Review by sram3000

Posted:
31 Aug 2005, 08:10
For: X-Mas time!!(exclusive)
Level rating: 6.7
Rating
N/A

awsommme i recomenned to everyone

[Inappropiate rating (10) removal. You have not stated a reason for why you gave this level a 10, beyond it being awesome. Can you explain why it is awesome, in terms of how it looks, how it plays, the story, etcetera? – FQuist]

Review by Crusader

Posted:
30 Aug 2005, 12:36
For: THE EVEN BESTER LEVEL EVER(!)
Level rating: 1.6
Rating
N/A

wow… this file has made many problems for the admins :|

Review by Galavant !

Posted:
29 Aug 2005, 12:33
For: THE EVEN BESTER LEVEL EVER(!)
Level rating: 1.6
Rating
N/A

Totaly disapointing level.

[Inappropiate rating (1) removal. No reason was specified for the rating. Please specify why you dislike this level. – FQuist]

RecommendedReview by Galavant !

Posted:
29 Aug 2005, 12:27
For: Jungle rabbit episode (Reuploaded)
Level rating: 8.5
Rating
9.7

This is long, intersting story. Level’s are good in medium size, but some are very simple like first, second, third end fourth. Others are more atractive and very playful, but there are not enought carrots!
Storyline is cool, because There are one cool person -> Green Puzzel Man!. I like this guy, because is very fuuny. Also Magic Cat is very ogrinal person, because I didn’t see any levels with storyline with him/it. But last battle with him/it can by more hard and more attractive…
And remember: USE BIG TEXT

Review by EvilMike

Posted:
29 Aug 2005, 07:21
For: Pinball Arena 2k5
Level rating: 8.1
Rating
8

I’m finally getting around to reviewing this level, something I said I’d do quite some time ago. Now that I have played in the level more, I have no excuse to not review this.

This is an all around good level, suitable for duels or 2vs2 ctf games. It has a fairly original feel due to the usage of pinball events, and is well balanced due to it being symmetrical.

The level is a little too skewed towards the top. Almost all of the good stuff is located there, and the only real reason to go to the rather large bottom area of the level is to get the +1 carrot. Even then, there is a full NRG that spawns at the top. You can also find gun9 at the bottom which can be used to get the RF powerup, but you can also get it with bouncers. This makes the level suffer from a bit of a battle 1 complex, in that it has a large area that doesn’t serve enough of a purpose. Perhaps this could be changed if the two carrots were swapped, so the full nrg spawned at the bottom.

The design of the level makes the gameplay fairly straightforward and fast paced. There aren’t very many places to go, and it is very easy to corner your opponent. For duels, I would say that it is perhaps a bit too easy to get cornered, since this creates a potential for standoffs. This wasn’t a major problem when I dueled here though.

The level requires a fair amount of skill to be good at. The carrot at the bottom is a bit tricky to get, and there are a few areas where somewhat difficult jumps and RF jumping are helpful. This lends a bit of complexity to the level, which it otherwise lacks.

The RF powerup in this level needs to be shot to get it. As stated earlier, you can get it with either gun9 or gun2. Unfortunately there didn’t seem to be enough “loose” rf ammo around the level, which was particularly annoying when I shot the powerup and only got 3 ammo from it.

One aspect of the level I particularly liked was the floor under the full NRG: it was covered in pinball bumpers. If the full NRG gets shot down, the only way to get it is to stomp. This takes time, and causes it to be a bit of a deathtrap. Fairly entertaining.

This level is fairly solid and well polished, and because of that I give it an 8.

Review by Sonyk

Posted:
29 Aug 2005, 01:54
For: Jazz Paradise 1.23 (Lite)
Level rating: 7.6
Rating
N/A

I always liked those casino levels from Sonic. And, I like this tileset because of that. It’s a shame that you had to take out so much from the original though.

Remake ice mountain zone next plz.

Review by DanYjel

Posted:
28 Aug 2005, 18:04
For: Jazz Paradise 1.23 (Lite)
Level rating: 7.6
Rating
N/A

WOW you used my music! ;p And only because of this I realized how terrible stereo it has ;) Plus I reuploaded it in version 2 some time ago ;).

Good tileset, easy to do, with some interesting ideas.

