Delete Please
This is a kind of Techno Remix and i hate it. It sounds bader than before.
BAD. Stop including in lvl-packs and Remixing songs of kind Techno. There are many Other Kinds of music wich are better to hear in jj2.
In the map is nothing :S
???
Maybe DLL? There is “Ignore” button?
If you on the game, click F1[This review has been edited by JSZ Spaz]
I don’t basically review battle-levels but this was again an interesting pack so I wanted to review some but not to rate because I haven’t done a special rating-system for battle-levels so that I could know what to rate in them. But I say some things about the levels which I liked and which I didn’t like.
Some levels you took from your first UB-pack, you should have made just new levels only for the next battle-pack, not edit old ones and post them. Of course you made some new levels also. I also don’t like about that the name of the pack is Unnamed battlepack. It should be something more innovating.
Well, you had still nice music in your levels and just awesome eyecandy. Gameplay was also one of the best sides in your levels, and there’s no complaining with ammo-placement or other placement.
Overally I would give this something like 8.5. And if I remember correctly, I also reviewed your first UB and rated it like that also. But I’m not sure about this so I let it be N\A.
PS. YAY!! This is my 100th review, let’s party!!!! :DDDD:DDD[This review has been edited by Superjazz]
The game doesn’t work. It has an install-file and after it’s installed, and I try to run it, it says that some file cannot be found…
Time to review the worst CTF level ever. (Not sarcastic)
Introdction to Jungel flag map: This is a level created by someone called Ice Skull, and the level is made with the great tileset Swamps by Agama, but I don’t think Agama would like it when she sees a level like this.
Gameplay: this level isn’t too big, has alot of unnecessary platforms and other things. The level is very buggy, and there are almost no springs in this level. What is a level with almost no springs? Actually, there are quite many springs, but the placement of them is…. very bad. I won’t discuss about it, it’s too horrible. This level’s layout is very bad, because it’s too small and open. The level has too many platforms, and I should say, never place platforms randomly. You should look at good levels to see how you need to make a CTF level. Anyway, back to gameplay, this level has hurt. Why? Hurt in a CTF level is one of the most stupid things you can do. Y’all know that hurt ruins a level(if not SP). This level has big dead ends at the left side. I should say: never make dead ends! Why is there a warp at the left side that leads you to the right base and not vice-versa? This is an original idea, but using coins to get there that fast is better. I don’t see a reason to put a coin warp in this level. I don’t even like coin warps in levels, but if there is stuff in it that is fair, it’s okay.
Conclusion gameplay and what should be improved: The gameplay is very bad, I don’t want to list every bad thing about it. Tips for improving: look to better CTF levels next time. Don’t place platforms randomly. Don’t put a warp at the left side and no at the right side. Probably some more. Read the other things.
Eye candy/tileset use/layer use: I am going to list the good things first. There are animations. Layer 4 is used. There is something in layer 4. There is a background in layer 8. The level’s eye candy is the best aspect of the level. This should be all good. Now the bad things: tileset is used horribly. There are only 2 layers used. There are lots of eye candy bugs.
Conclusion eye candy/tileset use/layer use and what should be improved: the eye candy is very bad, but at least there is a background and something in layer 4. The tileset is used horribly. The layers are used badly. Tips for improving: look more at the tileset next time. Try to use more layers(I would pick another tileset to do that since I am bad in this tileset).
Pickup placement: the pickup placement is very bad. This level has alot of things that don’t belong in CTF levels. Like that 1-up, hurt, gems, one gem stomp and crates with ice. There are things that must be in a CTF level. Ammo(only one gun 9 × 3 , one toaster × 3 here and two crates), power-ups and full energy(!) Like I said, coins are okay in a CTF level, but the stuff in the bonus is very bad. The coins placement is very, very bad. The coins are placed next to each other, but if it was spread, it would be much better. There is one carrot in a crate and I forgot to say that there are two crates with some ammo.
Conclusion pickup placement and what should be improved: the pickup placement is very bad. There are alot of unnecessary things and almost no ammo and no power-ups and no full energy. Tips for improving: put more ammo in your levels, power-ups and at least one full energy. Don’t make a bonus, or if you are going to make one, put fair stuff in it.
