What was the point of uploading this?
Well however anyone can do it by putting loads of bosses in a single battle arena…
It will be very hard if you don’t use cheats because there
are some loads of bosses in a single level well no eyecandy
or any other things though..Even the tileset was NOT included with this lvl.
Even I made a level like this if you wanna see it go here
http://www.jazz2online.com/downloads/6421/lets-kill-bosses/
P.S:I deleted the download because it might be just crappy
P.S:Was intended to write a quick review but I just ended up with too many characters
As it usually happens with newbies, a good idea with bad performance. The level isn’t of a very good quality, with average eyecandy and poor gameplay, however it contains some original ideas (I liked the armory). The RPG part is made lazily though, with not enough story, buggy level up system and a really small amount of actual role-playing.
This new CTF by Jake level has a lot of interesting ideas in it – probably too much of ‘em, in all honesty, so I’m afraid it’s ended up feeling rather stuffed and overly complicated for its small size. The layout and other technical aspects are pretty solid though, so I’m tempted to say the good outweighs the bad. Give this one a try.
Fallen World comes from a fairly unknown creator, perhaps that’s why I am surprised to see how accomplished this map is. Starting with the idea of “level-up” and the armory, this map is addictive, once you understand how it’s played, you’ll want to play it through.
What makes this map unusual, and at the same time, exciting, is the central location which you need to explore. The previous installment called “Nimala – RPG” also featured a main hub, and several missions linked to it, but Fallen World features a much bigger and, in terms of missions, much more diverse central “town”.
THE GOOD:
The new ideas blend into the jj2 gameplay perfectly. The armory, for instance, is where you need to return again and again to use up the TNT you get from level-ups (or collect otherwise), and collect coins, carrots and other goodies. The story also seems to be interesting, although not much is revealed. The best feature of the story is at one point you need to make a choice, and the outcome of the map changes based on that choice. Though your decision won’t affect the game much, it is still nice to have. Perhaps the biggest idea of them all is the concept of “level-up”, which means you can choose from four items (coin, TNT, full NRG carrot and invincibility) each time you level. Map design is also cool, most parts of the map are well made.
THE BAD:
I enjoyed the map very much, but even though this is bigger than the previous map was, it is still not big enough. A concept like this deserves a map at least twice as big as this one. Also, level-up is a very good idea, but most of the time you want to choose TNT to dig in the armory, or coin to leave town. Invincibility is basically useless since the level-up area is very far from the actual battle scenes. The full HP carrot would be OK, but there are way too many carrots lying around the map already, so you really don’t want to waste your levelups to refill your HP.
CONCLUSION:
Overall, this is an awesome map, worth a try for everyone, and it is definitely better than the previous installment (although it might not be everyone’s cup of tea). I hope the next episode will come real soon, with a fix for the aforementioned downsides, because other than those issues, this map is very, very good.
[Same user as the uploader ~cooba]
finally I got around to do this
So, on with the review.
Eyecandy
Nonexistant. The level is split to two sections, one containing the cave background and the other has a clear sky. The layers 6 and 7 were used, but not in a really visible way. Other than that, there is simply no eyecandy, nothing. There are several severe tilebugs present in the level.
Gameplay
There are multiple seeker PU’s located in the level, every single one placed in a campable position. There isn’t really much ammo in the level, so a player has to use the powerups. The lowest part of the level is left completely open, so it’s also open for lots of airs. Also, one of the seeker PU’s doesn’t have a generator in it.
Flow
It is impossible to move around in the level without constantly bumping into different things, like corners, walls and stuff like that. There aren’t any spots that I could really say something good of, sorry :(
So, the overall score is 5.0. Please try to review levels before you submit them to J2O.
Edit: Now that you edited the level, I think it still contains the exact same bugs. Bottom is campy, seekers are campy. Tilebugs are still present. Atleast there’s ONE waterfall in the background of the open section, but the level still looks bland. I would give an extra .3 for trying, but those points go away due to the pits. Under laggy conditions, a player might die from simply jumping over the pit…
Go in JCS and load the level and there you can delete the enemies.
Ok all bugs are fixed and I left pits in there
Hello there, I would like to try your episode, but for some reason I get this error when I try to play it:
“Jazz 2 ran out of internal animation structures. There are most probably too many enemies in the current level”
How can I fix it?
GG, as good eyecandy as in other jj2 lvls usually… Nice placement of bases
This is A great lvl,PU placement:good
BG:good
EYECANDY:good
OVERALL:8.0
DR:yes
In my opinion, this deservs more than nine. Very good gameplay, but a bit overused tileset, and not enough ammo, and the music is frustraiting.
