Review by blurredd

Posted:
Posted more than 21 years ago
For: Dark Graveyard
Level rating: 7.8
Rating
7.7

I will indeed feel free to rate.

GAMEPLAY:

The layout isn’t complicated, though it does have a nice feel to it. I noticed that in this version of the level, there weren’t invisible masked tiles at the top middle anymore, but instead wind events at the egde—something I think was a big improvement. Getting around is easy enough, and the layout is symmetric so balance is not a problem. The level may not be extremely original, but it does have good gameplay in it and several places for some nice strategic moves.

EYE CANDY:

Should’ve yelled at Pyro more to fix the textured background, though. Other than that one detail, I liked the eye candy. The background doesn’t seem confusing as it looks like it should be, and it even helps out the atmospere a lot. The tiles in the 3rd layer didn’t get in the way too much, and I can’t complain how most of the tiles in the sprite layer were placed.

CARROT AND AMMO PLACEMENT:

For carrot placement, the +1 carrots on the side were a good idea, especially since the full energy carrot in the middle may be too risky to get most of the time. I can’t say I hate the seeker powerup placement, although I know a certain other who would probably complain about it. I liked the tube near the bouncer and RF powerups, which were nice choices for powerups by the way. Ammo placement is alright, although all those crates aren’t really needed, and some Electro Blasters could’ve been useful.

HOST THIS OFTEN?

On occasion. Although the size is adequate for duels, I wouldn’t recommened it for them. It’s best for 2on2’s and 2on2’s alone. Bonus points for making a level that’s Bob’s weakness. 8.

The Edit: Okay, so maybe I was a bit too eager to rate this an 8 after realizing Bobby aka Dizzy wasn’t that good in this level—at least this is what I think. It’s really not too different from a lot of other levels, so I’m making 7.7 my new rating. It’s still a good level, though. By the way, I can barely hear the new music while I’m playing the level. The old music was good enough as it was.[This review has been edited by BlurredD]

Review by SuckaTube

Posted:
Posted more than 21 years ago
For: Cocacolla battle
Level rating: 2.8
Rating
N/A

Nothing done here, basicly. It is an obvious insult to all levels made and sent here to J2O.

Graphics: The coke tileset. Nothing more, nothing less.

Music/Fx: No new FX. The music was very…silent? And repeats all the time. Note: THERE WASN’T ANY!

Placement: “Har de har har; to be placing things like that is to make a fool out of oneself” -Nuff said….

Download: Only if you want to make your own fun with it, like a cardboard box or a stick and a hoop…
(Unsupported rating removal edit. Please provide more detail in your reviews, as this is just an obvious insult to all reviews made and sent here to J2O. ~Violet)[This review has been edited by Violet CLM]

Review by Niels aka ChippieBW

Posted:
Posted more than 21 years ago
For: Bricky Town
Level rating: 6.7
Rating
7

Yay, a new level of DarkSonic! Anyway, eveything in this level is CUTE! The tileset, the music, the name !!! Enough, let’s get down to business:

EYE CANDY:
Well, the tileset is CUTE, so the eyecandy is CUTE too (DS hates it when I use this word, so let’s do it often) But it’s not really impressive. It will do and at most of the places it’s decent, but it’s nothing special. Anyways it looks a lot like our Suburban Traffic level we uploaded a few days ago… Backgrounds are nice and CUTE, but some more interesting eyecandy would have been nice… I don’t know if that is possible with this set.

AMMO:
Three Pu’s have been used in this CUTE level, and they are placed in CUTE houses… The PU’s don’t have that much originality (Seek RF and Bounce, been there done that) and there are two carrots around… a fullNRG and a normal one. Maybe that’s a little bit too much for a small level like this. The other ammo is placed fine.

LEVEL STRUCTURE:
CUTE again, but sometimes a little bit too raw. The design gives it a quite good flow, and the base placement is average, maybe a little bit too hard sometimes. Anyways, sometimes the structure is a little bit raw, as I said, especially in the corners, that are very straight. Maybe you should have use some roundings somewhere, which would fit to the CUTE atmosphere.

GAMEPLAY:
The gameplay is good, the mellow music gives the level a CUTE attitude, and it’s funny to play in it. It really looks like a village, and it has the correct atmosphere. The flow is decent, and the whole thing works relaxing…

————
RATINGS
————
As I said, this level is quite CUTE. It;s funny to play on it sometimes, but most of it is a little bit of “been there done that”. Like all DS’levels the are worked out fine, but he would be a better level creator if he brougth in some original idea’s. The levels of him begin to look like if they are all the same….