Review by Stijn

Posted:
28 Aug 2005, 15:07
For: Coral Coves
Level rating: 8.6
Rating
N/A

Small, comment-sized replies eh :P

Review by MSB3000

Posted:
28 Aug 2005, 02:00
For: THE EVEN BESTER LEVEL EVER(!)
Level rating: 1.6
Rating
N/A

Download this for the music and as a screen saver.

[Inappropiate rating (1.2) removal. No reason was given for this rating, at all. Try providing one. – FQuist]

Review by Jarno vos

Posted:
27 Aug 2005, 09:00
For: Newspaz3a
Level rating: 6.3
Rating
N/A

I agree with Snooz

[Inappropiate rating (7.7) removal. “I agree with Snooz” does not look in any way like a personal opinion about the download, which you are required to give in order to rate. Snooz broke the rules here, too, but his review was old and therefore left unedited. – FQuist]

RecommendedReview by White Rabbit

Posted:
26 Aug 2005, 12:49 (edited 20 Apr 07, 18:44)
For: Coral Coves
Level rating: 8.6
Rating
8.5

I think treasure games can bring out the worst in people. Most of the time, people will just fight each other, steal each other’s gems and they’ll never stop because they want revenge on having their precious gems stolen (of course, it wouldn’t hurt if you took surplus gems from your opponent, as a form of interest). While battle games stimulate the good, old hunter instinct, and CTF games encourage team work, treasure games are all too often about jealousy and greed, which is why I appreciate a level that’s more about gem finding rather than gem fighting.

FS’ treasure level looked overwhelming at the start, and, to somebody who has never this before, Coral Coves often appears full of life. I’m quite used to the eyecandy and enemies by now, but it is still the most realistic JJ2 coral reef I’ve seen so far. While there aren’t that many animations (and I couldn’t find a SINGLE dopefish either, despite the presence of a dopefish animation), the level is full of bubbles, moving sea creatures (beach-going tube turtles not counted ;-)) and there is always a wide variety of tiles, both in background and foreground layers. The blue tiles are used well, with lots of curves and different shapes, and give the appearance of size. What’s not so realistic is that sometimes the same tiles is used over and over again in one place, like the green starfish round pos 132, 22, but it looks pretty enough. The eyecandy sometimes obscure obstacles and may leave players swimming into a wall for a few seconds (like at pos 21, 73) but it’s something people can easily learn to avoid.

Not all tiles of Violet’s CoralC are actually in the level, but FS has used the tileset very well, and there are almost no tile bugs (the only ones I could spot, and I’m not even sure if I’m right, are the edges of the red algae bush at pos 55, 55). Also, the fish are too nicely camouflaged regardless of the background, and you end up meeting a wide open jaw more often than not, which is very annoying if you’re the host. Still this is a minor problem since there is also a lite version. You simply have to look at Coral Coves for yourself to appreciate its eyecandy.

The gameplay of Coral Coves does not stray much away from those of other water levels. As usual, there are very few platforms and most of the swimming takes place in tunnels. The level is divided into two parts, with the right side basically being just one huge underwater cave with a big, coral-covered rock in the middle, and the left side consists of a narrow mouth, leading to the surface, which divides into 3 other tunnels, which then also divide into 2 tunnels each, and so on, until it reaches the bottom of the coastline, 69 tiles down. This tunnel system is excellent at spreading players apart, provided they are willing to do so. The tunnels to the left can get quite tight (wonderful exploration experience, however :-)), and that makes seekers very powerful. Bouncers are also useful when being chased, but RFs and toasters are only really useful on land; toasters for obvious reasons, and RFs because of the lack of straight tunnels and its shockwaves, which bounce you around. The TNT is also quite hard to get in smaller games, especially when there are experienced people around, who will try to avoid fighting there, in case a hurt opponent goes into the TNT hole, busts open 3 barrels and suddenly becomes 100 gems richer. FS tried to ‘entice’ people to get near the TNT by placing two giant gems, and a lot of red gems near the TNT area, which solves the problem for larger servers, where fighting is bound to take place.

