A nice duo of levels that look reasonably enjoyable. A couple of minor flaws keep it from getting an 8, but overall these levels will be worth your time. Downloaded reccommended.
Eigus is back it seems, at least in the JCS-side of the game. Seeing how much he has changed in level design, made me glad, even surprised me a little bit. These two battle levels are truly a big improvement considering his past uploads. Let me introduce each level to you a bit.
Deinspirated Mayhem is a small-medium sized electro station level using IC’s Tubelec Night-set. The level design is so different from all the new battle levels people have posted. It is sort of oldschool design in the way that the level isn’t extremely spacious, but solid and does not contain “random platforms.” I remember somebody else fairly new but inactive player/creator to have a similar level design, and Eigus has found the same way sorta. At least the gameplay in Wrath’s Virtues was very similar to this one which was just neat.
However, there are some bad sides in the level as well. Firstly, the flow isn’t very wise everywhere. The author didn’t use layer 3 when he should have, since some spots where the floor height changes by only one-few tiles, there is no slope, but useless springs or nothing. As well, more one way should have been used(especially the ledge above the blue springs.)
The eyecandy, although somewhat decent, leaves more to be desired. The floor doesn’t use the edge-tiles at all, but has just the middle-tiles at the edges always, which looks a bit irritating. Although the sprite layer has a bit of activity as in the form of the animated tubelec-lights, the atmosphere is just too calm and “dead” compared to the music especially. Basically the tileset just offers much more than this. Also the more oldschool design comes with some annoying camp spots. I suggest not to duel here. Rather you should try this in a 3vs3 TB for instance, also due to the amount of carrots (3 minor ones.)
Underworld, although way smaller than the other level, is my preferred one here. I haven’t yet seen Xargon used for this kind of a theme. The level has a vertical gameplay, far better flow, and that way plays much faster and better for duels than the other one. Also the level visuality and audio match better here. The atmosphere is dismal, mystic, and well…Underworld’ish. I have no real complaints about the eyecandy here, it is decent enough. Although the level has much more heighth than width, there are only two springs. You have to rely on your jumping-skills more, or use the warp in the bottom that takes you back to your spawn position (no, there are no pits, as you may have thought. The other level has them.) That shouldn’t be a problem here, since there are no annoying heighth changes and the level is easy to move in generally.
Duels here should be interesting indeed, since there is only one major Power Up. That is TOASTer right in the so-called center of the level. What you basically have to do is to keep it yourself. But don’t worry. In case you lose your health and ammo, you can run away and heal yourself easily if you have a better endurance than your opponent. There are 3 minor carrots, as were in the another level as well. That weakens the effect of the Power Up practically. There is also an Electro Blaster Power Up, but as you know, that weapon does always the same damage, so don’t bother trying to roast your opponent with it in the first place. I’m not very sure, since I haven’t yet tried out myself, but I think a game with 3 other people might work out here just as well as duels would. I definitely don’t suggest to play this level with a big party. It can get quite crowded and chaotic.
These levels were a nice surprise from the author. The levels are now closer to high-quality levels than before, and they should work out in serious games even. If the author only had put more focus into details and made the levels slightly bigger, these could be a couple of really great levels. I would probably rate Deinspirated Mayhem a bit below 8, and Underworld an exact 8 separately, but since they are together, I think they deserve a bit more. Download and try! Well done Eigus!
SJ
anybody can rate it ? PLEASE (former demo version was rated 9.2 with download recommendation) not only download it
Underworld is more or less the regular Xargon fare. It’s supposed to feel as if it’s underground (the vertical layout helps, granted), but it’s a bit vague and transparent. Okay so there’s a dark background, dim lighting (with the huge crystals being light sources), and the music, but this isn’t the strongest theme out there. Really it feels like a generic Xargon level with some details thrown in, rather than a completely new setting.
Gameplay wise it isn’t anything outstanding either, as it’s pretty small and a little bothersome to navigate. There’s all regular ammo types available here – an odd choice since not all weapons will be effective here (for instance, I can’t really see RFs or Pepper Spray being too useful). Toaster + Fastfire as the only powerup, well, I’m not a huge fan of toaster as a weapon but I figure it can work here. At the bottom there’s two warps that lead back to the top – fair enough. All in all a pretty decent levelThe size suggests that it might be good for duels but I wouldn’t really want to duel here.