Originality: This level is absolutely not original. The level has no music, name, next level, or original ideas. The way the tileset is used is very bad and not original. I can’t say alot about originality so this is everything.
Conclusion originality and what should be improved: this level has no original ideas, music or original tileset use. Tips for improving: put music in your levels, make up a name and put a next level(for example, let it loop to itself)
Others: host this: No! If you do it I’ll ban you from my server(only host it if you are hosting a server like one with the worst levels ever) to be fun.
Download recommendation: for stupid people that like very bad levels. No download recommendation: for all other people who know how bad this level is by looking at the rating.
My final rating is an 1.5. I know you can do much better (after reading this review)
- DarkSonic of XSÐ, CC and XLM was here.
Now I’ve never seen this movie, which may be a good thing, so I can review this without bias. Anyway…
Tiles: Well, we got quite a few “Bad Boys” related tiles, which seem to come from movie posters. Along the left, we have some destruct blocks with some handguns, a “!” block, a “?” block, a TNT block, a block with a poorly drawn blaster, a block with a poorly drawn seeker, and a block with a poorly drawn fireball. We then come to a textured BG (good), a block with some green things on it, a poorly drawn planet, a strange white thing I assume to be a police car, a strange blob type person with handguns, a lone handgun, some blocks, slopes, a brick wall and some event tiles. Not bad, except for the poorly drawn things (I assume the blob person was poorly drawn on purpose) and a general lack of theme. The colours are all shades of brown, and can be a bit dull.
Tiles: 7.0
Masking: Seems to work, with some nice mask messages. Nothing amazing, but no jagged edges or anything of the sort.
Masking: 8.0
Theme: Unfortunately, this tileset lacks much of a theme. Sure, there are some posters and some handguns, but remove those and you have a fairly drab block tileset. It’s hard to think of some kind of location one could make out of this tileset.
Theme: 4.0
Event Tiles: Let’s see…spikes, signs, V and H poles, a vine and a hook. Unfortunately, the sucker tubes are missing in action. Shame; you almost had a perfect score in this category.
Event Tiles: 8.0
Overall: Not bad, but look past the fancy posters and all you have is a generic MEZish tileset, without the vibrant colours of mezz’s work. Masking and things like that are all good, but you just need to work on a theme.
Overall Score: 7.2
It’s NOT “.j2b”
(…which doesn’t matter. ~Violet)[This review has been edited by Violet CLM]
HOLY (—) YOU TOOK MY NICKNAME (—) (PA) AND YOU CAN (—)
(Sense drain/Personal attack removal/Intolerable content removal. Do not swear on J2O. If you do not want your nickname “stolen,” use a less common one. You receive one warning and one subwarning for this. -Trafton)[This review has been edited by Trafton AT]
I’m guessing I won’t want to review this.
GAMEPLAY:
This certainly doesn’t look like a CTF level, or a JJ2 level for that matter. I’m going to try to list some of the things that were done wrong:
• This level has no name, no music, and no next level setting. These can be changed by clicking on Tools at the top left, then Level Properties.
• Putting a warp near one base that places players right next to the other is definitely not a good idea for a CTF level.
• There aren’t borders around the entire level to prevent the flag bug (I’m not going to get into that right now).
• An event, and in this case a warp event, was placed at the far right. Events don’t work on the last tile on the far right or the very bottom (not that events should be placed there if a border was used).
• The blue springs placed on all those platforms are unneeded. Even if they were red springs, it would be pointless to have it on every single one of those platforms.
• Hurt events were added. These shouldn’t be used in multiplayer levels, since they only affect the server.
• The events regenerate too fast. A speed of 20 would be a good start.
• A shield was added. It’s best not to use shields at this point of level making.
• The coins are placed in an odd formation. They could’ve been spread throughout the level instead.
• Fast feet, a 1up, and gems were included, which are completely useless for CTF.
• The wind events server no purpose. Those shouldn’t have been added in the first place.
I don’t really want to get into all of the CTF basics since this doesn’t even meet basic level making standards. To make things worse, a gun crate crashed my server. I’m not going to explain exactly why this happened, so get someone who knows what they are doing in JCS to point out other things I may have missed. But I am surprised this has team based start positions.
