Review by Technopauluz

Posted:
12 Dec 2006, 15:48 (edited 12 Dec 06, 15:52)
For: Shade Castle
Level rating: 8.8
Rating
6.5

My first review here…

I did play the game and it was pretty good but i didnt get all the coins maybe it was beqause i played Lori.

Visuality: It looks good nice layer work and tileset placement but sometimes i dindt see if it was ground or not and things are a little bit vage 7/10

Gameplay: I did play a few minutes on normal, but restart at hard, that was not easy at all so hard=hard=good!
I cant get ride of the last 2 coins i saw them but cant get them i run away the whole lvl but no succes at all.
And when i did shoot on te enemy’s i hit the spring crate and cant get above anymore. Killing some enemy’s is was sometimes very hard and u walk in some enemy’s to in some case.. 6/10

Fun Factor:
No waste of time, but not a level to play again & again. 6/10

Orginality:
The coin system is well known by me, but there were some nice actions thats you need for getting te coin. 7/10

Music:
Thats fitting the game, but isn’t very outbalanced. 6/10

A give u this points beqause i am a critical person. Succes!

Not recommendedReview by SPAZ18

Posted:
11 Dec 2006, 08:52
For: the ultimate rabbit hotel
Level rating: 1.9
Rating
1.7

Sorry, but there is nothing “ultimate” about this.

EYECANDY

Poor. The same tile is used too often to make the buildings. Other tiles are also used but they are used incorrectly. Everything looks the same which therefore makes the level repetitive. The Garden is just the Carrotus pole and all the other poles placed in one area. They look rather ugly.

1 OUT OF 10

PLAYABILITY

Poor. There is a Bank with 130 RE-GENERATING Coins which do absolutely NOTHING. There are all these shops which have lots of ammo and lots of PUs which are FREE. Why call it a shop, if everything is free? There are also all the usual things you would find in a Hotel.

2 OUT OF 10

FUN FACTOR

Not much fun is to be had in this level. There is a Pinball Table but it is WAY TOO SMALL. Ice skating is interesting but Jazz gets stuck at the first spring. There is a Quiz but there are only 3 questions with just 2 answers to choose from. Win the quiz and you get some pointless Gems. The test is far too easy, get through that and you get a useless Water Shield.

2 OUT OF 10

TOTAL: 5/30 (1.6666666666666666666666666666667)
Rounded to 1.7

DOWNLOAD RECOMMENDATION?

No

GRADE: U

Review by Jazz-Les

Posted:
10 Dec 2006, 19:45 (edited 4 Jan 07, 15:54)
For: Xmas Carrotus
Level rating: 7.8
Rating
N/A

yeah, well ill review it sometime…..
sorry again BS7

Review by PurpleJazz

Posted:
10 Dec 2006, 19:05 (edited 10 Dec 06, 19:07 by Purplejazz7)
For: TSF Episode and WinterStuffs
Level rating: N/A
Rating
N/A

Yeah, where are they? Also, the Xmas Haunted House looks good.

Review by Olsen

Posted:
10 Dec 2006, 16:25
For: TSF Episode and WinterStuffs
Level rating: N/A
Rating
N/A

Just one thing regarding the Diam B Xmas version, where’s the christmas lights? :D

Not recommendedReview by PurpleJazz

Posted:
10 Dec 2006, 15:01
For: the ultimate rabbit hotel
Level rating: 1.9
Rating
2

Please stop making hotels. Hotels are boring and 99.9% of them suck. Rarely are good hotels made. This isn’t one of them.

