Well, it’s that time again – Anniversary Bash is coming this weekend (the 12th and 13th). This pack features the battle levels for AB (CTF will be coming in a bit). AB is Anniversary Bash, an event that occurs once every year on the anniversary of the release of the shareware version of Jazz 2. Since I did not make the levels, please do not rate this, though feel free to review them). Here are a few shorts reviews of the various levels in this pack (I will post extended versions once I get enough time to):
1. Officials Vs. Competitors (ab5btl1.j2l)
This is a good and fairly unknown Medivo level. I like it, so I thought I would include it. My apologies to whoever made it, as I’m not sure.
2. e-Line Circuits by BlurredD (ab5btl2.j2l)
This level features a very creative and well-done layout and some neat-looking eyecandy. Also, I thought that BlurredD should have three levels in here.
3. Mystic Forest Cave by Spy (ab5btl3.j2l)
This is a really good Jungle level, and far underhosted in my opinion. The flow is nice, especially for a battle level, and it is a classic.
4. Universal Warground by CelL (ab5btl4.j2l)
What would AB5 be without an array of levels based on Disguise tilesets by CelL?
5. Toxic Waste by Shadow GpW (ab5btl5.j2l)
One of my favorite all-time Shadow levels, and definitely a great battle level. Plus it has a lot of cheese.
6. Chocolate Lamp by Violet CLM (ab5btl6.j2l)
This level is nice, as it is a break from a lot of dark-like space themed levels. It’s an enjoyable, fun level with enjoyable gameplay.
7. Carrotus Squash by martin aka partydude (ab5btl7.j2l)
Definitely a classic. You really can’t go wrong with Martin’s levels, even if it does use Carrotus.
8. Shine-O-Rific Land by EvilMike (ab5btl8.j2l)
This level uses JJ1: Diamondus and is a fun level, especially when there are quite a few people. Even though it is small, it balances that out with good weapon placement. An old favorite.
9. Tribal Temple CTF by Cell (ab5btl9.j2l)
Something about this level just makes me want to put it in the pack. I really don’t know what that is though. In any case, this is a worthy level, and one with no serious flaws.
10. Sandstrand O’Hazes by spy (ab5btl10.j2l)
This is a popular level, and while I am not a huge fan of it, something made me want to put it in the pack anyway. So I did.
11. Green Beret by Bluez (ab5btl11.j2l)
Like six hundred people asked me to put this in the pack, and I like it, so it’s in.
12. Hectic Housewars by Disguise (ab5btl12.j2l)
I wanted to include a Disguise level, and this one was his most recent, so I elected to put this in. It’s fun and definitely a unique level.
13. by EvilMike (ab5btl13.j2l)
I included this half because it’s a great level and half because I like to be yelled at for including a level featuring a shield.
14. Forsaken by BlurredD (ab5btl13.j2l)
What can I say? A BlurredD level using Agama’s Egypt. I love Agama tilesets and this level definitely makes great use of Egypt.
15. Virtual Headache by Project Forward (ab5btl15.j2l)
Perhaps one of the best collaberation levels of all time. A great use of Jungle, and tons of fun to play.
16. Higer Fragging Rate by FireSworD (ab5btl16.j2l)
A great FS level. I had to include one level using 7th Lava Fall, and this definitely was the best this year. Nice gameplay, good weapon placement, and all-around a fun level.
17. 60,000 Feet Under by BlurredD (ab5btl17.j2l)
It’s always a good idea to have plenty of default tileset-based levels in AB packs for obvious reasons, and this is one. Well done with good item placement and gameplay. And it’s by BlurredD, so why not.
18. Rockingham II by Merlyn (ab5btl18.j2l)
It may be a Carrotus level, but it’s amazingly well-done. I feel bad for including two entire Carrotus levels, but well…this is just too good to resist.
19. The Dark Fortress by CelL (ab5btl19.j2l)
A fun and definitely unique Castle level. Plus it’s by CelL.
20. Spider Swamp by defalcon (ab5btl20.j2l)
A fantastic level using the famous Agama tileset. This was apparently a first level, and a great one at that. Fun to play, and even more fun to just sit back and look at.
21. Chemical Reactionz II by MidN aka Chimaera (ab5btl21.j2l)
By (in my opinion) the most underrated levelmaker of all time, this is a great Labrat level. I had to put something by MidN in here, and this is a great level, not to mention fun to play.
Special thanks to Bobby aka Dizzy, FireSworD, and Violet CLM for help along the way. Also thanks to the AB5 organizers and hosts. I hope you enjoy this pack. See you at AB5!
EDIT: Various longer reviews.
