FFS when will you start making modern MCEs instead of that Buttstomp Scenery crap from 2001.
this level sucks the bavkround is to simple and it is stolen from battle 1 and you didnt even change the tile of the level so it shows you stole the bavkround from batle1 an you can fall of the level and not die eyou should make a warp in the botom so players could get bak up if they fall
also the level is to small
and dont prevent ratins, its coward
Nice one, fun tho play too even, trying to kill each other with ice.
Art levels appear very rarely and usually are in no way similar to this one. Afaik it’s the first one of its kind and mainly because of that deserves attention. The level is nothing special when it comes to gameplay, but the idea is really awesome and well executed.
LEVEL 1
The first level is actually an intro. It is made with a classical JJ1 tileset, Battleships. I do not think the classical tilesets fit in JJ2. Anyway, it is supposed to be a cutscene, and unfortunately there is another problem: The text string event is used for the talk. It is way different from the classical JJ2 level style, even though it is probably supposed to. And the spaceship does not look really elaborated, since you used someone else’s tileset.
LEVEL 2
This level is in a huge tundra. What I do not like of Disguise’s tileset is that it has one only BG layer, the purple mesas. Anyway, you made a very good usage of this tileset, by placing occasional enemies all around, and 4 silver crates to open the gate … even though it does not really look like a gate, but just like cubes of ice. Anyway, it is fun to struggle through the tundra, I mean, It is challenging! If you do not watch your step, you risk to fall off, and Devan’s goons just do not help you. By the way, this level has a bonus with coins!
LEVEL 3
This is Devan’s fortress in Nippius. Unfortunately, you use the classical Nippius tileset. Classicas tilesets are awful in modern levels. This level is very hard, and you need a good timing! It is challenging, because there are a lot of secrets to discover, like the ice cave and the portals to parallel universes. And the music … is weird! i do not like it at all, mostly because it is imported from somewhere else.
I will stop here. This episode is way rich, yet way poor. And when you try to save, the savefiles breaks down! Anyway, I saw Kejero’s tilesets. Theyr parts are mostly imported from Donkey Kong. They suck! Donkey Kong just does not fit into Tomb Raider! And simply Nick Stadler did never import stuff from other games. He always made the tilesets 100% by himself!
My final rating … I will not give one, because I probably do not have enough good reasons to rate it good or bad.
Nice to see how much thought went into making this. Very competently done eyecandy, but the music doesn’t fit, so not very atmospheric. No powerups + 2 slowly spawning carrots is pretty well balanced, could use more ammo or fastfires though. Some small frustrating things like the keep x springs and the flow of the crate area. Overall pretty good!
For some reason I decided to rate this.
That’s quite nice level, but it lacks few things. The first one is definitely ammo. Even though I have got nothing to say about ammo placement because it’s really nice(pretty risky way to get seekers for example, for some reason i liked it), I have to say something about its amount over the level. If there were only two players playing level would became empty after few seconds. It needs a bit more ammo, maybe not seekers, but toasters, RFs and maybe a bit more bouncers. Also, placement of the last one is bad. I had no idea how to get them until I had opened the level in jcs. Passage to it is perfectly invisibile, and the sucker tube thing inside that “bouncer box” is also quite hard to notice. There are no powerups in this level(I think that it would be nice to put one instead of those bouncers, and move them to another place maybe).
Gameplay is nice, though I can’t understand why did you put all of these “bomb sceneries”, probably to make it impossibile to shoot electroblaster through it, but lets say that I don’t get it. In my opinion it would be a nice way to knock somebody down by shooting him with eb, instead of getting knocked down by yourself because you managed to shoot seeker while falling near that bomb scenery(there is a large impact while trying to shoot any destructable scenery by seek, nice thing is that even if you somehow dodge seeker it can still knock you down). Also, as it is said in description, this level is definitely best to host it at lrs mode.
Eyecandy could be better, but the thing I didn’t liked is definitely the background. It’s linear and blank. Maybe adding some background like buildings would make it better? Rest of the level doesn’t look so bad, but also its not something that makes my eyes get excited. It’s just looking normal, but somehow I liked it.
I wonder, why did you enable the “keep x” in the green spring on the right side of the level? Thats pretty useless but it doesn’t really matter. Another thing that makes me wondering is the level name, you really don’t have to put information in the level name that it’s only for jj2+. That makes it only harder to remember the filename, also the “_” things does. It is better to replace the whole word “battle” with a “btl”. And now see, its easier to remember “btlfirestorm.j2l” than “battle_firestorm_jj2+.j2l”. It doesn’t matter, I’m just saying that its easier to remember it then.
The last thing is the music choice. Not really sure if it fits the level, the whole lava stuff doesn’t make this music fit. Still if you have got jj2+ you can just simply change the music.
