Review by Evil Hare (aka) General

Posted:
18 Aug 2006, 20:32 (edited 19 Aug 06, 13:54 by Cooba)
For: Sluggion Metal Cover
Level rating: 4.1
Rating
N/A

Yes this is your first upload but so far it is probably the worst you have done. The song could do with a little more feature, longer song time, replacement of the samples, and or a little more samples.

2.7\10

Note to author: Make your songs longer and put good quality work into it. At least over 20 minutes work. Do NOT do the quickly.(I’ve learnt this by listening to other songs and how much is put into it)

[Rating (2.7) clearance. There was little to no support in the whole review. ~Cooba]

Review by Evil Hare (aka) General

Posted:
18 Aug 2006, 20:17 (edited 18 Aug 06, 20:19)
For: Chrysilis jungle mix
Level rating: 5
Rating
6

The song really must of took less time to prepare. Anyway, lets cut to the chase.

When I heard the first part of the tune, it was so quite I thought the thing wasn’t playing. When it suddenly came up with the song, I didn’t mind the bass exept the fact it sounds weird. The song overall was ok, but the fact the piano was a loop and wasn’t original, made the thing sound too similar and not too exciting. The piano also continued through most of the song making it sound less featureful.

6/10 (not bad, just a few downsides).

One, it’s not much jungle sounding,

two, piano had a looping pattern with nothing special,

three, the song is only just over 45 seconds.

EDIT: Is this your first song or something?

Review by tubeboobb

Posted:
18 Aug 2006, 16:53 (edited 18 Aug 06, 17:49 by Cooba)
For: Tungstelectric
Level rating: 3.2
Rating
N/A

the begining is a bit too long, but when it gets to the tube part it starts to get more squeaky than the begining.

[Rating (3.2) clearance. This review lacks any support for the given rating. “gets more squeaky” is not enough to base a rating off. ~Cooba]

Review by Ischa

Posted:
18 Aug 2006, 13:50 (edited 18 Aug 06, 13:51)
For: Radiation galore
Level rating: 6.7
Rating
7.1

Rating Radiation Galore

To start:
In this level Jazz, Spaz and Lori need to search leaks before the base explodes…

Eyecandy: (20 pts)
The background is just black, so that part is not good. The foreground is very good. And the path is also not bad.
Result: 12 pts

Gameplay: (20 pts)
The gameplay is very good. In a mysterious area the rabbits must search leaks. If they have found one, they must find the associated safety switch to solve the problem. I have never played something original like that.
Result: 18 pts

Story: (10 pts)
The story have been well considered. It is very original. Original with a large O. Nothing more to say. The story is extraordinary good.
Result: 9 pts

Obstacle placement: (20 pts)
The obstacles have been placed, which the level makes very difficult. This is not stipulated the best level for starting JJ2-player, but for someone who like to play difficult levels, this is a very good level.
Result: 14 pts

Bonus placement: (10 pts)
At the beginning of the level get you the possibility of taking weapons. There you must be economical on, because you get none new. Regularly there is a carrot, but there keeps it up.
Result: 4 pts

End result:
Total points: 57
Maximum number of points: 80
Mark: 7,1 (7,125)
Download recommendation: N/A (Yes requires 7,5)

Not recommendedReview by JoJo a.k.a. IP-Dope

Posted:
18 Aug 2006, 12:35 (edited 18 Aug 06, 12:42)
For: Napoleon Hotel
Level rating: 6.1
Rating
4.5

Note: Thanks for providing a music file, but you forgot to change it in the level options.

So. First of all, the originality. It looks pretty similar to most of the other hotels I’ve seen. There’s some fun and original stuff added, such as the quiz and the gym, but apart from that it’s “just another hotel” with 95% default hotel stuff.

The level doesn’t look that bad, but there’s not a lot of variation in the tiles used and way to build rooms and chambers, which is too bad. The mountains on the background are pretty nice, though, but in my opinion you should try harder to show a clear difference between i.e. restaurant and hospital (only difference is the beds in the hospital are replaced with chairs in the restaurant)..

The gameplay sucks. There’s not a lot of space to move around freely (especially not the battle arena, how are we supposed to battle in such a tiny room?). Because of the fact that all powerups are available in the shop (for free by the way, if Im not mistaken?) the chances of having a nice fight are completely ruined. Coins and gems are nothing special in the level, and I kinda fail to see the value of them if you use them the way you do.

There are several bugs that need fixing..As per SPAZ18, the pool is fucked up at the moment, and there are some bugs with the soccer (was playing with 4 “balls” after a minute or two), rooms (got stuck 2 or 3 times in a couple of rooms) and some minor issues.

Well, I really can’t say I enjoyed playing this level, and I’m very sure I’ll like it even less when it’s being hosted and full of people. This level needs a lot more work to make it any different from the standard hotels.

Nor recommending this for download, I’m rating it a 4.5.

Cheerio

Not recommendedReview by SPAZ18

Posted:
18 Aug 2006, 11:46 (edited 18 Aug 06, 11:49)
For: JOL School
Level rating: 2.7
Rating
3.2

Not good. Needs a LOT more work.