Quite a simple level. Gameplay promises to be very hectic and fast paced, due to the abundance of PUs over quite a small area. The 2 +1 carrots do somewhat balance this out though. It may not appeal to those looking for more sophisticated gameplay, but this is a solid choice for those looking for a quick, violent duel.
Underneath a myriad of flaws, here’s a level that tries to be good. This level has a lot of interesting concepts that sadly weren’t executed too well. This shows potential though; don’t give up!
The power ups in the tubes are mainly blaster power ups, so it wasn’t really intended to camp under it. It was mainly to use the tileset back as theme in the level.
Yes, it’s campy although i don’t see the problem, it’s not like you sit anywhere for ages. And there are a lot of famous campy levels. I can’t help that the jj2 commnunity has a taboo on camping.
The music can’t be converted to a jj2 supported type, the program won’t allow you either way because the pattern data is much more advanced. Something regular mod files can’t handle and play. Nevertheless i wouldn’t be able to convert it anyway myself because it has been made with the latest version, which i don’t have myself. the only way to play xrns is with the tracker and the only format it can convert to is .wav.
The music choice is simple, the samples are ‘spacy’ and toxic. The main reason is that the music is kind of colourful and so is the level. No sir, i might get why you don’t like the gameplay all that much, but the music choice is just fine. The wide collection of choice doesn’t only exists of heavy metal songs in my levels (y).
As a quick summary for the upload, it is a rather campy battle level, with great eyecandy.
Gameplay:
For starters, I’m going to say that the level is indeed campy, especially the seeker PU. There is only one way to it, and with the seekers available in the lower left corned, it can be easily defended from the enemy attacks. If, for some reason, the player would get hit, the player can run up to the nearest +1 carrot, grab it, and after this run to the right. Now, with 2h, the player will take the blue spring to the upper right carrot, and get 3h. Then, the player can counterattack the now-occupied seeker PU.
The second thing about campyness is the food tubes. Sure, it’s a great idea that the food falls quickly through the tube, but think for a moment. To get the PU that falls down, player must always be camping at the tube’s bottom, shooting upwards. Forced camping to get a PU? Bad idea.
Flow:
The level is certainly spaz-biased. There are several spots where only a spaz-player can climb quickly upwards without having to get extra jumps, notably (60, 60). A spaz-player can double-jump without getting a running start to the top of the ledge, but a jazz/lori player has to run right before he gets to jump up.
While testing myself, I didn’t find anything that would certainly harm the player’s movements (if the player is using spaz).
Eyecandy:
Aah, a good-looking level. You are certainly using the tileset well, I didn’t spot any tilebugs. The only thing mattering is the ground transistions. (72, 40) for example. I know this is due to the tileset, but I’m sure you could’ve just made one of the grounds in layer 3 and one in layer 4 for a bit more complex looking line between the ground types. Nothing other to complain about.
Music choice:
Ookay, so it’s music. That’s a plus, atleast. Not sure though that does it completely fit to the level… Also, you could have converted the .xrns file to a jj2-supported type, so that you could have uploaded it to J2O instead of an external source.
Final result:
Eyecandy is good, gameplay not so good. Music is music, level seems to be a level.
Final rating: 8, unfortunatively without a download recommendation.
This is a useless upload. All it is, is every single JJ2 boss shoved into one level. Anyone can do this. Also, you only need to defeat one boss to win. Do not bother downloading this.
OMG OMG OMG
Well this strikes me a bit.
I dunno why I should review this.
Eyecandy
Well the only eyecandy makes it a .9+.
Well don’t know why there is eyecandy in such small
levels,but stil there are layers used and other things…
Gameplay
Heh talk about crap.
The gameplay is worse even.
The placement is good but still
there was no ammo like plants in a desert.
The next level had tuf turtle the scwartzenguard(too hard to write),with some respawning bees.
DR? No,because its just 2 mins of gameplay
just the eyecandy saves it.
I’m afraid that I will have to give it a 2.9.
Just spend some more time making levels make these levels more larger before even uploading them.
WATHAX UBERRRRRRR f2
(thanks for the credits by the way)
I am SO sorry it took me so long to post this review, but I’ve had a lot going on lately.
So without further ado, here it is.
I liked this level. It was smart, good-looking, well put together, and it was a lot of fun. There were some interesting eyecandy techniques, (The floating islands and structures in the background, the fancy tube section in the middle) some good events (Although it would be pretty easy to just camp on the Seeker powerup), and a pretty decent layout. The death pit is a nice touch, and everything seems to click.
The music track was fantastic, but since I wrote it, I suppose it really wouldn’t be fair to include it in my review…
In short (And NOT because this has my song), I think this is a good solid pack, and I give it my seal of approval. Download today.
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