EYE CANDY:
The eye candy isn’t any good at all, and yet I have seen worse. I wasn’t expecting to see that the background tiles are tiled, several layers are resized, and the animations actually work. Of course a lot of other tiles were used improperly, so I would advise either looking at some good levels that use this set, or choose an easier tileset to use such as Castle.
CARROT AND AMMO PLACEMENT:
Well, there isn’t much to point out. There aren’t any powerups, and the ammo was randomly placed. There is a carrot crate, which doesn’t regenerate, but it would give fake health to anyone except the server anyway. A simple full energy carrot at the center of the level would be a good start.
HOST THIS OFTEN?
To put it bluntly, not a chance. My advice would be to start with battle levels instead of CTF levels. This is a 2. I could rate lower, but I’m not. On a side note, only “SwampsN.j2t” should have been included in the zip.
Please update the older file instead of upload a new.
Battle in the nature –2-
Well, according to previous levels of Olsen which weren’t very good (cough cough Skeleton Castle) I didn’t except much things from this level, but according to the rating of ice skull which was 8.7 (however I doubt that this is a fair rating and I know sure that it will be deleted because of no explanation) But the author could be improved since his last. You can see it in this review.
EYECANDY: 2.0 out of 2.5
When I started to play the level I was more then surprised for a moment, because the eyecandy that is shown here really offers almost the best thing of the fine Nature’s Ruins tileset. You already have a higher score for eyecandy from me then your total score in Skeleton Castle! I really can’t extract much points from the score for the eyecandy, it just looking good, and it uses almost every tile of the tileset. It has nice backgrounds, that move good with the other things in the level, there are no tile errors, the trees are placed good and the leaf shower is OK. I don’t have anything more to say about the eyecandy used here.
AMMO: 1.25 out of 2.5
This is something other: the ammo placed in this level is not really good, more something like bad. There are no Powerups in the level, which is truly a bad point, because a battle level just isn’t good without powered up ammunition. Other bad points about the ammo: the amounts of ammo that are placed. You could have made a much better ammo structure by dividing the ammo over the level, or even better by adding more ammo to the level. Now, there are a few places where you can get the ammo (other not so good point: the ammo used is particularly ammo of bad weapons like Ice Gun and TNT) and the ammo is in large groups. Also, there are no carrots in the level, which makes it impossible to heal and this takes away a lot of the strategy and thinking, because it will be more something like a fragging level now. Besides, the ammo respawns way to fast, this takes away more from the strategy.
LEVEL STRUCTURE: 1.25 out of 2.0
The structure of the level has it’s good sides and it’s bad sides… I can tell positive things about it, like the fact that the structure is very diverse and there are multiple ways to get to a point in the level. But there are also a lot of bad sides to tell about: look at the destruct sceneries in the level. They could fit nice to a singleplayer level, but they simply don’t belong in a battle level. You should remove them. Other thing is the amount of one ways used, this may get you stuck in the trees. I also have some problems with the closed structure: it could have been more open in my opinion.
GAMEPLAY: 2.0 out of 3.0
Now let’s tell something about the gameplay. Thanks to the good eyecandy used, the level looks fine and it’s funny to play in it, but there are a few less developed points that take away some points from the score. The flow in this level isn’t also that good, it could have been better if the structure was a little bit more open and the movement was easier. The music file that is used fits perfectly to the level and it matches with the gameplay.
RATINGS:
As you can read I was a little bit surprised about what I saw here, especially looking to the fact that Olsen’s previous level just sucked. However, this level gets just an average score, but that’s just the problem with the placement, The ammo could have been a lot better, and the structure could be better too. Now, this level ends up somewhere in the average zone. If you count all the scores up, you will get to a 6.5. And that’s exactly what I’m giving this level.
Score: 2.0+1.25+1.25+2.0 = 6.5
Download: Maybe. The level has it’s good sides and his bad sides, but I guess it’s worth the downloading.
Host: I don’t really know. I’m sure there are better battle levels to host, especially since NiQ uploaded his really good Unnamed Battlepack yesterday. I guess that levels are better, but this one could be fine for just only once.
