Review by ScionFighter

Posted:
Posted more than 21 years ago
For: Jazz 1: Tube Electric v2.0
Level rating: 7.9
Rating
7.7

Well done Newspaz. This thing isn’t exellent, but I like it. The ‘spikes’ instead of turrets has just kicked me like elecrtic bolt. Isn’t a nice idea (points down). Also cool example level that is based on JJ1 Tubelectric.

Review by Bjarni the real one

Posted:
Posted more than 21 years ago
For: The Dawn Of Kid´s
Level rating: 1.5
Rating
N/A

The Dawn Of Human

Review by Shiverz

Posted:
Posted more than 21 years ago
For: Devons Nightmare Castle
Level rating: 1.9
Rating
N/A

This level had nothing to do with me back when I was MegaCal so please it was Catz and JB RR’s level and they weren’t on the site at the time I uploaded

// ShIvErZ \\

Review by Shiverz

Posted:
Posted more than 21 years ago
For: Fantasy wars 2001
Level rating: 2.8
Rating
4.5

I know them and this level is not a hotel . Its also a first attempt at making a jazz level so my rating goes up .

// ShIvErZ \\

Hi PPL

Review by Shiverz

Posted:
Posted more than 21 years ago
For: Bio lab
Level rating: 2
Rating
N/A

You shouldnt upload oher peoples levels. MEGASAZ you are stupid if you have seen other levels by Star steph you should have told her to upload them you idiot

Review by Shiverz

Posted:
Posted more than 21 years ago
For: Jazz 1: Tube Electric v2.0
Level rating: 7.9
Rating
8.7

If only you had made this version before i had started my level pack which features your old Tube JJ1 tileset

Review by spazz

Posted:
Posted more than 21 years ago
For: Blue Core CTF
Level rating: 7.8
Rating
7.7

Yeah… the music is alright. Only with this titleset there isn’t much eyecandy. But the background and the pipes are okay. A challenching level. Weapons are okay. Almost a 8 form me. :)

Review by Sun Fun Dude

Posted:
Posted more than 21 years ago
For: The Wind Tunnel
Level rating: 7.3
Rating
7

Quite good and nice idea. So you have earned a seven!

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: Blue Core CTF
Level rating: 7.8
Rating
7.7

TILESET/TILESET USE: The author uses Wasteland, but I can’t say I love the use. The background eyecandy pretty much obscures all the green in the background, so the whole level feels very grey. There are a few interesting things, but overall this is just Wasteland, with nothing very new.
Pros: No noticable tile bugs, not all plain and ordinary.
Cons: Nothing new, too grey.
Rating: 7.2

WEAPON/ITEM PLACEMENT: Weapons seem pretty good. Various types of ammo are scattered (not randomly, though) around the level, not in big clumps, which is interesting. There might be not quite enough, but I’m not sure. There are two full energy carrots, one in each bottom corner. (Right below the warp to the Seeker Powerup) There are three powerups, the Seeker at the top middle, and two others (RF and Bouncy, I think) in the middle, accessable by Electro Blaster.
Pros: Everything placed pretty well.
Cons: Maybe a few too few weapons.
Rating: 8.5

ORIGINALITY: There is very little that is original about this level. You’ve got the four big platforms, the hidden alcoves, the EB-only powerups, the float ups at the bottom, the scrolling background eyecandy. There are one or two interesting things, but nothing much is new.
Pros: No “never-done-before-because-it-sucks” things.
Cons: Nothing much else, either..
Rating: 6.3

GAMEPLAY/DESIGN: The level consists of four large platforms, and four things sticking out of the side walls. And there’s a tunnel running along the bottom. It all seems fairly fluid (time between bases around 6 seconds), but I wouldn’t have minded it if the bottom middle large platform had been moved up a bit. The design is solid, but it does have a little too much feel of going back and forth.
Pros: Everything seems to work.
Cons: A little too tested by time.
Rating: 7.7

REPLAY VALUE: You may want to play this a few times. However, I do advise turning off the music and playing something else in the background if you want to really enjoy the level.
Pros: Not applicable.
Cons: Not applicable.
Rating: 7.5

OVERALL: This is a good CTF level which can’t really be improved other then starting from scratch. Or improving the eyecandy. The author comes close to triggering flag bug in several places, but avoids it somehow.
Pros: Design, weapon placement, some other stuff.
Cons: Music, lack of originality, some other stuff.
Rating: 8.2

