That’s a superb example of having custom enemies in a SP level. Although, they might be difficult for casual players… Just saying.
Anyway, well done!
I love it! :D
(I hope this rating won’t be deleted because it’s short. It isn’t exaggerated either, I guess…)
(Note that depending on your control scheme, it may be difficult to use this while facing left, since some keyboards do not allow the simultaneous press of Left arrow, Up arrow, and Space. This is a bug in your keyboard, not the script, so kindly do not rate szmol down for it.)
Sounds pretty good. But that lower-pitched guitar riff that’s going on every now and then in the background is really ruining it IMO. Song would’ve been better without it…IMO.
NOPE
[Rating (1.2) clearance, there is nothing in this quick review that suggests that you downloaded the files. ~cooba]
First of all: Reviewing music modules is hard because you would need to form an opinion on something that is essentially just an individual preference. I can however, note any actual flaws in this one, which is none to be honest, it basically merged the SONG3.PSM’s last part with the JJ2 version of it (Tubelec.s3m). I actually was wanting to make this myself for a while, but as I am lazy I just didn’t bother to do it myself. I found absolutely no flaws in it.
So in short: Job well done, I loved it, and I am surely going to replace the original file with this one!
Also, the 9,7 is because I think only an original artist could get that :PP
This tileset ‘Organic’ takes on a theme that hasn’t been done properly before on J2O and does it very well too! Body/gut themes aren’t uncommon in platforming games, yet SkulG managed to make this one stand out on it’s own. There’s one type of ground tiles but enough scenery to choose from, such as arteries, membranes, blood (acid?) pools, a creepy eye, and err, cells? All share the same drawing style and fit together well.
The Battle level ‘Brain Tumor’ might have a disgusting name but yeah, it fits with the tone of the set. It’s clearly more than a mere example level, and has a tunnel-style layout that works especially well for about 3 to 6 players or small Team Battles. Ammo is not that plenty but I personally like not having seeker or RF spamfests on every level, so it’s fine here. Best of the level would still be the original atmosphere it creates thanks to proper use of the many sceneric tiles and the AngelScript that adds fluid movement to the background.
To me this set is the clear winner of Trey’s contest, and I recommend download for everyone looking to make a level with an original style, which is rare in 2015! I also recommend the level for the same reasoning, to play an okay Battle level with an original atmosphere!
This tileset captures the essence of JJ1’s Dreempipes with sceneric crystals added in. It manages to have 2 types of ground tiles (well, I count the metal edges different enough) and 2 types of Layer 5 backgrounds. There’s poles, vines, hooks, tubes, blocks, and signs as well, which is all great for a 150 tile limit!
The drawing style of the crystals and especially the clouds may be a tad odd to go with the rest of the set, but then again I’m not that good at judging art.
Biggest drawback may be the waterfall tiles needing AngelScript to properly animate. While it is indeed a blessing that such things can be accomplished by palette swapping to save tile space, it did give me some framedrops while playing the example level. And even though you can copy-paste the necessary script to your own level to get the same animated effects (also note the cool sparkling effect on the crystals!), it doesn’t really add to the convenience for the level maker and the player.
Speaking of the example level, it was short but fun to play nevertheless. The gameplay felt like Dreempipes with switches (crates in this case) that make the water level rise, opening up higher areas and secrets in lower areas. All well done for just 4 hours of work!
Overall I recommend this set for advanced users, since like most small sets it needs AngelScript to make a level look special enough to match up with the big boys, even while the set itself looks well-drawn and is very usable.
A fun little level that provides fun gameplay in both regular and ODT-style duels. The layout is well designed, with two carrots that can be tactically manipulated. The level features a copter that does not despawn until it is taken, which is a nice touch. The EC is somewhat average for the given tileset, but it does the job. Worth your time!
Finally! Every now and then I’d wonder what happened to this project, glad to see you decided to make a release.
Just reading the list of music files was a nostalgia blast.
Fuuun!