Score: It gets a 7.0 from me.
Download it: Yes.
Host: Yeah, maybe one or two times.

PS: I thought this level was supossed to be in the XLM level pack! You create something new now?

Review by Lark

Posted:
Posted more than 21 years ago
For: Jazz Paradise
Level rating: 9
Rating
8.5

The last time I reviewed, the Germans were in the process of capturing Berlin (a long time ago, okay?). So, my comrades, it’s time to review.

Good tilesets deserve long reviews, I always say. I was originally planning for this to be long, but I’m going to cut it short, and turn it into a medium review.

Colors – Very good
A nice, colorful tileset. I see red, orange, yellow, green, blue, purple, pink, black, grey, sea green, turquoise, tan, white, maroon… you get the idea. Very colorful.

Graphics – Good
There are a lot of colors, yes, but the graphics aren’t very detailed. They still look nice, though. Simple graphics can look better than extremely detailed graphics sometimes. There’s tons of stuff in this tileset, ranging from fancy orange and red carpet (I think) blocks to colorful and blocky, blinking conrete (I think) blocks. The carpet blocks have 45 degree slopes, 60 degree slopes, and 30 degree slopes, while the concrete blocks only have 45 degree slopes. Most level makers will probably use both varieties a lot. There’s a dartboard, balloons, destruct blocks, hooks… but, what’s this? Moving hooks! The hooks are placed on balloons, and thus you can make them hover up and down a bit. There are pillars, fireworks for the background, a large variety of coins, some mix and match signs (for example, you can write “WE ALL LOVE DEVAN and WE ALL LOVE DEVAN, and so on. Lots of fun there. There are palm trees (that blink, yay!), some clear brick-like tiles (unmasked). There’s a castle with mountains for the background, and a nice blue textured background. We’ve got spikes, flowers, neon signs with Jazz, Spaz, and Lori’s mugs on them, giant cards, giant dice. Oh, yes, and there’s water for the background in addition to the castle and mountains. There are giant pool balls, neon blinking arrows, and… I’m really wasting my time. Why don’t you just download the tileset and find out for yourself?

Animations – Very good
I like the animations here a lot. There are tons and tons of them. Probably the most I’ve ever seen. Neonius, this tileset, and Reactor Core have probably the most animations in any tilesets. They all look great, excluding maybe the coins. The coins could use more frames in them. It looks like they spin around a bit too fast, especially when they are approaching and leaving the state where they look like this… | … you can only see the sides of them. At that state, you can chose to have the backside of the coin look differnet. In other words, you could have a coin with Spaz on heads, and Lori on tails, Jazz on heads, nothing on tails, etc. Very customizable. There are loads of other animations, too, but I’m too lazy to write more about them.

Masking – Very good
Masking is great, very smooth. My only complaint is that you didn’t include any balloons that you could stand on top of. That’s probably the only thing that bothered me at all in the mask. Other than that, it’s awesome.

Palette events – Good
Jungle poles work and psych poles work. The other poles do not work. The snow is blue, and looks good. I’m not sure if the snow being blue was accidental or not, but it matches the background. All the pinball events look great. Good job there.

Oh, and the tileset has plenty of eyecandy tiles. I’d like to point out to everyone that the reason that this is TSF is because of a combination of large size and a surplus of animations. If this were 1.23, you wouldn’t be able to fit in very many animations. I’m not even sure if you could fit this into 1.23, anyway. I would use this if it was 1.23 and 1.23 had room for more animations, but I’m afraid this is TSF, and I don’t want to make levels for TSF. Most of my major beta testers only have 1.23, anyway (Blacky and FS, for example).

Anyway… .Download or not? I guess so :-)

Review by scatman

Posted:
Posted more than 21 years ago
For: Project Fog
Level rating: N/A
Rating
N/A

no time to review now, id rate it 8 or 9 but i have no story.
got a good signature one about N0’s random experiments: nobody is as random as Spaz…

Alex

Review by Superjazz

Posted:
Posted more than 21 years ago
For: Godaikoku Part 1
Level rating: 8.3
Rating
N/A

Just wanted to make a short review about this, not really wanted to judge and rate.

