Ok, here goes another review. I like the eyecandy in this level much better than in your last. It’s no so plain anymore. However, gameplay and flow kinda kill the level. Really, get those dead ends out of the level. Placing a warp at their ends will not always do, it makes gameplay a bit confusing and annoying. It’s much better to make openings to other areas in the level. I like the ammo and carrot placement, but like blurred said: don’t hide some of the powerups, especially the RF one can be hard to find for those who never played the level before (in fact, i never found it while betatesting, only just now). At least a part of a pu should be visible, people should at least know it’s there.
Conclusion: this level does need some work, especially on the flow, but it’s better than the last one you uploaded. Just keep going, you’re getting there.[This review has been edited by Enigma]
Hmm….Well done
The eyecandy can sometimes be strange but is well done and deserves an 8.5 or so. Good job for that.
The gameplay is smooth, but to small and too much dead ends. About an 8. i also LOVE that ramp idea, it rocks!
The ammo placement is not so good. Just feels like its missing out on a lot of things. 7.5
Music: Was ok, not to good. 7.5
OVERALL: Very spiffy and smooth indeed. Some backfires, but they were small. Deserves a welcoming download reccomendation.
Night Sky 5.5
To many ripped tiles etc. also i didnt like some tiles much, they looked kind of ugly. But there were tiles which looked good and upped the mark a bit.
Blue mania 6.5
Twas some good tiles like the buildings, but sometiles which were ripped (I think) and soem which didnt fit in the level at all.
OVERALL: Some ok tilesets, i dont think ill be using them much, but they’re ok. Im not sure if they are worth a download reccomendation though….
Castle level: 4
To much enemies which i had to cheat to get rid off. I also found eyecnady and tile bugs by the dozens. The layout wasnt that good either. Nuff said
Diamondus: 5
The eyecandy was WAY confusing at times, took all the fun out of it when the bees where attacking me, but i was behind some loathesome eyecandy and couldnt see where the bees were therefore almost got killed. To much enemies here as well, and to little ammo and food etc, not really fun to play as well. There were WAYto much bees, took the fun out of playing this level.
Inferno: 6
Had basic eyecandy, i didnt like where i starte this from. There were to mant enemies again, the food might of been a tad bit overused this time.
Tubelectric: 5
OMG WHAT KIND OF A BAKCROUND!?!?!?!!?#! I didnt liek the eyecnady much.
OVERALL: Sorry, but i dont think this gets a 7. The eyecandy is nothing special, the gameplay (on my opinion) is poor because you get hit by enemies every second and the eyecandy just makes it worse. But, there arent many tile bugs (xept in the castle one) and its basically an average pack, nothing special.
Lets start out with Medivo. The tileset, although its an original that epic made, is not as overused as some others like carrotus and castle etc. The level shows one of the more finer ways to use the medivo tileset, although i still think it could of been used a bit better, but still great. When i first started this (I test all levels in SP mode), i got stuck in the celing. Next time, i reccomend you to put some warps up there so when you quickly test this by dragging the icon and putting it on top of jazz2 therefore making jazz2 run the level inSP mode, you wont have to cheat to get out all the time. Next time, can you please do that, put some warps up there in case if you play the level the way i did, and make the warps lead to somewhere in the level. It wont affect internet play or anything, so dont worry. But thats just a reccomendation, and ill get on with my review. The level is a bit small, and i found very few tile bugs. The oneways were used good, i especially liked those clashing columns, they were cool. The bases were ok placed, a bit to close to each other (it takes like 6 sec to get from one base to the other.) 6 sec is my record btw –. Anywayz, there are powerups, each base has one near it, and a good choice of powerups. There is only one carrot in this level (I found only one) and its a full energy which is placed in the middle of the level. I have really no complaint about only one carrot, for the level is so small. Though i do feel the red base is a bit more guarded because of the clashing columns (what i call them, they may be named differently by the author). The weapon placement is still a bit boring, but its an improvment. It could of been more creativly placed, but its good enough for me. Springs are well placed as well. Eyecandy is good, i only managed to find one bug, and the eyecandy is basic and good. I have no idea why the author put the exit sign up there, maybe to signify that it is not a dead end and a way out covered by layer 3? Well, if that is the reason i cannot take any marks off for that, because the author might have feared people will lower their rating thinking its a dead end. There are some very nice eyecandy tricks here and some mini secrets, though there arent any coin warps. My major complaint about this is the size needs to be bigger, but its great for 1vs1 or 2vs2.
OVERALL: A great, but small, Medivo 2 CTF level which is great for 2 vs 2 or 1 vs 1, but i dont think it can handle more than 10 or 12 people. Other than that, i dont see much wrong. Although not an 8, a 7.7 will do. Keep at it, download recc. This will get hosted a few times, in my opinion.