Maybe add the possibility of manually defining a checkpoint at a certain position with a command? Would be nice to practice or figure out the fastest way to whichever spot in a map
The Tileset looks unique and almost the same as Jazz 2 Tilesets
The tileset has a space/night theme. All tiles match to the theme. Even with the limited amounts of tiles (150 tiles), you still managed to make an awesome tileset! Good job! :)
I love single player levels! However, this pack is a bit… surprising. Levels use original tilesets but the way you used them and the gameplay itself are pretty original and sometimes confusing. Woven chains in the castle, enemies and pickups falling from the tubes in tubelectric, moving gargoyles in bonus-medivo, freezing pickups in hell, areas where you fall down and avoid baddies, tonns of explosives that blow up countless crates with goodies, great number of warps and frog/bird morphers… It’s difficult to describe everything! I’ll try to sum up pros and cons of this pack.
PROS
+ Original gameplay. All the situations I’ve described earlier.
+ Boss levels, bonus levels and music used in bonus levels remind of JJ1.
+ Some bonus levels are really cool!
+ All the bosses included, and it’s unpredictable wich boss you will face it each boss level.
+ Appropriate special effects like smoke above the fire at the bottom of hell, where you fight Utherus.
CONS
- The main problem deals with language and unrecognized symbols. All the hints are in Portuguese, I don’t think there are much people who know this language.The biggest irritation is the symbol “§” in the name of each level- my computer simply changes it to one symbol if it is in a name of a file, or to some another symbol if in the name of next level in JCS. Thus the game crushes every time I finish a level. There are many files to rename :(((
I’m sure I’m not the only who faced this problem.
-Levels aren’t very tidy, lots of bad tiles. Eyecandy suffers a lot.
-Some bonus levels are big and challenging, but some can be finished in a minute.
-Probably too much of useless goodies, I mainly mean gems and sometimes fastfeet. Bonus levels provide you with them, but they don’t give you anything except extra points.
-JCS flaws, for example “12§ Lost level” causes amnesia error, “12§ Devil Devan” doesn’t have any music.
CONCLUSION
The idea was amazing and original but realisation isn’t so good. However, the fact that you’ve made all these levels when you were a kid deserves respect.
First of all this level doesn’t use Angel Script but you indicated it as TSF+. It’s a bit confusing. Additionally the game crushes each time you finish the level, as you forgot to enter the name of a next level or ending.
Layout 2/10
The level is small and simple, not challenging at all… You could place some boss here at least! The level’s properties are 300*64 but only a small part of this area is used, the greater part of a level is a pit you can easily fall in. Ugly square pieces of wall are hanged in the air instead of platforms. The enemies have random positions, the bats levitate in the air… The hard difficulty adds some bats to the level, wich is pretty useless.
Eyecandy 2/10
Have you ever played jigsaw puzzles in your childhood? The tiles are some kind of that, you should put them in a certain order to make a good-looking picture. The absence of this order ruins this level’s eyecandy. Houses are deprived of their frontal walls and look like huge flat cardboards… There is something looking like a colomn at the 1st layer-although this tileset has a normal colomn, you had built it with some random tiles! No background at all… I understand that Haunted tileset doesn’t have any proper background except for the sky, but even the sky isn’t used in this level.
Music 1/10
You’ve uploaded an original music file, but the JCS uses some “Halloween.mp3” so the game can’t load the music to this level.
Total rating: (2+2+1)/3=1.7
I don’t think it’s a good idea to upload levels to the site before you learn how to make them.
Probably you should open some original levels with JCS and analyse their structure, layers, events, music, properties, ect…
A solid and enjoyable level. While the layer 4 EC is rather minimalistic, it does the job and overall the level feels very professional. The BG sun combined with the heat effect looks amazing however. Works well in duels, as was intended, but the level is also large enough to work in small AYCR and TB games of up to 8 players.
The advantage of this conversion is that you’ve added some new tiles here : raindrops, waterfalls, lake and hills… With this tileset I’m not getting stuck into the spikes.That’s OK.
As for the palettes- now there are less colors. The grownd is just gray, without any colored spots. It’s a bit dull, this way you’ve reduced the diversity of the palette…
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