It doesn’t suck (liking the eyecandy a bit), but i give you tips for your next groundforces/levels:
Don’t make platforms, place the tiles, where you play, very randomly, not like platforms.
You didn’t used all tiles at Layer 4, if you don’t understand it: The size from your layer 4 is too large! You didn’t used all the tiles. Make the layer’s size a bit smaller
(look at the status bar (down right), there you see 2 numbers (like 231,385), they are the position of the selected tile.) and it is better
(i hope you know how to resize the layer 4, if no: go to layer 4, click the button, which you clicked at layer 8 (for the textured background) too, type the size in the Textfields and apply).
The ammo placement isn’t VERY good, you made that platform with the NOT generating powers, fastfires and clocks, but WHY. Please erase them, then is the ammo placement good (too much ammo at the places where you find them)!
That’s all what i found. ~RedMser
i only uploaded this because millo told that to me.
@Loon: i didn’t uploaded the second screenshot, it was StarLORD.
And you can use it for Battle or for Single Player.
And if you are happy, edit and use it, i don’t forbit it only say my name at credits if you use it for SP or if you edit it)!
It has been a while since Evilmike’s previous big, yet brilliant CTF level called Helldome. That level grew in popularity incredibly fast, although it also faded off after time(it mainly remained a popular JDC Event level still.) I could expect this level to grow popular as well, especially in events and such. It isn’t as gimmicky as a level like Helldome, but it has a greater gameplay in overall, however there are a few things that I would have hoped to be executed better or in a different way(my bad I wasn’t in the betatest server often enough.) I figured most of the levels myself when I tried the level in a 3vs3 game. So what is this level about?
This level is designed for big CTF games due to it’s rather big size and open areas, and symmetry of course. A duel here wouldn’t obviously work. The level structure is fairly easy to learn, even if the flow takes a little while to get used to. The level consists of 7 ‘islands’(4 greater and 3 minor) where the action is on all around equally. While the island theme isn’t anything really original as similar themes have been done before, this level still has it’s own way of executing it. The islands are divided by shallow water and empty space, which of course give this level a bit of the so called ‘Distopia-syndrome’ that some level creators like to call it. While some players may find it bad here, I don’t consider it a big matter. I seriously would enjoy the open space here much more than in Distopia(another level by Evilmike), simply because the space adds the battlefield feeling, in good and bad. The space is important considering the level theme. Who would consider this an island level if everything was packed tight under 100×100 width/height for example? Then again, when the players attack, most of them probably can’t bypass the middle tier without dying or getting hit at least in large games. The middle will cause the most airhits for everyone if there happens to be any lag.
So, what do I really like about this level? The tactical side is very welcome to me, although it can get possibly too tactical at some points even. The basements have a design so that the bases are very easy to defend. One could expect a lot of camping in this level and especially the basements. The base can be defended succesfully from the enemy with Powered Up bouncers by 2 players, because there are exactly two narrow base entrances(and the another one even requires Spaz-character and RF-skills.) Yeah, that way an attacking player has no chance to capture without taking hit, which is bad. But the general level design and layout is fascinating indeed, although it’s still nothing amazingly original. There are also a few warps, that take time to get used to. But once you master the warps, you notice that they are more than handy. Another couple of warps take you from the middle level to the bottom, which also give you access to the team’s unique Power Up. The other couple give you an easier access to the Full Carrots at the top level. The Full Carrot-platforms are also the alternate access to basements, but like I said, not everyone can use them. But yes, one side that makes this a tactical level are the tricks that you can perform here with RF(and with TNT as well by the way.) Although you can run from base to base without pressing jump once, there are still spots that require your own movement. The level gives both Jazz/Lori and Spaz their own unique advantages in the level, although it just feels a bit brutal that Jazz/Lori are limited to one base entrance. But in maneuvering the flow is friendly for all characters generally(well Lori is unable to do almost any tricks but is still playable.)
