This jungle lake level is awesome! The good atmosphere, usage of new MLLE content like Fireball Gun and so on is perfect.
8.5/10
I agree with both Dragusela and abgrenv. You need to make multiplayer levels instead copying someone else’s content.
This means to be the mediocre rating. 5/10
Do you really feel this needs to be uploaded here? Why not try something of your own, with your own ideas, at least it would be something original. It can’t even be justified as a convenience for vanilla JJ2 since these levels can already be imported into the base game, as a matter of fact all Secret Files levels apart from Town 3 can be, so this is a pretty pointless upload with the winter themed tileset being the only thing that’s different compared to the original levels. All it does is show how basic some of the Secret Files level layouts were.
Try something of your own!
I don’t understand why you made these levels, there isn’t anything special just the easter maps with Diamondus tileset. Try to make Multiplayer levels instead, maybe they will have more success
A challenging level where you battle against the the many wind events more than anything else. The carrots and savepoints make it forgiving enough. The aesthetics portray a blizzard excellently, and the module music is fitting and actually written for this level. The boss was interesting yet quite easy if you have the Toaster PU.
Two medium-sized, jungle-themed, vanilla levels. They are nothing to write home about but aren’t bad either. There are some tile bugs here and there and the final boss makes no sense thematically. Other than that, they’re pretty nice.
Really liking the continued commitment to tiny level layouts! The visuals are genuinely innovative, and the powerups seemgood. Maybe meteor shouldn’t have so many little rocks? The middle left is interesting for being super defensible (very hard to shoot at) but also containing no carrots or powerups, so the areas of interest get spread around.
Well, well, well… This “Lab 38” map is looking very good, and in my opinion, it deserves a good rating.
This time I’ll give you 8/10.
Full of dead ends and hard to navigate. Too many pointless crevices. The powerup is hidden behind TWO secret passages, PLUS a coin warp…. or you can shoot it with electroblaster. The level does do a good job of visually distinguishing different areas, though, and the houses look nice even though there’s little incentive to be aboveground.
Hey WaterRabbit, thanks for the feedback. By pressing DOWN you need to stop the platform. The point is to reposition the platform to climb up higher. Then the camera should move back to the character. If it still does not work then please let me know and I’ll try to find a different solution.
This map is ok. Backround trees are maybe moving too fast and when you fall into pit you see how they levitate (you see sky under them ). Iam not sure if that leaves are good idea in multiplayer map. Also i think there should be much more ammo. I think if you add one more carrot and some ammo it would be good event map. Also nice music.
A pretty good level where the focus is more on the eyecandy/aesthetics than the gameplay.
I think the merged tilesets are done really well, they feel natural. The level designer did a good job with making the level look pretty.
The gameplay gives back the feeling of the original levels, with maybe a bit more trigger crate puzzles and backtracking. You will never have the issue of getting lost though, there are no branching paths other than the ones where you have to go for a trigger crate, basically there’s always only 1 way to progress. This is the one of the few things I find lacking in this level, no branching paths or Jazz & Spaz specific secrets or pickups. Speaking of secrets, I liked them, except for the last Gold Coin, which is hidden in an extremely nasty spot, there’s also a spike pit secret which I only found thanks to shooting a Turtle shell in there, and even then I got hurt twice before figuring out the exact spot.
The difficulty is on par with the original levels, maybe even a bit lower, most of the difficulty you may encounter will come from the platforming. Honestly I don’t mind it at all, rather have a good level which is easy, than a 10/10 level, that I can’t even experience because the difficulty is that high.
Music choice is great, it’s an enjoyable track.
The level is short though, not extremely short, but I wouldn’t have minded if it goes on a bit more, which shows that I enjoyed the level and wanted more.
All in all, I recommend playing the level, it has great music, good gameplay, decent difficulty and great level design (aesthetic & gameplaywise)
I can’t seem to be able to play the level properly, half the tileset for me is missing. Isn’t there a tileset file for the mashup tileset used in the level? Because the level loads the Easterius tileset, but everything that is borrowed from a different tileset doesn’t load. Can someone help with the solution, I’ll post a review when I can properly play the level
A traditional JJ2 level that uses MLLE just for aesthetic purposes. Enemies are Carrotus’ default turtles and lizards, as well as skeletons and ghosts to add to the ‘sinister’ atmosphere. The invisible walls don’t always make sense, and it’s not always clear which bushes can hurt you. Overall it’s basic gameplay but a very solid clean level design.
I’ll give you 7.5/10 because, one – this level is really great, and two – nice music.
Great work Dragusela!
‘Sinister Winter’ is a stroll through a pretty frozen Easter landscape, full of (useless) gems and with a few puzzles to solve on your way to the boss at the end. I found it a decent experience, though it was marred a bit by a number of issues that at times prevented me from progressing.
Some of these were promptly fixed by Dragusela after I reported them, others remain. One lingering problem is that the level basically requires you to play as Spaz, but doesn’t tell you this. If you happened to select Jazz or Lori, a lot of platforming will be much more difficult and there are a couple of places where you can get stuck outright (e.g. 325×104). The level does have separate starting positions for Jazz and Spaz, so it seems like the intention was to support at least those two characters, but the rest of the level design doesn’t reflect that.
If you are playing with Spaz, the level is a decent trip, though there are a few places where it’s easy to get lost as you have to backtrack because a crate just appeared a couple of screens back because you just walked through a trigger zone. This is not signposted very well – and sometimes the trigger zone is easy to miss too because the level expects you to take a certain path, but another one is equally viable! The more straightforward parts of the level are okay, and the level overall looks quite nice, although there are also more than a few tile bugsand the music didn’t seem to fit very well (but nothing as subjective as music selection). I do wish enemy placement had been a bit more challenging – they’re not exactly difficult to avoid at the moment. It all ends with Uterus, who I found no fun to fight underwater, but I suppose that is a way to make it more challenging to beat.
Overall this is a promising new level but there are just a few too many bugs and issues to really recommend it. Another round of testing for the next effort might improve things.
Great episode, but sadly the third episode will likely never release, considering it’s been about 9 1/2 years.
One of the most original levels I’ve ever played! It has quite fluent gameplay, the ammo placement is fine (maybe the powerups a little less). I like the idea that you have been trying to bring some MLLE functions back into JCS. The eyecandy is fine, not too much but it’s fine, you used the Colon tileset (one of the most difficult tilesets to use in my opinion) and you used it perfectly, it looks like a level form the 2000s, it has the feeling that you’re playing something old. You followed all the rules so I give you a nice evaluation:
8.7/10 download recommended.
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