JOL SCHOOL REVIEW:

EYECANDY: Poor. Black background and a very few beds and other things you would find in a Hotel. Very few tiles were also used. 3/10

FUN FACTOR: There’s not much to do here. There’s 2 Tests but they don’t do anything special after you pass them. 2/10

PICKUPS: There’s some Power-Ups and some ammo in the level. There’s also some food in the Restaurant. They were placed quite well. 5/10

TOTAL: 10/30 (3.33#) # = RECURRING

BONUSSES/SUBTRACTIONS:

No bonusses.
Battleships music does not go very well in a Hotel level. -0.10

FINAL TOTAL = 3.23
Rounded to 3.2

DOWNLOAD RECOMMENDATION?

No.

HOST?

Yes, in Battle but there are better Hotels available on J2O.

Review by Eva

Posted:
18 Aug 2006, 08:13
For: JOL School
Level rating: 2.7
Rating
N/A

I think it’s not a school Because there
is no clsses there is warps and a rsteraunt but no rsteraunts in a school.

RecommendedReview by SPAZ18

Posted:
17 Aug 2006, 19:54 (edited 8 Dec 06, 10:48)
For: Winter Celebration
Level rating: 9
Rating
10

I really enjoyed this Episode, but I wasn’t able to tell which was the starting level.

WINTER CELEBRATION REVIEW:

STORY: Jazz/Spaz/Lori journey to each of the Planets that were in HH 94 & 95.

EYECANDY: Backgrounds look great, eyecandy has now improved in the first 2 levels. I love the snow effects used in the Christmas levels. The moving Chocolate Bars in the background was superb. How can I do something like that? Tilesets are also used very well. 10/10

GAMEPLAY: There are special warps that take the player to different puzzles where they can find the last 5 or so coins. Superb idea! The levels are long, about 20 minutes each. Dunno what else to say for Gameplay. A secret level can now be found in the first Holidaius level. 10/10

PICKUPS: Very well placed. Not too many or too less. Not too many 1UPs or Shields are placed in these levels which is good as too many 1UPs or Shields would make it easy. Power-Ups are found in Bonus Areas rather than out in the open. There is a shield in the 2nd Bloxonius level but it’s only used to get pass the Dragons. 10/10

ENEMIES/OBSTACLES: Enemies are very well placed. Not too many or too less. There are some obstacles in each of the levels. Trigger Crates need to be found in order to progress through the rest of the level. There is a Schwartzenguard Boss in the last level which can only be accessed by blowing up the TNT Blocks. 10/10

TOTAL = 40/40 (10.0)

DOWNLOAD RECOMMENDATION = YES!

SUMMARY: An excellent Christmas level pack which uses the Bloxonius and HH94 & 95 tilesets.

EDIT: For those who don’t know, the starting level is “Holidaius1.j2l” without the quotes.

EDIT2: I replayed the pack again today and I enjoyed it so much, so I decided to increase the score.

Review by Ischa

Posted:
17 Aug 2006, 15:05 (edited 17 Aug 06, 18:02 by Cooba)
For: Winter Celebration
Level rating: 9
Rating
N/A

Rating Winter Celebration

To start
Excellent Xmas-episode where Jazz, Spaz and Lori visit the three planets of the Holiday Hare episode ’94 and ’95 again to cover the Tuf Turtle eventually.

Six levels
In six levels, two on each planet Jazz, Spaz and Lori must finish the courses. What really does not fit, is that there only one end boss on the last planet (Bloxonius) is. The rabbits could also right to Bloxonius go, because on the other planets only obstakels and no end bosses.

Compliment and moan first planet
The music from the first planet is good chosen. But I give no bonus for this, because that is not permitted.
This is a pity: the eyecandy of the first planet is bad, while it is very good at the other two planets.

Conclusion
But this is all in all a good Jazz Jackrabbit XMAS-episode. In spite of these shortcomings this is further a recommendation.

Mark: 7,6
Download recommendation:

[Rating (7.6) clearance. Aside from pointing out the eyecandy this review said NOTHING about the level quality. WHY is the first level’s eyecandy bad? WHY is the other levels’ eyecandy good? Things like “In six levels, two on each planet Jazz, Spaz and Lori must finish the courses. What really does not fit, is that there only one end boss on the last planet (Bloxonius) is. The rabbits could also right to Bloxonius go, because on the other planets only obstakels and no end bosses.” are IRRELEVANT of the level quality and should NEVER be rated. What should be rated is the EYECANDY and GAMEPLAY of the level, and you didn’t review NEITHER. ~Very annoyed Cooba]

Review by SPAZ18

Posted:
17 Aug 2006, 10:30 (edited 18 Aug 06, 11:53)
For: froger or bider
Level rating: 1.4
Rating
N/A

This was a good idea but your level could have used LOTS more Eyecandy and music. I have decided to do a level like this but it will be harder. There will be Puzzles in it. There will also be more Eyecandy. Tileset I am using is “Top Secret ]|[.”
The level will be called “Froggy or Birdie.” If anyone can come up with a better name then PM me.