The most important weapon here is RF of course, but Bouncer gives much advantage as well, and because of this I see a slight imbalance between the teams, since it’s the unique PU for the blue team. All the weapons except PepperSpray are useful here for sure, which could have been replaced with ElectroBlasters, which could fit in much better because the level already contains RF and since there are quite a few thin walls. EBs would also be great to prevent some of the base camping, I suppose. The two movable Full Carrots close to the bases seem to fit in. At least I wouldn’t personally prefer lots of minor carrots all around the level.
The level looks just fine to my eyes. Pleasant and calm atmosphere, with a funky JJ1-tune as the background music. However the eyecandy is nothing special nor original. Deja vu, although who could do wonders with this limited tileset except Snooze?
But there are some flaws or things I would have hoped to be done differently like I said at first. I also have to point out a few interesting things, and well:
I. Like I mentioned earlier, the basements have only 2 entrances, yet there is empty space at the level edges, which I consider to be a bit weird. I wish there was a third alternate way to reach the base. For example a copter at the bottom corners so you have one more direction to attack the base from? The more, the better.
II. Is there any real benefit from the trigger doors? I myself tried to rush a score with and without the trigger door, and yet I clocked the same time(12 seconds in JJ2+ timer.) In my opinion would be best if they didn’t exist at all.
III. I would consider a Water Shield to be more appropriate than a Lightning shield, if I look at the level theme. A Water Shield would also be more powerful thanks to the bouncing projectiles. This isn’t a major issue, but what another aspect I found, is that there seemed to be some weird bug(or lag problem possibly?) with a player in that 3vs3 that hasn’t occurred to me earlier. A player who I wish not to name at the moment took the shield, and had it for an exceptionally long time in my and other clients’ screens. We could not damage him, yet in his own screen he wouldn’t have the shield himself, as he said. We even saw him using blaster with the shield, which proves it. I forgot to take a screen of this, but I hope I explained it well. Also interesting is, that a TNT self-explodes on a shield, which makes it easier to hog the shield with TNT-ammo.
IV. The bases and rooftops are ridiculously easy to camp with full ammunition, and if the game size is only 3vs3 or less, a camping player can’t be probably stopped. So because of this an 8vs8 is already better.
V. The bottom corners are sort of redundant the way they are. Dead ends, even if not big ones. Good for hiding in LRS, and surely they contribute to the island-feeling of the level, but I just consider them useless.
Heck, this level could be my personal favourite from Evilmike, if my wishes were fulfilled. I dare to say I like the level design even more than Dawn of Combat for instance, due to how much freedom and choice I have here, except for the bases. I might perhaps change my point of view and the rating later when I get to play this level more, and of course if something gets edited/fixed/improved. So it’s still a good job Evilmike!
EDIT: I like this level more by now, so I decided it deserved a higher grade from me. +0.3
SJ
Da Full Review
Story:
Two ways of passing with a different ending. It is based on believing in God, which is a downside because not everyone does.
It is simple as that… and I didn’t really like the story. It was too short. Also, the Boss in the second level was a wrong choice; Bilsy was much more in line with the story…
6,5/10
Music:
Fine. Easy points here.
10/10
Eyecandy:
Very bland, especially in the Heaven level.
The Hell level was much better, but still bland at times.
A much harsher rate than previously on the same eyecandy style…
4,5/10
—— Gameplay ——
Level layout:
Just as bland as the eyecandy. I could run through everything except the fly-frog-thing in the Hell level which was extremely annoying and frustrating.
I could run through the both levels with ease, just jump over the pits whenever they were there… There was a lack of hard obstacles/enemies to prevent this.
These levels weren’t any different from your previous in layout.
5,5/10
Enemy placement:
Not enough to kill me. BY FAR not enough. Even on hard, it was very easy.
The Tuff Boss wasn’t really harder than many other bosses, and was very repetitive with dodging the flamerang and placing TNT at the upper right corner.
The Bubba Boss was very easy, actually. Just falling, jumping around and kicking Bubba’s ass.
Respawning enemies made this level easier.
5,5/10
Pickup placement:
Most pickups were well placed. No real complaints about this. Too few at times. Carrots weren’t really needed because of a camping issue (respawning enemies FTW).
8/10
Replay value:
After playing both ways, there is no real reason to replay this except finding secrets…
5/10
45/70 -> 6,4/10
Penalties:
Camping issue’s: -0,5
5,9/10
DR: No. Sorry.
