Review by sonicnathan 1

Posted:
1 Nov 2011, 21:31
For: Strange New World
Level rating: 7.6
Rating
N/A

JJ2 signaled the fallowing internal error.
JJ2 ran out of internal animation structures. There are most probably too much enemies in the current level.

Review by lorigirl635

Posted:
1 Nov 2011, 12:29
For: JazzEd 0.74 Beta
Level rating: 9.2
Rating
N/A

It’s not working :((

RecommendedQuick Review by Ragnarok!

Posted:
28 Oct 2011, 10:52
For: Virtuosity
Level rating: 8.4
Rating
9.2

Really professionally done, great level, great gameplay, great eyecandy appeal.

RecommendedQuick Review by Laro B.

Posted:
26 Oct 2011, 15:40 (edited 26 Oct 11, 15:40)
For: Rural Mountains
Level rating: 8.3
Rating
7.5

I betatested this, the C’s are placed wide and nice, easy to get, easy to attack. Pu’s are good but the pepper can be a little bit useless compared with RF pu. Some things are easier for Lori like the tube but that isn’t a big deal, as Spaz’s double jump is very usefull too. Well deserved 7.5.

RecommendedReview by TreyLina

Posted:
25 Oct 2011, 18:38 (edited 25 Oct 11, 18:42)
For: Episodic Ground Force Pack Episode 2
Level rating: 8.9
Rating
8.6

Coincidentially enough, I happened to have the creators company when I hosted these levels, but that’s somewhat irrevelant to the review.

Gameplay
Quite an amount of levels experiment with innovative gameplay elements, which breathes some fresh air into quite a well known custom gamemode. On the other hand, some other levels have the same fairly typical ground force gameplay elements which most are familiar with, and while those ones are nothing too special, they do okay for what they say on the tin, as there isn’t not too much freeze enemy events and ammo.

However, the less typically placed warps in some levels will leave people not realising that you’re not supposed to go there and end up being out of the game, which I noticed a lot of players were doing when they played those maps just for the first time, which happened to me as well…maybe some textstring note when you enter, perhaps?

Reguarding character balance, copter advantages in GF are inevitable. Fortunately, Spaz does get some given advantages, such as being able to reach more ammo with double jump. At first I thought it was unfair, but considering you have infinite health in GF (the original gamemode concept not LRS) , you can just get shot as Jazz/Lori to reach higher places. Power plant isn’t really much of a Lori friendly level, though, and well, reaching to the very top part in Nuclear winter can get rather tricky too. Now, before anyone gets annoyed for me saying that being that it is 1.23, remember that it’s supposed to be a balanced pack and that includes the character you all well know and love/hate.

Eyecandy
There is quite an amount of new EC elements, which brings a little something more into the standard gameplay levels, and they also fit according to the theme too, so you shouldn’t expect random EC just to fill space. That aside, the EC does feel a little bit too empty for a few levels.

Music
Nice music choices which fit most of the levels and pace of gamemode, although something about as the music progresses further in Buried, it doesn’t really fit all that well.

I think it’s pretty fair to say these levels are quite close to “Survivor” quality (a well known GF pack for you newbies out there). There are a few minor gameplay issues though, but overall, it’s decent. Download recommended.

RecommendedQuick Review by Seren

Posted:
23 Oct 2011, 10:19
For: Episodic Ground Force Pack Episode 2
Level rating: 8.9
Rating
9.5

I wish I could see this, as well as the previous episode hosted. I even wanted to convert that one to LRS so it can be put on ZB, but it looks like I forgot it in the end. The levels seem to be of Survivor quality and feature a lot of awesome ideas, so I can only suppose it’s the CTF-biased community that lets them slip of the downloads list.

RecommendedQuick Review by Zoro

Posted:
23 Oct 2011, 01:49 (edited 23 Oct 11, 01:50)
For: Grytet
Level rating: 5.6
Rating
10

LVL PWNS!!! OMG!!! HIGH AND BIG 10 WITH DR!!!
:333
U MUST PLAy IT OR GRYTOLLE WILL BAN YOU FROM STEEL DUELS!!!

[]

RecommendedQuick Review by Zoro

Posted:
23 Oct 2011, 01:42
For: Episodic Ground Force Pack Episode 2
Level rating: 8.9
Rating
8

A decent pack.

RecommendedQuick Review by cooba

Posted:
20 Oct 2011, 11:14
For: Nature's Plot of Land
Level rating: 8.6
Rating
8

I agree with Derby but I like this level enough to think it’s underrated!

RecommendedReview by Superjazz

Posted:
17 Oct 2011, 16:55
For: OLC Jazz1 CTF Pack 2: Electric Boogaloo
Level rating: 8.7
Rating
8.9

Here are a couple of levels that I haven’t seen being played at all since a month of their release, despite their good quality. No wonder though, since they haven’t yet been added to any of the Zeal Servers’ levellists. Another one of the levels, ‘Escape from Precint 83’, is actually familiar to me from a JDC event which was much before the release date though.

