Great level, definitely worth a try especially in bigger games.
Because that’s waste of time to make the queen fall down and you better skip it.
Definitely a good concept-level. I actually had something similar in mind, but gj anyway cel!
This level is most convenient with lots of players indeed. Download and try!
A full review.
Story: Well… there is barely any story. The two levels fit nicely together but well…
0/0
Music: Is allright.
10/10
Eyecandy: Well, it is nearly the most you could make of this tileset. However, though I dislike tileset rate-downs, this time I will do because you simply can’t go wrong at all with this tileset… you made however a few tilebugs which were easy to avoid because of the simplicity of the tileset.
On the plus side, there was some creativity with the Layer 3 usage at times.
7/10
——Gameplay——
Flow/general gameplay: Allright, sometimes a bit annoying. Well playable with either Jazz and Spazz, but Lori needs to golden jump sometimes. The level is fairly difficult… however, try next time using different difficulty settings.
Sometimes I couldn’t find the required trigger crates / trigger scenery, which was very annoying… especially if a lot is covered with layer 3.
After beating the second level, you start over with the first while you just said “I hope you enjoyed playing”… next time try using “ending” instead of the filename of the first level in the “Next level” string.
However, good things were the amount of secrets which also adds up to the replay value of a level, and that there were NO BUGS with the scenery which is quite rare if someone uses a lot of triggers.
7/10
Enemy placement: Allright. Sometimes a bit too few, sometimes a bit too many but they were well placed. There could be a bit more enemies on hard mode… there are no different difficulties right now.
9/10
Pickup placement: A lot was hidden in secrets… there could be a bit more ammo and maybe the occasional carrot outside of those secrets though (especially at easy mode).
8/10
Replay Value:
It is a level you might replay once after you’ve beaten it.
However, there is no difference between easy and hard here, but this level is despite that harder than most other SP levels.
There are a lot of secrets to find here. However, the tileset used, on the other hand, does not help because it is one of the blandest JJ2 tilesets around.
6,5/10
48/60
Penalties:
No different difficulty settings: -0,5
7,5/10
DR: Yes, but you might play this only once, if the blandness of the tileset is annoying you too much. It is a good level (the two levels are essentially one like the author said) worth playing though.
Hey all, I’m still alive. And I’d be pretty immensely grateful to get some feedback on my little nugget. Any feedback is welcome! Thank you!
Happened to play this level with some other from Anniversary bash collection.
Very good level)
A bit strange level, nice background, a pair of campy places(a bit annoying), genius gameplay… Good luck with your next works.
A small review for you.
I liked the eyecandy very much, it was decent and never used before. Only the rain is falling very slow.
The layout is a bit dissapointing. The level hasn’t any kind of plants or something at layer 5, just some cave stuff. Could have placed some more cave/plants and all that other stuff.
The level is the same at both sides. It’s clearly done with Ctrl + F. Isn’t very creative to do actually.. I see some tilebugs too which shouldn’t be there..
The gameplay is not good but not bad aswell.., it might be fun to play but it has some weird things in it. Like the bouncer powerup, it is well placed but it’s campy and hard to make your way to the PU.
The RF’s are only getable by Electro which is spammed at a few places. I think people just want to play the map and don’t want to get ammo first to get other ammo.
The carrot is a bit campy too.
Also the spring overlaunches you to the base and the C, that makes the flow kind of bad. But the flow is good, except those 2 springs.
I don’t like the music choice for this map, it doesn’t fit it.
The lighting and sounds are too much placed or placed at a wrong tile where it shouldn’t be used.
Well! Since it’s fun to play this level I’ll give you a 7.
It still has flaws
EYECANDY:It is good,plenty of stuff in the layers
SIZE:good
PIT:nice
GAMEPLAY:good
AMMO PLACEMENT:good
FLAWS:why is there food in it?
I opened it up in JCS and it said that the event (Chesire2) was illegal in multiplayer maps.
OVERALL 8.0
DR:yea
OH and i guess i should mention I played this in a JDC event and I liked it GJ CelL
I completely agree with Jgke,
Even if you did make it work that it would require other player confirmation, I could just make a memory edit that would just ignore the check.