Well, the levels are puzzle-type but all they have the same idea. Bring 5 things of some type to a person and find out exit, but they seemed to be really interesting and I really wish that you would make more of another kind of puzzle-levels. Well, stories and designs were invented well. Eyecandy suxed in some levels quite much but it had been done very well in others.
So, you did all the tilesets yourself anyways, great! That’s really original, good!
If I remember correct, the 3rd level was being hosted once in a server. The head hunter. I remember that as I didn’t solve it at the server but now as there wasn’t any other players on the way, I solved it in about 10 minutes.
I also liked quite much about other levels. There were some japanese animation-style in the 1st level. Nice music choice! I also wonder that why there were lots of ammo which had no use. No readme, doh.

I could say that this would be overally just good puzzle-solving, it takes some time but it’s interesting. Just enough long and not too hard or too easy puzzles. This would be about 8.2 in my opinion, but since I’m not sure about it because this is a puzzle-levelpack I don’t rate. Well done, and make more of these.

-Superjazz was here[This review has been edited by Superjazz]

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Godaikoku Part 1
Level rating: 8.3
Rating
8

Ok, time to begin my second review of today. Whee argh.

Saving the Sheep: The story of this level is nothing too complicated, the farmer’s sheep have ran away and he wants you to find them. The level itself isn’t too bad nor is it too good. It could’ve used a lot more eyecandy, and some things like the pillars at 46, 31 could’ve been in layer 3 or so. The backround looks sort of boring, no auto-scroll and no bg eyecandy. Some things in the tileset look like they didnt tile much, and this level could’ve used layer 3 to make things look more realistic and better. I didn’t like the music too much at first but then I found that it fit the level pretty well imo.

Santa’s Stolen Hats: The storyline is similar to that of the previous level, someone asks you to get back something they’ve lost/been stolen. In this case, Santa has lost his “kinky” hats and wants you to find them and save christmas. The story doesn’t really relate to that of the previous level, but it’s probably not suppose to. The backround eyecandy is better in this level, there is some mountains and christmas trees aside from the red backround, but the higher you go in the level the more empty the backround seems. The eyecandy was a lot better in this level. I didn’t really like that area with the bridges since the bridges seemed a bit out of place (especially the floating vine bridge, why would there be a vine bridge, especially one that’s floating, in the north pole? O.o). Overall, despite the fact that this level had a few cons and wasn’t all that large, the concept of it gave me a good idea for my level and I found it enjoyable playing this. Music also fit, Good job!

Head Hunter: For a starting point, the place underground with the lava and the very small platforms, whenever I sidekick there some ugly line goes straight across my screen. Don’t know why it does that, and since I’m not sure if the level is at fault I can’t really subtract marks from it. And, Jun-Jie bat cave? O.o. I liked the layout and puzzles of the level, and the story of it (bring 5 heads to the vampire), althought I’ve noticed how these levels lack enemies (they’re prolly puzzle levels, but then if no enemies so far why the ammo?) Anyways, this level seemed harder to solve than the others, and I had fun playing it. Great tileset usage btw. Eyecandy was rux.

Snowdust: Reloaded: This level seemed alright, it followed the style of the others, and the snowmen were cool. Just a question, but why didn’t the large spikes in dragonus’s place have hurt events on them? The poem thing in the warp to darangus’s place was nearly impossible to read in the level because the F-Dimension text came too soon after it, a sucker with a delay could’ve helped. The red scrolling backround in the F-dimension also got on my nerves a bit..Other than that, the level was alright, I didn’t like it as much as the santa claus one or the head hunter one but it was alright.

Grand Casino: Interesting level. I had a bug in the “Sucky” part with the airboard, when I got the airboard I suddenly flew into a sucker and when it let me out things got a bit weird. Without any touch of the keyboard, jazz would slowly fly up on the airboard, and when he hit one of the blocks it looked like as if he went through them like they were one wayed (which they were), but stopped at the very last inch of the block so I had to use no wall to get out. Strange. And then after that my airboard wouldn’t let me off the ground =\. This got fixed when I got a new airboard, though. This level took me a while mostly because of the balloon part (that one was evil). It was pretty basic, you didn’t need to think much, just be good at tests and stuff and you can pass this quick.