EDITED because of spelling error.

RecommendedReview by Blackraptor

Posted:
17 Aug 2006, 08:46 (edited 2 Dec 06, 17:32 by Cooba)
For: Evil Clones - add-on (fixed)
Level rating: 7.6
Rating
7.8

I think I should review this. Some levels in here are HUGE and encouraged me to make larger SP levels myself, so in turn I’ll give this a rating and review as a little thank you present ;P.

At first, the pack starts out rather…unimpressive. The intro level gives off a feeling of amateurness and experimentation with the tileset. Pandemonium has average (maybe even below) eyecandy and subpar pickup/enemy placement, and even tilebugs (although they were in out of the way areas I’m not sure I was even supposed to reach).
The level was also pretty easy except for a few areas (like the place filled with spike platforms and spike balls). It’s also possible to run off from the level into places youre not supposed to be by simple double jumping. This can get you stuck in spots and having to cheat to get out.

Easter level was significantly better, but still suffered from a lot of problems. It had way too much pickups (food in particular) because I got 3 sugar rushes through the course of playing through it. You don’t have to pile up so much of it in areas, and if anything there’s a lot of other pickups you can put to replace some of the food. It was slightly confusing in the start, I had no idea where to go (I thought you had to go into the coinwarp at first >O). EC was better but still containing layer 3 tilebugs in places (the long distached tunnel in the start, far left of it) and backround tilebugs (pumpkin patch vines at 273,11 are an example), as well as it overused easter eggs in the ground, among other things.. After running around pretty much everywhere in the start and not knowing where to go I got annoyed and just looked in JCS because it was either doing that, or jjnexting….and only to find out i missed a near invisible trigger crate hidden in an easter egg basket ;-;. You also used destruct blocks for stomp scenery, and buttstomp blocks for destruct blocks…confusing?

Carrotus level also came with a whole bunch of easy to fix tilebugs (even more than in the previous levels), but I liked the layout of the level a lot more then the previous levels.

Wonderland was…average =P. Apparently everyone in the level hated me for no reason, despite the big sign in the previous level saying i would find wonders and ADVENTURE here :(. Regenerating enemies are annoying as hell too. It takes the point away from killing them (and the fun). There are less tilebugs here then the carrotus levels, which is unexpected since psych is more prone to those, but some tiles are used in ways that make it easy for you to get stuck in walls. Putting crates in completely hidden spots (like in hats) is a cheap trick when you’re forced to find them. Thank god for sugar rushes and suspicions, I guess. And then, I accidentally shot a morph and turned into LORI! the horror :(. The large vines in the foreground constantly moving in front of your face is annoying too. The level overall was pretty average though (jumping cats at the end was pretty fun though =P).

Next level is a boss level. You get credit for trying, but the levelname in a game like this just comes out sounding either funny or weird. The arrow/sucker tubes remind me of jj1’s tubelectric >O.

The level after that, THE DARKENING, is actually really cool. It tries to set a mood and does a nice job at it, in my opinion. Maybe too many places to get hurt though. I finally died here and lost all my fastfires >O.

Next level starts off with a rather amusing text string. Rust in peace indeed. And girlfriend of both spaz AND jazz? Wow, lori must’ve been busy. And what’s this? Someone hid ammo in jazz’s grave? Looks like the grave robbers arent doing their jobs :(. I don’t know if I’m supposed to be able to double jump up to the blue bridge at the start or not, but I can. And uh, that’s a lot of skeletons in one long passage >O. I actually got through it all alive hoping I’d find a huge stash of pickups or something like that :( (before the water, rather). The whole march of the skeletons underwater was rather cool though. Then soon after I found the part of the level that impressed me the most. The houses in the backround and the whole rooftop climbing scene was probably the first area in the whole pack so far where I stopped to take a look around at the nice eyecandy. The house interior part that follows doesn’t look bad at all either. Overall, while the level isn’t great, it’s a definite improvement over the past few levels. You begin to think you’ve finally reached the better levels in this pack.

…and you might be right \m/. New-Jazz City isn’t a bad level at all and was actually pretty fun to play. Maybe a bit short compared to some of the other levels, though. Interesting idea of portraying Eva as a hooker with the witch =P. The second level actually uses some interesting ideas such as avoiding ravens as chuck and blowing up whole buildings. Both are always fun.

The next level, titled Balls of Evil (No comment >O) is actually quite confusing. Stuff is exploding everywhere, foreground stuff used in the backround everywhere. At least it feels more alive then the previous levels. Sometime later in the level i got thrown in a place i kept getting constantly warped back and forth in. I double jumped out and got stuck in some pit I’m not sure I’m even supposed to be in (It looks unfinished). I’m guessing this is an overlooked bug =\. The level has a bunch of tilebugs which i can’t tell if they were intentional or not, but it feels pretty big and at least it seems like a lot more effort was put into it then the previous levels. The tube maze with the crates at the end was also fun.