I think this is the best level 3D ever!
It’s not bad at all for your first level! Well done, Kat! :D
That Is My Screen Hot
[null]
The sequel thing isn’t so much due to the layout or gameplay. It’s more of a thematic thing. EMEF is a cloudy, stormy, fortress level. EMNSEF is cloudy, peaceful, and also has a sort of fortress. They also have similar backgrounds as you pointed out.
@Toni: That’s not a tilebug. Consider it a hint to a very, very hidden secret. I left it there on purpose.
This particular level comes from 2006, which was the year of many releases by many prolific JCS people. Even if it wasn’t released until now, it competes against other popular releases (can they be called “classics”, if it’s only been 4 years?) from back then: namely, Helldome, The Chasm, or the IC releases (sorry for being so self indulgent, but come on, those were pretty damn good levels).
This is a mostly vertical battle level, and a unique one at that. The layout isn’t anything revolutionary – it’s basically two towers intersecting at the bottom with surprises at the top – but it utilizes its space well, and it allows for fast action in what may seem like a huge level (100×200). I did wish for a slowly respawning copter, though, for one more fast route from the bottom to the top – useful when you’re chasing your prey. There’s a couple of death pits (one of the first levels utilising them!), they’re nothing to worry about unless you’re really careless. Getting the Blaster powerup (one out of five) may be tricky though.
There’s another powerup that could prove tricky to get. The Seeker powerup requires 100 coins, which may be a little annoying to do with a lot of people in the level, even with the sheer amount of coins in this level. If you get 200 coins, you’ll be awarded with a Water Shield and a whopping 70 seconds of shield time – a definite game changer if there ever was one. With 5 powerups, 4 carrots, and the lingering thought that someone can appear with the shield and dominate everyone, will make playing this level online quite an experience.
While I’m not a huge fan of the Dreamland tileset, I do find this level a very good piece of eyecandy. The background is the highlight: a starry sky behind a series of cascading clouds that feels like taken straight from a Windstorm Fortress level. The upbeat Super Mario RPG music sets the atmosphere – themewise, this level is a 180 turn from the violent and brooding halls of EvilMike’s Evil Fortress, which was a top notch looking (and sounding) level itself. I didn’t get the sequel vibe myself though; if anything, it felt much more like a sequel to the untitled desert level (olcbat03), with its big open spaces and plenty of action (and a coinwarp with a shield :P)
Summing up, this is a very good “forgotten” battle level, and there’s no reason to not download it. It’s big, it’s fast, it looks good, and it’s got the letters MIKE on it. It’s not EM’s best level, or my favorite one, but it deserves a high mark. I give this an 8.2, you should give this a go.
Fun Fact: When EM showed me this level back in 2006, something glitched and all items appeared as double. The image of double seekers in the tunnel at the right was what inspired me to put (deliberately) double ammo in An Uninspired Psych Level. So know you know that it’s not all that uninspired of a level after all.
Well I really enjoyed playing this. It had a different feel to it than other levels do. I suppose since its got more height. The eyecandy was nice. I liked what you did with the space background. Great job. Going into my levellist
Balltyville Sewers
To start:
The sewer. A obvious theme for a level, however there are just a couple of tilesets about the sewer. Now I rate one of those tileset.
Practical: (20 pts)
Practical it is! It is not a very big tileset, which makes it easy to use. And actually it has almost everything you might need if you want to create a level: paths, walls, a sky, vines and even tubes to suck you through (like in Tubelectric)! However: you can’t make a nice detailed background with this tileset. Also things like spikes are missing, but if you create a level with this tileset, you can easily place some spike balls instead.
Result: 12 pts
Eyecandy: (20 pts)
Well… it’s not good. The circle shaped tiles (like the manhole cover and the lights) are not so tight. Also: the soil and road tiles are simple made: just one color with lots of small dots.
Result: 5 pts
Originality: (20 pts)
The concept of the entire level being set in a sewer is very rare on JJ2-tilesets. It’s quite original, but like you can understand from the practical- and eyecandy ratings it’s underused.