Final ratings:
Save the Sheep: 7.5
Santa’s Stolen Hats: 8
Head Hunter: 8.3
Snowdust: Reloaded: 7.7
Grand Casino: 7.5

Overall Comments: The levels were all decent, some more than others, and I like the style of them. They could’ve used a bit more spiffying up here and there and the eyecandy could’ve been more rux, but they werent too bad and I liked them. Plus I’m also in a good mood, so I might be rating them a little higher than what I would rate them if my mood was a little lower.

Final rating is 7.8, rounded down to a 7.7, but +.03 because of the combination of good mood, rux music, fairly interesting level style, and a small semi-story in the first four levels. I feel like im overrating this a bit though, since the levels are pretty small, but for now this rating stays what it currently is. I might adjust it in the near or later future, though. Download reccomended I guess.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Kickflip McTwist (Skateboarding)
Level rating: 6.7
Rating
6

Alright. Thankfully, this is uploaded as singleplayer instead of as tileset.

The level idea is pretty original. This was made long ago and still I’ve yet to see another level having an idea like this one. But the level itself isn’t so good, which is mainly fault of the tileset quality. You’re basically skating through the whole level (except for the part where you turn into a frog) and the level isn’t really big. The enemy placement could’ve been a lot better, I saw many enemies just standing on one spot stuck in a tile, and some where too evily placed to avoid gettign hurt by. Overall, I really didn’t like it. There were also parts where I got stuck (the part where I was a frog mainly) and parts that were too narrow and filled with enemies like dragons and ravens which were hard to kill in this type of environment. The level is logical though, and it does somewhat look like a skate park (in most places, some just look strange) and it isn’t really horrible in any way, just could’ve been made better. Eyecandy could’ve been more plentiful in the foreground, and tiling bugs could’ve been covered up in layer 5. The backround layers (the buildings) were done alright though, looking at the set the backround could’ve been far worse. The skateboard in layer 1 was also decently placed, most of the time it looked like you were actually standing on the board.

To conclude the review, this level has a nice idea, but it could’ve just been improved a bit, and it was made so long ago that it just doesn’t compare with some of the levels made today. I still think this level is alright though, and I’m in a fairly good mood (don’t know why though), so I’ll give this a 6.

Review by Sasik

Posted:
Posted more than 21 years ago
For: SummerCTF
Level rating: 6.8
Rating
N/A

I have corrected SummerCTF…now it is with ONE WAYS =P and I also made a new start position ( whithout Jazz & Spaz lvl start )…

Review by KeMi

Posted:
Posted more than 21 years ago
For: SummerCTF
Level rating: 6.8
Rating
N/A

I don’t like CTF but this map is nice. I know Sasik. He love CTF. I don’t see much better map CTF. I give 8,5 (i am not expert).
(Unsupported rating removal edit. Please provide more detail in your reviews. ~Violet) [This review has been edited by Violet CLM]

Review by DarkSonic

Posted:
Posted more than 21 years ago
For: SummerCTF
Level rating: 6.8
Rating
6

Ok, I start reviewing.
First impressions: A level by Sasik[VS], which I saw in his server once.
Gameplay: This is a symmetrical level, with almost the same ammo and even 2 Blaster PU’s. There is some Spaz biasing. Like near the base, there is a spring which is too low for Jazz, but you can double jump with Spaz to land on the platform above it. This is something I dislike big time. The only thing in the level which isn’t symmetrical, is the warp to the full energy at the right side, with a bouncy PU at the left side. This is a very bad thing. I saw tubes too, they lead you to the base. This prevents there is one boring way to the base. There are dead ends too, and I also dislike that. I wasn’t too fond of the spring placement, and I disliked it that there is a airboard too. Layout and flow aren’t too good.
Conclusion gameplay: Bad gameplay here, bad layout and flow, spring placement, Spaz biasing. There isn’t one route to the base.
Eye candy/Tileset use: I said first that I didn’t like the eye candy too much, but I think it is quite good, though. The tileset is used fine, and I kinda like it. There are some animations, but I don’t see sense to make the spikes animated. The other eye candy is good, so be it.
Conclusion eye candy/tileset use: The eye candy is quite good, the tileset is used good too.
Pickup placement: The ammo placement could be alot better. There is too many Ice and TNT. There could be less PU, because this is too many. There is almost of eveyr weapon a PU, except Ice. I am glad it isn’t PUed, because I don’t like Ice. I don’t see a reason why there is destruct scenery in this level, because it’s not good to use in CTF. The PU placement isn’t too good, it’s mostly too close to eachother. The carrot is placed in a warp that is only at the right side, and that’s a bad thing.
Conclusion pickup placement: Not too good. There are too many PU, too many Ice and TNT, destruct scenery is unnecessary.
Originality: This level’s music was kinda original, although I didn’t like it. I couldn’t hear the other music, and I don’t know how it hears. The tileset use was kinda original, such as that animations.
Conclusion originality: The level’s music is original, although I didn’t like it. The tileset use was original, such as that animations.
Fun Factor: This level is not too fun to play. That there are more ways to the bases is a good thing, but there is a straight way to the base with not too many obstacles, so it’s kinda boring. The level is too open, and I don’t like it.
Conclusion fun factor: Not too fun. Open, straight way to the base. That there are more ways to the bases makes it more fun, but the level itself is not fun.
Others: Host this: No.
Download recommendation: For people who like TSF. No download recommendation: for anyone else.
Final rating: 6.5.
- DarkSonic of XSÐ, CC and XLM was here -
Edit: I looked at other ratings, and I noticed a 6.5 is too high, so here you go with a 6.
P.S: The WINNER, didn’t you notice there are 6 PU?[This review has been edited by da man]

