@Ron.
IDI** it doesnt look like distopia i didnt ask u to rate the level or anything else.
=P dont have a review again on my Lvls
AGAIN.
DISTOPIA’S LAGCLONE,uh,I mean,DESERT STREET:
EYECANDY
6.0
From all the tiles this tileset offers,you have only chosen a few hills that go over and over again. No buildings in the background or pipes or whatever,just some wall eyecandy. (The eyecandy looks familiar,you’ll know what I wanted to say.)
GAMEPLAY
6.5
Too open for a small map like that. As seen in some of your reviews,you don’t like levels with narrow passages. (“i hit only wall wall wall”) Same for me here,the eyecandy wall sometimes looked like the real layer 4 wall. You tried to make a level with a lot of open space. Fail. While Spaz,you could just jump up and down raining hell on your enemy using electroblasters for walls,bouncers when up and toaster while moving,forcing enemies to enter the fire wall. That sounds like “SPAZ BIASED” map.
For the bases: There are two possibilities of defending: NOT defending it because of enemy high ground advantage or using the FIRE WALL tactic,blocking every path to the base. The enemy would a) get the flag and destroy you or b) get owned himself without even capturing the flag. Really.
EDIT: I even got stuck at 60,24 in the lower corner. How could you make that?
ANOTHER EDIT: The blue base looks a bit like Distopia one.
PICKUPS
6.0
Already said much before. Powerup area too campy,same for the lower C.
OVERALL
6.2
I don’t know what to say. Here you go with a DL rec because the level is (barely) playable,but better than some other levels with the DL rec.
(You would probably expect a word from me so here it is: EVILNESS.)
@Skele: 1) I can review what I want. 2)Does that mean only your TM friends can come here and rate it 10?
@Crazy Rabbit: Please stop commenting reviews and REVIEW the level.
Very good tiles…Can you teach me how make good tiles like this?
I like this tileset. It has so many good tiles. Maybe this is what I needed (!). Skyscrapers,ground tiles… This tileset is awesome!
Story:
Non is given
0/0
Gameplay:
A lot of secrets, but with some of them, i’d still see body parts of the rabbits because there wasn’t enough Layer 3 in front of those secrets. The enemies were too easy too kill and the Tuff Boss was too easy as well. The tuff boss isn’t an interesting boss alone – you’ll have to place other (respawning) enemies around him.
And:
- Lori can’t copter
- Dragonflies in a snow level?
3,5/10
Pickups:
There is way too many ammo. Carrots are fine but food is quite useless because this level isn’t that large that you will get a sugar rush.
5,5/10
Eyecandy:
The eyecandy fits the level. Sometimes it isn’t executed that well though,. like the two carrot-christmas-trigger-crates; the “carrot” is removed, so you can pass through, but the top part is still visible – it’s ugly.
7/10
Music:
Fine but not orginal.
7/10
23/40 ~5,7/10
DR: Well, the level isn’t difficult and there is no difference between easy and hard. If you like hard levels, the answer is no, if you like relatively easy levels, download it.
Hmmmm…I agree with minmay.
Note: Soul, you can vote against me only one time :P !!!
New Note: Soul, you uploaded this for voting reviewers on against? They trying be right!
This is fantastic. When I loaded up the level, my first reaction was “here comes the painful slime green and blue of Diamondus” but I quickly forgot that notion after seeing your excellent use of the tileset.
Eyecandy:
There is variety everywhere. This level doesn’t seem to specialize in a particular theme or weapon loadout, which for a standalone level is fine. I love the backgrounds that peek through the hole in the wall. The level doesn’t really suffer from the usual REPETITIVE scenery, but it does get to be a bit much sometimes in relation to how much stuff is crammed into a given area. It’s also a pretty tight squeeze through most (but not all) of the level. Efficient use of space? Definitely. Feeling claustrophobic? A bit.
Gameplay:
There were a few things I took issue with. Mainly:
- The warp portal exit near the second witch spawns you right into her. This is not fun when you’re on your last frog legs.
- One area where the ceiling came to a point, there were some hurt events that I ran into blindly. Throughout the rest of the level I avoided such areas until I realized you only slapped a hurt event onto that particular one. I’d just get rid of it since it’s not obvious. Either that, or you could change all of them to do this which would screw up some areas of the level (the gem trail, etc).
- One of the trigger crates could not be destroyed by Jazz (the one leading to the bouncer ammo). I don’t know whether this was intentional or not. I kinda liked it because it forced me to dig through my backpack for some TNT.
The rest of the gameplay was really quite good. In some of the tight areas – mainly at the beginning of the level – I couldn’t clear the spikes. I would have preferred a spring on the ceiling that pushes you back rather than stalactites. The use of food and gems was very tasteful. Baddies, a little less so but there’s only so much you can do with them.
Using the classic music for DIamondus fit rather well. The whole level had a bit of an oldschool feel to it with the way it was all narrow corridors – the sort of thing you’d see back when you couldn’t fit much on your monitor :p
I could care less that there was no storyline. The level would be better with one, but not by much. I like stories that keep you in suspense over multiple levels anyway.
If I could make any definite recommendations on improving your levelmaking, I’d say… allow the player to “breathe” a bit more. Open areas and more checkpoints (maybe; I don’t like dying, but they were well-placed in this level). I just couldn’t help the feeling that I was being squeezed through a sewer pipe at times. If at all possible, choose a tileset that is less painful on the eyes in the future.
This is real quality work. I hope you make more.
And what do you mean by that,minmay?
The carrot bug i dont know how to fix without it lookin ugly anyway so…..
edit 2:i fixed the carrot bug and everything should be good as new.