VISUAL
Terrible. In this level it is just one of the same tile just used in shapes to make a simple level. When other tiles have been used, they have been used badly and in the wrong places. There is quite a lot of good eyecandy in the hotel dream set, which could of been used. Use it.
1/5

GAMEPLAY
This has what almost all hotels have: bad gameplay. There are things like “banks”, which have about 100 coins which regenerate the second you get them. And “ammo shops”, which have tons of ammo and power ups which don’t cost any coins. If it’s a shop, why is it all free? There are the other standard things, like discos, resturants, and the same old rubbish. There is one place where you can fall down to the bottom of the level, and you can’t get back up.
1/5

GOOD POINTS
None

BAD POINTS
*It’s a hotel
*Read the review…

SCORE

2.0

If you want advice just talk to me on MSN.

RecommendedReview by Janus aka Jahari

Posted:
10 Dec 2006, 08:04 (edited 10 Dec 06, 21:12)
For: Damn + v1.2
Level rating: 8.3
Rating
9.5

Finally, you’ve seen the light and made something I can truly use.

Color 5/5: Lovely. This pack has d*mn in five different color schemes. All of them have good contrast and you even made a custom texture background. Very good, indeed.

Layout 2.9/3: I used the original d*mn tileset a lot with the first level I uploaded on J20 (and two others I never finished but had better quality if anyone’s wondering) and I can say that this is a SERIOUS improvement on the layout. The tileset is MUCH easier to use now. The fixing of the vine is a definite plus. Please remember when you “improve” on a tileset that you include the original eyecandy and not just new stuff (there was a pillar with razor/steps around it in the original, I believe). Aside from that, it’s great.

Originality 1.5/2: There have been other d*mn conversions, but this one far exceeds their color and layout.

Effort 3/3: For once, you have put a lot of effort into making a good conversion. Great job, PJ.

RecommendedReview by Crusader

Posted:
9 Dec 2006, 14:56
For: Que Ramik Man (Pezdance)
Level rating: 6.8
Rating
7.5

Intro:

Well, looks to me like a nice techno… rave…stringy song. Sounds quite rhythmic and good at the beginning.

Song:

As we get further into the song, we lose a few instruments, and by 12 we get an opening into what i think is an intermission or something. I wouldnt quite say i like this part because the synthbass and the bells were wayoff from eachother. Maybe setting the bells at a different transpose or something would work better. After that, we get into a core segment of the song with nice square bass samples playing in a rhythmic tone. This is good because they play fluently with the ear. The bells come back in, souning not quite as off tune as before but then start going berserk…:P

Sounds kinda strage but cool in a way.

Samples:

The samples used in this tune were a good selection because they all tie in with eachother quite nicely. I like the square strings and the synthbass sample

Overall:
I think this was a good song to listen to over all. A dit of a different or unique song from what I have heard.

(+)Samples
(+)Melodies used
(+)Good beat and rhythm
(+)Length
(-)Sounding offtune at about 14
(-)A bit repetative at times

Download Recommendation:

Sure if you are into scary dark techno:P

Not recommendedReview by ZAPPER

Posted:
8 Dec 2006, 19:44 (edited 23 Dec 06, 20:45)
For: Gems Pinball Arena
Level rating: 2.2
Rating
2.2

Pinball yay! …right?

Gameplay: 1/10
Well, the idea is pretty original, and it is interesting for a few minutes. I can see why it is for Tresure Hunt, but it has some of bugs. First, I got stuck in a wall shortly after starting the level. This was something I could see as being able to have been tested. I noticed that some surfaces would not have springs, while others did. I found myself pressing “jump” too many times for a pinball game. It was also cramped, so I had a hard time doing anything.

Eyecandy: 1/10
Well, it looks like a pinball machine. Kinda. The springs were simply… disgusting. They made my eyes hurt. A different tileset could’ve hidden them better.

Placement: 3/10
Ok, there were simply too many springs. Springs here and there. Why not use other events? Springs don’t make the world go round.

Bonus:
-Very original idea +0.5

Overall: 2.2/10
Good idea, but just doesn’t work. I could think of a few things that would make it better. Maybe make it bigger. And use LESS SPRINGS.

