music.txt | 0.06 kB | 14 Jan 2010 | |
damnlp1.j2l | Damn Lava Planet! | 11.77 kB | 14 Jan 2010 |
damnlp2.j2l | Enterprise on Lava Planet? | 6.88 kB | 13 Jan 2010 |
damnlp3.j2l | Underground Labs | 5.32 kB | 13 Jan 2010 |
damnlp4.j2l | Last Day of Lava Planet? | 4.61 kB | 13 Jan 2010 |
damnlp5.j2l | Town Hills | 9.12 kB | 13 Jan 2010 |
damnlp6.j2l | Disco Bomb Fever | 6.77 kB | 13 Jan 2010 |
damnlp7.j2l | Entering - Final | 3.18 kB | 13 Jan 2010 |
damnlp8.j2l | Long Way Home | 2.09 kB | 13 Jan 2010 |
CoolDay.j2t | Cool Day | 79.20 kB | 28 Mar 2002 |
DiambLava.j2t | Diamondus ? Lava | 247.28 kB | 16 Nov 2004 |
discofever.j2t | discofever | 58.98 kB | 26 Dec 2001 |
IC - TubelecP.j2t | IC - TubelecP | 115.98 kB | 05 Dec 2008 |
Street stuff.j2t | Street stuff | 115.46 kB | 14 Jan 2010 |
townhill-n.j2t | Town Hill Nocturnal | 97.89 kB | 13 Jan 2010 |
townhill.j2t | Town Hill | 137.33 kB | 13 Jan 2010 |
townhill2.j2t | French Town | 209.18 kB | 13 Jan 2010 |
townlake1.j2t | Town Lake 1 | 209.52 kB | 13 Jan 2010 |
NOW IT’S RUNNING ON 1.23!
However, tested on 1.23x. But it should be working fine. Probably.
MUSIC IS HERE:
http://chomikuj.pl/spk/DLP-music.zip
I hope someone to merge it into J2O upload. Limit of upload should be at least 5MB! And thanks for Stijn for last reupload
If you’ve got problems with diamonds animations in first level… redownload, it is fixed now =)
A short levelpack, arcade as much as it can be, so you’ll find that the story is lame =D so don’t rate this one plz.
Sorry, for not listing whole credits. I’m not sure who has made some of the tilesets.
At the time of writing, you will need to play this episode with vanilla JJ2 (i.e. without JJ2+) because the Frog Float Up glitch was patched, and therefore level 3 will be impossible without cheating.
Its cool… I like it… Idea about light levitation ball was fun…I enjoyed playing this pack…I think you need download it…
GREAT LEVEL!!!!!
I really love this SP pack!!!
ITs excellent
DR: YES! Do it nOw!
Such a shame this didn’t get much attention. I had a great time playing through this pack, despite having some design flaws. It’s very clear that this author is extremely talented, and I can confidently predict a bright future for him/her. Props go out to the creativity of the pack, and for the pleasant eyecandy. Give it a try! ;)
My initial reaction to this pack was that it was yet another sloppy mash of gimmicks and Babelfish translations, but I was wrong – veeeeery wrong. Never underestimate the Polski.
You start out on a lava planet that seems pretty dangerous. The lava is the least of your worries, however. You’ll end up hurting yourself more by destroying the cleverly placed blocks that are there to help you avoid the lava! The eyecandy of this first level is pretty good. Overall, it’s very well thought-out. My only annoyance with the pack in general is the placement of ammo. It can be excessive at times, but I’m very conservative with my ammo, so maybe I’m just overreacting. This level has one major flaw: at the beginning it says you need to fine an invincibility carrot in order to enter the lava. I only found one, and it was out of reach. I ignored the lava for the entire level and there was no consequence for doing so. I didn’t miss any coins or important triggers. The lava was pretty to look at, though.
The next level is really cool, though short. You have to sneak past the guards and security system of a facility in the lava planet. I had the feeling of being very sneaky while playing this, and the music was a nice touch.
