RecommendedQuick Review by MjinzO

Posted:
5 Aug 2014, 16:11
For: JazzTool V1.2
Level rating: 8.9
Rating
10

Nice :D

Not recommendedQuick Review by DennisKainz

Posted:
5 Aug 2014, 12:15 (edited 6 Aug 14, 09:33)
For: 1st Tileset
Level rating: 1.2
Rating
1

Wow, that’s an awesome forest tileset!
No, seriously, is that a tree or a dynamite cartridge with a slime upon it?
And where are the ground tiles? And the backgrounds? I only see red and blue squares!
At least, they’re outlined!

Review by DennisKainz

Posted:
5 Aug 2014, 12:08
For: Buddha's Zen Alley
Level rating: 6.7
Rating
N/A

Yes, there’s a bug that I need to inform you about.
There are lots of translucent, fully red 32×32 tiles all around the map.

Review by Violet CLM

Posted:
2 Aug 2014, 00:57
For: City by Dollar Studios
Level rating: N/A
Rating
N/A

Note for those who, like me, don’t have a numpad: Do a find and replace in the script file and change “0×6” to “0×3”.

Review by TreyLina

Posted:
28 Jul 2014, 21:20 (edited 2 Aug 14, 00:12)
For: 2014 SUMMER Beach Battle (updated)
Level rating: 3.8
Rating
2.5

EDIT: Oh yeah, I forgot there’s generators now. I didn’t check in JCS, my bad.

You know you can just update an existing upload right? You don’t need to make a new one.

To be blunt, I don’t feel like reviewing this in detail anymore. It still has a lot of the same flaws as before (tilebugs everywhere, questionable layout, a giant bottom path of nothing), and I don’t want to repeat myself.

Fortunately, the screenshots are a lot more bearable. They’re saved as JPEG for some reason though. Stick to PNG.

However, there are a few improvements, with there being more pickups and another start pos and some more layout, albeit no effort to make it tile with the tileset, which is the main flaw of this level.

Also counting a level version as plus isn’t meant to be used that way on J2O. It’s whether the level requires plus to play it. However, saving a level on TSF JCS makes it require 1.24 unless you have 1.23+. However there is a TSF to 1.23 level converter (and yes, you can load 1.23 levels in tsf jcs).

Quick Review by Ja22

Posted:
28 Jul 2014, 13:22
For: Resurrection of Evil Episode 1: Time Lapse
Level rating: 8.4
Rating
9.5

Really nice ;)

Quick Review by Ja22

Posted:
28 Jul 2014, 13:03
For: Buddha's Zen Alley
Level rating: 6.7
Rating
6.7

The eyecandy looks very nice, but when I start, I always get stuck!

Quick Review by Ja22

Posted:
24 Jul 2014, 13:25
For: tropical beach battle
Level rating: 5.5
Rating
5.5

Hey, this is not a bad map! I played this in singleplayer, but it’s good! And it’s working with TSF+.

Quick Review by Ja22

Posted:
21 Jul 2014, 13:49
For: Rabid Hotel in Miskolc
Level rating: 8.7
Rating
N/A

Magyar vagy?

[This site is English only. ~cooba]

Not recommendedQuick Review by GammaBlaster

Posted:
18 Jul 2014, 15:54
For: tutorial level for beginers
Level rating: 1
Rating
1

tutorial level for “beginers” indeed.

Not recommendedQuick Review by FOX282

Posted:
18 Jul 2014, 10:50
For: 1st Tileset
Level rating: 1.2
Rating
2

Too simple tileset which looks like you made it in 2 secs. It’s ur 1st one so you should spend more time and effort on your next work.

Quick Review by MjinzO

Posted:
17 Jul 2014, 00:58
For: Labrat Remix
Level rating: 8.7
Rating
10

i like it

Quick Review by 555

Posted:
16 Jul 2014, 02:33
For: 1st Tileset
Level rating: 1.2
Rating
N/A

not bad…

[No joke reviews ~cooba]

Not recommendedQuick Review by TreyLina

Posted:
15 Jul 2014, 19:19
For: 1st Tileset
Level rating: 1.2
Rating
1.2

A ridiculous amount of extra empty space, lacks a serious amount of useful tiles, and 1 minute worth of effort in MSpaint. Even if it’s a first, no attention has been paid to the standards.

RecommendedQuick Review by MjinzO

Posted:
14 Jul 2014, 23:27
For: Macabre Morass
Level rating: 8.4
Rating
10

Nice ;)

RecommendedReview by Violet CLM

Posted:
13 Jul 2014, 01:03 (edited 13 Jul 14, 01:05)
For: Survival Mission 1
Level rating: 6.8
Rating
6.8

Administrative notes: I don’t know why this level is listed as TSF+; I played it in 1.23+ just fine. Also you need to include the tileset (Desolation7th.j2t) or a lot of people won’t be able to play it.

That aside, this is pretty cool. With all the power that JJ2+‘s angelscript implementation offers, Survival Mission 1 is a good reminder that you don’t need to use every single function and rewrite every last bit of JJ2 and pretend you’re writing an entirely new game just to make a playable level. SM1 uses angelscript to take certain actions just a little farther than they could be done in JCS alone—cutscene-like dialogues, flashing lights, announcements—without creating the impression it’s anything other than a JJ2 single player level. It’s very subtle, and we could definitely use more levels like it in that respect.