Download Recomendation: No, because it doesn’t work. There is another pinball level or two, get them instead. [Fixed review – ZAPPER]

Not recommendedReview by ZAPPER

Posted:
8 Dec 2006, 19:34 (edited 23 Dec 06, 20:36)
For: as bad as hell
Level rating: 4.7
Rating
4.7

Maybe it is as bad.

Gameplay: 3/10
This level is quite big, but also very odd. There was this one area with lots of parallel ropes, with nothing else there. There just wasn’t much there, including ammo. It looks like it is one of those levels where you fill the empty space with players.

Eyecandy: 7/10
This level uses the background items for Medivo properly, which is something kinda confusing. The rain looks proper, along with the lightning. There were a couple of problems, like one awkward block section, where it should have been filled in but… wasnt. There was also very little eyecandy in the foreground and 4th layer., which makes the level more boring.

Placement: 4/10
This level has a lot of wide open spaces, but there shouldn’t have been as many. This level had an odd warp target which was unrelated to where you last were. This is confusing and makes things more complicated.

Overall: 4.7/10
It is kinda neat, with an underusd tileset, but is too confusing and has too little of anything to make it usefull.

Download Recomendation: No, there is much better out there.
[I have redone my review. Sorry for my previous one. – ZAPPER]

Not recommendedReview by ZAPPER

Posted:
8 Dec 2006, 19:25 (edited 23 Dec 06, 20:15)
For: Diamonds In The Rough (Final Release)
Level rating: 6
Rating
6

Now let’s see what this is…

Gameplay: 5/10
For such a big level, I expected more… things in the level. The ammo had the right amount grouped together, but there wasn’t really enough. I suppose it could work on a big server.

Eyecandy: 6/10
It uses Diamondus, which is nice, because it is well done. The background is very nice, and there are a good amount of gems in the ground. Lighting effects on caves work well too. I only have one major problem, and that is the lack of foreground. Complete lack of foreground. It makes the whole place seem less real. Some trees would have been fine.

Placement: 7/10
There are a lot of wide open spaces, and the whole place is easy to understand. I didn’t really get lost, but as I mentioned before, weopen placement was dissapointing.

Notes:
-It isn’t a good idea to write a readme with MS Word or other special programs. A readme should be readable by Wordpad or Notepad, because not everyone can open .doc files.
-The left side of level is open which makes a glitch possible where you are invincible..

Overall: 6/10
An okay level. But I can’t see myself ever playing it. It just doesn’t have what would make it fun.

Download Recomendation: No, because I don’t see a reason for using it instead of, say, Aztec Battle.

[I’ve updated this to follow the rules and ideas of Fquist, sorry about this one. -ZAPPER]

Review by ZAPPER

Posted:
8 Dec 2006, 19:09 (edited 23 Dec 06, 20:05)
For: Que Ramik Man (Pezdance)
Level rating: 6.8
Rating
6

A music review… Never done one before…

Pros:
This is an interesting song with a suspenseful beginning. It has a very good beat,and has some nice repetition. The instrument choice kinda reminds me of Final Fantasy, but also of Mechawarrior or James Bond. One or more of the instruments seemed to be a choir. Surprisingly it fit in. Overall, kinda dark, but still has a slight appeal.

Cons:
Unfortunatly, a few things were less than perfect. Some parts of rhythms overlapped, in a bad way. It didn’t really fit. There was also too much repetition at a few parts, and sometimes it just doesn’t feel right (“xylophone” 10 times is too much. There was a a strange use of what felt like “James Bond” but was also felt deep. These feelings conflicted.

Overall: 6
An okay song, but I wouldn’t really want to hear it as I kill lizards and turtles.

Download Reccomendation: I can’t say, because it depends for what. Listening? No. Shoot-em-up level? No. Something like Cracco Land of Golden Coins? Maybe.

NOTE: Updated to follow rules and suggestions of Fquist. Sorry ‘bout that.