In the inner part of the facility, you have to get to the reactor and destroy it. There are all sorts of clever MCEs to help you accomplish this in ways you might not expect. The final battle is challenging, but you’re not likely to die from it.
After you escape the facility, you have to go throughout a city and disable bombs. At the beginning, you have to escape using the copter. It’s a big of a shock, because there are blocks in the way and the copter only lasts long enough to get past them. The city itself is beautiful. It’s a very nice tileset edit that combines Townhouse, Colony, and a photograph for the background. The level design is excellent. Everything is cleverly placed.
The next level…well…I’m working on that. The author forgot to include the Discofever tileset, so my game crashed =( !!
K, got the tileset now. The discofever level has a weird storyline that is introduced abruptly even though it fits in the plot of the pack. I didn’t really care for this level. It’s mostly there to add story.
Overall, I liked this pack – point being that I had FUN. It may not be a work of art like some things I’ve played, but it was very creative with its use of MCEs and event placement. The story made sense in the end, but with a little adjustment most of these levels could have been standalone. Ammo placement was decoration, at best. The only time I found it useful was fighting Devan (or whoever the turtle is at the end). The secret areas were good. Food placement could have been better. I never had a sugar rush – even when I could have used one. The text signs could use some cleaning up. Have someone who knows fluent English fix them for you, Speaktrap.
It’s fun. Download it.
A pack of 8 levels tied together by a storyline.
The first level is centered around what looks like a sea of lava, produced cleverly by using a combination of foreground tiles, many hurt events, and some MCE toaster shots to cover the surface. Above the lava is a barrage of spikeballs and enemies on destructable blocks. Freezer ammo is there to make things easier, but with enough patience you can also shoot down the spikeballs.. The objective is to find an Invincibility carrot to walk through the lava without getting hurt, but since you have such a long invinciblity time already after getting hurt, you can also just cross it by force. You do need to get at least some coins so a bit of exploration is necessary. Anyway, checkpoints are aplenty and while the level starts off fairly hard, it becomes a lot easier near the 2nd half.
The 2nd level is very different. It has you infiltrating a facility ‘Mission Impossible’ style. Touching a guard or falling into a trap has you restart without losing a life, so exploration is very forgiving. Some areas are a bit cramped here and there, and the amount of ammo you can get through stashes is somewhat excessive. Also, the rat enemies really like hopping through the ceilings.
The 3rd level is gimmicky and centered around the frog morph.Tricks are used to allow you to navigate vertically, while Fencers are your main threat. There’s also a floating box near the end used as a platform.
The 4th level focuses on moving the water level in order to clear your path, but stays pretty linear aside from that. The boss is cleverly designed. Although many things have been done with the Robot boss before, this one combines it with a copter to force the player into danger below before the boss can be damaged.
The 5th level uses an original mashup tileset, and a ‘haah waaw’ photograph for the background. Still looks nice. The start pos has you on your toes as you need to shoot some blocks fast before your copters run out. The following objective is to disarm bombs placed in the many sewer parts of the level. While it lacks some of the clever designs of the earlier levels, it’s still fun to navigate.
The 6th level is disco themed and starts off in very cramped buildings where you’ll need to find unlocked doors to progress. Other than that it’s a very traditional JJ2 level. There’s apparently a Rocket Turtle somewhere near the end but it didn’t activate correctly in my run. This level is directly followed up by the final. A not so fun Devan boss in a cramped space with some minor enemies to help him out. Since there’s a huge ammo stash down below to make this fight easy, your biggest challenge will be trying to prevent Devan from hopping through the walls.
And finally, the tiny end credits level has another nice protograph for a background. For some reason, walking right doesn’t actually end the game for you. You’ll have to do that yourself. Sucks if you’re lazy.
Pack recommended for everyone seeking a moderately unique vanilla JJ2 experience. If you manage to get through the challenging first level, the rest of the pack won’t be a problem for you. Enemy and ammo placement is a bit annoying and excessive at times, but for the rest it’s a well designed pack glued together by a story that doesn’t make a lot of sense.
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Eat your lima beans, Johnny.
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