I made this tileset for trying to make tileset with many colors not in 256.And this one is my first with many colors.
In my point of view, this tileset is average. Firstly, there is no example level. This doesnt bring down the mark at any point but it would of been nice to have an example level to show how the tileset is used. Next, most of the important stuff needed in a tileset are not here. No destruct blocks, no poles or vines etc, but there are belts, or what LOOKS liek belts, but im not sure. There arent much eyecandy tiles here and the tiles arent very textured. Overall:Not to bad, but not very good. Missing a lot of tiles, but it has some good tiles, although i wouldnt truly reccomend this, sorry.
BASIC GROUND TILES: They’re mostly there. The author, however, made three tile wide slopes, and two tile wides, but no one tile slopes at all. He also included tiles for one tile wide structures, but they can’t have bottoms, they must stick out of a larger platform structure.
BASIC EVENT TILES: Vines, h/v poles, text sign, exit sign, cool sucker tubes, arrows, blocks (*, !, Bouncy and Trigger) and hook are there. No spikes, though, or belts (though belts are excusable).
LAYERS 5-8: There’s a working textured backgrounds, and two different mountain ranges. The author obviously either looked at or had in mind the background mountains from JJ1 Diamondus, as these resemble them closely.
LAYER 4 BACKGROUND: In contrast to the green and purple walls, the “tunnel”, as some people call it, is dark blue. It’s obviously a copy of the main wall tile, shrunk and with the color changed, and it’s way too repetitive, but it works fine and you can put everything (I think) on it.
EYECANDY: This is the tileset’s main failing. There’s a not-all-that-well-done slime fall, but that’s really all there is in the way of eyecandy. (Not counting stuff listed in LAYERS 5-8). The whole tileset seems based on Darkened Landscape, by Disguise, which had the same sort of floor as well as tombstones for signs, but also had little eyecandy to speak of. Come to think of it, very few of Disguise’s tilesets do. If you’re going to make a level with this tileset, have a lot of slopes, because otherwise the level will start looking monotous Really quickly.
ORIGINALITY: There’s basically nothing in this tileset you haven’t seen before, assuming you download a lot of tilesets. The name’s interesting, but it seems to have little to do with the tileset itself.
VARIATION: This tileset has very little variation. There is one type of ground, which fortunately you can make platforms with instead of just walls, one type of tunnel, both of which have only one tile for their insides.
MASKING: Masking seems fine. The sucker tubes have their outsides masked, so if you want you can have the player be only able to enter them from the correct end.
OVERALL, I WOULD SAY: While I complain about this tileset a lot, it’s still an interesting tileset I might use if I needed Darkened Landscape with tunnel. Spend more time on this, and it would be better.
Here is my original re-review re-reviewed or something like that. I will give this a level rating of 3. I am tired of seeing you post new versions. Please reupload them instead. Better yet, just give up on this project – it does not really show much promise to speak of.
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This was my original review. The sparce fixes have prompted me to upgrade my rating from 2.2 to 2.7. Next time just reupload, please.
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Well, Nickadot, I have to say I am disappointed. Almost all of your uploads have either been 5 minute levels, rips of other levels, or just blalant theft of another’s work. And this Battle2 edit is not exactly reassuring. First of all, this .ZIP file unzips to /jj1diam/ or something like that, which is really annoying. Make your ZIP files unzip to the default directory, PLEASE. And now for the review.
EYECANDY
Tileset Use: If you are going to make a completely ripped edit, you should at least put some effort in it. And this obivously lacks effort. There is nothing but the basic ground tiles in this level. Not only does it look way too simplistic, it is downright ugly. The only redeeming quality to the eyecandy is that the author at least did not use the same ground tile over and over, but the level still looks ugly. The eyecandy in this level just is not good at all.
Tile Errors: Tile errors abound in this level. There are plenty of questionable uses for tiles (such as using the same tile for destruct scenery as the wall.) but then there are just plenty of downright errors. Blocks placed incorrectly, gem patterns only half completed, missing tiles – you name it, this level messed it up. There were plenty of oppertunities for interesting tile use in JJ1: Diamondus, none of which the author elected to use.