RecommendedReview by DarkSonic

Posted:
8 Dec 2006, 18:14
For: (Improved) Inferno 2.0
Level rating: 7.8
Rating
8.5

Inferno 2.0

This conversion, made by P4ul of IC, has already been used for a level. The author of the conversion has reviewed one of my levels, so I’ll give a review for this.

Eye candy

The author has added waterfalls to every version of the tileset. The old eye candy is still there, like the ‘caves’ but the author has added more cave tiles to the tileset. Also, a background that should be used for layer 8 has been added. Tiles from the Darn tilesets have been added, like the skeletons that you can use for foreground or background eye candy(or sprite layer if you place other ones in layer 5, like Snooze did in his CTF level). The things you can put on the walls in the sprite layer were in the old version as well, those things were not used a lot in old Inferno levels though. Some tiles of the old version have some other colour now.

Other changes

Of course the most important change is the masking of the tileset. The old Inferno tilesets have terrible masking, and in this conversion it’s much better. In the old version, some diagonal tiles were a full tile. But the most terrible thing about the masking was that the tiles from row 70 and 71 were just a square with a white border around it. The author also removed tiles that weren’t useful.

5 different versions

The old version had only 2 versions, now three have been added and the normal and night versions have been renamed to ‘Ice’ and ‘Fire’ the other tilesets are a nice addiction. Personally the ‘Dark’ version is too dark in my opinion, but you can always change to it if you’ve finished a level. It will be impossible to make a level without changing the tileset. But the ‘Shade’ and ‘Water’ versions are really cool. The ‘Water’ version has been used already, and it has been used very well.

Easy to use?

Like Cooba said about the old Inferno: ‘Inferno is literally an inferno to use’ that has been changed with this conversion. Because the masking has been changed a lot it became a lot easier to use the tileset. The waterfalls and caves should be easy to place in the background, and the skeletons aren’t hard to place either. The platforms might still be hard with those different ways, but it’s not that hard I guess.

Conclusion

A really nice conversion of Inferno. People can use this much better/easier now, and maybe I’ll even use this if I can’t find another tileset to use. I hope P4ul can/will make more conversions like this one and Jungle 2.0. The 6.5 from n00b was a bit low in my opinion. I’m giving this a 8.5, like 2 other people did already.

Download this? Yes
Use this? Yes, if you can’t find another tileset or you have been waiting for this conversion all the time.

Review by Jazz-Les

Posted:
8 Dec 2006, 16:01 (edited 8 Dec 06, 16:44)
For: Carrotus Mountain
Level rating: 6.5
Rating
8.5

Holyoli, I really like this one!!!!
I just luv it <3 <3 <3

Ok, lets begin with the review!!!

Colors: This is the thing a luv the most!!!
I’ll rate the colors of all 3 versions appart of each other.

Day Tileset:

Ground tiles: They’ve got a more light-bronish tint now which looks great.

Eyecandy Objects: The carrots now look more bronish, i think they got the wrong color now, carrots normally look orange, dont they????
The foliage looks lighter green then first, which looks good cuz the whole version is light and I like the color of it.The flowers look exactly the same as before, which is a minor bad point cuz you could at least make the purple petals green orso and make a second flower (the same) but then with light-blue petals orso, which looks beautiful with the environment (in my opinion).

Background Tiles: The sky is beautifully bright and light-blue which i really like.
The castle looks almost the same as first, which isnt that terrible cause i dont know which color to give it besides the whitey one.

The Blocks: Look exactly same as before, you could at least make other blocks (special guns, ?s and key blocks) and give them other colors (or make more colors) like green and brownish (or a mix of them like in diamondus ß). But thats not that important.

New Tiles:
Rain: It has has a nice color.
Backgroundmountains + water: yes, this looks good, the color is good chosen.
Waterfall: The color is again good chosen and it looks so beautiful!!!!

Overall
As I earlier mentioned, I really like the colors of this version. It mainly uses three colors: Light-brownish for ground and wooden poles etc., light-green for the foliage, and a beauteous light-blue color for sky, water things and mountains.