Greetings,
- ChippieBW of XSÐ, CC and XLM
Yeah, now it’s a very nice lvl!!! It isn’t to big but ok, i like it.
now there are delay-events, the spring on the statue is away and it is bigger than the old one!
But why haven’t you clicked on the “edit info/re-upload”-link??? (top of this page)
(PS: see my old review, because of the rating)
(PPS: @ice skull! are you a friend from Olsen? the ratings…)
(PPPS: sorry for this bad English!)
(Unsupported rating removal edit. Please provide more detail in your reviews. ~Violet)[This review has been edited by Violet CLM]
When I saw Chip’s review, I thought: I want a long review like that too! Anyway, let’s start.
Introduction to Un-Named Battle Pack volume 2: this is a new pack by NiQ aka Snooze, and volume 1 rocked, so I was going to check this new pack out. This pack has 6 levels, and 4 of them were the ones in UB volume 1. The other 2 levels are new, and this review will be long too.
‘Woodland Warfields’
Gameplay: this level’s gameplay is really great. I didn’t have to jump alot, I could just run right or left. This is a very good thing. There are sucker tubes in places where you are forced to jump, but just run right or left and there is a sucker tube. I liked this alot. This level has a great layout, and the flow in it is almost perfect. The bad thingy is that the level is quite small, and that’s probably the only reason why I don’t give a perfect at the gameplay here.
Conclusion gameplay: one of the levels with the best gameplay I ever saw. I really enjoyed it. The layout and flow is excellent, and you don’t have to jump alot, thanks to sucker tubes. The level is small, and that’s the only point here.
Eye candy/tileset use/layer use: I saw that this tileset doesn’t have too many eye candy, only mines. This level’s eye candy reminds me of ‘Moree Mines’ and I think that this is a good point. There are alot of mines in layer 5 and 4, and there is something in layer 3 too. In that case, the tileset use was good. The layer use was also good, like I already said.
Conclusion eye candy/tileset use/layer use: This level’s eye candy is good. That mines are probably the only eye candy here, although I don’t like this tileset too much. The tileset use was good too, and layer use was also nice.
Pickup placement: The level’s ammo placement is really good. The PU placement is also nice. There are 3 pu, bouncy, toaster and seeker. The bouncy pu placed at the left side, and you get it with gun 9(again). The toaster pu at the right side and you get that also with gun 9. The seek pu placed in the middle of this level, and no complaints about it. There are too many carrots in this level. There is a carrot +1 at each side, and there is a warp with another 2 carrot +1’s. I don’t like it that there are too many carrots here. I think some ammo is too close to the ground, and there is some other ammo placed in the air. Less ammo that close to the ground and more in the air would be better. Anyway, the ammo is good spread and there were good choices of ammo.
Conclusion pickup placement: the ammo placement is good, but too close to the ground. There are too many carrots in this level. Good choices of ammo, and it’s good spread.
Originality: I can’t say this level is original, but this tileset isn’t used too many. The music in the level fits the tileset not very good, because that music is more for a tileset like Wasteland. It’s kinda ok, so don’t bother. The way the tileset is used is kinda ok too, but nothing really special.
Conclusion originality: this is a not too original level. The music fits the level ok, but not too good. The way the tileset is used is nothing really special.
‘The Space Fortress’
I already reviewed this level for volume 1, but that was very short, so this will be longer.
Gameplay: this level is small, but still has great gameplay. There is alot of one way, and no dead ends. There is a great spring placement, and after that springs, there is one way, so that you don’t have to jump at that places. The level is kinda open, but still has a good layout. The flow in the level is also nice, there is no biasing and like I said, the spring placement is also very good.
Conclusion gameplay: this level’s gameplay is very good. Great spring placement, layout and flow, the level could be more closed, but it’s still ok.
Eye candy/tileset use/layer use: this level’s eye candy is, at first place, very good. I liked it alot when I reviewed volume 1. I think that it’s confusing now. It’s still very good, but the confuseness makes it worse. The tileset use is very good when the eye candy is too. The layer use is also very good, there is alot in layer 3, and there is something in every other layer. I really liked this.