Players in Coral Coves should either avoid other people, or make sure to get the first shot, from my experience. Coral Coves’ flow is decent because you can go anywhere when underwater but the level isn’t very fun to play in if there are less than 6 people in the server, because of the humongous amount gems at the right side (two blue gems, a whole line of red gems, followed by gem rings, two green gems, and more red gems, and that’s only in the middle of the tunnel). Whoever gets to the right side first will almost certainly win. Although the left side has more gems, it takes much longer time to collect them, not to mention the fact that the largest gem deposit, 79, 23, is quite far away from the entrance to the left tunnel system.

The best way, in my opinion, to solve this problem is to set a higher gem limit for smaller servers using Controller. Increasing the limit to just 120 already improves the winning chances of players collecting gems on the left side in the lite version.

There’s not much to say about ammo placement. Perhaps there are too many seekers. That only applies to smaller servers, but the concentration of seekers isn’t done that well, because most of them are near the wrecked ship so those who can’t get there in time must be content with finding much smaller amounts of seekers under the surface. The enemies add greatly to the eyecandy, although you end up ignoring them after a while. They can be quite annoying to the host, especially the fish, which are hard to spot. FS claims that the enemies make you able to get into fights without fear of gettin hurt, but they are more of a method of escape from fights, because you can’t hurt others while blinking.

Coral Coves is overall a unique treasure level and it is lifted up to the higher realms of quality due to its underwater tunnels, the highly polished layout and the presence of marine life (despite this, I do not miss them at all when playing the lite version).

FS’ treasure level puts many creative ideas into action, but still feels like a well-made, conventional underwater level. There really aren’t that many new treasure level these days, which helps make this level stand out. If you like treasure, you’ll love Coral Coves. Heartily recommended.

EDIT: I got the longest review!

RecommendedReview by Lark

Posted:
25 Aug 2005, 23:29
For: Coral Coves
Level rating: 8.6
Rating
8.5

I’ll try to make this quick, but I’ve been known to get carried away…

First really good treasure hunt level I’ve seen in a while. FS wanted me to review this, and there’s no doubt that it deserves a review. I’ve just been a little busy… okay, so I’ve been playing Advance Wars Dual Strike. Whatever. On to the review.

Gameplay – 9/10
Great gameplay. Most of the level takes place underwater in maze-like tunnels. The level’s pretty hard to learn at first, but after a while you’ll notice that it’s really not that advanced. The layout is made in such a way that there are two ‘sections’ in the level. The main section is on the left. That’s where most of the action will take place. There’s another section to the right which is only reachable by land. The advanced layout and myriad of gems here make this level able to hold 16 players easilly, making it ideal for mass events. Of course, it also works for smaller games, but they’ll be kind of short.

The most original aspect of this level’s gameplay is the enemies. Using MCEs, several enemies including fish, tube turtles, and crabs have been placed in the level. They will hurt you, making you blink, slowing down your gem collecting prowess. They can also kill the server, which can be a problem, so FS conviniently included olcclite.j2l, which has no enemies.

Eyecandy – 9.5/10
This level makes great use of a seemingly limiting tileset. Lots of things have been put in the level to enhance it’s appearance, from gem barrels to fish to bubblers. This is the best looking level I’ve ever seen using the CoralC tileset.

Item placement – 9.5/10
Great. There are plenty of gems here, but not too many. There is also some TNT hidden in the level (I won’t tell you where it is or how to get it, I want you to download the level and read the readme) which can blow up the various gem barrels found underwater. These contain lots and lots of gems, making them strategically important. You’ll also find bouncers, seekers, and toasters (fairly useless, but you’ll still find them).

Overall (not an average) – 8.5/10
Amazing treasure hunt level. Host this. Play this. Review this. Wait and see if I’ll feature Noka’s tileset or this level this month (not even I know which I’ll do yet! Can you feel the suspense? I sure can.)

Overall pros: Great gameplay, really nice looking, etc., etc.

Overall cons: You’ll need a lot of players to really play this level at it’s best, hard to learn, the enemies are annoying for the server but take away from the level when they’re not there.

Review by DanYjel

Posted:
25 Aug 2005, 17:09
For: Technicitoir
Level rating: N/A
Rating
N/A

Lark! You forgot to put him into the credits! You used his melody from Toxice Eclipse, if you don’t know…

EDIT: Thanks. ;P

Review by habu93

Posted:
25 Aug 2005, 14:37
For: Christmas Blast
Level rating: 6.2
Rating
N/A

miksi mun peli ei toimi?
ku mä lataan downloadista vaikka esim. Ice joku… niin sitä ei voi pelata? miksei??