Next level starts off with another funny text string. Am I supposed to find the powerhouse and f**k it or something? what? The level does make interesting use of tubelectric however. Some parts were annoying like the warp part at the beginning, which is too akin to test levels and could do without the sucker tubes. Making you guess which warp out of like…over 20 to take (although there is a slight hint in differentiating animations, however) is interesting, but extremely annoying, since i don’t want to redo the entire test level part several times over :(. Pickups are clumped again (especially the gems), and whats with all the regenerating skeletons? Tileset use is meh, and nothing really stands out in this level. I’m going to make the assumption that youre a christian with this level. On a side note, why did I go through an entire random town to destroy it? I kinda lost track of the storyline after all these random long levels.

…Electric Death. another tubelectric level >O. Playing all these (and reviewing them, to a lesser extent) has begun to get very tedious indeed. Same usual problems (subpar or average eyecandy, clumped items). However, all this is cut short as soon as I reach a text string that tells me to f**k bolly. How nice ;). All this is made easy with a few carrots and an extended time shield. At last I finally get to know why I went through like 5 or 6 long levels to destroy some random town, all in one text string.

Daddy’s Birthday. Apparently Santa gave me presents and I have to find them. Or something. Except it looks more like he’s trying to kill me. As with previous levels, the gem amount found in barrels or crates could be…toned down a little. It looks as if you just set everything to 15. The level actually looks pretty nice though. love xmas enemies. Might be the best level in the pack so far, at least definately the best looking. Feels pretty linear though, and isn’t difficult at all and not very long either.

…now comes a castle level (Whispers of Ghosts). I’ve lost track of the story again :(. Pickups are…weird. You put a seeker powerup right out in the open? The level tries to set a mood again, but text strings arent really enough imo. The level isn’t as visually pleasing as the previous, but compared to the earlier levels its somewhere up there. The level layout is actually really good. However, apparently I died somewhere into the level and respawned at the 3rd crate (the one inbetween all the long spike paths with boll platforms). The second crate was reset or soemthing (the one on top of the slide pillar), and I was barricaded in the area and had to cheat to get out. No idea why this happend since I know I hit the crate before touching the savepoint, but whatever. Dying in big levels = not fun :(. You shouldn’t put many spike balls in the path. Players get tempted to shoot them down to avoid injury (especially when they’re placed in narrow areas which make them virtually unavoidable) and shooting too many of them gives an app. error. The altar was pretty neat (which is good since getting to it was rather long and tedious D;). Soon after you fight a queen in some cool looking dungeon (Using the queen as a sort of midway boss is an awesome idea i’ve always wanted to use in a level and never had time >O). However, whenever I try to go into the lower tunnels i get randomly warped into a wall, and jjfly up to get out and discover the queen respawned and i have to face her again. What the hell? I’m not sure why this happens but :(. After this happend the…third? time I just noclipped and made a detour around that area to be able to get to the passages after. Soon after, ending boss followed and level ended. This level was LONG, not surprising since it’s an astounding 64kb(!!!!). I need to make something bigger than this >:(. Anyways, this is by far the best level in the pack, even with the weird queen glitch which i’m not sure who/what is responsible for. A truly great level.

I thought that would be the end, since the filename was finalfight and the level was a huge work of art, but I guess not =P. Next level is a jungle level called…Bananas Smash Face? Right. If anything, the level further proves that the authors have been improving through the course of the levelpack since the levels are improving too. This one has some nice eyecandy and doesn’t clump pickups or throw tilebugs at the player’s face like some of the earlier levels. And…it uses a CTF base as a coinwarp. The only thing that comes to mind when thinking about this is “What the fuck?”. There’s being creative, and there’s….doing that, I guess. Soon after seeing that amidst all the confusing and contemplating about why on earth someone would use a CTF base as a coinwarp i fell into some large pit behind a tree with no visible way out. I very nearly RF climbed out of it but messed up near the top and couldn’t go at it again since my former RF supply of 70+ ammo was depleted in just a few tries. Looking in JCS, there’s no way at all out of the pit, that means BAD >:(. There’s also a lot of powerups placed out in the open (including freezer, in a jungle) for no explicable reason. Again, your love for rapidly regenerating skeletons shows no end :’(. You’ve also made a sucker tube shoot me out right into some spikes near the end. I’d imagine if I was at 1h when that happend I’d be rather upset. Overall, the level has nice eyecandy, albeit confusing in some parts with the branches in the backround, but its pretty average and doesnt have much to keep the player’s attention or anything.