Conclusion eye candy/tileset use/layer use: The level’s eye candy is very good, but confusing. The tileset and layer use is also very good, no complaints.
Pickup placement: this level has a great placement in it. There are large groups of ammo, and they are good spread again. There is probably a bit too many, but I can live with it. There is a seek pu at the right side of the level, with a bouncy at the left side. There are mp starts above that power-ups, so you can get them when you just started this level. I don’t think that’s a good idea. The choices of ammo were again good. This time, the ammo is not close to the ground, but all in the air. I really liked this.
Conclusion pickup placement: the ammo placement is very good, there are large groups of ammo placed here. There are 2 power-ups, but they have a mp start above them. The ammo is good spread, and every ammo is in the air.
Originality: this level’s music is one I like. I don’t think this music is overused, and it fits the level nice. The tileset used is kinda over-used by some people, because CelL made alot of levels with this tileset. The way the tileset is used was very good, and also original.
Conclusion originality: this level is kinda original. Although the tileset is over-used, the way it’s used is original. The music fits the level good.
‘The food facility’
Gameplay: this level’s gameplay isn’t as good as the previous two levels, but it’s still good. The level is quite open in some places, and it’s changed since I saw the last version of it. There is a new tube now. This one leads you to the toaster power-up, which is new in this level. And of course, there is a tube that leads you out that place. The level’s flow is good, but I don’t think that horizontal springs around 60,24 are necessary. It’s a good idea, but I don’t really like it. The other springs are good placed. I saw there are 2 small dead ends. There is one at the left-bottom and there is one small one with that horizontal spring that are near the toaster ammo which starts in 49,26. Other than that, the gameplay is good. Good layout, too.
Conclusion gameplay: good gameplay, spring placement, layout and flow. 2 small dead ends, and some tubes here and there.
Eye candy/tileset use/layer use: when I saw the eye candy of this level for the first time, it wasn’t as good as I think now. This level has a bunch of good eye candy. There is alot, but still not perfect. I can’t say alot about it. The tileset use is nice then too, and about layer use, only layer 1 is not used, but it doesn’t matter that many. The level’s backgrounds looked good, I especially liked the background in layer 7.
Conclusion eye candy/tileset use/layer use: this level’s eye candy is just good, I can’t say alot about it. Tileset use is nice and layer use too.
Pickup placement: the level’s placement is nice, but nothing creative about it. The level has 3 power-ups, toaster, gun9 and bouncy. I don’t know why gun9 pu is needed here, and I would prefer if it was not near a start position. There is only one mp start, which is not really nice. The ammo in this level is mostly in the air and some on the ground. There is also ammo on vines, and you get some ammo by going down on that vines too. Like the name of this level said, this is one of the little levels with food in it. There are still people who put food in their levels, but this was mostly in the past. But I see it’s still going that way. Anyway, about pu placement, it’s good. A bouncy pu placed at the right side and that toaster pu is placed in a place where you need to take a tube to get there. There are no carrots in this level, and I wonder why there isn’t.
Conclusion placement: the ammo placement is nice, there is not too many on the ground. Power-up placement is also good. No carrots, and I wonder why there isn’t. This level has alot of food in it, like the name tells ya.
Originality: I remember this level’s music. I used that one for my Wasteland levels. This music fits this level, though. The way the tileset is used was kinda original, and that horizontal spring idea was also quite good, although I didn’t like it. But still, it’s some idea.
Conclusion originality: this is a quite original level with some ideas, and an original tileset use. The music fits the level ok. The way the tileset is used was kinda original too.
‘Evil Realms’
Gameplay: this level’s gameplay is kinda good again, with alot of springs placed. This level is not too open, but it has too many platforms. The level’s layout is kinda squared-off in some places, but the flow is really good. Other than the squared-off layout, it’s still okay. I think more springs than one at one place is too many. I’d just put one spring at one place except there are 2 tiles between 2 platforms. Other than that, the spring placement is good enough. This level has no real biasing, and that area at the left-bottom is changed too. I think that this area was very bad first, because it had alot of horizontal springs in different colors first.
original ideas again, and also a good music. The way this tileset is used is not one to be rated, because it’s so small too.
