Ok time for one review.
When I review beginner levels I lower my standards to give the levels a chance. I will try and be as constructive as possible. These levels are bad, but they do show some things.
Story
Non is really given. The story I guess is to blow up Devan’s fortress. that’s it. While it is a simple concept, some more info and story would have been great. sorry no more then a 1 as a good pack needs at least some semblance of a story.
1/10
Eyecandey
Level 1:
Eyecandey is very bland. We have once again floating fever. A lot of things are just floating in midair but that’s not the worst. Background is just a textured background, nothing else. Boring. Layer 4 is bland and while there are lots of animated tiles in the animation area of JCS, only about 3 of them were used. The whole level feels empty. No layer 1-3. As for tilebugs I guess most things fit together, but there are some things not connected to anything.
1/10
Level 2:
Same deal. Some tilebugs, floating, boring, empty. Not much difference. Don’t know what else to say.
1/10
Total:2/20
Gameplay
Level 1:
This level consist of running right and left while killing enemies. No real challenge to speak of. The author tried to throw in some puzzle elements but there’s only one, find a crate. All you do is run left while avoid rats and suckers. No challenge. At the end of some suckers there’s a bolly boss which fits the theme. The arena is boring. there’s lots of spikes but if you use the buttstomp trick there’s no problems.
Overall, boring first level. Takes about 3 minutes if not that.
1/10
Level 2:
Same deal. This one is blander as there’s no puzzles and it’s shorter. No challenge. Half way through the level there’s 2 queens. There so close to the ledges though that they only take like 3 hits. nothing to really talk about. The lack of powerups makes the Devan boss annoying to kill. The first form is glitched as there’s some tops of tubes on the ground. Devan can get stuck or even jump off screen. Luckily hitting the activate boss fixes that. Overall, boring an easy.
1/10
Overall: Boring, short and no real replay value. Overall, bad.
Total: 2/20
Enemy Placement
There are a lot of suckers in the pack but a lot of them are place high enough so you can just walk under them. There are some tuff turtles and rats but that’s about it. No enough to kill me. I only almost died because i was being so careless I wasn’t even watching the enemies. lol
1/10
Pickup Placement
Almost non. Some fast fires in level 2. level 1 only has 3 carrots. That’s it no gems, coins or anything. Nothing to give the pack any replay value.
1/10
Final Score:6/60
Score: 1.2
Rank: F
DR? I didn’t want to give this a 1 since the author has the basics of JCS. Suckers, enemies and trigger knowledge is here but now enough is given to give a real rating. I’ll give you a 1.2 and i wish you luck in creating more levels. If you need testing feel free to contact me. Read some tutorials, and good luck. As it stands, no DR.
I think this tileset is great. Nothing else.
tileset without logical and symmetric and perspective!?!? Why you uploaded it! dont download it plz
[Behave, please. Also changed to quick review. ~Stijn]
Difficult to use, but can make really funky levels when done properly. Only for advances JCS’ers.
These levels show strong technical proficiency — you know how to use bridges, trigger crates, destruct/stomp blocks, animations, swinging platform, layer properties, and so on — but little else. The first level (I managed to guess the level order based on your plot description, but in general it is better to indicate clearly in the filenames which level people are supposed to start on) presents no challenge at all because all the enemies can be jumped or coptered over, and the same goes for the second level up to the boss, which is totally uninteresting. We’ve all fought all the bosses in empty arenas before — to make them interesting, at the very least there should be some interesting eyecandy around them, and better off there should be something to make the fight different than usual. I think it was Shellion’s Xtreme Revenge, for instance, that had you shoot through a number of destruct blocks while avoiding the Tuf boss’s flamerang. Not hard to make in JCS, and not itself the most interesting boss, but still better than this. Basically, you need to spend a lot more time thinking about your levels. You obviously know what you’re doing in JCS so far as using events goes, but the execution falls flat if there’s nothing new in the level design for people to be interested by. Also, perhaps as a secondary concern, spend more time on your eyecandy. You’ve got layer 8 down, but the other layers are pretty rudimentary so far, and could be a lot prettier. As long as you’re sticking to the official tilesets, even looking at the official levels should give you ideas for how to make yours more appealing to look at, although eventually you may want to start handling things more creatively there too. Keep at it, and be thoughtful.