Creativity: Creativity is in the eye of the beholder. Sure, edits may have some creative spark to them, but this edit is not creative by any definition. This level is about as creative as a bar of soap, and about as enjoyable as well. There is no background where there should be one, and the default layer eight background is about as interesting as dirt. The level in general shows no creativity eyecandy-wise, nor gameplay-wise. Oh, yes, and the springs are floating in mid-air in some cases.
PLACEMENT OF STUFF
Carrots: One carrot. Yes, one carrot. And in the same place it always is in – the room with the springs. There is not much to say about this, since nothing was changed about it. So I will leave it with that.
Powerups: This level completely lacks powerups, just as the original Battle2 did. Not much to say there.
Basic Weapons: Well, there has not been anything changed since the original Battle2. Basically the weapon placement is the same as in Battle2 – nothing more, nothing less.
GAMEPLAY AND FLOW
Flow/Navigation: This version really messes up several crucial parts of the level flow. All instances of One Ways have been completely removed, and the springs that occupy the upper right of the level are just floating in mid-air. Not only does this look strange, but they are quite easy to get stuck in. It does not completely ruin the original flow and navigation of this level, but it definitely hurts it. This just is not a good edit.
Layout: Layout is, again, the same as Battle2. Not much to say here either. Everything is where it used to be, though there are problems caused by the conversion that hurt the layout. Nothing much to say here other than just look at Battle2 if you want an idea of what the layout of this level is.
BATTLE SPECIFICS
Compatibility: The level did not crash my computer, nor did it cause any problems. Yay. I guess.
SUMMARY
I’ve never been particurally fond of edits of Battle levels. I have really never been fond of conversions into different tilesets. And I’m not fond at all of this level. Not only is it a conversion of a level that really did not need conversion, it hurts the level. I do not mind conversions as much if they improve eyecandy and even maybe level flow, but this one worsens both of the forementioned areas. Unless you are really and truly desperate for a JJ1: Diamondus version of Battle2, I suggest you stick to the original. Then again, if you are desperate for a JJ1: Diamondus version of Battle2, personally, I would wait for a better one to come along.
+ PROS: This level has a next level setting, so you will not have to play it in a loop.
- CONS: Ooh…Where to start. There are many tile errors, flow problems, and problems that could have easily been avoided if any time was put into this level. It probably just took about ten minutes, and that was it. No effort whatsoever. Shame.
VERDICT: Again, I despise edits of levels and I also despise conversions. This level does not do anything to lessen my hate of this genre. In fact, if anything, it just strengthens it. This level really messes up the original and makes it more tedious than it originally was. With an uninspired background and equally as uninteresting idea behind it, this level is definitely one to avoid. You can find much better conversions than this one, which is saying a whole heck of a lot. For this, I give a 2.2 rating and no download recommendation. Put more effort into your levels or you will likely see more ratings along this line.
EDIT: This is not TSF. I recommend you do not label it as so.
When I downloaded this, I was not expecting much. After all, the above reviews are a bit short of glowing to say the least. I was disappointed by this tileset greatly, but it still shows some promise. The tileset conists of only two types of tiles. The first is the background, which is black with small white stars. The second is the apparently frozen ground, which consists of somewhat nicely textured blue tiles that sort of look like a stirofoam (sic) cup. These ice tiles, when used, did not actually look half-bad. In fact, I would not have objected to this tileset at all if there was just a lot more eyecandy. However, with this tileset, that is all you get. There is not any background or foreground eyecandy at all. There are just stars and then ice. Nothing more. This tileset does not show very much effort to speak of. Aside of the high-qualityness of the tiles, there is not much to be surprised about. The tileset is way too small, though it looks OK. Overall, I can not say that I hate this tileset as much as the other reviewers. Still, it is really, really bad and there is no way I could possibly recommend download.
+ PROS: Hey, the ice actually did not look bad. The tileset included wallside tiles.