‘Big Apple Beatdown’ however, is a brand new level to me, thus I’m looking forward to play games there. A level called ‘WHANTIL’, is probably the most popular level known using this same tileset. Comparing to that level, ‘BAB’ is similarly layered into floors, although more diversely. I can suppose most of the action in games here is drawn to the indoor corridors above the bases, which are on the bottom of the floor, being easy to attack to, and hard to defend. Sounds fun, but is it?

I assure a level of this size can fit no less than a minimum of 8 players at once. A few bad things about the level are the few quite campy spots in the level, such as the full NRG carrot, or the Seeker PowerUp. However in a JDC Main Event for instance, such cons would be minimal, if existant at all. The level flow seems to work well with wise placement of springs and stuff, yet it’s not overdone. I like how advanced players are able to use RF-shortcuts,(or walljump cough) which add to the gameplay-depth of the level even more.

I generally have no complaints about the level’s visuality. Nothing distracts the eye, and yet the level’s atmosphere is appropriate in an original way to the industrial theme. Also the pickups seem to fit in well, although I would have personally made the more powerful powerups harder to reach/hog. The shootable carrots-concept seems cool enough as well.

As I’ve experienced before, ‘Escape from Precint 83’ is for now the only decent airborne-combat level I know, which is entirely based on all players being forced to fly. You could consider levels such as ‘Medieval Skycrapers’ or ‘SILWI’ to be mostly based on air warfare, but still in those levels the flycarrots are to be obtained first invidually by players and the most important combat still happens without the flycarrots. ‘EfP83’ however, is all about your flying-skills, and there truly is space to use them.

Considering the overall level size, and the tactical layout, where bases are well separated from each other, I wouldn’t personally try a game smaller than 6vs6 here. If there happened to be a stop during the game with nomovement on, some players could fall a long way unexpectedly from their original position, which could lead to tactical disadvantages for certain players. However it is only a minor problem anyway, since massive games such as JDC events wouldn’t get stopped for a single players’ connection problems for instance.

The amount of ammo(and food as well) is massive, made to suite the big number of players. There could be more carrots though, alike in ‘BAB.’ The tileset used isn’t exactly my favourite one, but it’s bearable. The background is faded and thus can’t confuse the player, yet it adds to the level atmosphere. Overall the level is creatively designed, with innovative airborne gameplay.

This level pack=“electronic style”, as KeeS himself would say. After all it’s clear people prefer smaller games recently, thus most big-to-huge levels are only played in JDC Events and such. However both definitely deserve to get added into both Zeal Alpha, and Duels’ levellists asap. Download recommended.

Applause to OLC & friends.

Review by byggemester

Posted:
17 Oct 2011, 13:48 (edited 17 Oct 11, 13:53)
For: Tricky Carrots
Level rating: 2.5
Rating
3

Hey dboy, I just played your level “Tricky Carrots” and it was a delight to see someone new to making levels like I used to be. Your level reminds me of when I first started playing jazz jackrabbit 2 and started experimenting with level making many years ago as a kid. Good memories! Therefore, I think it was funny to play your level!

I don’t think your level was THAT bad. On top of my head is the lack of checkpoints. When you die (like I did several times), you have to start all over which is boring and kind of annoying. Try to put more checkpoints spread around the level and it will be a much better experience to play.

So, why did I even die in the first place with all the incredible rabbit skills I have? Uff, your enemy placement was a little tough for poor Spazz. He was mutilated several times by unforeseen demons, monkeys and what not without any chance of preventing or even assessing the situation. Particularly after coming out of sucker tubes, there are some bestial monsters waiting to attack. It’s an unfortunate destiny. Spazz didn’t like that at all. Spazz likes when he has an opportunity to prevent damage and thus have the possibility of beating the whole level without being hit and be an awecool hero. Unfortunately, he hadn’t this chance in this level. It hurt his self-confidence! So, in the future, I’d try to place the monsters better to prevent dying no matter what.

Goodies and ammo. The abundance thereof must be a very enriching experience for Spazz, but, uh, unfortunately, it doesn’t add to the fun. What’s even the point in collecting all those coins when you don’t even need the place you go with enough coins, when you have more than enough ammo without? I think it’s awesome to be striving after ammo – to always be searching for ammo, that you have to fight to get ammo – and use it sparsely to keep it. Therefore: I’d place a hell of a lot less ammo (and all that food/beverage is just making Spazz a little fatty; no need for it ;)) and only place ammo that is actually suitable and useful in the given situation.

‘Eyecandy’-wise, I think, uh, there’s something to be working on. That’s a good thing! You can actually improve and become a better person. The seemingly randomly placed background entities are, uh, distracting at the best. They don’t exactly add to the ‘Lets kick some ass’-atmosphere. On the other hand, it makes the level unconventional and a bit of a rule breaker, it spices the level up (but in a bad way, I’m afraid).