I kind of like this. There is obviously a whole lot of work to be done, but the author demonstrates some creativity, if not perhaps technical proficiency. A number of common new-JCS-user traps are fallen into, such as using a large number of enemies (it’s generally seen as more professional to restrict each level to about three or four enemy types, unless it’s a very big level which gradually progresses, e.g. adding in harder enemies and dropping easier ones, as you go on), not using layer properties (the icon next to zoom in/out in the upper right, or just right click-“Properties…”), and having a very flat level design which Jazz and Lori can copter over large portions of, but at the same time it’s obvious that thought was put in here. The author attempts to set up two sections of logs floating on top of water, and while the second one in particular is a little buggy, this could have been eliminated by having someone test the level before uploading it to J2O, and it shows careful work. The author knows how to use trigger scenery and warps, setting up an elaborate red and blue structure with the latter, and while the level design is mostly flat and straightforward, there are a few interesting moments and ammo is neither spammed nor absent. This is by no means a great level, but the author has his/her head in the right place and is learning from the mistakes of previous uploads. Some more reading up at JCSRef and other JCS sites is advised, but there is potential here.
Base Score: 5/10
Point Bonuses: +1
[0] I like what was done here…
Point Deductions: 0
[0] …but I don’t think enough was done to really justify giving it more than an average score.
Final Score: 5/10
More experimental than fully practical, but the theme works, and it’s a fun exercise to use. And it’s always good to see another LMAT set finished!
really much tilesets. looks great Easy to use
Good eyecandy and level structure. Good for long battles. I like it
Hopeless.
I have not looked at the screenshots.
And it was a mistake.
Take a look and do not download.
Story (8 / 10):
Good, although a bit strange. Or maybe just because of this.
Enemies (9 / 10):
Sometimes difficult to avoid. Always well placed. The difficulty level is very variable but generally adequate.
Pickups (8 / 10):
Well distributed, especially carrots. Worse is the case with the ammo, which is not much. Diamonds and food are just OK.
Eyecandy (7 / 10):
Some places look pretty badly, but it is much more positive than negative. I like it.
Fun (7 / 10):
Spaz was not quite intended. Of course, it also can pass the levels. But in several places he seems to have an advantage. But Froggy Quest is cool. I had a lot of fun playing it.
Total (39 / 50):
Great job. Waiting for the second part (I hope you do it).
Story (9 / 10):
Really interesting, it gets you hooked immediately. Overall it’s as breathtaking as Agatha Christie novels and during peak moments it’s more epic than final Lord of The Rings battle. Why not maximum score then? Although it’s brilliantly led, some computer games players who didn’t read more than 2 books in their lives (one of those being remote TV controller manual) might find it too complicated.
Enemies (10 / 10):
Forget about hordes of gun meat to destroy or zillons of absolutely AI-absent morons running around waiting for you to shoot them. Evil guys are where they should be and a player always finds eliminating them challenging.
Pickups (9 / 10):
Their distribution is really well-balanced. You can’t shoot all the time but you sure won’t get frustrated by having with 2 bullets in the whole game!
Eyecandy (10 / 10):
It looks better than da Vinci drawings or Côte d’Azur during summer. Just watching other dude playing this game is a pure pleasure!
Fun (10 / 10):
These levels could be an answer to the question about what games are made for. Enough said.
Total (48/50): an absolute MUST-download for any JJ fan! Weak reviews are based on sole jealousy.
[Fraudulent rating (9.0) clearance. ~cooba]
[Fraudulent rating (8.7) clearance. ~cooba]
Hey guy, i see you are from Poland so i can write in polish language (in front of you)
(WA)
[Osobiste wycieczki się załatwia przez Private Message, a nie recenzje, a poza tym nie obrażamy gości ze względu na ich opinie o naszych pracach. A na przyszłość: na Jazz2Online nie przeklinamy i piszemy wyłącznie po angielsku :) ~Kuba]
“Cooba” to kosmopolita, zdrajca i hochsztapler i wstyd mi jest ze nosi takie samo imie jak ja i jest z tego samego kraju co ja.
Your idea is good,but just some details you need to improve it. Hope tou have some good levels in other days :)
Oh. Jazzhero! FIX YOUR BACKGROUND!!!
(Personal attack clearance. ~Violet)
That`s been so cool… But how did you get thet sub ? I´ve tried and tried but I couldn`t get it! please make the same level without p.w. XD
BTW!? Oh no, no!
Gameplay are just sucks…
Textured Background JUST FULL SHIT!
I now know why some people dont wanna set rating for these stupid 3-6 secs levels!
[Review changed to quick review. – cooba]
(groans exhaustedly)
Good thing I didn’t include the one I REALLY thought was crud!
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