VASTAUSTA ODOTELLEN:

-Hanna..

[Inappropiate rating (1.2) removal. Please give your opinion of the level in english. Other languages are not supported by this site. Also, from the looks of it you haven’t provided a properly detailed reason for giving the level this rating. When you write your reviews in english, please state good reasons for your rating. – FQuist]

Not recommendedReview by NOKA

Posted:
24 Aug 2005, 18:53 (edited 25 Feb 06, 13:45 by Fquist)
For: Mystic Island
Level rating: 8.6
Rating
6.2

Uhhh…

Sorry but 13th Vortex was much better. I dont like this tileset at all…

First of all I want to say that when I saw the review of my tileset by Moonblaze I thought that his tilesets would be really great and that Moonblaze is really good tileset-maker because he pointed out all the things that were wrong, he was describing how the good tileset should look like and how it suppose to be done, but when I looked at this tileset I said eghhh…. What a hell is this??? (FTR) Even the textured background is ugly! All background tiles are simply made in paint I can see it. The only thing that looks kind of nice is the grass from the brown , dark ugly ground… This tileset is so small and has nothing interesting in it, no interesting eycandy, only thing are some spikes, poles, vines and some strange slopes which looks like they were made by just simply pasteing some triangles, it look bad! There are also a few rocks which are ugly too….

I must say that I tried to do an interesting level with it, but like I am saying – I TRIED! Because you cant make a good level with it, every level made with this tileset will be boring and bad… Good thing of this tileset are masks. They are almost perfect. But what can I do with good masks when graphics are so badly made like here?

Oh and I agree with Violet CLM: your tilted rocks, look really boring if you had several in a row! (really boring!!) You didnt even put any effort to seperate the small rocks from big one so it woild look better…

Final rating is 6.2 -> Bad tileset small and simply made in paint ( this tileset is like 10 hours of work for me… ) I would rate it lower but masks are done perfectly. I dont understand why this tileset had so big rating…

No download recommendation because you cant really make good levels , this tileset is useles in my opinion.

[Flame tag removal – FQuist]

Review by Sasik

Posted:
24 Aug 2005, 18:52
For: THE EVEN BESTER LEVEL EVER(!)
Level rating: 1.6
Rating
N/A

Well, I usualy don’t rate levels, but this level is special, coz there is almost no level O.o And the awesome music…I’ll listen to it all day now! THX :)

Ok, I wanted to give you 10, but I don’t want to make Fquist sad because of his work ; ( So no rating, sorry, blame j2o admins ; (

Gj, anyway ;P

RecommendedReview by n00b

Posted:
22 Aug 2005, 18:47
For: ilu's land X
Level rating: 5.2
Rating
5.2

/note: Fixed./
/note two, it is best to go to the last paragraph to avoid the long part of the review/
This Sequel to Iluz Land answers some questions, and opens some new ones. While the first featured many lands, the second only features 4 areas. In that sense, it isn’t bigger, but it is better. Also it is impossible to play as Lori.

Right off the bat you’ll notice that somethings here were ‘borrowed’ by Invasion of Deserto. The intro level runs just like the one in IoD, and that one bilsy related episode that Criminiclown. Anyways, the story is that Iluz Land was actually a trap(I love how it was called a scandal as well :]) which was set up by Devan. I can only assume that then trap was a VR simulation, but who knows. Jazz goes to Devan’s castle, named Castle Devanestien. And battles Devan, loses and is tossed in the Dungeon. Jazz finds that Eva is also tossed in a dungeon. You find a secret exit(Devan seems to have a tendency to leave those around. Hmmmmm) and promise to save Eva after you find and defeat Devan(Because he has the keys or something).

What follows is one of the best levels Iluz has produced. You’ll notice multiple pathways, and bats in decieving areas. Sometimes the bats have the advantage because of their number, or because they blend in with the scenary, some even wait out of your reach. This is a step up from Lost in Many Worlds. There are some hidden areas, and dead ends. The eyecandy is above average, and certantly is not bland. You must find a way out alternative to the front door, and that path happens to lead to the pack’s worst level.