A Diamondus level (Kill this Rabbit, taken from the posters in the tileset I assume?) follows. Right in the start I’m rewarded with Chuck, only to lose him right after as an H-pole swings me right into a bee. Is there no justice? ;-;. The level looks very barren, and reminds me of the older levels in this pack with bunches of blue gems placed right out in the open. The gems in the walls could be made to look a lot better. Suddenly, there are random caterpillars and pinball events in the level, only followed by the shocking revelation that UTERUS IS BACK!! oh no :’(. I think the caterpillars were trying to touch me or something too, or at least the text string implies it…O.o. No further comment on the issue. You could’ve just used the bees event on the ceiling spikes instead of putting them in layer 3 and doing what you did, btw. Then there’s a whole shitload of coins followed by a warp to a room above the caterpillars where I am constantly bombarded by smoke rings and have to look in JCS to figure out what to do. After that comes a part where I am told I can now drink my cup of tea! Where would I be without my tea. This would all be better if some springs had keep placed on them so they’d bounce me into the next h-pole instead of into the wall ;). It was still fun to watch though, and reminded me of running rabbit. Once I had finished drinking my wonderful tea, I progressed to the next area, which consisted of a whole pyramid of random assorted destruct blocks which i didn’t realise were destructable until i looked in JCS and found out that the star block needed to be hit with a toaster….and soon i realised that the weapon pictured on the destruct block had no connection to which weapon needs to destroy them. Confusing? yes. I just switched to TNT and blew the whole place up instead of playing “guess the magic weapon” :(. The part after that with the pinballs and spikes actually looks really cool, though. You can get stuck at pos 180,121. The level actually improves as you get further into it, although imo it still is a step backwards.

Next is a colonius level (I thought I was going to fight uterus again? ;\) which I actually quite like since it makes nice use of the tileset and seems quite multirouted. You still kinda overused the gems, though. One waying stuff like the hanging signboards would’ve been nice, too. Text signs are placed too close in a few areas, but at least they give insight to why the hell youre running around back and forth across the level (makes it almost seem like an rpg, even :o). Sewage waterfalls are creative. This level took a long while to beat, and despite getting stuck in a few places and having to look at JCS a few times to find out what to do, I really like it. It uses regenerating enemies but is large and multirouted enough not to yell out that it does and stick it into your face, and also requires it since you go back and forth through most the level quite a few times. It also feels slightly RPGish since you interact with NPCs and are given a bunch of tasks to do, etc. One of the best levels in the pack so far, imo.

Like (an?) Angel at the Dark River. Not sure if the levelname is missing “an” or if its referring to Angel as in the vampire, but k. First, rain looks…weird. When I look closely I get the impression that rain in the backround is frozen/hardly moving at all. Again, things could use one ways. Accidentally shooting down psych poles sucks ;\. And uh…I like how you spelt doughnut in russian ;). Level has a bunch of passages deviating from the main route, which is good, and a bunch of secrets and stuff. Overall, another one of the better levels in the pack, with great eyecandy and a nice ending.

I’ll start off by saying that song14 does NOT fit inferno, especially in the mood youre trying to put it in. At least now the rapidly regenerating skeletons make sense to why they’re here ;). The tree in the middle of the level is pretty cool, but why are there random warps placed in it? Would be better if warps in some places were a little more pointed out instead of just placed, imo. The level is also one of the huge ones in this pack (just under 50kb) and since it’s late and i think i already played through over 20 sp levels so far, I used JCS as my guide to get through this. Somehow, saying “Its cold in the world like in a refridgerator” just doesn’t scare people..;P. I think i’d find this level quite hard if I wasnt stocked on fastfires and random powerups left out in the open from previous levels. Eyecandy in this level looks really awesome, btw, despite the tiling problems. I love that huge tree in the middle (despite it having warps to annoying places containing more hidden warps back). The level took a while to beat for me since i pretty much explored all of it, but I quite like it >O. The last savepoint is buggy since you start in a solid trigger block. The robot boss is actually slightly harder now because of the one way “roots” and the layout of the arena.

The essence of destruction…You get a nice wake up call here from another rapid regenerating skeleton horde this pack has come to be known for ;P (they can actually make areas EASIER since you can keep stomping on them to get across and avoid the hurt events). Backround fade color is nice, but tileset use kinda sucks. I hit over 2000000 in scores in this level too, and I’m not even trying to pick stuff up >O. Music is interesting. The level is pretty short and mostly a boss level. I guess the author got exhausted after making the huge Tree of Pain. The boss battle is actually pretty hard and powered seekers quickly become your best friend. Could this finally be the end of the pack?

Soon there is another meh mez cutscene. Interesting text though, and I’m glad to know that after nearly 30 levels I finally killed someone important. Huzzah. As for the level with the angel, i think jungle music is hardly appropriate for the situation ;P. It would be nice if my highscore could count instead of the pack just looping to itself.