Evening version:

Everthing looks just a bit darker, so almost the same, but thats ok cuz the rest is looks a bit darker too.
The biggest difference is the light-blue things are now purple, which looks good too, i really liked that too!!!
Thats it for the evening version…

Night (Storm) Version:

Again everything a bit darker (not a bit, but not much either).
And again the light-blue or purple things had the biggest changes, they now look dark-blue which looks good too. The colors are great for making a level IN a mountain.

Difficulty to use and Layout:

Exactly the same as before.
But that isnt a problem cuz I find the layout of the original one easy enough (so youre just lucky I find it easy).

Looks of new tiles:

Everything looks fine EXCEPT the rain tiles…. Do not only make rain tiles with like ehh (let me count) about 20 rain drops in it…. Make tiles with a few drops too so people can choose to make many or few rain drops in their level (not like you did in the example level, you placed the tiles with about 20 drops just on some places… That didnt look well cuz in real if it rains lightly, you dont have a few clumps of about 20 drops in it that are falling appart of each other with plenty of space between them, no, they fall constantly with clumps of like 3 to 7 drops in them….
Next time think of that!!!

Originality and effort:

Hmmm, originality…, well, it was a very original idea I must say, I really liked it much and I think I am sure it will be used much (I think im sure, did you read that????).
But on some things you didnt put that much effort in them and they turned out bad. So next time I hope you’ll think of some things you didnt think of this time…

Did I like it???

Eeeehhhmmm, if youve read this review from Holyoli till THESE THREE WORDS I think you’ll already know the answer….

But for the lazy ones here is the answer: YES I LIKED IT VERY MUCH, I REALLY LOVE IT!!!!!

Download Recommendation???

Uuhhhmm, well, YES OF COURSE, especially if youre like me, then youll like LOVE it!!!

P.S.: The musics where great!!! They fit the versions perfectly (except for the evening one).
This doesnt count for the rating.

Hehe, finally ive almost finished my review, and I’ve come to a rating that looks as followed: a 8.5!!!!!

Yay, W00T, Hurray, clap your hands for PJ7!!!!!!!

You did a great job man, but remember next time to think of more things. Also take more time for making them and/or editing the colors.

Thanks and kudos to you for making this great conversion!!!!

Cya later every4!!!!

~~ Jazz-Les was here ~~

RecommendedReview by snzspeed

Posted:
5 Dec 2006, 23:33
For: LaYOutZ CTF Package
Level rating: 8.6
Rating
8.5

i’ve wanted to review this for a quite long time now, so i guess i’ll finally do that now.

Something else is probably my favorite level in this pack. to be honest, some things here inspired me while creating NA ;P i personally like the tileset use alot, especially those waterfall things. eyecandy is good here, there’s no tilebugs, and everything feels nice to look at.

gameplay is also good here, you can get easily around with springs and you won’t crash into things too much. this level isn’t cramped either, and it isnt too open either, except maybe from the middle, but that isn’t really a bad thing.

placement is also nice, there’s enough ammo, and i like the pu/car placement alot. its something different than you usually see.

overall, something else is probably the best level in this pack, and its also my favorite. =D

well yeah, next one is “Area 51” which uses spacey universe tileset. tileset use was quite nice, but the combination of blue soil/white blocks might get boring sometimes. oh well

eyecandy is nice, the background is quite original. but as i said, it could get boring or something. there’s no tilebugs though, and this level has nice atmosphere so im not really going to complain though.

gameplay is nice, you can use springs to get easily around here. layout is quite weird but i guess you can learn it after sometime.

placement is nice, its not repetive and there’s enough ammo. if i remember, there’s 2 carrots in this level, and 3 pu’s, which are enough for the size. overall, i think placement is really nicely done.