Result: 10 pts
Example level: (10 pts)
Example levels in tileset packs might come in handy, because it can show you how to use the tileset if you’re gonna use it. The example level made for this tileset is good! For example: because of the example level I know the white circle with the yellow circle are lights. Sadly enough you didn’t show us what a good boss would be for this level. I think the Tuf Boss (Schwartzenguard) fits best, but what do you think?
Result: 8 pts
Total points: 35
Maximum number of points: 60
Calculating: 35÷60×9+1
Final Rating: 6.3
Download recommendation: N/A
Why? Downloading this level pack is neither good or bad. To stay in the theme about sewers I say it’s a flush idea to download! Want to know where I got that quote? Check this video out — Is It A Good Idea To Microwave A Toilet Bowl? http://t.co/9a82oaO via YouTube!
Rating Street Zerg
To start:
Like Zerg said in the description this level was supposed to be in an episode, but the other levels were not good enough, so he uploaded just this one. Okay, this might be the best level of that episode, but actually it’s not fun to play.
Eyecandy: (20 pts)
Layer 4, the path layer, is really disordened. It’s just simple with random placed blocks which serves as paths and walls. However, there is a background and a foreground, which is great! However: the back- and foregrounds are not great. Later in the level you go down a bit and then you can clearly see the building ‘floating in the air’! The same goes for two of the five street lights. I’ll give you 1 point for the path, 5 for the background and 8 for the foreground, making an average of 4.67, rounded to 5 points.
Result: 5 pts
Gameplay: (20 pts)
Awful. However it’s a bit longer than most of my levels are, it’s horrible. There are no real puzzles (just one key crate near the beginning). The most horrible part of the level is probably the boss battle. What is an seamonster (I’m talking about the Uterus) doing in a city with his crabs? I think the Tuf Boss was better. Also bad: you can easily escape by destroying a block in the down-right corner with an exit behind. And… there are TWO boss enemies when you play on easy (instead of one in medium difficulty)! And although hard has too, I think it was better if you placed a carrot on easy insted of an extra boss. The only good thing about the boss, is you’ve made it tougher with Tuf Bosses and Caterpillars in the walls and it’s also a bit darker there.
Result: 6 pts
Story: (10 pts)
There is no story. So this factor does not count your rating.
Result: N/A
Obstacle placement: (20 pts)
Like I said earlier: the boss is terrible. Also the enemies are bad placed. For example: just a row of Tuf Turtles! And at the boss: just a row of crabs! Simple and bad.
Result: 5 pts
Bonus placement: (10 pts)
I think the bonus placement is probably the best part! However it’s not great. It’s very prominent you placed barrels with bonuses just on the path, instead of in a corner or on a separate platform. Also: the secrets are very easy to find: they’re not covered by layer 3.
Result: 5 pts
Total points: 21
Maximum number of points: 80-10(story)= 70
Calculating: 21÷70×9+1
Final Rating: 3.7
Download recommendation:
Why? It’s a messy from begin to end. Also: there is just no reason why you would download this! Just leave it.
Awesome, creative and genious, but some levels are quite ugly….
The people with the “Too many enemies” problem:
You can play with TSF, or just don’t go to the “Options” at JJ2 menu while gameplay.
Layout
The layout is great, While I found a nice flow to the level there were a few bumps in the way. Which got a bit annoying.
Eyecandy
Stunning beautiful, a fantastic atmosphere you set up with the eyecandy snooze. It really did have a totally different feel compared to other levels, I like this a lot in a level. I also liked the placement of the stopwatches A nice idea which worked.
Other
Weapon placement was excellent and fantastic places to fit all the PU. Carrot placement is fair.
I recommend this level for anyone up for some fun filled time. This level will delivery. I know its going straight too my level list.
Great job snooze, I look forward too more of your levels in the future.
Before rating this, look at YOUR first level and rate again _
Must rated in fetured!!!!
:)
[Review changed to quick review, see the review rules. ~cooba]
Try making platforms closer would be good and i advise downloading a few high rated battle levels and try to see how there done it and it give u idears.. more u play the more ideas u will have :)
but still a 4.5 for your effort :)
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