(Also there’s mouse aiming and several of the enemies have higher hit counts, but besides that it would be very easy not to realize the level is scripted at all, if you’re a casual player who isn’t incredibly familiar with every single thing JCS can or cannot accomplish.)

Of course, once scripting is involved at all it’s easy to think of places that could have been a bit more elaborate. At least one point in the level would feel more complete with an accompanying music change. And I found myself getting lost a whole lot while playing; text alerts would announce that some door had been opened but woudn’t tell me where that door was, and those would have been excellent use cases for moving the player’s camera to focus on the newly opened door for a few seconds. And some more lighting effects would have been nice.

Anyway, how’s the level? It’s all right. It’s a classic sort of level where there are various places with labels like “generator” or “engine room”, and you have to find various trigger crates/zones to progress. Some enemies are supposed to be guarding various rooms, as indicated by their sitting in giant chairs or stuff like that. You shut down a “core” and then find your way out again. We’ve seen this exact theme in Another Story, and maybe other levels even older than that, but that’s not necessarily a bad thing.

I have to say, though, the layout was too cramped for my tastes. It definitely made the mouse aiming feel incredibly useful at times, particularly when I was climbing up a tower and shooting the enemies walking around on the ledges above me, but it also meant that the seekers and RFs didn’t have very much to do. (And there wasn’t a lot of ammo at all, especially in a level where half the enemies had higher-than-usual hit counts.) And the level was also quite compact, forcing a lot of paths to be right above or below one another even if they weren’t necessarily close to each other in terms of semi-linear layout. This made things more confusing than they needed to be, and also reduced the possibility of making different areas of the map visually distinct from one another.

So there are definitely various improvements that the author can make here, but it’s a pretty playable experience provided you don’t get too lost. I think the level of scripting is just fine, and the visuals are plain but serviceable, so I’d suggest concentrating primarily on design in the immediate future. Don’t be afraid to make things bigger. Work on getting the layout to match the theme. Find ways of indicating what path needs to be followed. Compare the ammo you offer to the places they can be used.

Download recommended? Sure. It’s not spectacular, but it’s a solid foundation. For players, there are some decently attractive areas and reasonable challenges—float suckers put in several appearances in their classic role as buttstomp targets—and you’ll get a chance to kill some enemies and stomp some crates, so long as you don’t get too confused about where to go next. For level makers, it’s a reminder that the barrier of entry to angelscript is only as high as you want it to be, and you can make a level that only needs it for one specific purpose instead of worrying about the whole level being a backseat to showing off your scripting skills. It’s a traditional JJ2 SP experience with some mouse aim thrown into the mix, so if you’re into that sort of thing—and, well, you are on J2O—have at it?

Quick Review by Jojo

Posted:
3 Jul 2014, 22:27
For: Magic Dust
Level rating: 7.3
Rating
1

Music is a 1:1 rip of T-Tracker’s “Firestorm” (http://modarchive.org/module.php?42288). Is it really that difficult to give credits to the original author of a well-known piece of music, Toni?
Changing “Play this in FT2 only” to “Play this in MPT only!” was the only remotely funny thing in this case.

RecommendedQuick Review by FOX282

Posted:
26 Jun 2014, 14:51
For: Evil Clones - cleaned version
Level rating: 7.7
Rating
9

Still like the previous upload, however I liked original version more.

Review by Blackraptor

Posted:
26 Jun 2014, 00:13
For: Castamere
Level rating: 8.5
Rating
N/A

Lol good find FS, that is bizarre. Looks like they only act like that for the player that froze them, so that can’t be manipulated to the disadvantage of others :P

Not recommendedReview by DennisKainz

Posted:
25 Jun 2014, 14:30 (edited 25 Jun 14, 14:33)
For: CrashLevel ep. 1: Hunt for Devan Shell
Level rating: 3
Rating
3

Captivation: Awful
In most of the levels, you only go left or right. The episode is very short. The only bit of action is the boss battle, although it’s a boss used over and over. The shape of levels is monotonous.

Customization: Awful
You didn’t use AngelScript (your episode needs it more than other episodes). You used almost no event. You used the original Jazz 2 software.

Eyecandy: Bad
Most of the customized tileset drawings look ugly. The city background uses the wrong objects. The only good use of the available eyecandy, itself messy, is in cl12.j2l and cl15.j2l. The vehicles in motions are a good add-on. There’s almost no eyecandy all around the levels, just endless brick walls and monochrome skies.

Originality: Bad
The musics you chose have been used over and over in the making of levels. The tilesets you made or chose are mashups of existing tilesets and sprites (and they’re really scarce and messy)

Playability: Bad
Some important text strings are placed next to the exit, and you don’t know where they are. You fall into endless pits, forcing to restart the game. You have no clue where the level exit and the warps are.

In the end, I’m not going to wait for the next episode. Instead, I’m going to wait for the current one to be drastically improved.

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