Limenade is less confusing then area 51, and it uses some palette edit of townhouse. tileset use is nice, there’s no tilebugs and level has weird, but nice silent atmosphere. there could be bit more ec though, since some parts look quite boring. altough ec here is still good.

gameplay is good again, and you don’t usually crash into walls or something. layout here kinda confused me though, but after a while i learned it, so yeah, its not too confusing.

placement is .. nice. its not repetive, atleast not in my opinion. i also like the pu placement.

overall, this is good pack with levels using original, unusual layouts. they might be confusing at first though. my final rating is 8.5.

and heh, sorry for my bad review, its 1:28 am right now ;<

RecommendedReview by The Emperor

Posted:
5 Dec 2006, 23:11 (edited 5 Dec 06, 23:12)
For: New Ages CTF
Level rating: 8.6
Rating
9

DS covered everything, so I’ll just give him credit for that…

The levels are stuffed with eyecandy, but are still fairly easy to play…
Although it might at first seem a bit different, especially 05 (Radiation), which has an abhorrent amount of eyecandy. =D

The pack completes itself,
There’s a level for every thinkable taste and the flow is good enough everywhere.

“Betatesting” the levels was a lot of fun. It seemed as if Snooze can just poof and there goes another level…

I think we can safely call Snooze a JCS Hall Of Famer (or sth) by now…

This is definately worth downloading
and is likely to also be a good pack for tournament use.

RecommendedReview by Superjazz

Posted:
5 Dec 2006, 14:35 (edited 9 Dec 06, 08:35)
For: New Ages CTF
Level rating: 8.6
Rating
8.5

Here goes Snooze again with a pack of levels. The things I saw about the levels already in the testserver were pretty promising. And what is obvious, is the inspiration and productivity the author had got while creating the levels, yet they still ended up being decent. I just wished a few more levels still if those ones were finished in just a few hours.

The eyecandy is something I don’t really have anything to complain about. An amount of creativity was used and all it adds way more of suitable atmosphere for the levels. Nothing looks confusing for me at least. It might be still a little repetitive, but is barely noticable during gameplay.

The gameplay’s quality is a little variable between the levels. I mean both the quality of gameplay in overall, as well the good thing, which is the variableness of layouts. It’s also good that there is a nice mix of solid and thinner platforms in the levels to make it all exotic and interesting. There’s some floating also to help you to move easier between some platforms. The levels can be learned fast, except ‘Radiation’, that might feel a little confusing at first.

I really expected more from the pickup-placement. It was improved only slightly after the betas. I was looking for something else than linear or squared loose-ammo flocks. Neither do I fancy those flocks with mixed ammo-types. The pickup-choice for each level, and the additional food were a little strange at times. Not much wrong with the carrots, but are the PowerUps questionable perhaps?

But I’m not done yet at all…

‘Question;’ is a level with four levels of height I would say, thus making it very linear. The background seems to be quite alright but not too original. There’s no sprite-eyecandy for some areas like the carrot-spot, but would that make it too confusing if there was? The level has the placement at it’s worst indeed. The two Bouncy-PUs are maybe nicer than Bouncy and Toaster, but they could have a different position in my opinion. The level contains a Blaster-PU too, in open. The author still hasn’t fixed the float-bug next to red base, that I requested during testing, although not many use that route to get up. I neither recognize anything that would make this level “made for Viv-”, except the replaced text-string maybe.

In ‘Complex’ there is a rather empty background, and with it’s current music, and mild lightning, the level gets an ambient atmosphere. There could be a little more of special eyecandy for solid walls. The layout itself is okay, but I don’t get the point of all the tubes. The level isn’t after all very special. Toaster-PU seems to be the only PU here.

Now we come to ‘Persona Lity’ which is my favorite of the pack with it’s great music that I suggested to the author. It was probably a nice idea to use the textured background as transparent for layer 6 instead. What makes me quite like this level that much anyway, is the sprite-eyecandy with darker(distant) and lighter(closer) wall-tiles(might have been used before). The layout is anyway something that just clicks, and I do like the situation of carrots. Ambient lightning is somewhat suitable and sewers are a nice bonus. Even placement is slightly better here than in previous levels, with two somewhat hidden PUs(Bouncy and Toaster) and the shared RF-PU in sewers. A bad thing in the level is the few weird dead ends, in sewers for example.