And that’s all. I’m not sure if this level deserves to get DR, for now there are things that I didn’t liked(this doesn’t really count the filename and music choice or that strange thing with spring) and about which I have mentioned before. So overall it’s 7.2. Not bad level, but it could be better.
[Paragraphs fixed. ~cooba]
This is a pretty good map man. Yes the map maybe small but the weapon placement is very good, and the eyecandy…1 bug +. Overall map’s good (i like where have u put the carrot ;) But u could still put some power-ups.
Regards from RC Duke
[Review changed to quick review, see the review rules.
An awesome test with great eyecandy, but not enough (that’s not really very important)
….Wow…i mean the rating speaks for it self. This map A.W.E.S.O.M.E. Sometimes i maybe throw away the rates but this map really deserves this rate. Very nice job. Fantastic!
Regards from RC Duke.
[Review changed to quick review, see the review rules.
Im amazed. Let me tell ya this map is AWESOME man. The eyecandy, weapon placement, lots of things. At specialy the see-weed all around. That there’s a pretty good job. I wish u more maps like this.
Regards from RC Duke.
[Please start using the Quick Review checkbox will you ~cooba]
Would really like to see sequel to this. you should definitely give JazzSD a try too!
This is actually nice. I like it because it looks like it came form a cartoon, and it’s simple. Thats why i like it. Music is also good. But something tells me this isn’t a clear 10.
[Review changed to quick review, see the review rules.
Great level except for the carrot area. 8.5+DR should be enough.
Well, i wont write mega-super-long review for a game where you control small green rabbit.
Your episodes are just
!AND PLEASE INCLUDE TEH TILESET NEXT TIME!
The best levels? Most of us think not.
Hell, even looking at a preview for one of the levels here makes my eyes hurt :(
First of all. I liked the experiment. It’s always great if someone uses your creation and gets all creative. Since Jazz1 reviews are a bit scarce (and being a big fan of the game) I thought I’d review it for you. I played through the episode from start to end and I wrote down some notes while doing so. I’ll walk through them planet by planet, because each planet shares it’s pros and cons.
Level 1 + 2: I like the amount of detail you put in here. The levels are beautiful to see when you look at them from within a level editor. The downside is however that because of Jazz1’s lower resolution you see every misplaced pixel. Every creative use of the Carrotus tileset instantly punishes you because the player sees pixels appear in places where they shouldn’t be. I’m not going to make that affect the rating though because I applaud the creativity. What I really didn’t like though was the variety in pickups. Cherries, grapes, ice-cream, yellow stars, blue stars, they’re all there. Perhaps it’d have been better to stick to a few. The first time I played the second level I almost instantly died, I had no idea there were that many spikes. I suppose you were right when you called it fairly challenging.
Level 3 + 4: These two levels I will remember for the amount of enemies. I thought the spikes were challenging in the second level. You better brush up your blaster before entering this planet. There is a staggering amount of bees in these levels. If you like a challenge you will definitely enjoy these levels. If you are a wimp like me, you probably won’t. I’ve never really been a big fan of this particular tileset but the levels look decent and were crafted well. Where the first two levels felt a bit rushed, I don’t think that is the case with these two. The second level even introduces death pits in Jazz1. Yes, you saw it here first. I never saw it coming and quickly committed a painful suicide without expecting it. The difficulty here is insane, but I understand more than most people how difficult it is to balance a Jazz1 level.
Level 5 + 6: I had looked at converting this tileset to Jazz1 but deemed it impossible. Apparently I was wrong. Even though the colors aren’t as vibrant as they were in Disguise’s original tileset, it was done quite well. It’s just too bad that some of the sprite colors had to suffer. I would also have liked to see the torches on fire but I think the color palette severely limited you. These two levels were less difficult than the previous two, but had some nice puzzles in the form of secret passages that had to be found. I especially liked having to find my way through the last level. Did I mention that these two levels (and the previous two) have an awesome huge dragon enemy? I really liked the sight of those.
Overall: If you enjoy playing the original Jazz Jackrabbit and also like a challenge, this pack is recommended. Blackraptor put in a lot of creativity, and the only reason I’m not giving this a higher rating is because it has some rough edges that could have been polished. It could have been balanced a bit better for example. And I’m also missing some of the finer details such as planet images. Blackraptor did a fine job and I hope he will release an updated version that takes care of my criticism.
Mmm…
Looks good. Fine gameplay.
I like the eyecandy, especially this “Niagara” waterfall…
Definitely the best pack in the Impressions series so far. The levels aren’t of much higher quality than many of the levels DS has made in the past couple of years, but as a whole, the pack flows together very nicely, without much filler. There aren’t many disapointments; this is DS’ JCS skills at his finest.
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Eat your lima beans, Johnny.