Got this as an random download… Hahaha would be fun to see this now if your like me in the 30's yo's.
I had been replaying some older Violet levels this summer and noticed that there is a gap between her SP and MP works – in that the former usually go pretty wild with tileset combinations, while the latter tend to pull their punches in this department. This level in particular, though, does not disappoint.
Although Violet remains careful and prioritises player visibility, the eyecandy in bllib is visibly more diverse – eclectic even, considering those poor disturbed Diamondus trees – than in blcon, even though the latter features 400% more textured backgrounds. The music does a lot of the heavy lifting as well, but the overall impression left by Blood Libel is one of vague, but intense discomfort and dread. And with that eyebrow rising title? Playing this level hits different this week than the last, for reasons I should not elaborate upon.
This is by far the most interesting layout from all the contest entries, built with, and around, one specific gimmick in mind. Navigation is easy, and means of climbing upwards are plentiful, with one direction but many possible paths. Violet is weaving new cloth with familiar threads here – in addition to everything listed in the download description, a seasoned JDC player will be reminded of Ascendance Cliff, Tower of Death, but also The Fingers of Icarus, and even Penelope and/or Falkenstein: The New Order. If the opening post of the contest thread was written specifically to entice Violet, should I be surprised that Violet’s entry seems to be created specifically to entice me, as an easily flattered level designer? Who could possibly tell.
Across all the entries for the Halloween contest, this one is my favorite, and is therefore declared the winner.
Bonus points: The Spike Bomb looks really good in blue.
Such a pleasant surprise to receive another Heroes 3 themed level from SJ! I have to admit that this one leaves me a little underwhelmed, unfortunately, since I’m so used to the original Necro town being very dark and gloomy, while this level settles for rather standard usage of Blade’s Fortress tileset. The little extras – the Tomb Rabbit coffins AND mummies especially – are nice, but I think the additions from Castle and Inferno (funnily enough, both of those are also Heroes 3 towns) clash with the “main” artwork a little, and the background, though multilayered, is a little flat. Would have been nice to see some more layers with more creature dwellings.
SJ claims that the original CTF layout has mostly been replaced, but this level still feels like a CTF to me – the middle is symmetrical and the side areas feel like they’re missing a CTF base each. What’s there is kind of interesting, but also feels like a lot of platforms floating mid-air. I do always say that it doesn’t take much to make a Battle level fun – and this level was fun – but this feels a little purposeless. I don’t think there is a single good use case for the Nail Gun in this level – a weapon specifically designed for vertical climbing – aside from the theme.
Not my favorite, but still enjoyable.
Bonus points: In 1.23, what should be a Pacman Ghost in the background is replaced with Sparks, which looks really funny to me.
In what is probably the grandest scripting tour de force since BL18, minmay delivers on her own contributions to JJ2+ and allows the selected music track to wholly control every aspect of the level. The background nebulas glow dramatically, the very ground subtly shifts from grayish brown to purple and back, the candles will suddenly come alive upon hearing brass notes – all to the rhythm, ebb, and flow of A Bard's Tale, a module that would already have been a winner in a regular level. This level is an audiovisual experience like none that came before
It is also an experience that is feels very <i>bespoke</i> – with a flashy makeover for the Blaster, two brand new weapons, a new mechanic to collect (at least one of) them, a Sugar Rush alternative that is more like an ult move, and a very precise layout built specifically to accomodate all of the above, this level feels like a brief window to a modern video game, much different than JJ2. It’s impressive on multiple levels.
I do worry, though, that minmay went a little too far with fun over safety – all the weapons fire rapidly, are very highly kinetic, and cap off at 100 rather than the usual 50 – which was just fine with the number of people I played this in, but I imagine will quickly descend into bullet nonsense that would surpass even BlurredD’s Quick Death Valley. Which, I suppose, is the entire point of the level, but not my personal preference. And while I would be hypocritical to complain about a level that can be both CTF and Battle, the nonchalant non-symmetry of the layout suggest that the Battle version was a bit of an afterthought. It remains a spectacularly designed afterthought, however.