Review by blurredd

Posted:
Posted more than 21 years ago
For: Demonic Chicken's Forest
Level rating: 6.5
Rating
6.5

To be honest, I was expecting something much better…

GAMEPLAY:

I wish I could say it was almost balanced, but it’s not even close. On the left side, there’s the blue base near the top of the level with lots of ammo and a carrot. While on the other side, theres the red base close to the bottom with almost nothing there except for a blaster powerup and some fast fire. If games could be played fairly every time this level was hosted, it would be a miracle. And I don’t really understand that huge hole at the bottom of the level. I think it’s too deep, but I suppose it could be used strategically (maybe, if anyone is willing to play the level that is). Also, I found a slight tiling error to the right of the red base. It’s small, but you can tell by the masking of the wall that different tiles should have been used.

EYE CANDY:

It’s average.

CARROT AND AMMO PLACEMENT:

The full energy carrot is placed too far to the left and too close to the blue base (I’m assuming there’s only one carrot so please correct me if I’m wrong). This makes the gameplay even more unbalanced. The ammo is also not placed well at all. It’s in a few clumps in a few places, but not spread thoughout the level. If I knew any better, I would say that this level isn’t even finished yet (which wasn’t mention in the Author’s description). Please fix this, please.

HOST THIS OFTEN?

I advise that you don’t. I’m kinda hoping Trafton wasn’t trying too hard when he made this level. 6.5 is my rating.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Demonic Chicken's Forest
Level rating: 6.5
Rating
6

Im tired, its late, ill get this over with.

LAYOUT: I didnt like, to open and boring,not much special and to small for people to explore for over 1 minute. Nothing really interesting.
AMMO: Very poor, sparce and uncreatuve, I expected a lot more from a person who reviewed the most levels.
Gameplay: Not too good, but not terrible. Nothing really worth mentioning.
Eyecandy: Well, could of been better.
OVERALL: Just above average with a rating of 6. It looks like trafton spent an hour at most on this, probably way less. Try better next time. This will stay a 6, with no d/l recc. Sorry..

Review by blurredd

Posted:
Posted more than 21 years ago
For: Dreaded Sewer CTF
Level rating: 7.8
Rating
6.7

This is a symmetrical CTF level. And this is my review:

GAMEPLAY:

It isn’t bad, but I don’t like it much at all. It’s not too easy to get around, and the layout looks plain and boring. I can’t say making the level symmetrical was a bad idea. It’s definitely more balanced as your other levels, but I still feel the gameplay and the layout could be much better. It seems squared off in many places and very little choice of routes in others (like at the bottom near where the carrot is). I also advise not to use destruct scenary too often since it’s nearly pointless and slows players down. And the best way to avoid the spring glitch is to not use horizontal springs at all. Most levels don’t need them for good gameplay so yours shouldn’t either. Also, at the bottom left and right, there shouldn’t be those springs and pole where there is pepper spray. It impedes gameplay and it isn’t worth going out of the way.

EYE CANDY:

It’s nothing special, nor is it that good. The eye candy is basic, but the foreground is a little nuisance and the background could have been designed better (unless if the tileset is more limiting than I thought). When I make my levels, I always choose a good tileset where making good eye candy won’t be too hard. The tileset you used definitely isn’t one of Disguise’s best, so my best advice is to use more popular tilesets (even if you’re against that). This can help you get higher ratings with your levels.

CARROT AND AMMO PLACEMENT:

I would guess there are two +1 carrots and one full energy carrot. Not bad, except you can get both +1 carrots easily, though that’s not that big a deal. Ammo placement could use some work, but the powerups aren’t placed badly. You should spread +3 ammo more throughout the level and seldomly use crates and/or barrels.

HOST THIS OFTEN?

I’m thinking no. A 6.7 is what I’m going to rate this. This level is not even set to loop. I do like this level more than the prior ones, though.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Blue Core CTF
Level rating: 7.8
Rating
7.7

Since Shen wrote a long enough review, ill summarize my thoughts into a short one. The music is great, the backround eyecandy is an interesting idea. I didnt like the layout to much, it was to…plain and to roomy, not my type of level. The ammo was placed ok, the carrot were ok. There is only one powerup (I only found one) and its a seeker. It is easy to locate, and another powerup would be welcome, but the balance right now is ok. My final rating would be a 7.7, since the level is good, but i didnt like the layout much, and it got boring fast. I may upgrade the rating after further play. Great work CelL!