Conclusion originality: some original ideas and good music.Conclusion gameplay: this level has a good gameplay. The spring placement is good, okay layout and good flow. There was something changed that I didn’t like before, so that’s good.
Eye candy/tileset use/layer use: it’s hard to rate the eye candy here, because this tileset has only some stones and pipes. That pipes were in layer 5, 6 and 7, and that’s probably the only eye candy here. About that stones, they weren’t used alot, although too many of them isn’t good. I think there was only one here, with text on it. That was 1 r.i.p. stone.
The tileset use is nice in that case, because it’s just so limiting. The layer use was good too, layer 3, 4, 5, 6, 7 and 8 were used in this level.
Conclusion eye candy/tileset use/layer use: this tileset is so limiting, that’s why I can’t give bad or good eye candy here. The layer and tileset use were good enough, though.
Pickup placement: this level has alot of ammo in some smaller and bigger groups of ammo. Most ammo is in the air and you can get it without and with jumping, and some of the ammo is on the ground. The level has 3 carrots, one at each side, and one full energy in the middle of the level. The level has two power-ups, which are gun8 and gun9 ones. This should be original, and yes, it is. There are more types of ammo than that power-ups, because only that two types was already an idea in another level.
Conclusion placement: the placement of this level is good, there are large and small groups of ammo in the level. There are 2 power-ups, gun9 and gun8, and 3 carrots.
Originality: the level has some original ideas again, and also a good music. The way this tileset is used is not one to be rated, because it’s so small too.
Conclusion originality: some original ideas and good music.
‘CrYsTaL MaNiA’
Gameplay: this level’s gameplay isn’t as good as I thought first, but I still like it. The level is changed since the last time, and it’s not too open or closed, it’s just good. There are no dead ends, when there could be a dead end, there is a tube placed that prevents a dead end. This level has a good layout, and the flow is also quite good. The level has a good spring placement, and I don’t think there is some biasing in it. the only thing that should be better are that small one-tile platforms with one ×3 ammo on it. I don’t like that part of the level too much, but there is one way placed under it(not everywhere) so it’s still a good gameplay. There is a tube added to a warp that leads you to a seeker power-up, but it was else when I saw this level for the last time I think. This level is quite small, but it’s not really bad.
Conclusion gameplay: this level is not too open or closed, has a good layout and flow. There is no biasing and a good spring placement. There are some one-tile platforms, which I didn’t like that much.
Eye candy/tileset use/layer use: the eye candy in this level is great. Although the eye candy is confusing, I could see all the things here. The level has alot of eye candy in layers 3 and 5, and also something in layer 1 abd 2. This level has every layer used, and that’s why the layer use is very good here. The tileset use is also very good. I think the eye candy is slightly overused, but if it was, I couldn’t see anything.
Conclusion eye candy/tileset use/layer use: this level has a great eye candy. It’s slightly overused, but I could see everything. The level has great layer and tileset use, which is very good.
Pickup placement: this level has really a good ammo placement. The ammo is quite good spread, and the groups of ammo are small and bigger, but still not alot. This is good, though, because too many ammo in one place isn’t too good. The ammo doesn’t look very creative, but still, it’s good placed. There is one carrot in this level now, and that one was a full energy first. The level has a good pu placement. The level has 3 power-ups, which are bouncy, seeker and rf. The bouncy pu is placed at the left side, and there is a warp under it, which leads you to the place where it is. the rf pu is placed at the same place, but then at the right side with also a warp under it. The seeker pu is placed in the middle of that two power-ups, but the warp that leads you to it is placed at the end of the tube that was added in this version. You enter that tube in pos 75,38. The level has 4 food things, and I think a few food is good in a battle level, but not too many, like in ‘the food facility’
Conclusion placement: the level has good ammo placement, quite good pu placement, 4 food things, which is enough, and 1 carrot +1.
Originality: this level is quite original. Although the tileset is overused by CelL (again) and some other people, this tileset is used very originally. I’ve never seen that good eye candy with this tileset. The music in this level is a decent one, which is used more times. It was a good idea to put all the power-ups in warps.