This level uses the overused Carrotus tileset, but i dont mind that, since i have no hatred for Carrotus, and will continue on with the review. The level name, Rockingham II, is creative but doesnt relate to anything i can think of right now. The eyecandy here is basically good, and basic. There are some secrets here, which add to the fun of this level. Im not to fond of the music though, for it sounds like the level is race or somethin’. Although the eyecandy may confuse some people, it is used to hide springs, coins, and much more. The tileset use is good, and creative, like those carrot ladders etc. I found some bugs in the walls, but they didnt affect the rating im giving it much. There have been good vine placememnts etc here so thetileset use was good. The ammo, however, lacked creativity and was placed in boring square-like shapes. I also felt the blaster powerup was to much in the open and could of been placed better. The toaster powerup has been placed great though. There HAS been some creativly placed ammo here, but not enough to give a really high rating for this column. The coins were very well placed though, and i have no disagreement about coin placement. I think that there should of been more Full energy carrots, considering the blaster powerup is in the open and reachable, and that it does 2 heart damage. I felt as the electro-blaster was to close to the carrot, but other than that it was placed well. I have no idea why those poles and exit sign where there to signify that the warp was there, the poles, ok, the exit sign, i have no clue why it was placed there….. I feel that you should of made that gold coin and toaster poweup accesible ONLY by finding the hidden spring, but ill let that one go. I found a few eyecandy errors in the place where the bonus warp leads, and the powerup which you get after collecting 20 coins and going to the warp makes a better reason to include more full energy carrots in this. I thought that those “sparkles” used in the cave walls were VERY creative and added more fun and interest to the level. Although i must say that they were originally used for the thorns to make them look sharp, but this is another creative way of using the so called “sparkles” (at least thats what i call them). The gameplay was good here, a circular level which is good, and well placed springs, although i felt some places needed more springs. A well done Battle level by Merlyn this is.
OVERALL: This is one of the more finer carrotus battle level you’ll see out there. It has strenghts at every point, and weaknesses which are barely noticable. It has fun and interactive gameplay and it makes you look at carrotus for the better. I hope you weill continue making levels like this, Merlyn, for they are creative and fun to play making them show you how well an original tileset made level can turn out to be. I’ll give this a big fat 8 and a download reccomedation!
I like. Anything else shall I say? :P
I’m going to a friend’s b-day party tomorrow, and I’m a bit stoned. Diet Coke really does it for you =) Anyway, I need my sleep, good level, nice eyecandy, Happy New Year etc, whatever
falls dead into sleep
Im quite impressed by this level. The tileset is…..different, but its been made to look quite good by Blackraptor. Its a difficult level to learn so you’ll have a definate advantage if you know where youre going. I liked the layout around the bases, thought that was quite unique. Things i didnt like were that sometimes you got taken for a ride by tubes jutting out from walls that you didnt intend on hitting (but i suppose you can avoid these better if you learn the level more throughly) and the trancy type music. Overall though its a very good effort, ratings will depend much on personal taste of the tileset. I liked it so it gets a d/l recommendation from me.
I can’t rate this anymore. Dizz suxx. He doesn’t even listen to me I think. Not much has been fixed, and the problems are still here. Nickadot, tell me your e-mail, and I’ll show how good could this be made.
HOLY DRAT! I did say you to don’t do this. The firs time i maked a N/A of it. But I don’t give you a warning twice so I’ll rate it. And not very high.
There are only a few tiles edited, so read my other review on version 1 or the real review.
Tips for Nickadot:
1. Don’t make levels again. It suck. If you do, don’t upload them.
2. Spend time on your levels. Don’t be quick-quick-ready.
3. Use things where they needed for. Don’t use ground as destruct blocks.
No download reccomadati.. recommadation?
Edit: Sure i get it. But one day isn’t so much you know.[This review has been edited by Taz]
Interesting tileset.
The tileset grounds are just blue (..) with a shiny green floor on it. The shiny green is slimy, and can be used without blue.
The pallete is ok, if you play you’ll look a bit shiny too. Golden shine, like the moon. All basic tiles are in this tileset, just ripped, like all. The suckertubes are okay, may have more orginality, but okay. There is a waterfall, wich orginal because it’s slimy goo and no water.
A goofall.
All works, so i give this a 8, it don’t have orginal tiles, but it’s a reccomend tileset. Download this.
That is realy funny, walking around in a disco. By the way, the detials are great, very nice that wallpainting…
Nice titlesets but some detials are welcome…
(Wow. This is almost an exact repeat of a previous review. Oh well, tell us more about this lack of details, unsupported rating removal edit… ~Violet CLM)[This review has been edited by Violet CLM]
(Rating RESTORED due to date review was originally posted. Wait, why did I include “CLM” in that edit? Huh. Weird. ~Violet)[This review has been edited by Violet CLM]
A 7.2 from me.
The only major pros this has against jazztool are the ability to host and join on IP. JazzTool Had pings, a handier fur/name changer and supported cc99. Also I liked the interface less than jazztool.
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.
====================================
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.
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