Review by blurredd

Posted:
Posted more than 21 years ago
For: SummerCTF
Level rating: 6.8
Rating
6

The description already has my hopes down. Let’s see what I’ll give this.

GAMEPLAY:

The level didn’t look bad at first sight. But then I started exploring the level. And I must say, I don’t know how this level is suppose to be balanced at all. On the right side of the level, there’s a warp to the carrot, and where that carrot is are warps to both red and blue base. If the layout was ever balanced at any point, the carrot room warp would’ve killed it. As for the flow, it needs a lot of work. A lot of the springs could have been placed in a way so that they are actually useful all of the time. I advise not using “bridge holes” so often. Also, the start positions need to be fixed (use the Multiplayer Level Start events only with 0 for blue and 1 for red), and I found the airboard and the destruct/buttstomp scenary to be unnecessary events. Overall, there isn’t anything in the layout that could convince me to play this again.

EYE CANDY:

The eye candy could’ve been average, but there are so many avoidable small mistakes with basic tileset use. Just compare this level to one of the Epic levels with the beach tileset. The animating tiles in the water at the bottom of the level didn’t add much of anything. I found the animations in the background layer to be especially pointless.

CARROT AND AMMO PLACEMENT:

I already mentioned some of my thoughts on the full energy carrot placement. And to make things worse, the carrot can be shot down. Perhaps so much focus to adding so many powerups shouldn’t have been used; three powerups would have been enough. I also wouldn’t recommend hiding powerups. Maybe make them a little hard to access, but don’t just hide them. And two blaster powerups aren’t needed. Ammo placement isn’t flattering; it’s just there so that players can get ammo, and it doesn’t matter what kind of ammo it is. Ice isn’t particularly useful in this level, but TNT can be used to destroy the destruct blocks. Of course, the destruct blocks shouldn’t have been added in the first place. At this point, I didn’t feel like searching for any more secrets, but I doubt there is anything that could save this level.

HOST THIS OFTEN?

Simply, no. All of the flaws add up in the end, so 5.7 is my rating. The beta testers could’ve done a better job.

The Edit: The new start positions help a lot. But the new one ways I noticed didn’t make a significant difference. Nevertheless, I’m changing my rating to a 6.[This review has been edited by BlurredD]

Review by Niels aka ChippieBW

Posted:
Posted more than 21 years ago
For: SummerCTF
Level rating: 6.8
Rating
6.2

A 8.5? Nonsende. Let a better player review it:

EYECANDY:
The best point in this level. The background are smooth, good graphics and not many bugs in the front layer and in the sprite layer. Here are really no problems. It could have been better, but it’s decent. The plant that are moving under in the level are annoying.

AMMO:
There is some decent ammo placing here, but, just like the whole level, its red-biased. This also counts for other things in the level… The only carrot in the level is near the red base, and so is the Blaster PU. There’s also an AIRBOARD in this level, which distracts a point. Never add airboards!