Anyways, wow. I know I was looking to kill some time, but jesus h. christ that took HOURS. I got completely suckered out by the pack =P. I can’t believe how long that was though, ugh. Some of the levels were HUGE >O, and apparently unlike most people who reviewd this I didn’t jjnext once. Anyways, it’s quite hard to review this (I know I probably skipped a secret level or two but too bad >O). Not because there’s so many levels, but because of the contrast between them. The authors themselves stated their skills have improved while making this and it is clearly visible from that. Some levels kinda suck while others are pretty good. The sheer number of them is just O.o though. The levels mostly have several things in common though. Especially in the earlier levels, stuff was put together in clumps way too much (emphasis on this). The pickup placement is usually pretty subpar through most the pack (except in the latter levels where it actually hits average and even above in some cases), and the enemies is a mixed bag (generally a lot better then the pickup placement, however). Eyecandy is pretty bad in some levels but above average in others. There are numerous tilebugs everywhere throughout though, and I don’t mean ones like in Tree of Pain where they actually added to the atmosphere at times, but simple easy to fix tilebugs which completely infest the early levels and continue to plague throughout the pack. The levels feature interesting things from time to time, and some of them are pretty cool. This isn’t limited to events but level layouts as well. Some levels are also extremely huge and look like a lot of work was put into them, so that will be taken into consideration.
The story is…weird. You’re russian so I’m assuming english isnt your first language, but you could’ve got someone to fix up the typos for you who is better at english. I lost track of the storyline and what the hell I was doing somewhere in the middle of the level. It just seemed like you made levels with every official tileset (and mez sets) and stuck them together.

The pack has a lot of pros to it, though. It has some of the biggest (maybe even THE biggest) levels, a lot of levels are above average and enjoyable to play, although you have to get through a myriad of subpar levels to get to them. I really enjoyed some of them though (to name a few, Whispers of Ghosts, Tree of Pain, the colonius level which i don’t even remember the name of ;P). The amount of levels is astounding as well. This is such a mixed bag of stuff that it is very difficult on thinking of a rating. I’m giving this a 7.8 for now. It has a few gems in it, but they’re sparce and far apart. A lot of earlier works bring down the rating since they’re quite poor in comparison to the later stuff. You could’ve went back and redone them after or something.

Anyways, this might have been the longest time it took me to write a review ever, even longer then the time it took to write Shellion’s Extreme Revenge. It’s nearly 5am now and I’ve been writing this for a while, and I probably came off sounding like a jerk or something in some parts of the review because of the huge amount of stuff I was reviewing and the state of tiredness and sleepbakedness I’m in right now, so apologies for that (hell, I bet you won’t read this anyways. If you even see it the lenght of the review will probably make you think twice).

Well, that was fun. I think next time I feel like killing some time however, I might pick a smaller pack to play. If anything, be happy I played the pack from beginning to end without skipping anything, and provided a nice long review that nobody will ever read.

~a very tired and sleep deprived Blacky

[HTML fix which caused chunks of text to disappear ~Cooba]

Review by Saphir

Posted:
16 Aug 2006, 16:22
For: Hellsinki
Level rating: 7.8
Rating
N/A

Pointless post: Helsinki is the capital of FINLAND, not Iceland. And it wouldn’t be that snow-covered anyway :)

Review by Eva

Posted:
15 Aug 2006, 11:28 (edited 15 Aug 06, 11:29)
For: Cool hotel
Level rating: 1.8
Rating
N/A

Please upload the tileset!

Review by Myname

Posted:
13 Aug 2006, 21:13 (edited 14 Aug 06, 07:06 by Violet CLM)
For: Space bace CTF
Level rating: N/A
Rating
N/A

Not that bad! (Compared to your other levels) Good job!
(Unsupported rating (6) removal. ~Violet)

Review by Myname

Posted:
13 Aug 2006, 21:11 (edited 14 Aug 06, 07:05 by Violet CLM)
For: froger or bider
Level rating: 1.4
Rating
N/A

Beautiful, Absolutly beautiful!! I mean this is the best level I ever played, and I played many! And no I’m not crazy.
(No, but you do have the same IP address as the uploader. Rating removal. ~Violet)

Review by chet208

Posted:
13 Aug 2006, 20:59
For: froger or bider
Level rating: 1.4
Rating
N/A

then cry

Review by Napoleon

Posted:
13 Aug 2006, 13:50
For: Rabbit House
Level rating: 5.5
Rating
5.5

Not a bad level but could be greatly improved. These tips could aid to increase your rating:
1. Use more background.
2. Do more fun things example: pool and tests. These atract more poeple to your hotel.
3. Make more rooms.
4. Make the football more amusing. Use tnt in the nets, so the turtle shell explodes and restarts again. (be sure the turtle shell regenerates)
5. The rooms could be made more eyecandy by making windows, doors and more appliances.

Don’t worry. You can do a marvellous hotel. ;)

RecommendedReview by Crusader

Posted:
12 Aug 2006, 02:19 (edited 12 Aug 06, 02:20)
For: Echo
Level rating: 6.5
Rating
6.5

Hmmmmm… Interesting song by Danyjello! Pretty catchy too.

So anyways, the beginning seems to start out with a strange blubbering sounding thingy which I don’t know how to describe… trippy I guess. Then a drumbeat starts pumping out along with a few louder techno bass drums and some beaty hi-hats. I seem to notice ur into alot of percussion:P.

SO anyways, I didn’t quite like the synth bass choice, it sounded quite out of the blue, and a little bit distorted. I did however like the background sounds of the bonus lvl song and the melody. It changed son scale which sounded pleasant to the ears

The song overall was good and a bit catchy, I liked it and I recommend you download it.