In ‘Radiation’ the red base wants to be blue in single-player, eek! The level has a decent background with a yellow hue. Eyecandy probably the best of the pack in overall. The top-route between bases is very short, and there’s no obstacle even, so moving between bases is very fast. The match I had here for once proved that it could be actually more a tactical thing about the level. While you’re ready to capture from enemy base, and in case your opponent’s flagcarrier died, you could quickly go back to middle of the level and wait for the new flagcarrier to come out of the basement. And so, you could possibly hurt/roast him immediately, as some people often choose that way to exit the base. The rest of the layout was quite nice after all. The carrot-concept was somewhat a good idea, that let’s you restore health with halfcarrots, while hanging out in either base. You can also go to the somewhat bottom-middle for a fullcarrot. I also liked the PU-choice, and the rest of placement is just as good as in ‘Persona Lity’. You might want to take a bath in the soup also, except it pushes you up, if you try that.

Like r3p said the level, ‘The Boneyard’ has a tunnel-feeling mostly. With P4ul’s special tileset this level succeeded quite well however. Eyecandy is fairly good, but this is the level that has the most of “repetitive eyecandy.” With this I mean for example the “mushrooms” at ceiling or just the solid wall, that has the same tile used for large areas. This might be because of the original tileset though. In this level there’s some linearity, but it seems to be okay this time. There are a few warps to help you moving in the level. I’m just wondering why was the Toaster-PU placed as the only one again. Top basement could be more open too.

Now a summary about the pack would be, that it had quite awesome eyecandy, nearly as good gameplay, and not as good pickup-placement. I was looking for some more creative placement for loose-ammo, and perhaps a little difference with PowerUps or something. This is probably because of the rush the author had while doing the levels, that placement was left rather unimportant. The levels would have separately been worth of 7.5-8.2, but together they deserve more! 8.5! So I also suggest you to download this pack. Each are worthy enough to be hosted or played sometimes too.

P.S. (You know to not do this. At least not here. ~Cooba)

SJ

RecommendedReview by White Rabbit

Posted:
5 Dec 2006, 14:14
For: Language Translater
Level rating: 8.5
Rating
8.2

A very functional tool, very easy and simple to use, the faster you can type the faster the job is finished, but no ÅÄÖ? I can’t create a Swedish translation now. :-(

The interface is plain and user friendly, although the Help button seems to be broken, not that people need it when they have the Readme. Basically, all of JJ2’s text (in English) is in the window to the right, and your own translation goes in the window to the left. Just copy and paste the English version and replace the English words with your translation. All the buttons are self-explanatory. Couldn’t be more of a breeze.

It’s a good tool for everyone who has ever wanted to translate JJ2 into their own language, but the rating will be slightly reduced because of the missing characters.

Review by Jimbob

Posted:
5 Dec 2006, 03:38
For: Carrotus Mountain
Level rating: 6.5
Rating
N/A

…You’re talented.
…That’s all I’ve got to say… really.

RecommendedReview by n00b

Posted:
4 Dec 2006, 20:56 (edited 4 Dec 06, 21:12 by Cooba)
For: (Improved) Inferno 2.0
Level rating: 7.8
Rating
6.5

NOTE- This is a re-review. This review takes the initial score and then re evaluates what is fixed. New points are then added based on how much improved from the previous version.

Theres a reason why the theme got a long rant in my review- It’s easy to write about themes or misinterpreting thereof.

There isn’t much to say about usability, especially when these things don’t phase me in the first place. What am I supposed to do “It’s been organized so I can find everything without taking a few seconds to look for it! Let me spend 3 paragraphs explaining all the changes in organization!” ?

