I’ll rate this the usual way…
Tileset use: probably the worst part of this level. Tiles didn’t fit together well, and you see dozens of bugs at erevy part of the level.
Event placement: Basicly a few weapons, that weren placed averagly.
Layout: When I saw it in JCS, I first thought it would be good. The layout seemed interresting. But once I played the level, I was actually disapointed. The layout is actually pretty bad.
Eyecandy: just average.
More pros or cons:
-pros: none
-cons: layer 8 was bad.
No download reccommmandation.
Okay, after the like 8th upload the CTF music is up – filesize was too large. had to exclude one song that wouldn’t fit in either zip without making them over the limit – ss_skyli.xm
Enjoy. And be appreciative, this whole debacle cost me bandwith, and I’m already over my limit. ;P
Okay, after the like 8th upload the CTF music is up – filesize was too large. had to exclude one song that wouldn’t fit in either zip without making them over the limit – ss_skyli.xm
Enjoy. And be appreciative, this whole debacle cost me bandwith, and I’m already over my limit. ;P
Well, what have we here ?
Nice tileset. Natural, which isn’t always easy. But I believe Waz made it fine. Nice tieset. (very) good eyecandy.
Some tiles are missing though(hurt for example, or hooks) but all that is necessary is available. The ground has very good grfx, but the plants are +-average. But, weird as it may seem, I really(really) like this set.
Nice Job! Hope u’ll do even better nxt time…
This one is a classic. If you don’t download it, you’ll never know how good it truly is.
Well, Violet has edited his scraparap conversion. Im glad, since I like how scraparap was originally designed.
Firstly, I can’t think of any missing tiles, there are spikes and rockes and those magnets, there is even flashing wires and those black layer 5 or whatever it is. The color is also well made, looks like the original scraparap. Nice added tiles though the destruct blocks look a bit strange. Sorry for the short review, but I’ll add on to it when I have time. For now my rating is 8.7, but It may be upgraded/downgraded when I add on to my review. For now it stays 8.7Edit: Glancing at the tile placement I found it a bit difficult to use, but looking at what can be made with this level I am forced to upgrade my rating to a 9. Great Job![This review has been edited by Blackraptor]
I have to say that the first time I saw this rating, I thought that it would be extermely overrated. And while it is significantly overrated, I have to say that I am pleasently surprised by the level. For a first level, this is really, really good and absolutely shows quite a lot of promise. Keep working on levels – this is nicely done.
TILESET/TILESET USE: The tileset used is the somewhat difficult but still nice-looking “Colon” tileset. Everything fits together fairly well. There is not anything amazing about the eyecandy, though – it is more or less plain as a general rule, and the walls look sort of messed up, but generally everything fits together and it looks good.
Pros: Everything seems to fit together.
Cons: Nothing amazing.
Rating: 7.5
WEAPON/ITEM/ENEMY PLACEMENT: Weapon placement was probably the worst aspect of this level. There are a lot of barrels put together in one place in some areas (“clumping”) and the basic ammo is a little sparse and seems to be placed in some not-so-interesting ways. Still, there may be some room for improvement, but generally weapon and item placement is good, especially for a first level.
Pros: Well placed.
Cons: Some clumping.
Rating: 6.7
ORIGINALITY: There is not anything ultra-original about this level. It is just a solid, Colon-based level. There is little here that has never been seen before, and nothing amazingly original, but, well, it is still really good for a first level, and that is what counts.
Rating: N/A
GAMEPLAY/DESIGN: This level is relatively small, more or less. It’s probably about half way between small and moderate-sized. The layout is fairly unusual though still nicely done. Flow was a bit difficult in some parts, and I often did hit into walls, but that is not as important in battle levels as it is in Capture the Flag levels. Gameplay is good, though there are a few problems that need to be worked out before this level can be really good. Very good for a first level.
Pros: Nicely done.
Cons: Small. The flow needs a bit more work, even for a battle level.
Rating: 7.5
REPLAY VALUE/FUN FACTOR: There isn’t anything that is really amazing about the level, but it is still generally fun to play.
Pros: N/A.
Cons: N/A.
Rating: N/A.