Deinspirated Mayhem (a really cringeworthy name, IMO) uses Tubelectric – not a tileset you see often anymore. But even though it’s Tubelectric, which I usually like a bunch, this level lacks some sort of spark (hehe). It’s not as interesting or good looking as the tubelectric classic e-Line Circuits, and that came out seven and a half years ago. It doesn’t look like there’s much mayhem going on, or anything going on – it’s a pretty static landscape of bricks. Bricks, and little else than bricks actually. It makes the level look very purple, almost monochrome in fact. There should have been more wooden/green circuit/black parts to break the monotony.
The layout shows that this level was pretty much uninspired – not that I mind a lot to be honest. It’s bigger and more spacious than Underworld, and also more horizontal. RFs and Bouncers work in this layout fairly well, as will Pepper Spray. There’s three carrots, two of which are placed in semi-evil dead ends – not a problem. I did like how the blaster powerup was placed – it reminded me of some older levels. Not sure if being half-secret is the best spot for the weakest powerup out of the three available, but it’s not a huge deal.
This is probably worth a download. Deinspirated Mayhem is the better of the two levels (ironically), but Underworld is not bad either… and then again neither of them are all that spectacular. They’re decent levels, and much better than Eigus’ older works, but still not quite great.
This is a practically fun to play winter-themed level from Snooze in a while. His previous one was Land of Kaamos from last year. This time the game mode is CTF, and the level design is well executed, since the author tried to make it as balanced, versatile and fun to play.
According to the level atmosphere, you’re located in a freezing mountain range(or a valley) at the sunset, where you should find the fastest route across the snows to the opponent’s basement. A big steam machine is built around the landscape as you can guess from the level name. The machine helps you to move short distances to other locations by it’s tubes. The feeling in the whole level is great, thanks to an awesome tileset and a good music choice too.
The level has a long horizontal dimension, but it has also got some heighth. The level is no maze. It is easy to learn, but it still offers enough of different possibilites to make your way to the opponent’s base. You just need to learn how to take advantage of all heights in the level. What I also think that suits the level, are the carrot placement and Power Ups(although they’re just the default Bouncer and Toaster, nothing new.)
I recommend this level for you all, and recommend it more for something bigger than duels. 2vs2 games should work ideally here, as we once tried with Snooze & friends. A problem in duels especially might be the top-level that can be campy, but otherwise in bigger games it doesn’t really matter. Eight point three.
SJ
Snooze has made yet another level with trademark snzspeed ™ (well, a few hours?). This time it’s an asymmetrical CTF set in a snowy, sunset area which seems to be… some sort of old facility set in the mountains of Carrotus? We have those steam machines and the familiar castle. There’s also a nice folk-esque track by Nightbeat to perhaps signify that this level has more “landscape” than “steam machine”.
The eyecandy is probably everything this set can offer. Impressive pipelines coming out from the ground, a nice snowy background, the pathways and soil have varied EC too, so it looks great. The textured background is also top notch – a light blue colour fading into an orange juice puke… err, peach colour creates a nice sunset atmosphere.
The level has an asymmetrical layout. The sides are rather well balanced, yet I have a feeling that the center carrot is a bit on the blue side. There are a few powerups, a bouncer PU on the top left and a toaster PU on the top right with easy-to find paths to them near the flags on their sides. There are floatup events coming out from the steampipes which help navigating through the level, but even without them it would be easy for both rabbits to get everywhere. Everything is well placed (aside for that full nrg, but that may be just my feeling – not that it’s placed where it shouldn’t be).
This level deserves an 8.5 from me. While not the most original level released it’s quite fun to play with it’s steamy floatupy :) theme. And it was made with snzspeed ™ :D
What we have here is a big capture the flag level by Superjazz of XLM. It has a n industrial theme, which is expectable in a level with a WTF set, nevertheless well executed. The industrial atmosphere is completed with an acid techno-esque music track which fits the level well.
The level looks great. On the background layers we have an enormous factory wall with some windows and closer to the playable stage is a huge moving crane (or another pipeline/transport platform). Both of these background layers look very good. What I liked on the sprite level of the eyecandy were the ‘symbols’ on the top left and top right platforms, respectively a shuriken-esque star and a cluster of rhombi. What completes the eyecandy are some translucent waterfalls (wastefalls?) on the foreground layers.
Xyzzy is a big level, although it’s not too hard to learn the layout (unless you’re staring at the nice industrial EC). It’s semi-symmetrical, so the opposing Zones are almost the same. There’s a toast and bounce PU for the Blue Zone and a toast and RF PU for the Red Zone and both teams have a Full NRG carrot on their shuriken/rhombus platforms. Fair enough. There are copters to make travelling through the three floors easier. That’s cool, also I like copters :P The bases are separated by a column on the center of the level and placed in the central parts, on the second floor of their respective Zones. It’s fairly easy to get to them. There is also a white warp at the very top of the level. It can warp you to the first floor of the Blue or Red Zone. Pretty interesting.