Don’t make a radar-like program, It will most likely be edited to be used as an advantage.
my opinion is no to automatic update, Leaving it N/A
I’ll do a quickie here about this level.
The eyecandy and placement of stuff is good, while the rest (music, flow, gameplay, rushing) is bad. I tested it with a duel against Nerd, and while the level does have a good placement of ammunition and carrots, the gameplay itself unfortunatively is not as good. It is really easy to recap and maybe even rush with the lower team (whichever it was) if the upper team decides to do one single thing other than going the straightest way to the other base. The music also is a bit unfitting, the music could be a bit more techno or ambient based.
Before making something, try to spend much more time… Think about how player can play this lvl… If you can: Host it…or ask someone to do it…
Cobra requested I take a look at the level, and give it a review. I’m afraid I didn’t get to it as quickly as I should have, and I apologize for that.
Eyecandy: 3/10
The stuff outside is passably interesting, and the background layers are used fairly well. However, they also are very standard fare for this tileset. Inside, the background is essentially one tile, repeated over and over. It looks very bland and repetitive. And everywhere on the level, each wall or floor seems to be made of only one tile, dragged vertically or horizontally. The tileset has a nice variety of ground and wall tiles, and using a variety would make the level look a lot more natural and organic. The foreground always has leaves and waterfalls, which can look a tad strange inside, not to mention the problems with the waterfalls. The waterfalls are all concentrated on one side of layer 2, and are set to scroll horizontally rather quickly. Especially because the layer also moves relative to the player, this can lead to a very awkward looking waterfall darting halfway across the screen (while you’re supposed to be underground in a mine), pausing for a while, then disappearing as quickly as it came, if the player runs back and forth wrong. The waterfalls are also very poorly constructed, and some have jagged, square edges. There are also several tilebugs, such as the ones at tiles (145, 8) to (145,11), or the extra layer 3, at or around tile (22,6). Overall, the level has a rather unfinished feel, and could benefit from some more time being spent on eyecandy.
Gameplay:6/10
The gameplay was also far from perfect. There really wasn’t much flow. The level alternates between narrow, tunnelly portions that are nearly impossible to navigate without running into several different walls, and wide open spaces that are tactically uninteresting. There are also a lot of very difficult, accurate jumps that the player has to make. There a several one tile wide platforms, and at least one, one tile wide one-way. These are awkward, and pausing to line up and do it accurately breaks up gameplay. Also, these routes are no better than any other path on the level. While adding some difficulty to a level can be nice, skilled players should be rewarded for their skill. This is not the case, and taking the more challenging route will feel awkward for anyone, and the level essentially punishes a player for attempting the challenge. The level also suffers from far too many power-ups, a few too many carrots, and a lack of normal ammo. And the power-ups seem to be randomly scattered about. There are two rf power-ups, rather near each other in the bottom right corner of the level, and both can be grabbed with essentially no effort. However, just a bit further left, is an electroblaster power-up which is protected inside an underground bunker. Again, I feel that the level is rewarding the player for doing easy things more than for being skilled, which makes the level much less fun. Also, there are some bugs with the gameplay. Not everything that should be a generator, is a generator (The Full NRG carrot and the aforementioned Electroblaster powerup, for example. There may be more)
Overall, 3+6/20=9/20=4.5
I’m afraid this level has some significant flaws. While it was a good attempt, and I like to see the experimentation, I think a bit more effort should have been put into cleaning it up and removing bugs. Even with the bugs fixed, the level does have some issues, and I would suggest studying popular levels to figure out what makes the best levels so good. Once you get a better understanding of the theory behind gameplay, and with a bit of practice, you’ll be able to create some great levels. Keep practicing.
Pretty good use of a freshly made conversion.
This is pretty well done for a battle…Some bugs though but pretty well placement of carrots,weapons etc.
Great attempt, seeing as it is the only JJ2 font that I have heard about. Try it, you might find it to your taste.
that’s interesting, since I don’t have that problem on my editor. Then again, I predominately use TSF.
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