LEVEL STRUCTURE:
The level could be fine if it wasn’t that red biased… Anyways, the level is created fine iwth a good flow, but there are some problems, look at example the warps near the red base, it directly leads to the blue base! Besides, the blue base doesn’t have a warp… Make it better next time, and more balanced! Also, there are some wooden bars where you can fall thorugh. You should use ONE WAY events next time.

GAMEPLAY:
Well, the level here has a quite good flow, with no hard places and I like the rocky music, but the airboard and the biased things killed a lot of the fun I experienced by playing this level… However, it was quite fun for one time.

————
RATINGS
————
Not really bad, if you play with lotsa people it can be fun, but it’s too biased and wrong to make it a tipped level. If yyou read hte crtitism, you could possibly make better level in the future.

Score: a 6.2 from me.
Download: Maybe.
Host: Maybe 1 time, with lots of people.

Review by the WINNER

Posted:
Posted more than 21 years ago
For: SummerCTF
Level rating: 6.8
Rating
7.5

One of these TSF CTF levels.

SummerCTF (They both differ only the tileset and music. That’s the only difference in the two levels.)

EYECANDY: 7.8
Not bad. The layer6 and 7 stuff are good. But some of this eyecandy is confusing. The layer 5 things are unexpectable in some places. Something like an ANNOYING SURPRISE.

GAMEPLAY: 5.2
Is it me or is there no reason for these annoying destruct scenery tiles? And the little suckertube that gets the flag for you. Evil. Some places are just too open. You can fall easily. Some places have secret holes that you can fall down for no reason.

OTHER STUFF PLACEMENT: 5
Too many powerups. Don’t do this again. This level is biased and bad. The fullhealth carrot is under the red base, thus closer to the red base. You can also shoot the carrot down to the emptiness because there’s nothing to prevent that. There’s a bouncy powerup at the blue base and a fullhealth carrot warp at the red base. Is it God’s gift that red will have their health and blue will have their weapons? Oh, and there’s two blaster powerups in each base. And also there’s hidden a toaster powerup and electroblaster powerup. That makes four powerups. It’s just one powerup too much, but the electroblaster powerup makes just 1h damage, so what. It’s three actual powerups in here. Just enough for a level of this size. But because the ammo is biased, I can’t say anything other good.

ORIGINALITY: 8.2
This level does not even differ at all. The music is used rarely. That saves the originality from complete failure. Even the normal beach tileset is used.

FUN FACTOR: 5.2 (now 6.5)
This level is frustrating with all the hidden holes and all that stuff. What’s fun dropping them down every time? The fun factor still isn’t horrible. No boring straight way to bases. Some levels really have something like that. It isn’t horrible.

OVERALL: 6.7

DOWNLOAD? If you are bored.
HOST? If you have nothing else good to host.

EDITEDIT: Yes, the hidden holes are REMOVED! NO BRIDGE GAPS! Rating edited.

DOUBLE EDIT: No more seek powerup placement aspect in different. The ban rule still exists though.[This review has been edited by the WINNER]

Review by Shiverz

Posted:
Posted more than 21 years ago
For: SummerCTF
Level rating: 6.8
Rating
8.5

Shiverz Review

When I first played on this level the eyecandy wasnt brilliant but its much better now. The weapon amount has been lowered and there is a resonable amount. There is also carrots hidden around the level for you to find. Of course this uses the beach tileset which is rarely used to theres another point onto your rating.

Of course there are hidden warps for some suprises and hidden power ups which you should be able to find if you keep firing while running around as the are hidden. So remember when playing to look around for hidden areas.

The CTF bases are in good places and seem to be the same so that Blue doesnt have more than red. I noticed that in one level the red base has a warp to a full energy carrot where as the blue doesnt have a warp. Theres also some water at the bottom because its a beach level for those of you who like water levels theres some water on this one =P.

Lastly I like how you have animated the spikes so it look like they are coiling around the post that is a really good idea which i havnt seen used before.

In conclusion i give you an 8.5 this is a good piece of work so keep it up your levels are very good.

>>Shiverz<<

Review by Alicia

Posted:
Posted more than 21 years ago
For: Ultimate command: The colony problems
Level rating: 8.1
Rating
N/A

I downloaded this level earlier but my computer went crazzzyyy so I will download it again and rate. But I remember I thought it was very good and nice to play. Especially the story was nice. One of my faves.