- CONS: There is not much here. It’s really small, and there isn’t any eyecandy.
VERDICT: This is not a notable tileset. It’s small, eyecandy-lacking, and really not that good at all. Some of the design techniques show promise, but overall this tileset is nothing but a large disappointment. If you are really set on making a tileset, try to spend more time on it. You might not be half-bad some day if you just make larger, more effort-based tilesets. Sometimes a bad start can mean a good end, especially in tileset making. I give this a 1.7 and no download recommendation, but keep trying. You could be quite good someday.[This review has been edited by Trafton AT]
The final version of this level is much better than the previous version. I can’t seem to find any major problems in it.
GAMEPLAY:
It has a good layout and the “Crusher” system is a nice touch. It’s a basic CTF level, but a good one at that. I had no problems getting around the level. The only thing is it’s not too original, though I still like it.
EYE CANDY:
It’s slightly above average at best. There isn’t anything too bad in the way you used the tileset. It’s generally good and no improvement is really necessary.
CARROT AND AMMO PLACEMENT:
The full energy carrot is placed in the middle of the level—good enough for me. Ammo placement is alright. And I have no complaints as to the placement of the powerups.
HOST THIS OFTEN?
Probably. It would be good for a duel or maybe a 2vs2.
used it before and loved it in the beta.
It doesn’t catch everything but it does it’s job. I like it lots. Reccomendation from here too.
Poor. Not really worth downloading. Wouldnt be possible to make a good level out of this.
Very well put together tileset, Moonblaze. Especially like the spooky background. Ill try making a level with it soon, looks like it could produce good quality levels. Download recommended.
I will now give a useless, but detailed review on EVERY CTF level in THIS pack.
Cell CTF 1 aka paragoniax beachline or something?
DESIGN/LAYOUT: 4/5
Very nifty, some errors, but had springs placed well and platforms placed well. NOt the best ive seen though
EYECANDY: 3.9/5
I saw some errors along the way, and some poorly placed tiles, but the good eyecandy and detail in the pack made up for that.
AMMO/CARROT PLACEMENT:4/5 Generally ok, some carrots and powerup’s to close to each other, but some powerups placed well, like the bouncy one, and ammo placement had a creative touch to it.
Music: 3.5/5 Was ok, but was sometimes annoying and boring.
OVERALL: Around a 7/10, well done
CelL CTF 2 aka DreamScape
DESIGN/LAYOUT: 4/5
Was very detailed and fun. Some greatly placed platforms and springs, but sometimes i had no clue where i was or where i was going. The warps were very fun though.
EYECANDY:4.2/5 To much of the same color, but was detailed and good. I cant remember any errors, but there might have been some. Im thankful that you used another backround other than the one i loathed.
PLACEMENT OF STUFF: 4.5/5 Some powerups placed well, ammo placed creativly. I found very few carrots, 3, and they were all +1 carrots
MUSIC: 4.8/5 I loved this music, and it went good with the level.
OVERALL: 4.375/5, about a 9.
Cell CTF 3 aka Technical Dreampipes
DESIGN/LAYOUT:3.8/5 Very fun, although i got stuck in some places, interesting.
EYECANDY: 4.2/5 Twas ok, some bugs but very creative. Backround eyecandy was nice as well.
PLACEMENT:4/5 Creative
Music:4.3/5 SOmetimes annoying but calm and suitable for these dreampipe type levels.
OVERALL: 4.075/5
About a 9 as well.
CelL CTF 4 aka 22 hour biscuit
QUICK COMMENT: Using the mezmerize tileset (again) which is now probably overused
DESIGN/LAYOUT: 3.5/5 To confusing at times, but VERY creative. The confusion takes some of the mark away though
EYECANDY: 3.5/5 This is what basically lowered the layout mark, the backround was the one i completely loathe, and it kinda ruined my view so i couldnt see where i was going. The eyecandy, otherwise the backround, was ok.
PLACEMENT: 3.9/5 Was basic, to much useless ammo though.
