A jigsaw puzzle? I love puzzels! Great work on this, I like the picture and the music.
These are awesome levels. Download noW!
this is weird, is this a level?….make sure the ground at least works, and is solidly put together correctly, the
more time u spend on a lev the better
it will be
I spend at least a few days just looking
for errors on my levels, and im sure many other people do as well….
I only got “zappo street” working so I’ll work with that:
This level is not very good in design and is kinda weird.
There are some interesting techniques used in this level but generally they should somehow be improved or not put in.
My suggestion is start to improve ur level making skills before u post anymore levels on j2o. The more time u spend on levels the better they will be :)
First (!?) levels of maser Agama.They where not too tough (Dificult was very familiar to Epic levels ;)It could be boring cuz low dificult…BUT eyecandy and music is so good that it dont allow you to be bored…
*Is impressed
Spotty, the tileset is top secret 2.
err…
I was going to say something else, but I forgot it. Umm… I guess I will change this when it comes to me.
As i know from my own experience, it’s quite hard to work with the “Colonius” tileset. Nevertheless or even because of that, it’s definitely one of my favourite sets. Logically, it is very underused in the J2 level building community (which is a pity!). Thanks for a Colonius map, Disguise!
“Domestic Dispute” is about 150*80 tiles large and has a very nice open design. It is fluently playable, allows easy navigation and even has some little secret rooms and all that. The CTF route seems to make sense (pretty erm…diagonal as it should be, afaik) and the eyecandy is above the average as the tileset itself already requires some tricky layer work.
Oh well, even if i have the impression that some parts of the level were made a bit in a hurry (some repetitive stuctures in the walls and backgrounds or this very empty space at the right bottom, for example), it’s still cool. I bet that you can have a lot of CTF fun (btw, it’s a MUST for all fans of this game mode) playing “Domestic Dispute” and most of you will just be happy to finally see some different tileset used (makes a very good 7!).
I’m very sorry, but in my opinion, “Happy flowers” is a very dull level: it uses Diamondus at its worst (boring to the bone, and esspecially in this way completely overused!).
The layout is very linear and looks more like it was a single player map. Another fact that makes me think of a single player level is that there are nearly no weapons. The whole event placement isn’t very fortunate: a lot of annoying poles and warps, not much more. Eyecandy is not available in this version for some reason and the next level setting is also wrong.
To sum it up, “Happy Flowers” isn’t worth the download, if you ask me (very low three points!). It’s not clear that it’s supposed to be a battle level at all. Anyways, good luck for the next try, Chi Chi, and don’t take it personally. Don’t hang your head![This review has been edited by Aiko]
I love the orriginal idea. It’s hard for me to properly rate this as my siblings detest jazz 2 racing, but I like the level, and I like the idea! Keep up the good work!
Very coolness (exuse my french =). A must download, the name could be more original though. Cool idea, and pretty fun too. I actually think u should have made this a real platform game, if thats even possible with the clickteam program, where u would have to run away from flying baddies and stuff to reach the end of the level.
Introduction to CHeMiCaLs LaBoRaToRYs:
CHeMiCaLs LaBoRaToRYs is a level that uses the laboratory tileset that boasts a new kind of flow.
Content:
The zip file contains one level file and one text file.
Unbiased Review:
This part of the review focuses on the level’s characteristics, which determine how it ultimately plays.
Design/Layout: 1.8/2.5
This level has a flow that is somewhat unique. While some routes are tube-based and others are manually traveled, there is clearly a choice between quick access of areas and reliable access of areas within the level. This level was made to flow, so steering yourself out of the way of obstacles is not as necessary as in some other levels. While the layout is decent, and the general flow is unique, the level’s flow is still a bit awkward at some points, as you either need to take yourself out of dead ends and change your mind on forks (tubes or manual travel). Controlling points also seems a bit strange when creating a strategy or traveling a route does not work too effectively at all. The gameplay also changes for the worse when more than two players are present. Controlling points almost seems out of question, as the routes are often ineffective and backtracking to the climbing portion of the level is necessary. This almost forces all the players to use one specific route, but this is easy to overcome. Overall gameplay should be nice.
Tile/Tile compatibility: 2.1/2.5
The tiles in this level are correctly combined to show fine eyecandy, so there are really no problems with that portion of the tile/tile compatibility. However, there are cases where jutting platforms and other protruding tiles do not look wrong, but simply odd and unfitting. These do not severely hinder gameplay, but they could possibly hurt the impression a player gets when playing or reviewing the level.