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Jazz 1: Tube Electric v2.0
Level rating: 7.9
Rating
8

A conversion, great, i love conversions. Here goes the review.

Let me just mention what a good idea it is to have the example level for a jj1 tileset be an actual remake of the level, it was really interesting. Anyways, the tileset was well done. The colors are great, nice to look at and a great copy of the original. There are many tiles added which I missed in the first version, such as the yellow ground animations. There are also many tiles left out, such as destruct blocks and belts (I can really imagine them in the tubelectric set). With those added on (hopefully they will be if the author decides to make a v3) a really excellent level can be made with this set. To bad that the animation of the lazer that the turrets fire isnt included in this version, but the turrets themselves are. I didnt like the mask of the big lights, it was a bitbumpy and all. But the masking is ok, and I can manage a few minor cons. The userfriendly part is ok, not to bad, but not excellent. The animations are great, nothing wrong. Well, the tileset is suffering from some major cons, but other than that its a greatremake and would be used by someone hoping to find a good jj1 tubelectric work. I havent seen much uploads recently by you NewSpaz, and i hope you will make more conversions in the future. For the level ill give it an 8 and a download reccomendation, since it was a great remake.

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: Jazz 1: Tube Electric v2.0
Level rating: 7.9
Rating
7.5

MISSING TILES: Sadly, this tileset misses quite a few tiles, most notable being more tiles on top of Tubelectric’s various backgrounds. If you look at the example level, you’ll notice that the author had to use layer 5 several times. Also some of the tiles for the golden animation stuff.
Pros: Most tiles are there, more then ever before.
Cons: Not all, and needing layer 5 is always a downside.
Rating: 7.0

ANIMATIONS: Tubelectric was a very animated place, and as far as I can see, the animations are all here.
Pros: Most everything is here.
Cons: One or two missing, such as the slope tiles for the golden stuff.
Rating: 8.2

COLORS: Everything looks great, any color loss is not noticed.
Pros: Everything’s there.
Cons: None.
Rating: 8.7

ADDED TILES: Ouch. This is the tileset’s main failing place – there are practically no added tiles at all. No textured background, poles, vines, belts (I can see Belts in Tubelectric, can’t you?), or even tiles to expand the possibilities of things that already exist, like stuff for the big glowing stuff from Tubelectric and Labrat. If you make a level with this tileset, it’ll be have to be rather JJ1 style – although you can’t use the shooters very well, as the author neglected to include an animation for them firing their fire things.
Pros: Many more tiles then in the tileset’s last incarnation.
Cons: Missing almost anything new.
Rating: 5.5

OVERALL (not an average): This is a very good JJ1 conversion with great colors and animations, except that it’s missing a few tiles and has nothing new to work with. The tileset name is the same as the previous version (thankfully the filename isn’t), but I’m willing to forgive this.
Pros: Everything looks great and very faithful (as you can see in the example level.. pity the author didn’t do the second one or he’d have found some new tiles).
Cons: Too many missing things.
Rating: 7.7

Oh.. forgot Masking. Anyway, it’s just fine, except for a few bumpy parts on the huge glowing things, and one of the platforms. Also the masking for the shooters, considering how they’re used, could be better. However, I have decided not to have this affect my rating of 7.5. Good work overall Newspaz, but it could have used more beta testing.

Review by Shen

Posted:
Posted more than 21 years ago
For: Blue Core CTF
Level rating: 7.8
Rating
8.5

YaY, another CTF. This one’s by CelL and uses the Wasteland tileset by Blade.

Design: 7.5
This level is very well designed, and looks as if it has been planned out beforehand. It basically consists of a large metal ‘hull’, if I may call it that, around the outside, with an open bottom guarded by Area Float Ups. There are four metal platforms ‘floating’ in the level, with ammo and springs to reach the higher platforms. There are also two big pointy things poking out of the sides, where the bases are. Finally, there’s a long horizontal platform or two along the bottom with warps back up to the higher platforms.
This level looks complicated at first (the vast amounts of eye-candy don’t help much here) but once you’ve had a good bounce around in it you can navigate it fairly easily. However, with this you can run from base to base in about fifteen to twenty seconds sometimes, with not many obstructions along the way. It’s also seems very horizontal as well, as you don’t need much travelling up or down to get from base to base. But it plays how I think it’s meant to.