Music: 4.5/5 Didnt fit as much as it did to the previous mezmerize level, because of the different eyecnady etc. But still ok
ADDITONAL COMMENT: I would rate this level a 6.5, but the secrets and layout make up for it.
OVERALL: 3.85/5 about an 8.5 or an 8
Cell CTF 5 aka Superior Technologys
Firstly its technologies, not technologys :P
DESIGN LAYOUT: 4.5/5 Was very nice and fun, especially the suckerz.
EYECANDY: Was basic and good 3.5/5
PLACEMENT:4/5 I loved the placement, very well done
MUSIC: 4.5/5 Suits the level nicely
OVERALL: 4.125/5, about a 9 or an 8.7
NOTE: Although it seems im rating these levels to high, I would really rate them 1.5 or 2 marks lower if they were uploaded singularly :P
CeLL CTF 6 AKA The plastic pipelines
DESIGN/LAYOUT: Basic, a bit above average 3.5/5
EYECNADY: Above average, no errors i think. 3.4/5
AMMO PLACEMENT:3.5/5 Well done
MUSIC: I didnt hear any???????0/5
OVERALL: 2.6/5, about a 5.6 which is rounded to 5.7 (because of the music, if i would of heared the music, i would of rated much higher
EDIT: Oh, i think there is a seperate music pack why i havent downloaded, that explains it. Plastic Dreams rating will change to a n/a, since i canthear the music
CELL SOMETING AKA ASPHALT WARZONE
Desing: 4/5
Eyecandy: 3.6/5
PLACEMENT: 3.7/5
MUSIC: DOnt have it yet, cant say
Hmm…It seems the music for this was never uploaded???Im going to have to review without thw music column then, unless i coincidentally have the music already.
CeilCTF8 aka claustrophobia(common name)
DESIGN: 3.3/5 Very small, and those electric things confused me somwtime, but there are good parts here
EYECANDY:3/5 Basically average, but no bugs
MUSIC:2.5/5 I have it, yay, wasok and calm suited the level ok
OVERALL: To lazy to check, but around a 6.7 if this was a single upload.
Realm OF darkness
DESIGN: 3.2/5 Basic, but leas to the same area’s to much times. Kinda dull
EYECANDY:4/5 Was good, some nice and not overused foreeground and good backround, nice
PLACEMENT: 3.5/5 I didnt like this as much, but was passable.
MUSIC: 3.4/5 The beginning didnt suit at all, but was ok.
OVERALL: About a 7 or so it it was a single upload.
Mechanism 35
OVERUSED TILESET ALERT OVERUSED TILESET ALERT
Design: Except that one dead end, it was good. 3.5/5
EYECNADY: A bit overused, but its what you would expect from this type of tileset. 3.3/5
PLACMENT: Was good and ok, 3.2/5
MUSIC: 2.5/5 To strange to get a high rating
OVERALL: About a 7.2 if it was a single upload
INSIDE THE GLUEFACTORY: Oh this is an old one, ive had it for a year or so, maybe less. But sadly i dont have the music for it.
DESIGN:4/5 Was good, i liked it
EYECNADY: 4/5 A bit overused, but went good with thelevel
PLACEMENT: 3.5/5 Was ok and good in some parts
If it were a single upload, it rate it 7.2
Factorial Fiasco
Overused tileset again, it is similar to the other Cyberspaz used tileset, and i wont bother rating it, excpet for an overall rating. Id rate this around a 7 if it were a single upload
Island Paradise: Glad to see a level here which DOESNT use a mechanical tileset or a futuristic one
Design: 3.4/5 Basic, but had good points, i couldnt tell whether some Tiki dolls were masked or not.
EYECNADY: Calm and basic, just how i like it. 4/5
MUSIC: Couldnt hear any, didnt have it
Toxic landscape
DESIGN: The bridge was sometimes annoying, and there were big jumps, but it was overally good. 3.7/5
EYECANDY: A bit above average, not to good though 3.2/5
PLACMENT: Basic 3.6/5
MUSIC: Dont have
Ok, im quite tired now and will continue this review at another time.