OVERALL (not an average): Colon is not an easy tileset to use, even for more advanced levelmakers. This level uses Colon well and also has solid gameplay. It may need some work, but for a first level, this is extremely promising. The flow needs work, even though it is a battle level, but is still not bad. Many of the common mistakes that occur when making a first level are completely missing here, which is definitely a good sign. Keep making more levels, as this definitely shows some very good promise. Nicely done.
Pros: Shows promise. Not bad gameplay.
Cons: Still needs some work. Small.
Rating: 7.2
GAMEPLAY: B+
Flow: B
Layout: B+
Creativity: B+
Bugs: A -
EYECANDY: B+
Tileset use: B+
Eyecandy look: B+
Creativity: B+
Bugs: A -
PLACEMENT: B
Weapons: B
THE FINAL GRADE: B+
THE FINAL RATING: 7.2
+ PROS: A solid level, especially for the first.
- CONS: Nothing amazing, still. Small. Ammo clumping. Still, very good for a first level.
- Trafton
EDIT: One last thing. The carrot is contained within an area of destruct blocks. It would probably be better, if you want people only to be able to warp into it, to use one way instead of thsose blocks and surround the area with riochets so no one can shoot through to get it. If you want people to have to go through blocks to get there, use buttstomp scenery. Just a tip, although it is not that flawed the way it is.[This review has been edited by Trafton AT]
I se what you mean about the floating houses. I re-uploaded the level and fixed that.
You see, I usually play in split screen mode, so I have a habit of ALWAYS going into split screen mode, even when playtesting a level. With the smaller area of vision, I missed those houses.
Anyway, here’s the fixed version.
Interesting level. I’ll try to rate as per the usual, ‘professional’ rating outline.
TILESET USE/EYE CANDY: Very good, everything fits together, and it looks nice. One problem (minor detail), is that at the very top there are houses in the background that are ‘floating.’ But, I can overlook that. One thing though, it doesn’t really look Roman. The street lamps and clothes poles kind of distract from that idea. However, I have not let this lower my rating.
9/10
ITEM/WEAPONS PLACEMENT: Also good, but I never understood the point of food in a multiplayer level. I feel a sugar rush would be an unfair advantage. But, to each his own I always say. (Someone else does too, but I can’t quite remember.) The carrots and weapons are well-placed, and the power-ups are not too easy to get to.
9/10
GAMEPLAY/REPLAY VALUE: Since it is a battle map, (and a well made one at that) there is plenty of replay value. The travelling is smooth and circular, like the way I like battle maps.
9/10
ORIGINALITY: It’s a battle level, there have been plenty of those. The idea of being in Roman times is kind of new I guess, but like I said, it doesn’t seem very Roman. I’m not sure if there are a lot of battles in sewers, but it seems like a good idea.
8/10
OVERALL: A good level I think. But who am I to say?
8.7
It’s about time!
The old conversion wasn’t very good, but this one is great. 8.0, +.2 for a big improvement, +.3 for a night tileset along with it.
i was gonna say that, but i was to lazy to delete my old review until today. >=P
anyway, kC rox.
Thx for the reviews. I was hoping better ratings, though… I’ll try harder next time.
About the grey blocks and the space ship: First, I don’t understand why you say the ship is crashed. It’s not. It’s actually there for a SP story I wanted to make. It was also there in al the previous versions, I couldn’t just let it out. It wouldn’t be Hustar without the spaceship. The blocks were meant for some sort of abandond base.
Violet: this is not a multiplayer tileset. I just forgot the hurt stuff. I might edit the tileset once…
And a big question: WHEN DO WE USE 1.23 OR 1.24? Explain it! Evryone says different stuff. Who’s right?![This review has been edited by Waz]
A medium-size level, as said before.
The eyecandy is on layer 4, close to good, only I found some bugs on the foreground layer. That bone thingy is just floating in the sky with no underground under it, and that’s ugly. The gameplay, well I enyoyd it, but there are only strait parts, there’s no action in. There are almost no secrets in it, yeah 1 or 2, and there easy to find: 1 Blaster Power-up and some else thing, I cant remember. Enough placement, candy and weapons. The level was quit easy. The ideas are okay, Bubba has stole diamondus. A good idea to put with Bubba some Super Gems for eyecandy. When you defeat Bubbe he sais:,, No, this is my playground!” Funny, but in overall the level is a bit to small, though. Download not reccomend.