Tile/Event Compatibility: 1.6/2.0
The events are not a major flaw in this level. The level itself, however, is mutated so the events can work with the level and its flow. While there was nothing wrong with this, the awkwardness in the level was contributed directly from this problem. One example of such a problem is the lower right hand corner, where the springs are placed so the gameplay may go into a minor loop just above it. Still, this level has events and tiles carefully blended together so the flow remains smooth while the level still looks decent.
Event/event compatibility: 0.7/1.0
Overall, the weapon placement is rather pleasing, and strategies in the battle level could be easily planned out according to this. That is only one portion of the score, however. These strategies cannot be carried out as well as they are planned due to various problems with the placement of other events, such as springs, hooks, and vines. The springs in the lower-right hand corner are one example of a problematic event set, where one of the springs can get you cornered for attack, and there is really no reason to go there. The hooks are placed in such a way that you cannot escape or plan a strategy with fluid motion, and you might just end up falling off of them on purpose. The vines (wires) just seem odd the way they are placed; you may often find yourself falling onto them, thinking they are a part of the background.
Layer use: 1.8/2.0
The way Electric happened to use the laboratory tileset for this level was very complex. This even shows, as he creatively interlaced the word “Jazz” in the background, spelled in pipes. There is not much confusion at all, set aside the transparent pipes in the lower right hand corner (many specific flaws are found in the lower-right hand corner of the level), which are definitely confusing where they happen to be placed (the transparent pipes should be placed carefully). Other than that, this is possibly one of the strongest points of this level.
Game compatibility: -0.0/1.0
There is nothing wrong here, as usual. The only thing that could possibly be a nuisance about this level is its name. The first two and the second to last two sets of letters are capitalized, and every other letter is capitalized. This does not subtract from the overall rating, but make sure the level names are easier to spell.
Overall Unbiased Rating: 8.0/10.0
This level is considered to be “good” by current standards on the ten point rating system. A ten does not denote a perfect score by any means; it just means that the level has exceeded the standard. A score of eight is a good score, and it is only expected to be improved by one point to meet the high-end standard for levels.
Biased Review:
This review may or may not be lenient towards the download; it is based upon my tilt when playing it. In order to prevent discussing previous topics upon the quality of this download, aspects different from the unbiased portion of the review will be discussed. This portion of the review has no effect on the final rating of the download.
Replayability: 3.0/4.0
This level introduces a new kind of flow, but after a while, you get used to it. It will become like any other level, and it will wear out like any other level. There is, however, a sense of interactivity and making bigger decisions in the level with the tubes and normal routes. This almost seems to balance out, but in the end, the replayability is above average.
Maximum estimated sessions: 30 sessions.
My Opinion on This Level: 3.0/4.0
While this level is somewhat impressive with the overall gameplay and uniqueness, various other problems in the environment that were mentioned earlier may make this level hard or inconvenient to play. The laboratory tileset was used very well in this level, but the way it blended in with all of the events and the layout itself makes it look slightly mashed up after a good look. The way it plays after all of that, however, is excellent.
Professional Appearance: 1.5/2.0
Overall, the level has an excellent appearance. I am not sure how long it may have taken to create the level, but a decent amount of time of careful thinking and planning was probably put into this level. Altogether, the gameplay is fine, and the level looks nice.
Overall Biased Rating: 7.5/10.0
I found the level to be slightly “above average”. The actual score may vary .5 either way, and that depends on what the person’s opinion of the level was. This is likely to be the center rating for the level, even if it is not as fair as the main rating.
First Impressions: 7.0/10.0
What really made this score low at first was the awkward, but unique layout and flow. It is not often that you see tubes taking place in central gameplay, and where they really count. Also, as a Jazz user, the uphill movement in the right side of the level took longer to scale, but then came alternate routes, which was out of the first impression. After learning the layout, the level makes a lot more sense, and finally a strategy can be made.
Unbiased and Biased Review Score: 7.75/10.0
This is the average score between the Unbiased and biased reviews, which is an important count.
Full Score: 7.5/10.0
This score combines all three rated portions of the review. This is not very important at all, but it is nice for comparing statistics.
Fully Biased Score: 7.25/10.0
This score combines the biased and first impressions review. This is also not important, but it is also convenient for comparing statistics.
True Score: 8.0/10.0*
This is the most important portion of the review, mainly because it is the unbiased portion of the review, and that is what is best for the rating system.