The pack’s worst level should be skipped. It does not include any good pieces of info to the story and is not very well constructed. Take the level ‘Madness’ Put it in a bland frozen hell setting, and you’ve got this level.There are many instances where the challenge lies in defeating tons of enemies that are hurled at your face. Not very fun in my opinion. There is a Copter Carrot session, which is very bland and not worth the trouble. Fourtantly, this bland challenge is at the end of the level, so if you actually play this level you will know where the end is. Your rabbit will proceed to hop up some icy steps and will enter the world above.Also worthy to take not eof is unlike the game’s other 3 areas, the hell under Devan’s castle is only visted once, and good riddance. Outside you’ll notice that it has gone from a red evening to a purple night. There is a bit of story that is easily missed, a mysterious being named Somebody tells you to find some coins to use as fare to get onto Devan’s space station. The Bank is closed, so one must hunt down another way to get some loose change. This level’s quality is in between the first and second playable level’s. It is also very maze like. This area also borrows the most from IoD. One eventually finds the east caverns which leads to a showdown with Tuf. Tuf is apparently the only person around with money, and he’ll part with it if you defeat him. Beating Tuf displays the pack’s first backtracking session.

The following level is essentially the same as the last, only with some key differnces. First is the starting point where you now can collect a coin. Next is the fact that the bank is open. Apparently lots of people needed to use the bank, because it’s crowded. The only way to make a withdrawal is to take out the float lizards, and take a coin from the safe. The next is either some karate kicks, or constant space bar tapping. You then return to where you met somebody now that you have enough coins, and he instructs you on how to use them. You are then taken to Spacestation Etta.

This level is like QoB. Infact, it’s alot like QoB only it’s on a much smaller scale, the emphasis is on finding many triggers instead of confusing locales, and there is a showdown with Devan. Defeating Devan takes you to a redux of the level where you must find a way out. Both levels are highly confusing with bland eyecandy and cramped areas. But it’s a nice change of pace from battling a line of 30 enemies. Escaping the space station returns you to carrotus, where it is morning.

Somebody is missing, but the castle is open. This level has the layout intact from previous backtracks, but you only need to visit a tiny bit of it. Which returns you to Castle Devanstien, which is also essentially an empty daytime version of the original. However a few bats are still left over. The real final battle is when you go to where Eva was being held, and you must defeat two Bubbas. Unfourtantly the pair makes for a lame final boss. Which leads to a credits sequence that basically screams sequel.

All in all, this is not a bad pack, however some levels are still lacking in quality. The enemy placement in some areas is a step up from past packs from Iluz, but the eyecandy could use some work in some levels. Also some areas were too empty while others were too packed with enemies. And he story was a nice touch, unfourtantly it can only be properly understood if one tries as hard as possible to find all of the text strings. For most players, this pack will be very mudane, but if you’re like me and all you’ve recently played is “Lost in other worlds” and other lowly reviewed levels, this pack is a breath of fresh air.
Final score- 5.2
Download reccomendation? Yes, but only if you’ve been playing levels that are rated under 3 points for the paste few weeks.
Review also serves as- an extensive journal of what I did in the X edition of Iluz land, so if you’ve been betatesting FSP 2 or some other stellar level pack like that, you don’t have to waste the time to play the levels.
[Apparently, FSP is regestered as FPS in my brain. Also you can now download the missing tilesets.-n00b]

Review by Sacrush

Posted:
22 Aug 2005, 18:15
For: Toxicus and Lavapolis (1,23) 2005
Level rating: 8
Rating
N/A

Yes! this is indeed a really great tileset and Im creating a level with it just as I speak!

Review by chandie

Posted:
22 Aug 2005, 13:39
For: THE EVEN BESTER LEVEL EVER(!)
Level rating: 1.6
Rating
N/A

There isn’t anything to do, no eyecandy except 2 tubes and black background. Only you fall down and reach to the warp, then start from the beginning. So, no rating from me! Cause it’s useless

Review by DanYjel

Posted:
22 Aug 2005, 12:33
For: Toxicus and Lavapolis (1,23) 2005
Level rating: 8
Rating
N/A

Finally! This is what I was waiting for so long time. 1.23 version. Thanks. Thanks a lot!

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