In the end, while the rant on themes may be dominant, neither factor was dominant score-wise.

Now if you recall I had other complaints.

For example, the extra tiles are still lacking in creativity, the monochrome scheme is still useless and still feels tacked on, the water scheme still doesn’t make any sense or have anything special added to it aside from the color scheme that adds to it’s name of “water”. The Tex. BG still looks rather ugly in my humble opinion D:< (Can’t forget the “D:<”, that’s essential), the waterfalls still don’t make any sense in the Ice, Fire, and Dark versions (since Dark has now been overhauled to work as a darker version of Fire), hell, the water falls just feel cheap in general, and the tileset’s name still feels like an overstatement especially when you still didn’t add all of Disguise’s essential tiles.

Also, all you did that’s easily noticeable was change the dark pallet, fix Ice’s color mishap and tack on the old BG. Great, that didn’t actualy take any themes/feelings into account. If you did, you would have taken the time to actually flesh out the pallets like I suggested. Among my suggestions were (with words to them since unless theres alot of words, you won’t pay any attention apparently) “Make monochrome something appealing people would want to use, perhaps by making it look like a 1930s cartoon”, “The fire edition should have a lavafall, since water in hell doesn’t add up”, “The waterfall should be frozen in Ice. I mean, theres only two tiles that are ice in the whole set as it is, you might as well add something else to it’s namesake”. Finally, did you even bother to copy and paste in the other destruct blocks? Seriously, it’s not like you even have to put in any creative thinking to do that.

This is a sentence on how easy it is to find a tile in the set. No really, it is really simple. Most of the ground pieces are placed right next to each other! And all of the trees have been grouped together! So have the 4 destruct blocks! All of the skeletal parts are right there! No time spent looking! Wow, I really can’t say enough about this!
It’s amazing, you seriously won’t beleive how you used it beforehand! I’ll even be cocky and say never use the old one again! Just so you REALLY get the picture on how easy this is to use, here’s the same paragraph again! This time as a runon sentence: This is a sentence on how easy it is to find a tile in the set, no really, it is really simple. most of the ground pieces are placed right next to each other, and all of the trees have been grouped together, so have the 4 destruct blocks, all of the skeletal parts are right there, no time spent looking!

Pros-
-Better Organization
-You can now use every tile from the old set (Like the old BG for instance)
-Dark now has a purpose aside from “Random color scheme!”
-Ice has been fixed

Cons-
-Water and Monochrome still feel to random and neither have anything that really warrants their use except “Hey want to use some random colors?” I don’t care if it’s weird, what I want is for you to take that weirdness and actually DO SOMETHING with it. Anyone can make a color scheme. It’s not that hard to make color schemes, hell Purple Jazz’s entire tileset career is based on making color schemes. I’d like to see something actually done with the scheme.
-Still hasn’t added all of Disguise’s essential tiles, not even the easy ones like destruct blocks.
-Despite saying that the feel of the set was taken into account, all that was done to the set tile-wise was the addition of the old background
-Waterfalls still feel tacked on and unimaginative
Cons that don’t affect the score- – Old BG was removed because converter felt it was too ugly (I’m inferring). This did not take potential users of the tileset into account, and was a very bad move. It has since been fixed of course, but this is something that should have never needed to be fixed in the first place.

So you fixed some colors and added in the old background (Which ironically is miscolored in the ice version, I’ll let it slide since the pallet wasn’t meant to include it), I hope you weren’t expecting me to add 5 points to your score just for that.

DR- Sure, the original sets are now easier to use and is all there so you can’t exactly lose there. Otherwise, the improvement isn’t exactly all that major, and what has been done with the set imho still isn’t worthy of the title “2.0”

[HTML fix ~Cooba]

  1. 1
  2. 340
  3. 341
  4. 342
  5. 343
  6. 344
  7. 345
  8. 346
  9. 347
  10. 348
  11. 1307