckertube out =) Too bad at 1.43 it’s a dead end. Maybe some ammo could have been placed there. At 32.17 it still makes you go in a vine and straight into a wall right after, but there are TWO carrots there :P It’s not a major thing. There’s not much to say. It’s just a good, solid level.
Eyecandy
Stil lacking, but this is improving a lot too :) In the bottom of the level, there is some background usage, but in the top there is hardly anything. Also, the bushes in the wall seem randomly placed, or just placed without any thought. But, I like the gem events you put in there :) I really like the waterfall at 74.21. Also, under some waterfalls, you placed Water blocks. You should try changing the ‘Y-Adjust’, so the splashes actually happen on the tiles, not in the air :P
Placement
Nice… they are in nice shapes, and there is enough for everyone. I think the PU’s are placed good and stuff. I would have liked more floating ammo instead of the two barrels 63.20 though. One thing I don’t like, is how the ammo is placed nicely, but the food is placed in huge blocks. Maybe do them just like food. The donuts in a row, maybe like donut-empty-donut or something like that. It would look nicer IMO.
Also, nice music you chose.
Bugs
The floating water blocks and just a dead-end.
General
It’s a good level and you are improving very fast. Just work more on eyecandy and try preventing dead ends or put stuff in them so it’s worth going there. The left side of the level still seems blocky, but anyway. Keep on going.
7.
Maybe nice for Battle Server.
(Edit: Look ma! Formatting!)
I can’t believe I didn’t review this earlier. I LOVE IT!
LEVEL PACK PLAYING TIME: 1-2 hours
EYECANDY: The Eyecandy ROCKS! The backgrounds and foregorunds are SUPER! It looks like a proper city. The levels NEVER felt empty as there was eyecandy everywhere you went. 10/10
GAMEPLAY: There are 2 levels in this pack but they are HUGE! I was on the first level for about 1 hour. There’s so much to do in both these levels. I had this whole pack finished in about 1:30! 10/10
PICKUPS & PLACEMENT: There are so many items to pick up in this level. Lots of weapons, food, gems and some coins. Everything is placed really well. Power-ups are hidden rather than out in the open. My only gripe is the Bonus Area in LV2, you can blow up the blocks with TNT and use the RF Jump trick to get up there. But apart from that everything is placed really well. 9/10
EVENTING: I really loved the way the “Flick Light” events were used on the street light objects. I also loved the way it went darker when you were in front of a building. 10/10
ENEMIES: Not too many or too less. Enemies are NOT found in annoying places like on the edge of platforms. They are placed perfectly. 10/10
TOTAL: 49/50 (9.8)
BONUSSES:
The music in LV1 just ROCKS. I love that White Coffee music. +0.1
The level pack includes a very well written ReadMe file and a nice little game where you can try to beat the Hi-Score if you found the password hidden in the levels. +0.1
DEDUCTIONS:
NONE
TOTAL BONUSSES: +0.2
TOTAL DEDUCTIONS: 0
GRAND TOTAL: 10/10
GRADE: S – EXCELLENT
DOWNLOAD RECOMMENDATION?
YEAH!
I know it’s TSF, but if you do have it download this pack NOW!
Good program there is, but why not modifided files I see?
Download anyway!
GRT PRoGRaM!
P|L|Z USE IT!
Great Tileset!
My rating
Tileset usage(original ideas)10/10
Your original idea is to use the tileset simply. There are not suprise, ships, trees, made from water, and other crazy stuff. That’s the thing I like- you’re in the jungle, not in the jungle, near the spaceship, or near the city.
Easy to use: Yes! 10/10
Usefullnes: 10/10
Very useful, I’ve liked the demo level!
Fullnes: 10/10
Enought stuff in it, I think!
Overal: 10/10
[Unsupported (10) rating edit. Please support your rating with more arguments, especially if you’re going to give such extraordinarily high ratings. Please see the Reviewing Rules for more information. – FQuist]
I’m sorry to say this, but these are NOT the best levels.
I don’t think this review is gonna be too long.
EYECANDY: Poor backgrounds in Layer 8 in all levels. Improper use of tilesets, most of the tiles don’t even tile properly. Background in the Carrotus level was badly placed. Only layers 4 & 8 used in Carrotus level. Other levels use layer 5 but backgrounds still look poor. 1/10
WEAPON & ITEM PLACEMENT: Poor. Weapons and items are far too easy to access. They can be found out in the open. 1/10
I can’t really think of anything else to say.
TOTAL: 2/20 (1.0)
DR: No
GRADE: U
I’m afraid that you forgot to add the Lava Lamp tileset (lava.j2t).
They arn’t even close to the best levels. they are on the Worst levels side.
The level dosn’t work. I installed it correctly and every thing and it says could not find hottel a la jon.
This is an amazing conversion.
Layout 2.8/3: The tileset is much easier to use now, although I would appreciate it if the water reflections on the ground in the underwater tiles from the original had been included.
Usefulness 2.5/3: The first version isn’t a great deal more useful from the original since they both share many of the same tiles. The added waterfalls are very nice, though. The evening version could have been a bit lighter, and the storm version could DEFINITELY have used more light. It’s very hard to see your way around in it. I would suggest giving the tiles in the storm version a blue tint either through the whole tile, or along the edges to make them more visible. Other than that, they’re very nice additions.
The Conversion 1.8/3: It could definitely use lighter tiles in the evening and storm versions. A light outline on the edges of ground tiles would do the trick.
Originality 1/1: The storm version is definitely cool. I’d be tempted to use it if it wasn’t so dark.
Overall: Well done! If you could just make a new upload with tiles that were easier to see and work with, that would be great. At the moment, I think levelmakers would be forced to make a day version of a level and then switch the tileset just to know what tiles he/she was using.