Blackraptor, Knightmare Castle is by me. I forgot to put a sign in in this version :).
This is a great remake. I realized long ago that a Jazz 2 Dreempipes would have to “touch” the buttons. It’s great. I think it looks better than the original. And it brings a nostalgic tear to my eye. :’-)
I looked it over and, it may just be some kinda bug on my part or someting, but is Zatox Station67 by CelL supposed to have two blue bases and no red bases?
[Official response: Good eye. I’m not exactly sure why, but when played in single player, Zaitox DOES, in fact, have two blue bases. In multiplayer, however, it is perfectly fine, so no harm there. -Trafton][This review has been edited by Trafton AT]
If I could d/l this, I’m sure I would rate this.
yeah ALL of them were good except the half that didnt have music and got me stuk in the top-left corner
i think ya gota put a JAZZ START in there!!
[Official response: The levels themselves are used for multiplayer…and in multiplayer, a Jazz start messes up CTF because it is team-based. Music was not included because it is both very hard to get ahold of and also would increase the file size greatly. -Trafton][This review has been edited by Trafton AT]
I’m feeling a little lazy about reviewing this since I just want to review the CTF levels. But I will try to write as much as possible:
Battle Field 1-5
The first level is a little cramp but with typical gameplay. The 2nd one is a more open version of Battle Field 1 and uses a slightly better looking tileset. The next level is also open but with a slightly different layout compared to the other two. The 4th level might as well be a hybrid of the first two levels. And the last one is like the 2nd one, although I don’t like the tileset as much IMO. I don’t know if that make any sense at all but that’s what I think. But they seem to be somewhat decent so that’s what counts.
Capture Zone 1-3
It seems that the first two levels have similar layouts to the Battle Field 1. I must say the 3rd level has to be the most unique, but that might be because it uses a non-custom tileset. All three levels don’t strive to be too difference from one another or have anything in them that makes you want to play them again. They all seem to be slightly below average CTF levels. I might also want to add placing carrots so close to the bases might be a bad idea. Likewise to hidden powerups.
Race Track 1-2
Two basic race levels. Nothing extraodinanary. I’m not sure if players will run the course like you expected them to. But it’s not the worse thing if players find short cuts so that won’t count against you whether you intended to have them there or not. Anyway, the levels seem to both be little too cramp for my tastes and I’m not to fond of either of them.
Treasure Area 1-2
Last, but not least, the treasure section. I would have to say Treasure Area 1 is my favorite of the pack, but that might just be because of my low standards for treasure levels. I would add it to my Treasure Server if it was 1.23 instead of TSF, but that’s a shame. The second level isn’t too much like the first one. I reminded me of one of the default treasure levels that came with JJ2. I don’t really like it as much as the first (must be the tileset). Still, it’s alright.
I think I violated a few of my ethics with this review. All of the eyecandy is somewhere between below average and average. The pack is alright. I’ll just stop writing now and leave you with your rating. 7.2 just because.
Wow, the 5th bash. Anyways, I’ll just review the chosen CTF levels for fun, (Which I will most likely do for the battle pack as well).
Here goes:
Level 1: Zatox Station67
By:CelL
Well, Im not surprised that this level has been chosen. The tileset use and eyecandy is quite remarkable here, makes it seem realistic. The layout and ammo is quite strongly made as well, a solid choice for this pack.
Angelic Warfare
By: CelL and RagE
This level is also one of my favorites. I like the way it was designed, and the way CelL and RagE used the heaven tileset. I also expected this level to be in the pack.
BloodBunny’s Layer:
By: Bloodbunny
Well, I think this level has been in every bash so far, despite its very overplayed. Though I played this many times, I still quite like the layout. Its very roomy and easy to travel around. Though it sometimes gets irritating if you fall down while jumping on platforms, this level is good for running around in and dueling etc.