Placement of stuff: 8.5
There’s a lot of ammo almost everywhere – it’s hard to run out of it in this level. You can also see that each ‘platform’ has its own type of ammo – there’s seekers at the top, and bouncers along the bottom, for example. The one thing I found sort of annoying was that it’s mainly placed in 1×1 blocks of the stuff – ie one tile at a time – so you can’t really be running along and getting lots of it at a time, instead you have to walk along the platforms and do precise jumps whenever you see some.
There’s one power-up in the level: it’s for the Seekers and is located in the middle up at the top. You come across it many times in the level, mainly by warping to it after dropping down or by jumping past the platform it’s on. This is OK as Seekers can often be wasted easily ;) but some players could use the seekers too often. Another hidden powerup somewhere else would be a nice addition – the level’s big enough for one!

Eye-candy: 9.0
Whooooooa, there’s a lot of this. The author has used the background tiles from the tileset to great effect. It’s all Layer 4 eye-candy, but the tileset supports this and it doesn’t really matter. At first it can be hard to distinguish between the foreground tiles and the background tiles, but you can soon overcome this. The foreground tiles are also well presented, they don’t have some sort of grid on them or anything.
The background layers are pretty good – there’s two layers of horizontally scrolling metal and pipes and stuff going in different directions to each other. This isn’t exactly a new effect, but it comes out tops. If you look in JCS (hee hee, aren’t I evil) you can see there’s some parallaxing Layer 8 in there as well – you don’t really notice this ingame but it’s a nice touch :)

Music: 9.5
Good choice of music, in my opinion it suits the level well. It’s at the right pace, and is at the same ‘speed’ as the background layers. You also don’t keep humming it for hours on end afterwards.

Originality: 6.0
There’s nothing new about the concept – grab the flag and return it to your base before your flag is stolen – but the tileset has been used in various new ways, which especially shows in the background metal eye-candy. Overall, there’s nothing really new except various new uses of the tileset. It’s good to see tilesets being used in more, interesting ways, though :)

Lastability: 5.0
Lastability isn’t too great, sadly. You’ll spend some time happily bouncing around getting the feel of the level and finding some secrets and getting all the ammo, but afterwards you’ll find that it’s quite easy to travel from base to base and you could end up getting bored quite easily. You could host this a few times, but you’ll get tired of this easily.

Overall: 8.5
Overall, BlueCore CTF isn’t a bad level. It’s fairly large, but you can find your way about too easily after quite a bit of playing and then it can get boring fairly easily. It’s worth a download and is great for some online servers, but only for a bit. Well done, CelL :)

Oh, and I got a new review system =D[This review has been edited by Shen]

Review by Superjazz

Posted:
Posted more than 21 years ago
For: the Lost World episode
Level rating: 9.1
Rating
9.7

Oh, I see that I haven’t rated this yet so I rate now.

Gameplay 8/10
Difficultiness 9/10
Garphics 10/10
Stuff, enemy placement 10/10
2 extra points, because cutscenes and those dinosaur groars at for the background, so it makes 9.7 This could have more levels, or bigger, otherwise this is perfect!

Review by Superjazz

Posted:
Posted more than 21 years ago
For: Jazz 1: Tube Electric v2.0
Level rating: 7.9
Rating
8.7

Well done! You have greatly created good tileset from jj1, I wanted to give it 8 already, but when I noticed that example level, it was greatly done that jj1 tube electric one level, doh, I couldn’t even remember that, that level has so much ammunition and so less enemies. That’s true. Take this nice 8.7

Review by Superjazz

Posted:
Posted more than 21 years ago
For: Heaven v.1.1
Level rating: 9.6
Rating
9.5

Verry very good I just love this haven. Because I always wanted to be at heaven. Well, the eyecandy background is good like the clouds and it has a good layout with nice stuff like Rabbit-angels, and boards. It’s hovewer some hard to use.
[This review has been edited by Superjazz]

Review by CraccoBoy

Posted:
Posted more than 21 years ago
For: Holy Moo Land (C5)
Level rating: 7.5
Rating
N/A

The pass = COW
Duh ;-)

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