[This review has been edited by Blackraptor]
A nice and well done tileset by mooblaze
The ground is blue and nice, reminds me of Diamondus though. The slime falls look weird and could of been done better, but they are ok and make the tileset more strange. The backround is grey and dull, doesnt really fit in with the rest of the colorful tiles here. Mountains are good, same with all the basic stuff. Has an exit sign. This is definately one of the stranger tilesets on j20, but that does not take away from the uniqueness and quality this tileset has. Its good for a 2 day tileset and deserves a reccomendation.
BunnyElmer made another CTF level. Amazing. It’s slightly better than the last level but no major improvements here.
GAMEPLAY:
The layout might kinda work, but it looks really boring. You placed Blue base much higher than the Red base, which could be a bad idea and can possibly hurt the gameplay. You should maybe try sticking to wider levels in the near future. And a little originality couldn’t hurt too much. I don’t see intense CTF play in this level, but it shows some potential.
EYE CANDY:
Not bad at all. Average and almost lazy in some places. Nothing much to say here.
CARROT AND AMMO PLACEMENT:
The placement the full energy carrot is alright, though a little annoying. Ammo placement isn’t that great, but it’s not bad either. And some of the powerups are hidden. Evil. Try not to do that too often. Just maybe try to make them hard to access instead of hard to find.
HOST THIS OFTEN?
Nah. I would like to give this a 7 but it’s not quite there yet. I’ll give this 6.7 for now. I’ll expect to see much improvement in later levels.
This level is much better than I expected (I didn’t really like the last level he made). But as good as it is, there were several things I disliked.
GAMEPLAY:
It’s good for all I know. Nothing makes the layout in this level too hard to get around. It’s nice you took that bblair thing, just to make the level unnecessarily evil (I won’t add or take away points for that). The gameplay is not too original, but it will do.
EYE CANDY:
I would say just slightly above average mainly because the BG wasn’t annoying like in the Persian Paradise example level. I didn’t really dislike anything except the way the tubes and those other tiles around the carrot were made. Other than that, the eye candy is pretty good.
CARROT AND AMMO PLACEMENT:
I don’t know exactly how this level will work with the full energy carrot placed so close to the Blue base. And on top of that, more than 2 routes to the carrot. I wouldn’t know if this will hinder gameplay a lot, but I don’t really agree with it. The ammo is placed good enough with all of the powerups and such. I have nothing against it at the moment.
HOST THIS OFTEN?
Host this occasionally, you might like it. This was a 7.5 since it does need some improvement. But after some online play, I decided to raise the rating to a 7.7 instead since I liked it just a little more.[This review has been edited by BlurredD]
It’s time to whip out yet another long review (Not Trafton AKA Aiko long, but just semi-long). Angelic Warfare is a major imporvement compared to CelL and RagE’s last collaboration.
GAMEPLAY:
As far as layouts go, it’s good. It sticks to the basics and has nice flow. The bases are placed almost as far as possible, but you can find quick routes from base to base. The only thing I’m against is the way the JAIL concept was made. It looks like it works faster than in Happy Castle CTF, but it might be more glitched. After some testing it worked like 4/5 of the time. It might just be lag related (I can barely run multiple JJ2 spawns with the translucent clouds in the foreground and background). I’m not going to take too much of the rating for this since I’m not 100% sure and it only gives the Red team wrong triggers until they die.
EYE CANDY:
It’s among the best I’ve ever seen with this tileset. That doesn’t say much though since I haven’t seen too many levels that use the tileset to its full potential. I liked the eye candy for the most part except where it looks like it took almost no effort to make (like around pos 3,45). I still dislike excessive use of transparent tiles since it can create some lag (especially with lighting), but since you can use Hardware Accel or Low Detail to avoid it, I won’t take off any points.
CARROT AND AMMO PLACEMENT:
The full energy carrot is placed well in this level. It’s not the most original thing that could have been done, but you can’t go wrong with it. The two warps on each side of the give access to the carrot in the middle. I also don’t really have anything bad to say about the ammo placement except maybe the team based powerups could unbalance gameplay, but that has yet to be determined.