Bonus points: Really appreciate the crazy amounts of SPRITE::MAPPING used here.
Coated in that autumnal vibe of "dusk by 4PM", Pumpkin Park is yet another piece of evidence of how Dragusela has mastered the use of color in his levels. What would otherwise be a rather scattershot of tileset styles (JJ1, JJ2, and Blade) is brought together by the hushed purple and brown midtones to coexist harmoniously – combined with the quite lowkey background music, this level paints a very pleasing picture to look at.
With 2 carrots of a moderate respawn time, and a size I would describe as medium, this level seems to be aiming to be a duel level. But some design decisions become questionable if so – this layout is pretty open, and the carrots are not very far apart, so the first player to get the seeker powerup (hidden in a… candy warp, which is cute, but also pretty oldschool in gameplay terms) could probably dominate the game. And if it's not a duel level – why only 2 carrots?
This entry also lacks a little polish. The FPS, though improved, still errs on the lower side for me, the coin reskins are nice, but with the old sound effect and coin sprite in the HUD they feel unpolished, the title text stolen from The World Spear completely unnecessary and unoriginal, one of the hooks actually uses the Hook event (wtf?), the "final" version uploaded to J2O has no next level setting and still prints AngelScript warnings… combine this with the rather generic layout, and this level comes off as something that maybe needed a bit more time in the oven. (Says the guy who put a deadline on this level in the first place.)
Overall, a very nice looking level, that will probably play well enough – but not something I'd call outstanding.
Bonus points: The purple cityscape in the background is really tickling my TSF nostalgia bones, even if that may not have been intentional.
Just reading the name "Blood Libel" and the tagline "This level is fundamentally Sisyphean" felt like taking two verbal punches in the face, and the level itself lives up to them.
I love when levels try weird gimmicks, and I found these gimmicks play pretty well! The layout delivers the feeling of Getting Over It With Violet CLM without having awkward flow, and I died plenty despite the presence of an almost-instantly-regenerating full carrot.
The duo bouncers are a great idea, I've played a lot of levels with both regular and upside-down bouncers and every single one of those levels should use these instead. Also I like how the ammo sprites remind me of particle physics.
I'm less impressed with the bird and the moving platforms – using the platforms feels a bit too slow and precise for multiplayer. And I'm sure there's some cute stuff you can do with the bird, but with the duo bouncers already letting you attack people above you, it mostly just feels like a shield.
This level's visuals are downright surreal compared to the other contest entries', and it's all the better for it. Of course there's the superb custom palette and the very very bright red moon/sun/whatever (ooh, ALPHAMAP!), but I also adore the smaller details like the guts-colored sky growing closer as you ascend, and the water splash animation being recolored.
It's also excellent with landmarks, every spot looks unique and the layout was really quick to learn.
I do think literally raining blood might be a bit too on the nose, but it does look good.
Overall, this is for sure the most original entry and my personal favorite, I'd be delighted to lose to it!
How can download be added when this game mod, uses some custom sprites and many tools and features and a lot of stuff and custom objects and boss fights that is cool.
Thank You So Much! I knew someone with more experience would do it right!
10/10 "Even IGN agreed!"
xD
A superbly designed duel level. Every location feels both dangerous and useful, and the tubes mean you're constantly gaining and losing the high ground. And while it's not quite as pretty as Moonrise, there's still solid visual interest here.
This is cute. It's not good as a Jazz 2 level, but you've got basic platformer ideas, and the springs are a nice touch. Your next step is still to work on picking tiles that look right next to each other, you're doing better (the pillars are good) but look for tiles for the SIDES of walls. Check the official levels to see how things should look.
A pretty simple mutator that should be the canonical way to play Head Hunters. Makes it even more intense to have a lot of gems.
I worried that being "stealthy" when you have no gems might have some odd gameplay consequences, but it wasn't a problem at all in the JDC event and that's good enough for me for now.