(p.s. pakko vielä sanoo : moi! :)
okei, oon ihan sokissa kun löysin suomalaisen.. :D vaikka onhan Bladekin…)

Review by Alicia

Posted:
Posted more than 21 years ago
For: Kickflip McTwist (Skateboarding)
Level rating: 6.7
Rating
N/A

I liked the level much because it’s so funny. Minus points: tiles ripped from other tilesets (although I do it myself) :) and the frog getting stuck. Rabbits skating are very good.

*my first rating :P
(My first removal. Of the day, I mean. Unsupported rating removal edit, please provide more detail in your reviews. ~Violet)[This review has been edited by Violet CLM]

Review by Strato

Posted:
Posted more than 21 years ago
For: Technos
Level rating: 6.3
Rating
6.5
Story time. I had recently moved to a new town. I deicded to check out the local restaurant. Expecting little but hoping for the best I ordered a hamburger. I took one bite into it and realized that it was sadly under-cooked. Enough metaphor, let’s get to the review. Look: It’s kinda like tube-electric. Except it’s much lower quality. It has thankfully, all of the basic tiles. It has something that cought me way off gaurd. A textured background. Made in paint. And it looks great. Only two animating tiles, but that’s lot more than some tilesets out there. Water is included, but looks out of place in an industrial tileset. Overall: The tileset looks…paintish, but dosen’t look flat thankfully. Some out of place tiles. Nice BG. Ease to use: Sort of easy to use. Some of the tiles can look like others, so you may use the wrong tile in places and spend a minute or two trying to figure out why it looks that way. The invisible block isn’t invisibile D=. It can only be used when in a certain background. Some tiles…I just how no idea what they are. Overall: Sort of easy to use. Diversity: Hmm, it’s bascially…industrial. Red based with grey ness or grey based with red ness. Dosen’t get more different than that. Overall: Not very diverse.

FINAL NOTES: Technos had a good first impression, but when you got down to the details it dosen’t preform well. 6.5

OTHER NOTES: In case some people are wondering, the Diversity category has very little affect on the overall rating. A diverse tileset would be something like Top Secret, in which I’ve been able to make space bases, underground facilities, fleets of ships…it goes on.

Review by JSZ Mateusz

Posted:
Posted more than 21 years ago
For: Technos
Level rating: 6.3
Rating
N/A

Its good for an PaintWork, colors are ok… but eyecandy ? Well, it has some, but not much. It’s Tube Eletric like tileset, but it has bacground, and is “less” colored… In my opinion, 7.2[This review has been edited by JSZ Mateusz]
(Unsupported rating removal edit. Please provide more details in your review. ~Violet)[This review has been edited by Violet CLM]

Review by Niels aka ChippieBW

Posted:
Posted more than 21 years ago
For: Invisible Battle
Level rating: 1.8
Rating
1.5

I have a bad feeling about this…

EYECANDY:
Well, um… Well, as the author ais, it’s an invisible level, so there is no visible sprite layer here… The only eyecandy in this level is the background, and some weird numbers in layer 6 or 7… nope, this is no eyecandy.

AMMO:
There is ammo in this level, yes, but there’s too much of it. There are about three PU’s, which is enough, but the most parts of the ammo are hard to get, because of the invisible structure of the level… Also, there are way too much carrots for a level like this.

LEVEL STRCUTURE:
This is where the REAL problems lie. The previous things where problems too, and bad, but not as bad as what we see here… As said, the level is invisble, which makes it very hard to move around… It takes hours before you know all the paths here (and that is a BAD point here!) An after that you won’t like the level at all… Please make your next level visible again, please.

GAMEPLAY:
As you can read in the points above, this level is nearly inpossible to play in. The structure kills the gameplay, it is hard to move around and the Powerups and other ammo cannot be get… Nope, this level is a blamage, because it just wo’t work…

————
RATINGS
————
As I have said above, this level is practically unplayable. I liked your levels of Holyland, because they looked nice and they were fun to play on. But this level shows that an invisible structure never can work in a level.

Score: a 1.5, you get 0.5 points for the background and that you put ammo in it (not good, unfortunately)
Download: Never.
Host it: Never, it will be the end of your JJ2 reputation

  1. 1
  2. 566
  3. 567
  4. 568
  5. 569
  6. 570
  7. 571
  8. 572
  9. 573
  10. 574
  11. 1302