-Cruk

RecommendedReview by Violet CLM

Posted:
12 Aug 2006, 01:52 (edited 12 Aug 06, 01:58)
For: Menace to Wonders
Level rating: 7.2
Rating
6.9

I’m not sure why I downloaded this. But I’m reviewing it because it’s just too awe-inspiring to leave unreviewed.

“Menace to Wonders” is a story about Devan trying to take over a galaxy by “charming” the inhabitants. What this means is, if you fight an enemy that isn’t a turtle, it isn’t actually evil, it’s only charmed to be evil. You’re still supposed to kill them, but now you have the optional added bonus of feeling guilty about it. Especially because I think it tells you to cure them at some point. Well, they’re not charmed anymore, right? There are also a few species that resist being charmed into evil, including parrots, sharks, moths, and women.
…yes, women. I’ll get back to that.
The level pack opens with an old cliche which I had totally forgotten about because I thought nobody used it anymore: a nearly-empty Carrotus Day level with a few text signs and an exit. I think it represents the fact that you leave Carrotus to go on these adventures. That doesn’t change the fact that it’s really stupid. If I go out shopping for donuts, I never expect to see a sign right outside my door reading “Story: There is a lack of donuts in your household.” I suppose I should take this on faith as big signs reading “EXIT” are kind of improbable too, but I have a thing against text on sign tiles which would really never actually appear on a sign. So the intro level sucks.
After that, we get into the heart of the pack, these being the Wonders. See, the way the pack works is each main level is a Wonder of the Galaxy, or something like that, each with a different theme – fire, water, heart, space, plutonium, radium, tumbleweed – and at the start of each level, a sign announces the name of the wonder, the creator of the tileset (this is known as breaking the fourth wall), the theme of the wonder, and the inhabitants. For the first level, Vapor Caves of Randomwordgenerator, the inhabitants are Vapor Souls (Pacman Ghosts) and Lava Monsters (Devils). It seems odd that you need to charm devil things with giant green pitchforks and that they’re not evil already, but maybe that’s just racial stereotyping. Onto the Vapor Caves!
…or, let me take that back, onto the Vapor, because while there is steam all over the level, I counted, and there is only one cave. I have no explanation for this. It makes no sense at all. Almost the entire level takes place on small floating platforms against a background of red sky, often jumping from one platform to another over a pit of lava or something. It is about as uncavelike a level design as you can get. Caves would have probably looked better, too, as with so few walls, there is very little eyecandy in this level. Again, it’s mostly just tiny floating platforms, which the tileset (Raging Inferno) is admittedly very good at providing.
Here I will take the time to quote the level description. “there’s no ‘die when you fall’ holes”. This is very true. Instead, there are ‘get hurt over and over until you finally die’ holes. They’re really annoying and tedious, especially the time when Gus places a pit underneath some stomp scenery blocks, so it looks like you’re supposed to go that way, but then you die slowly. Instakill, come back…!
The next wonder is called Fruit Gardens of Vita, and it doesn’t make incredibly good use of the Fruity Landscapes tileset. The thing is, Fruity Landscapes has a very repetitive wall texture. Fruit Gardens of Vita has big walls with no attempt at decoration. There are fortunately some giant fruit, either serving as useless ornamentation on long horizontal stretches of ground (one of the author’s favorite features of level design) or as floating platforms (another), and amazingly sometimes the giant fruit have smaller copies of themselves on top. Giant floating purple grape platforms have grapes on them to eat. It’s kind of cute. It’s kind of predictable. I’ll lean towards cute on this one.
Like Vapor Skyscape, Fruit Gardens of Vita features stomp blocks, platforms, little background or foreground eyecandy, and generally uninspired level design. It does appear to make more attempt to have secrets than its predecessor, though, which is nice. Here I found a blaster powerup which was my constant friend throughout the rest of the pack as I shot enemies who posed me no threat at all due to usually not even having methods of attack. I might as well say now that the enemy placement in this pack isn’t very good. They often kind of feel like afterthoughts added into race levels. Pacman Ghosts, like Sparks, work well for sneaking up behind you, but they are totally useless if placed right in front of your line of fire.
The next level uses Winterland Wonder and is called Winterland of Alimi. It has ice block buildings which are kind of neat, except, you know, Chandie did it better. Oh well. This level is probably better than the last two as it’s actually kind of interesting with variety in scenery and whatnot, has (random) lighting effects, and even features a puzzle. Unfortunately it follows an unfortunate trend, that being having the explanation on a sign after you’ve already encountered the puzzle, so by the time you have an idea what you’re supposed to do the puzzle is ruined and there’s no way to start it over. Still, this level is better than the others.
Why is everything suddenly cooler when placed in a high-tech situation like outer space? Hi-Tech Base of Roibi, using Top Secret ]I[, is so much more interesting than the previous levels that it almost seems like a cool level. Here are all the ideas of the pack. There’s still standard stuff like platforms over deadly pits, and climbing up (or down) staircases while shooting various harmless walking enemies, but there’s also a sucker tube pit, bridges of collapsing scenery (with the letter F on them… huh?), “robot” things that either hurt or help you, secrets, slippery slopes, and a decent
background. If this level were longer and with some better sprite/foreground layer eyecandy, it wouldn’t be too bad.
Waterworld of Tluba is very confusing because the non-turtle enemies are crabs and the inhabitants are supposedly fish. I think that means there used to be fish but Gus forgot to fix the sign. Anyway, it’s a very pretty level, because it uses a very pretty tileset. It could use the tileset a little better, but it’s not bad. The design is also somewhat interesting, with shark rides, grottos, castles, and a puzzle which isn’t actually all that bad except for the fact that all the challenge comes from figuring out what you’re supposed to do without messing it up. Not really all that memorable overall, though.
The(!!!) Natural Park of Simi also uses a nice-looking tileset, Swamps, although I’m somewhat jaded to it due to overuse. The thing is, by this point in the pack the level design seems to have improved enough that instead of being laughably bad they’re just average and not particularly worth writing about. There’s flat stuff, platforms, ramps, and a “puzzle” where you try to figure out which warp to take, which tends to be my least favorite variety of puzzle. It’s a pity, because the next level is Efreet Palace of Alibuda, a truly unusual level which is the real reason I chose to review this, um, non-masterpiece.
Efreet Palace is the level containing the most storylike elements, as the level is largely under the control of a mysterious creature known as an Efreet who also prevents the charming of his pet women.
Pet women.
“Inhabitants; Efreet, Women, Parrots, Lizards.”
They sit around in various places about the level and speak in really bad old english.
One hugs and kisses you very sweetly because Jazz is totally the kind of fellow who says “Of Course!” when someone asks him if he wants a kiss. I know it’s Jazz because the ending level talks about Jazz, Spaz, and Lori. Hmm, actually, I guess it could be Lori getting hugged and kissed by the pet woman.
“Test 2: Temptation. Resist the pet women’s love or else you’ll die.”
PET WOMEN!
…anyway, this is actually a pretty fun level, it has variety in scenery, okay design, some nice ideas (the temptation test involves women who warp you, and they have wind attracting you… pretty cool, really), a storyline… but then I realize that women are one of the planet’s primary species and it all stops making sense again.
So yeah. That’s the pack.
At the end is another signs-on-Carrotus level where you use the Efreet’s three wishes to… no. I won’t tell you. I’ve spoiled too much already. Just play the pack and find out.
…why is Carrotus-with-signs so ugly, anyway? The last few levels actually had background eyecandy!