GO LOOK!!
Well, you know what they say. Pride goeth before the fall. Or that pride goeth before destruction, and a haughty spirit before a fall, if you’re the sort of person who actually quotes, rather than simply quoting quotes.
(The level is actually a pretty good effort, though.)
Jgke: Not really. That wasn’t final version.
Download recommendation? FEATURED DOWNLOAD RECOMMENDATION! You’re going to have January’s featured DL for sure!
EDIT: Where can I get the Mp3 song included in the pack and other good Mp3 songs along?
good art style with great amount of detail involved. must download.. :)
EDIT: I kinda overrated, it seems
Does that mean that I have 002.japan.beta.j2t file, that I was testing this tileset?
Thank you for rating =D
im happy at least one person looked at my level!
Lol
Really fun set, and really colourful, which is always great fun. Quite hard to use though. =P
LOL…WTF…My Levels was better this because i trying harder, plz try harder…Ok?
My favorite part about this level is how unapologetically ridiculous it is. There is no storyline, as we learn at the very beginning when even a text sign tile fails to produce any text. There’s a boss at the end, but no explanation is given then either. The level exists entirely within itself, and is nothing more than a darkened, linear, sadistic romp through the emptier caves of Diamondus. It is the most basic part of JJ2 single player distilled: enemies are in your way, as are spikes, and over time you pick up food and ammo to help you. There are two moments when trigger crates became involved, but at that point I didn’t trust the level enough not to perceive them as a threat to avoid stomping until I had made sure there really was an impenetrable obstacle later on in my path.
From the very first screen, you know you’re in trouble. It’s dark, a few enemies are circulating around, and there are spikes you don’t want to fall on. A quick check reveals that ceiling spikes hurt you as well. And that’s what you need to know. There are a lot of spikes, and a lot of enemies, and they’re never really going to let up. There’s not enough ammo to use it constantly, but there’s enough so that whenever you get in a situation warranting it you shouldn’t be defenseless. Toaster and RFs won the day for me as enhanced melee weapons to take out a group of enemies quickly with more firepower than the blaster. I didn’t especially notice any moments when TNT or Electroblaster would have come in handy (outside of a trigger crate for the former), but ice had its moments against the tougher baddies, and bouncers were absent for most of the level and then presented as a lifesaving boon near the end. Seekers were, in keeping with the amount this level wants you to die horribly, nowhere to be found.
Mine of Diamondus is a good example of how to use a lot of different enemies right, in that it staggers them rather than introducing them all at the very start of the level. The more thematically specific ones, such as skeletons and ghosts, are restricted to limited areas which you may assume are more haunted than the rest of the mine. Float lizards only appear at the top of the level — which gives you the prospect of escaping the mine but in fact reveals the far background to be no more than more cave but a little farther away — and fencers and witches at the bottom near the end. (I don’t think the fencers really worked, due to their costumes, and I think they really only do appear in one spot so they would not have been missed.) The level uses two witches and incorporates them into its design philosophy perfectly in that they are presented with no show or preamble at all, are gone with as little fanfare as they appeared, and are not involved with any complicated find-Eva-type level design. Rather, you morph back almost immediately after meeting them: they’re just threats. It’s kind of amazing.
There are several secrets to break up the level, some of which are obvious and some not. The author favors layer 3 secrets that you have to shoot your way into over the ones that you don’t, so eventually I realized that it just made sense to have the blaster firing all the time, and switch to other weapons when the occasion warranted it. Secrets get bigger as the level goes on, giving you carrots and large caches of ammo instead of a measly two red gems, and were all fairly well executed. There were some I saw but never found a way into, and I wouldn’t be too surprised if they weren’t actually accessible and the level was just being sadistic, because that is so much the feeling I got from this level. It was enjoying my pain and looking for subtle, non-flashy ways to increase it. Bats would come out of the floor, secrets would not be where I expected, witches would attack without any warning at all, the top of the level didn’t offer any sight of the sky, and so on. Even the end of the level pits you against a boss in the deepest point of the cave, and there’s no suggestion that beating it will make any progress in getting you out of there, because it’s a dead end at the bottom of a long pit. Even by beating the level you are no less doomed than you were at the start. Yet determination wins out!
I’m not sure how I feel about the eyecandy… it was very basic, letting the level design speak for itself, but still I think at least a little bit more could have been done. The level was, as I’ve said, extremely linear — most of the trigger crates were even before the blocks they removed — and I don’t know whether that’s good or bad, because it certainly made the level all the more inevitable to give me no choice at any time what I would be doing next, outside of finding secrets. And there could have been more creativity in some of the obstacles. I think swinging platforms would have worked well here, and in general some enemies placed more tactfully, since at least most of them only involved getting in the right place to hit with two or three or four bullets. The important thing is to maintain the feeling that the level is deeply, deeply angry at you for something that you did — even if you have no idea what it could possibly have been and would probably apologize if the level would only provide you a text sign — and I don’t think that’s in much danger of going away. The only false note on the obstacle side was an inescapable pit of spikes near the end. Not cool.
Story:
Don’t have one.
Eyecandy:
Well, quite boring. The background is done quite badly and has some tilebugs. Nothing special either.
At least he gets the text to work (+0,5 because I didn’t).
2/10.
Gameplay:
Enough enemies, altough the piranha’s are rather pointless because you can avoid them. The skeletons and dragonflies don’t fit the tileset, but more important, the theme of the map.
However, there is too many food and ammo.
The worst part is, however, I’ll run up into a few bugs which will crash the game.
2,5/10.
Music:
No music is activated.
1/10
5,5/30 = ~2,7/10
Tileset This looks like a real fairy tale :-)
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