HOST THIS OFTEN?
If you feel like having a 3vs3, consider hosting this level. Host it often if you like. I’m giving an 8.2 for this level.
I’d like to add to Evilmike’s review. That the program does show all servers on the lists. And the checkboxes or input boxes should be no problem, since you will not have to use them if you’ll simply click a server from the list.
Looks nice to me. Most of the basic stuff are all in it the Tileset. Extra stuff like mountains and textures, all there. The colours only irritated it me a bit, blue, black and similiar colours. But I can understand you have made this for Skulg so I will shutt up. ;P An eight from me and a download recommendation.
Pretty neat, the bestest thing about the program are the graphics I suppose. Anyway furthermore it has an easy and fast to use the interface. Some missing features though wich I would expected. But this is fine either.[This review has been edited by Super Saiyan]
Quite honestly, there is little to add to EvilMike’s comments. This is like a new version of XJJ2 (Xperimental JJ2, a fairly revolutionary program relatively speaking.) There are a few differences from XJJ2. First of all, the program interface and clicking system is vastly improved. The artwork is much nicer and does not look so hand-drawn as XJJ2. Plus, yes, this can host battle (strangely, no one ever seemed to notice XJJ2’s inherit inability to host battle games. Apparently no one cared either.) The general idea is that the interface is much more smooth. I am not sure if this can be billed as a completely new program, but I love it. If the XJJ2 lineage would still be being created today, this would probably be what it would look like.
+ PROS: It’s XJJ2. It can do anything XJJ2 can do, plus change character profiles. Oh, yeah, and it can host battle.
- CONS: This program offers nothing that is revolutionary to speak of. While it is quite useful, it is not a new program that will redefine JJ2 or anything.
VERDICT: This is sort of hard to rate. I will give it a seven point seven. It is not anything that you probably have not seen before, but it is the best serving program ever created, and the interface looks quite spiffy. Yes, there is nothing here that you have not seen before. But it still is a versitile, pretty much all-encompossing hosting tool, and for that it deserves a download recommendation.
Clausto Mania: Nice music, the gameplay was about average, eyecandy was simple, but good and detailed. Placement was to simple. Ok base placment
Blasting Tron Project: Good music, nice layout, some hidden secrets there as well, good eyecandy and tileset use, average placement. Ok base placement
Waste house: So-so music, layout was ok, not the best. Eyecandy good, sometimes a bi overused, but good. Base placement was ok i guess.
Shockwave: Nice music. The layout was fine, excpet i had no idea that one of the “missing tile” area’s were warps. I was near a bouncy powerup when i just “accidentally” jumped in one of them for curiousity. Eyecandy deserves about a 6.7
Finally, Force Draw: Eyecandy to confusing here, so is the layout. Placement was ok, not to good, not to bad. Base placement was good.
OVERALL: Some nice ok CTF levels, some irritations in them, but good eyecandy and secrets. Id rate this a 7, but I do not want to harm the rating of this, so ill leave it N/A. Mez and Dethman tilesets are WAY overused btw.
As for my review, I like the program, but it lacks some features which I think it should have. Take jazztool (another program that can be used to join servers, and my personal preference) for example. It has all the features of this program except for server hosting and IP adress display. It (usually) shows the ping of the server, and it also shows how long it has been up. Plus it will list the entire server list, TSF and 1.23 included, and joining either server requires a simple double click; no checkboxes or menus or anything.
I used this program a bit, and I didn’t seem to find any bugs, so that’s a good thing.
One complaint that I have is that the box which lists the servers is a little too small. A few columns are cut off, and they require you scroll to the right to view them. I suggest making the window wider.
Overall, this program is useful, but I just don’t think it beats the rest of the launchers we have out there. I’m giving it a 7.2. Good effort, but I think that a second, updated version should be made sometime in the future, obviously to add more features.[This review has been edited by Newspaz]
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