Martian Megatropolis:
By:UrJazzCC
Hmm…This level is also well made, though I didn’t like the dead ends where the powerups were. I liked some components used in this level and thought of them as quite interesting. This level is also quite underplayed so adding it to AB5 would do good and add it some popularity.
SPACE ISLAND LEVEL WITH ISLANDS:
By: EvilMike
This is an unusual type of CTF level, but that makes it fun to play. I like the triggering systems used here and all that, and I basically like the idea. Though I hadn’t a clue that this level would of been included in the bash, Im quite glad it was.
Celestial Wargrounds:
By: Enigma, I think…
Hmm…another heaven level. Some things I liked about this was the carrot placement and the floatups for easier gameplay. The level was wellmade and was also fun to play.
This level is Untitled
By: EvilMike
Another level by EvilMike. The layout here is good, somethings I didn’t like about the placement was the clump of stuff around the blaster powerup. I don’t think so much fastfires in one place was necessary. The level itself was also well made.
One Silver Penny:
By: CelL
Another great pick by BlurredD, the level not only looks great but plays well as well. I think I’ve said enough about this level in my review about it, so I haven’t much else to say.
High Volume CTF:
BY: FiresworD
Im not surprised this level got chosen. It has a very good balance, and designed nicely. The ammo was placed nicely as well.
Arabian Highlands:
By:Super Saiyan
Wow, I had no idea that this level would be chosen, but like for many others, Im glad it did. The level design was good here, I like the tileset use as well. An interesting, but good choice by BlurredD.
Knightmare Castle:
By: I have no clue whatsoever.
The first thing I noticed was the interesting eyecandy, great use of BlurredD’s castle remake. The layout was pretty good as well. I can’t say I’ve played this level before, so I dont know by whom it is.
Swinging Jazz:
By: BloodBunny
Hmmm..Im glad this level had been edited so the sides arent open, this way the chance of a flag bug happening is very dim. The layout is ok, but I think this level, like some others in the pack, is severely overhosted.
Happy Castle CTF: (aka JAIL)
By: Stripe, Bobby, Quist.
Hmm…JAIL has been included. Though it is an ok level, I think its been overhosted to much. I don’t mind it in the pack, but I wished for some less popular levels, so that those levels can have their share of popularity as well. The level is good though.
Happy Semi-Conductor CTF:
By: Stripe
I quite expected this level to be in the pack. It has an interesting design and fun to play. Though it is overused, I still think it should be in the pack because its one of the best CTF Levels.
Darker Science
By: Shadow[GpW]
This level has also been included in some bashes before it, and the level is also well done.
SmogCTF
By:EvilMike
Another unexpected level. The layout in this level I found ok, except I haven’t a clue how to get the RF powerup(without checking JCS at least)
Security Breach V2:
By: BlurredD
I have always loved to play SB(security Breach for you clueless people), mainly because of its great balance and layout. BlurredD has inlcluded his non jail version, which is good, since jail sucks for duels =P Anyways, SB isone of my all time favorites and im glad BlurredD included it in the pack.
Diamondus Warzone:
By: Epic
AAHHH no, not this fiendish level. Its probably the most overhosted and overplayed CTF level ever!!!Its also included in probably every CTF bash btw.
Dirty Laundry:
By: Bloodbunny
I also knew this level would get included. I don’t have much to say about it, except its also overhosted. Anyway’s, its still nice to have it in the CTF pack though.
Claustro Mania
By:Shadow[GpW]
I quite like this level as well, good use of the mez tileset , interesting layout etc. Though I feel the suckers are a bit slow and there’s too much of them. Other than that, not a problem.
ShockWawe
By:Shadow[GpW]
A tubelectric level which I’ve played often, but not often have I seen it hosted. Its interestingly designed and well made. Its a great level and Im glad it made it into the pack.
Fiersome Flaggin’:
By: Disguisey Wisey the wise guy in a disguise (Disguise)
This level is also interesting, though I do not like the dead ends or all those fastfires in one place easy to get.Other than that, its a pretty good level.
Well, some interesting levels included here, others are overhosted though. Anyways, happpy AB5 Bash everyone!
[This review has been edited by Blackraptor]
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