I am no professional/advanced reviewer but I thought it would be good to give feedback to a seemingly new level maker like I used to be as a kid.
I admit I thought it was actually funny to play the map, but again, I am no practised JJ2 player and I just play it every once in a while for fun. Despite the linear level progression and what not, it was cool for a newbie level. Therefore, I give you a 3. Have a good day!

Not recommendedReview by FawFul

Posted:
16 Oct 2011, 10:43
For: Easter Fix 1.23
Level rating: 7.2
Rating
5

Everything added is somewhat taken from A_Fix_carrotus. The example levels don’t really show off the new possibilities. (for example with the additional horizontal tree logs). there is also no rearrangement in the tileset, or additional tiles i haven’t seen before.

So all in all these are just mainly pallette swaps, and even those are directly taken from tileset packs like Diamß by pyromanus. this makes easterius look like carrotus, which shouldn’t be like that. Even in pallette swaps where the blue/pink/purple theme still appears i am not sure if the contrast is right or for example, fits with a grey background.

It’s fun to have A_carrotus fix copy with chocolate bunnies.. But with easterius it’s grass turning green like carrotus, pallettes taken from some other sets, additional tiles taken from other sets and questionable color schemes. I don’t think I should give you much credit and appreciation.

No DR since these tilesets are imo not a must have.

RecommendedQuick Review by Duke

Posted:
15 Oct 2011, 21:58
For: Casualty Mines, venue of Bloody Valentine
Level rating: 9.1
Rating
9.2

I like it. Very nicely done. Keep doing the good job!

RecommendedQuick Review by Duke

Posted:
15 Oct 2011, 21:56
For: Pokljuka Heights
Level rating: 8.5
Rating
9.2

This a really nice tileset. I really like it, at specially because it’s cartoonish. Good job, at specially the eye-candy!

RecommendedQuick Review by Duke

Posted:
15 Oct 2011, 21:49
For: Gothic Cathedral
Level rating: 9.3
Rating
9.5

Damn this is good, I love it (and by the way im not catholic). This is a perfect tileset. Very good job man.

RecommendedQuick Review by sonicnathan 1

Posted:
15 Oct 2011, 00:59
For: Easter Fix 1.23
Level rating: 7.2
Rating
7

ok tileset, but nothing special. nice to be able ot use it with 1.23 however

RecommendedQuick Review by Duke

Posted:
14 Oct 2011, 19:03 (edited 14 Oct 11, 20:12 by cooba)
For: Easter Fix 1.23
Level rating: 7.2
Rating
10

Man this is great! At specially i like the toxic 1, it’s awesome. You did a great job. I think it deserves a clear 10, since u say i can exaggerate a bit. But seriously it’s a good conversion, and u have put in some extra things. Good job :)

[Review changed to quick review.] [Review changed to quick review.] [Review changed to quick review.]

RecommendedQuick Review by JordanJett

Posted:
13 Oct 2011, 05:13
For: Easter Fix 1.23
Level rating: 7.2
Rating
7.2

These are good fixes/variations, not outstanding but interesting nonetheless and can be used for spice

Review by minmay

Posted:
12 Oct 2011, 20:37
For: OLC Jazz1 CTF Pack 2: Electric Boogaloo
Level rating: 8.7
Rating
N/A

First of all: I can’t seem to host at the moment, so I was not able to play these online. As such, I am not giving a rating, as I cannot say much about the balance. However, I can still evaluate some things.

Big Apple Beatdown is great. Nothing particularly novel, but very well done – flow is nice and intuitive, the level is good-looking, and so on. The only thing I really dislike about this level is that there are too many powerups and they’re too easy to obtain; you can expect to see powered-up seekers and bouncers flying everywhere.

I am not so fond of Escape from Precint 83. The concept of having all the players permanently flying is a good enough one, but I feel it could have been implemented much better. It’s really easy to get caught on the edges of the many, many ceilings, and the “pits” at the bottom just seem to get in the way. The level also strikes me as looking downright ugly, though I think that’s more the fault of the tileset (someone make a good Technoir conversion already! And then give it a palette swap so it isn’t so hideously pink!). Also, it completely breaks in 8-bit color for some reason; the background turns completely black and my FPS goes from 100 to 30.

Anyway, this “pack” didn’t blow me away, but it’s certainly worth a look.

RecommendedQuick Review by Blackraptor

Posted:
11 Oct 2011, 23:20
For: Jazz 1 Layout Editing Suite
Level rating: 8.9
Rating
8.5

I wish I had known about this before I made my JJ1 pack > <. If I ever make a sequel though, rest assured I will definitely be using this. A very important and I would even say essential tool for JJ1 level design that cuts back on a LOT of time spent level editing. To reiterate: it will save you a LOT of time and work…

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