16. Higher Fragging Rate
“Higher Fragging Rate” was intended to bring some strategy into the fairly strategy-deprived world of battle levels. This is a step in the right direction, but there are a few more steps before battle is truly a strategy-heavy mode. The level may be gameplay-centric, but it is not short on gameplay. It has an elevator-ish background with a foreground that is sort of industrial (it uses 7th Lava Fall by Dethman, which usually ends up either looking like a city or some sort of factory, this time it is a factory.) Weapon placement is good, but not amazing. The flow is good, but there are some places where it is hard to move around. It did, at times, remind me a lot of battle1, with a lot less ammo. It’s definitely worth a download and the eight point two I’m giving it. Great job, FireSworD.
17. Rockingham II by Merlyn
I had the pleasure of playing this excellent battle level online and must say that while I am a CTF lover, this is one of those few levels that actually makes me consider playing more battle levels (not that I’m un-lazy enough to get around to doing so.) If you thought that there was no room for battle levels in Carrotus to get anymore (or any less, for that matter) innovative, you may want to rethink your assumpitons, let alone your entire world view. Most battle levels fall into a fairly narrow margin of creativity. A lot of them are fashioned off of the gameplay of Battle1, and these days the sight of one that truly attempts to put some strategy into the realm of battle is a rare commodity. While it does not go as far as to revolutionize the entire gameplay as a whole or introduce some psychadelic funky eyecandy set, it does what it does best: be a really, really, really good and solid Carrotus battle level.
When you first start playing the level, it is hard not to compare it to Every Other Carrotus Level Ever Made. After all, Carrotus levels have been stereotyped more than Michael Jackson has had pretend skin diseases. This level is not predictable in any way, shape, or form. That’s why it is so strikingly different from other Carrotus levels out there (I am not saying the tileset can not be used with interesting gameplay, it’s just that levels using Carrotus often are similar in gameplay – solid but uninspired, much like the tileset). Gameplay is always very good. Weapon placement is one of the two areas, however, that were not perfect and could have been improved if it was thought about enough. While most powerups were fairly well-placed, certain areas had an overkill of powerups that seemed a little too out in the open. While I can’t say that this effected gameplay that much, it still was just one of thost things that annoys me without actually mattering that whole too much. However, WCS (Weapon Clumping Syndrome) is annoying beyond belief, and this level has a very minor case of it. A few weapons moved around here and there would be nice. The second area that could use some minor improvement was eyecandy. Generally, the level looked solid and had sufficient eyecandy to keep you interested, but in many cases there were small overlookings in the scenery. A few tile errors here and there did not exactly help how the level looked, but unless you were specifically looking for them, it probably won’t bother you too much. Since I informally beta-tested it, I must say that I am disappointed that the author did not fixed either of the two mentioned tile bugs after we pointed them out, but nonetheless that doesn’t detract a huge amount from the overall feel of the level. Flow was excellent for a battle level. Flow isn’t as important in battle levels as it is in Capture the Flag, but that doesn’t mean I like to see levels just ignore it, and this one certainally pays due attention to this often overlooked aspect of the battle genre. Another interesting thing which may fall under the “pros” column or the “cons” column depending on personal preference is the use of coins and a bonus coin warp in this level. You don’t see this often in battle levels, since the “roast as fast as you can” additude of battle levels does not exactly lend itself to hunting for various coins to get a powerup which you will probably lose after being killed a minute later. Still, while few people were able to get this powerup, the coin price seemed fair, and its inclusion certainally did spice up the level a bit.
What you have here is an example of a Carrotus level at its best. While it may not echo every other Carrotus level ever created, it achieves the hard-to-garner goal of being new and lemony-fresh without being so revolutionary puritist players who refuse to play anything more revolutionary than Chemical Warfare won’t play it. It bridges the large gap between classic and innovative, and bridges it quite well. While it may have a few quirks, the amazing level of concentration, ability, and knowledge of how gameplay structure works in a new JCSer is about as common as unpoisoned water in Death Valley. Even if you aren’t a fan of battle and aren’t amazed by this rating, it is definitely worth a download just to see the great skill of a new level designed. I seriously recommend you download this pack, and I think that a 8.2 rating, while it may not seem extraordinary, is still quite high. This may be the highest rating I’ve ever given someone’s first officially released level, and I really hope to see future releases from this level’s author. Rockingham II is really that good.
21. Spider Swamp by defalcon
This is a very nice battle level using Agama’s excellent Swamps tileset. When I saw someone using Swamps, I was in dobut, since it’s a somewhat hard set to use. But neither graphically or play-wise does this level fail. The level excels especially in ammo placement, which is near perfect. It also flows very well. The only problem is that the level is very small. It takes a long time to make a large but very good level using this tileset, so I won’t knock this level that much for it. However, this level would not be suitable for multiperson duels or the Battle Server (though I would have no complaints if the Battle Server accepted it.) All in all, and excellent level, definitely worth a look. A big download recommendation.
I hope you enjoy these levels. See you at AB5!
- Trafton[This review has been edited by Trafton AT]