Conclusion originality: this level is quite original. It has decent music, has an original tileset use, and that idea to put all power-ups in warps was a good one.
Finally, up to the last level.
‘Carrotus Clash’
Gameplay: this level’s gameplay looked like the one of ‘Woodland Warfields’, which had very good gameplay. This level has the same method as that level, when there is a dead end, there is a tube above it or next to it. I think that the gameplay here is again very good. This level is again not too big, wbich is no big point. This level might be too open in some places, but it’s not too bad. The level’s flow is good, so is the layout. This level has some small platforms again, like ‘CrYsTaL MaNiA’ also had. The level has one way under that small platforms. There are more good things, there is one float up above a bridge, and it’s placed that way, that you can get up that low platform without jumping. This is a good idea for a low platform, and it helps the flow too. The level has a warp to a seeker power-up, which is a tradition now.
Conclusion gameplay: the level’s gameplay is great. There are tubes above or next to a dead end, the level has some one way, and one float up for one low platform.
Eye candy/tileset use/layer use: this level’s eye candy is really good. This is how you should use Carrottus, it looks like the eye candy of Carrotus Squash, the bad is that this level is smaller. The level has something in layer 1, 2 and alot of stuff in layer 3. This level has every layer used, and that’s again a great layer use. The level’s tileset use is also very good, like I said, this is how you should use the Carrottus tileset.
Conclusion eye candy/tileset use/layer use: the level has alot of eye candy. The tileset use is very good and the layer use is also very good. Every layer used, which is a very good point.
Pickup placement: this level has some un-original groups of ammo, 3 power-ups, and no carrots. The ammo placement is good again, and there is nothing on the ground. There are a few ×3 ammo that you can get without jumping, but that should be all. The power-up placement is quite good. This time it’s toaster, bouncy and seeker pu. The toaster pu is placed at the left side of the level, with a tube above it. The bouncy pu is probably placed too close to the toaster pu. The seek pu is placed in a warp at the right-bottom of the level. There are no carrots in this level. This is sometimes a good idea, and this time, I think it is. The ammo is good spread and there were good choices of ammo.
Conclusion placement: the level has a good ammo placement, no carrots and 3 power-ups. The power-ups are placed good, too.
Originality: this level has no real ideas, but the way the tileset is used is good. The tileset is, of course, overused, bit it doesn’t matter if you use it on an original way. The music in the level is just the standard carrottus music.
Conclusion originality: this level uses the tileset original. The music is just standard.
Conclusion: this pack was great. Although I over-rated the first version, I think that was still worse. I am too lazy to change that now, because I am tired of this long review.
Host this: Yes, you should do this.
Download recommendation: for everyone, especially battle freaks.
No download recommendation: you should download this, so no-one shouldn’t download this pack.
Final rating: 8.2.
-DarkSonic is tired of this thingy.
[This review has been edited by Da man]
I think it’s really nice! =) And it’s good, you’ve made a cryshilis remix, becouse it’s not an easily remixable track, I think…
(Unsupported rating removal edit. Please provide more detail in your reviews. ~Violet)[This review has been edited by Violet CLM]
I don’t understand.
There are 4 new instruments + I’ve changed all of the melody instruments, not only two drums… So before you tell opinion about it, please listen the original one. Thx.[This review has been edited by TaZaR]
The remix didn’t change much: you just added some shakers and changed the beat a little bit. Noxt time, try experimenting with more instruments, and try to think of ways you can extend the melody. I’d say this remix is just about average. Keep trying, and you’ll have better results.
(Somewhat unsupported rating removal edit. I have no idea how to rate/review music either. Please provide more detail in your reviews. ~Violet)[This review has been edited by Violet CLM]
A faster tempo and an extra drum or two does not a remix make. No/10.
EDIT:
Ok. Comparing this and the original in ModPlug shows that you added a bass, two drums, a hihat, and a drum loop. Every other sample from 1-14 is exactly the same. The patterns themselves are also the exact same, barring the drums you added. The tempo was also upped from 124 to 138. Even if the instruments were different, just doing that isn\‘t what constitutes a good remix.[This review has been edited by Scizor CT]
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