Summary:
CHeMiCaLs LaBoRaToRYs is a pretty good level that takes time to get used to, and it is good for both having fun and competing, because it has a decent balance of gameplay and the need for skill. In short, it is a fun and compact level that anyone could play.
What Could be Improved Upon:
The lower-right hand corner contains most of the problems. The springs should be relocated so players can smoothly get out of the area and not get cornered for an attack, which could make them avoid that area altogether. The glass tubes that are not used for transport should be moved a little bit so players will not get confused when they are in that area. Also, the hooks need to be raised or added so they are actually useful wherever they are. Text strings are unnecessary in the level (although they do not contribute to degrading the level), as they simply get in the way, but leaving them in is also fine. This level simply needs to be a little looser in these areas so it could get a better score.
Interesting Fact:
If you did not read the entire review or simply did not know about this before, you would know that the word “Jazz” is written in the background in the form of pipes. Try and find where it is, if you have not noticed it before.
Note:
With each review, a new feature is added.
~ Derby[This review has been edited by Derby]
Ok I see the lev now, but for all thats still left in me I wish I didn’t see this lev. Theres nothing in this lev I would call level like. This kind of junk should not be posted on j2o and deservers its “1” rating. If u submit I suggest putting some effort into it first, and including the tileset.[This review has been edited by Spotty]
Real high-quality stuff here. Nice trees, eazy sand, and even (whaddya know) SIGNS!!! ;-) Ramps are a bit iffy, though.
Do not download this (sorr Zap)
Try make a level zappo, or check the level before you upload it…..
If you didnt note, the level looks like a chaos, if you run right, you wall down, you canĀ“t climp on the mass.
Id trought this would be better.
A nice idea to you zappo, delete this opload….
What the heck is this
(Content edit. -Trafton)[This review has been edited by Trafton AT]
WHAT IN THE WORLD IS THIS?!
The lvl is unfinished and is also in a TOTAL mess!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Ehm…this lvl is certainly over rated (except from Aiko of course).
Well, no offense, but this is an really bad lvl. It’s got almost no ammo at all and the gameplay isn’t exactly brilliant either. Also, there are food. YUMMY in singleplayer but EURGH! in multiplayer. ;-P
The lvl lacks eyecandy too. There aren’t much animations around (except from the flying leafes) and the lvl looks very…simple and…naked (kind of). And of course (Aiko already said this) the spikes are both weird and annoying.
I can’t recommend A Diamond Forever!! to anyone really. But still, good try Spotty. I’ll give this an 5.
Cheers,
White Rabbit.
Whew! Even though it uses “Diamondus” (overused and so on), i really like “Gemstone Warfare” a lot!
The layout is as platform based as possible and the navigation is really easy, which will, in combination with the relatively small size (about 85*80 tiles), definitely result in some exciting battle fan. The weapon and powerup placement completely fits my needs (the author only used my favourite type of ammo!) and there aren’t a lot of annoying events.
Another aspect worth mentioning here is the eyecandy: it may look a bit confusing at first (reminds me of the second level in Nemesis’ great old battle pack, if anyone remembers) but you will get used to it quickly and without any doubt we can call it original.
Adding up all the mentioned facts, i can really give a strong DOWNLOAD RECOMMENDATiON for “Gemstone Warfare”. With it’s simple but effective layout and it’s orignal eyecandy it offers the perfect ground for a great battle. Seems like Diamondus isn’t dead yet (very high seven points! :-)
“Chemicals Labroratorys” (i wonder if that’s grammatically correct…well, english sucks :-) is a nice little (standard size: 100*50 tiles) battle level using the good old Labrat tileset.
It has an acceptable layout that is obviously supposed to be round and easily playable (which it isn’t because of reasons i’ll mention later).
The weapon selection is very good. As for the event placement, i didn’t find it exceptionally good: the gems and food are pretty useless in a battle and the destruction events (which are quite annoying sometimes, esspecially regarding navigation) are just not my favourite idea in such a level (no real big problems, though).
Regarding the layer work, i have to mention this real nice(!) “JAZZ” arrangement in one of the background layers. Otherwise, nothing special about it.
Well, all in all, even if it may sound harsh, i don’t see this level too far away from the average. It is just missing something in my opinion. In addition to that, i find it horribly overrated here, which also influences my rating of “only” (high) 6.5 points. Still worth a download, if you like the tileset, the “Made in Holland” sign or if you just feel like.
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