A quick "compare and contrast" about port levelpacks is that for example, at first glance: the MS-DOS Commander Keen games` levels seem to port more playably to Jazz Jackrabbit 2 than the Nintendo handheld Jazz Jackrabbit Advance game levels.
Although this level pack isn`t a 1:1 port, the ammo is not exactly the same either, which drastically alters the direction of the level layout design.
Haven`t really playtested the original Jazz Jackrabbit Advance battle levels on Nintendo or anything, so I don`t know how close to a 1:1 port is this levelpack, in terms of layout / graphic attributes.
Also the levels are designed for a much different Jazz character in terms of abilities, jumping and running; that means the balance between characters has a broader scope of bias — it`s practically like the layout is designed for the frog character instead of the jackrabbit characters.
The platforms are disproportionately close together and require short hops without any special moves to traverse across.
There aren`t any spring events in this whole levelpack.
Also, graphically the eyecandy kind of takes an abstract approach to visual clarity — the one-way tiles are masked in such a way that the indication of a one-way tile is not reflected by its masking properties; and also: sometimes the shading colouration of the tiles are meant to indicate whether or not it`s a masked tile.
Generally… the level in this pack that doesn`t have any carrots might work for a battle mode instagib duel… the levels with 1-2 small carrots could work for a 2-4 players battle mode game.
Personally, I won`t directly compare this levelpack to the original Jazz Jackrabbit Advance, in terms of it being a port — the battle mode in the original Jazz Jackrabbit Advance game is like, practially unrealistically unplayable given current technology — comparing a Windows game to a Nintendo game is conceptually enough to speak for itself.
The battle mode there was originally designed for the totally different control scheme of a handheld and/or console instead of a keyboard with/without a mouse compared to this levelpack port.
An admirable amount of effort – sadly it probably took tenfold more time to convert these to JJ2 than it took Game Titan to make these levels in the first place. They aren't really suitable for JJ2's fast multiplayer gameplay on account of being very small and barely having any pickups – perhaps with some extensive mutator work this could be interesting.
As mentioned in the description, the tilesets are not reusable because of JJA's tile size. Whatever artwork Game Titan had not stolen from JJ2 is also pretty poor.
It's nice to have this available as an interesting curiosity – very similar to the 3DBattle levels ( https://www.jazz2online.com/downloads/175/3d-battle-pack/ ) in fact – but a curiosity at most.
Instantly became a CTF gameplay favorite of mine with its gimmicks – antigravity, uppercutty stomp scenery, energy blast ammo to tempt you away from that fly carrot – and most of all, a carrot with a really fast spawn time that somehow just works. Turbo indeed.
And it all looks fresh to boot, with a record number of JJ1 tilesets mashed together!
Whoops, meant to review this last year. Great twist on LRS and Pestilence – like Pestilence you have to actually roast people to win, but like LRS the winner isn't known until the very end.
And unlike either, the amount of time a Condemned game lasts is consistent!
Rules are nice and simple, too. Highly recommended for any LRS-suitable level.
Well-designed vanilla JJ1 gameplay. Compared to the original levels, you can expect much better enemy placement, a more efficient layout, cleverer secret areas, more dynamic tileset usage, less ammo, and more fun.
While it's all well thought out and well made, it's also not that innovative or exciting. That enemy placement is REALLY good though.
Yes You Are Right Faw, I didn't Know I Should Upload them, Soon I will Fix them And thanks for your review
Your upload misses some files:
- You forgot to upload the tilesets DSM flames.j2t, Gothic 1.23.j2t and medevilmadness.j2t. Luckily I have the these already or I couldn&#039;t have played the levels.
- You forgot to upload the music files Fire.s3m, Forest.xm and TEMPLSUN.mo3
There&#039;s also a bug in Forgotten castle, spaz can jump out of bounds in the map and gets stuck.
Also, your other uploads today have no files. Please fix all of them.
Really fun duel level with good focused use of custom weapons. I like the background, but the foreground is underdecorated – there's nothing to see in the big blocky walls except the same tile repeated over and over.
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