Edit: You know, I agree with the comment below me. There’s a lot of eyecandy that’s missing from the original tileset.
Thank you for your opinion.
Putting aside the float-ups and the “crashing into walls”, your review made some sense…
Although you can hardly call the stuff at the bottom of the level “tilebugs”, for they are hardly noticable, don’t affect gameplay and shouldn’t bother anyone…
It’s good to see Snooze being active again with jcs like in the old days. This time the result is even better and he had some inspiration on this level too. Teacup in this case, I suppose.
The meteors were used in a different way here by placing them in flocks, and giving them an unordinary, but nice layer-direction. Either not many have used the textured-background tiles for sprite-eyecandy, any tileset. This does fit the level very well since it’s not overused. The minor lightning here is welcome also. What would I still wish, was a little more generic detail to the solid wall(top corners.)
Very important is that the author took the effort, and didn’t just flip up the other side of layout. By that the layout is nicely semi-symmethric and fairly easy to learn. Flow is well done and any annoying linearity has been avoided. With a few warps taking you to certain places, and the “abuse” of rf in the middle make the level quite tactical. The spring to the bases might be a little annoying to use at first, which is the only entrance to the bases in fact.
The level goes with the default Toaster-, and Bouncer-PU without a third “neutral” PU. However you possibly run out of those ammo pretty soon because the PU’s are to be shot with Electroblaster, and the placement of separate ammo here is so “room-biased.” More ammo could be placed into some kind of exciting shape at least. A full-carrot floats above the “teacup” in bottom-middle. Weird thing is how the another half-carrot at top is less campy than full.
This level was after all a quite nice comeback from the author. He wasn’t at first even expecting for this high quality but it just came in sudden. Even the music fits here that I would rather listen than the beta’s labrat.j2b. This is probably the best ctf-level Snooze has ever made and I guess it’s also the tileset Snooze has used the most. Floating Fortress and Station 87 are his previous pieces of Space Warbase I remember, but they do fall under this one’s quality. I thought for a rating of 8.2 but actually the placement-part kinda lacked of things after all, so it turned into 8. It’s very great level still and even an 8 is much for a single level. Download recommendation.
Sj
!/J2Ov2/media/about/labrat.gif(Lab Rat)!The best level is cool.But how i make these bloks to apear?
[Unsupported rating (8.2) clearance. Please provide actual support for your rating. For more information on writing a proper review, see the \Review Rules\. – Cooba]:/
Gameplay: This level’s layout seems random, with random platforms placed. The flow is quite bad. Lots of springs throw you into a wall, throw you into a vine to disrupt the flow and there are a lot of dead ends, but most of these have goodies or a warp (Good =D). There’s a warp around 5.29 but it slows the gameplay down, since you have to stop and get on the platforms. You can’t run anywhere without getting thrown into something. 84.45 doesn’t have floatups.
The copter at the right bottom corner, where the springs lead doesn’t seem to serve any purpose and the spring at 86.26 just throws you into a wall or a ceiling. If it’s supposed to bring you to the gold coin, it doesn’t work (Except if you’re Spaz). You could add a spring at 108.35 so players get send to the vines without the copter. So, the layout doesn’t impress me and the gameplay just sucks.
Eyecandy: Hardly anything. There is eyecandy, but it usually consists of 20 of the same trees next to eachother. At 65.12 there is one ugly background shaped as a block. Not a nice shape and the trees sticking out above it look kind of weird. Around the same area, hordes of bushes are placed rather ugly over the grass ground tiles. Everything just feels so empty and blocky. This really disappoints me, especially since you are in IC.
Weapon Placement: The amount of ammo is good and lots of players could play, but don’t you think 5 PU’s are too many for a tiny level like this? There’s also a lot of carrots, but still I think there are too many PU’s.
Comment: You should really improve your flow and fix bugs and let more people test it. It just lacks the flow and gameplay and stuff to make this a good level. It’s a good tileset and it has lots of EC things. Use them.
Yayz.
Gameplay: Alright, the layout is very easy to learn. It’s almost symmetrical, the only differences are a wall and the bottom middle. That’s good, but the flow is very bad. You have to jump to get over 1-tile high things, since there are no floatups. Almost all springs you run over throw you into a wall and the suckertube at 62.40 doesn’t even work properly if you hold shift (it throws you… into a wall.) Some of these could just been fixed with a few one ways like the tiles at 71.43 and 80.29. Also, the places right and left bottom, with the PU’s need float ups in my opinion.
The springs look like they have been placed with only one direction in mind (like left or right) and only been tested that way. Springs: 54.50, 24.33, 66.51.
Also, you could add red springs to 61.12 and 52.12, maybe it adds to the flow. The Layout is good, but the flow and everything just ruins it.
Weapons: Could be a lot more, like at places around 56.25. This is just lacking, and the level would just have too little ammo for even 2vs2’s.
There DO exist good things :P You have lots of space to run around in, so plenty to dodge attacks.
Eyecandy: Uh, yeah. Hardly anything. The yellow with red bricks is a little, but not too pretty. Lots of tilebugs here, like half yellow bricks and then suddenly red bricks. No real minus points though. The main point is that there’s very little background use, just some of those wires and stuff and a standard background.
Bugs: Springs, float-ups, crashing into walls, missing oneways… that’s all. All gameplay related. It justs… bleh. Get more betatesters next time.
Comment overall level: The layout is nice, but the way the level is made just sucks. Also, there is no music. This level just looks like you didn’t put any work into finishing/tidying it up. You can do way better than this.
EDIT
I’m not into levels where you don’t need to jump, but it still is sad that you have to jump for a 2 tile high thing.
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