Review by Zoro

Posted:
11 Jun 2011, 07:17
For: Carrotus Mines
Level rating: 5.9
Rating
N/A

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…

Not recommendedReview by troglobite

Posted:
11 Jun 2011, 06:36
For: Carrotus Mines
Level rating: 5.9
Rating
4.5

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.

RecommendedQuick Review by aritra1115

Posted:
11 Jun 2011, 06:05
For: Atlantis' Cathedral
Level rating: 8.4
Rating
8

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.

RecommendedQuick Review by bahidabe

Posted:
10 Jun 2011, 05:07 (edited 10 Jun 11, 05:08)
For: Jazz Jackrabbit 2 Font
Level rating: 7
Rating
7.5

Great attempt, seeing as it is the only JJ2 font that I have heard about. Try it, you might find it to your taste.

Review by PT32

Posted:
9 Jun 2011, 19:31
For: Moonbeam Moore
Level rating: 8.3
Rating
N/A

that’s interesting, since I don’t have that problem on my editor. Then again, I predominately use TSF.

Not recommendedReview by aritra1115

Posted:
9 Jun 2011, 11:22 (edited 30 Jun 11, 12:01)
For: Many bosses in ONE LEVEL!!!
Level rating: 1.3
Rating
1

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

Quick Review by Seren

Posted:
8 Jun 2011, 21:17
For: Fallen World - Episode 1
Level rating: 7
Rating
4

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.

RecommendedQuick Review by >CelL<

Posted:
8 Jun 2011, 17:24
For: Magically Abnormal Playground
Level rating: 7.8
Rating
7

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.

Review by Reggen

Posted:
8 Jun 2011, 10:37 (edited 1 Jul 11, 09:37 by cooba)
For: Fallen World - Episode 1
Level rating: 7
Rating
N/A

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]

Not recommendedReview by Jgke

Posted:
7 Jun 2011, 19:59 (edited 9 Jun 11, 15:28)
For: Carrotus Mines
Level rating: 5.9
Rating
5

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…

RecommendedQuick Review by Zoro

Posted:
6 Jun 2011, 05:37
For: Beach Fall
Level rating: 7.6
Rating
8

Good level!

Review by Cobra NF

Posted:
6 Jun 2011, 01:44 (edited 16 Jun 11, 02:09)
For: Moonbeam Moore
Level rating: 8.3
Rating
N/A

Go in JCS and load the level and there you can delete the enemies.

Review by Cobra NF

Posted:
6 Jun 2011, 00:48 (edited 9 Jun 11, 23:23)
For: Carrotus Mines
Level rating: 5.9
Rating
N/A

Ok all bugs are fixed and I left pits in there

Review by byggemester

Posted:
6 Jun 2011, 00:01
For: Moonbeam Moore
Level rating: 8.3
Rating
N/A

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?

RecommendedQuick Review by usbkauno

Posted:
5 Jun 2011, 22:22
For: Magically Abnormal Playground
Level rating: 7.8
Rating
10

GG, as good eyecandy as in other jj2 lvls usually… Nice placement of bases

RecommendedQuick Review by Cobra NF

Posted:
5 Jun 2011, 18:25
For: Magically Abnormal Playground
Level rating: 7.8
Rating
8

This is A great lvl,PU placement:good

BG:good
EYECANDY:good
OVERALL:8.0
DR:yes

RecommendedQuick Review by Zerg

Posted:
5 Jun 2011, 16:46 (edited 5 Jun 11, 16:59)
For: Crapatarous
Level rating: 8.1
Rating
9.2

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.

RecommendedQuick Review by PurpleJazz

Posted:
5 Jun 2011, 12:03 (edited 5 Jun 11, 13:31)
For: Magically Abnormal Playground
Level rating: 7.8
Rating
7.5

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.

Quick Review by PurpleJazz

Posted:
5 Jun 2011, 11:55
For: The Darth Match
Level rating: 8
Rating
7

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!

Review by FawFul

Posted:
4 Jun 2011, 22:36
For: Virtuosity
Level rating: 8.4
Rating
N/A

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).

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