—-

EYECANDY: It improves through the pack, but it’s never too good… basically standard fare for each tileset with nothing even remotely inventive. No tile bugs that I saw.
LEVEL DESIGN: Often pretty uninspired. There are some good bits with collapsing scenery and other stuff, and the bits with horizontal springs and ramps are amusing, but a lot of the rest feels pretty interchangable and uninteresting. CliffyB designed his levels as interesting bits with space inbetween, but he did it better.
EVENT PLACEMENT: Not too interesting. The enemies often don’t pose much of a threat, or at least they don’t give any sense of danger. Admittedly that caused me to die once or twice because it didn’t occur to me that I ought to be careful, but still. The pacman ghosts in particular could be used a lot better, and not much of the ammo seemed to serve any real purpose. There is a cool thing where there’s a bomb crate at the end of every level, it serves no purpose but it gives the pack a certain feel somehow.
STORY: Better than some. It’s not a bad idea that Devan charms the inhabitants of various planets (wonders) to attack you, rather than just saying that ordinary innocent creatures somehow cause you pain when you walk into them. However, there’s really no way to cure the charmed creatures except killing them. And I have to give points for the Efreet Palace which is pretty cool and could support the pack fairly well.
OVERALL: Basically, I am not very impressed by this pack, but it does have its moments. Way too much of the levels was boring move-forward-and-shoot, though, with no branching paths to speak of and no special rewards. I’ll give a download recommendation, but keep in mind that’s because of the Efreet Palace…

RecommendedReview by DanYjel

Posted:
12 Aug 2006, 01:37 (edited 12 Aug 06, 06:38 by Danyjel)
For: Diamantine Rain
Level rating: 8.7
Rating
9

YaY, Lark! And his best JJ remix!

Everything sounds so peacy, so happy, so free… I think I don’t have to mention super sample choice, lark-quality beat with fantastic transitions, cool harmonic background or Lark’s sense for a detail (the bird whistling is FANTASTIC, and the end couldn’t be better). True, Lark didn’t try to make some outstanding original melodies, but for now, it doesn’t mind ;) It could be a bit longer too… ;)

Everytime I listen to this tune, it makes me happy (which is great especially because I am not much in the rock). Again and again. I don’t know how Lark managed to do this, but it works. I can be in any deppression, this makes my smile like Lily Allen’s new hit.

I don’t have much to tell about this jewel, just… Download it. Now!

Darn, GO!

To Spaz18: Try ModPlug Player, it can be downloaded from www.modplug.com, it’s easy to use and it sounds very, very well.

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