I’m going to give this level a pretty high (well-deserved I guess?) 8.6. It’s a good, big CTF and probably a lot of effort was put into it, so you should download it right away and try it out.
I can’t really bring myself to give this a higher rating than I am. It’s a very small level, presumably intended for instagib, but it fails to pay attention to the necessary details in making such a level. It’s too open. Way too open. This means that the gameplay is thoroughly chaotic and luck-based, unless you have, say, a 10ms ping time.
Underworld is a small level with a quite original layout and theme (there are more levels with this theme but this one is a bit different)
Deinspirated Mayhem is a nice level with a layout that looks like it’s uninspired (because the layout can’t be compared to another level’s layout) This level has good eye candy too.
Well,from my point,the levels are nice,have nice gameplay and eyecandy. So here you go,I hope it’s enough,keep up the good programming and levelmaking work.
Hey master cheif here. firstly this is my first review :) WOOHOO!!!!
ok now to the reviewing.
This is a new idea. a new concept. lemons!!!! lol! it is very small and brings for close combat. which is fun if you are good at dodging and going fast. I do like the water falls. I dont really like the eye candy because it isnt new stuff. but i spose it works with the foreground well and u dont pay much attention in onmline play coz its fast :) cool random bush on the end of the ledges :)
two decent levels. the quality of them is good enough for a 8. lot better then author’s previous work. :)
ya….this tileset is good.But hotel heroes can you mix all the tileset you have made to 1 tileset?It will be more perfect Thanks.
Cool concept, great execution. The layout was a bit confusing at first for me (maybe that was because i forgot about the copters?), but after learning it the level becomes very fun to play, I liked how the bases were placed. The tranquil, dreamy atmosphere is another thing which makes this level great. Overall, an awesome level. Download away!
I can see the levels look nice. And they’re quite good for a small game with a maximum of three or four players. However, when I saw them hosted on a server with about ten players in, playing there wasn’t exactly what I’d call fun. Still, it’s worth downloading the pack and giving it a try.
A set of minilevels. Cool. The levels are quite small and they are probably used far a very quick battle.
They are quite fun.
These levels look good but they are not something amazing. The levels look kinda like the same(layout) and some feel bland. The wierd thing was with the toaster pu. (what’s with that? you get stuck…)
But. I liked the tileset use. These levels are very nice.
Music is good for the pack. and i hope i will play more than just 6 of them.
Thses levels suit the type of jazz2 level, which is battle and i think they worth a 7.5 with DR
Good tileset, nice example levels, I loved the last level ;). The music is awful. I like just a little part of it, when it sings at flute. So I hate it. I like the first ex. lev.‘s trees, and I hate the 2nd ex. lvl.‘s trees because they’re concrete and they’re a little not good looking. I like that you put underground.
I’ll give:
Tileset mask – 7,5 [I hate that you didn’t make concrete cactuses so that Jazz can suffer a little more (How evil am I, Muhahahaha) and I hate the jungle trees’ mask]
Eyecandy – 9,7 [The best part of the tileset, you put day/night/cloudy sky and a sun, green/yellow/blue/grellow(green+yellow) hills and you even put underground, nice work. Well I just hate that clouds have such a squarely form]
Ex. levels – +0,5 (They’re all aproximatively identically, but they show you every thing, well I can’t give big ratings for ex. levels, but I can give – ratings>:) )
Music – 6,2 (Worst I ever heared,it’s even worse than Neonius)
So total (don’t forget that I’m a very-good-at-maths-nerd) – (9,7 + 7,5 + 6,2) / 3+ 0,5 = 23,4/3 + 0,5 = 7,8 + 0,5 = 8,3(rounded up to 8,5). Well I think it worths more so I will give a 9,5 :)!
Download recommendation.
This is practically a very versatile CTF-level in a while from FireSworD and OLC. This goes well for duels, but also a 3vs3 which I played here once, went smoothly. What can you expect? No disappointment at least.
The atmosphere is ambient, calm, and tranquil. What you see here is a fairly bleached mass of soil covered with moss just like a stone golem could be. The edges of the level that aren’t parts of the golem look a bit bland though. This Carrotus/Easter-edit fits really well for a concept like this. If it only had those top/bottom edges of background caves fixed, it would be perfect. This level is one of those few ones that generally look better in 8-bit rather than 16-bit colour, at least for me. 8-bit mode makes things look more transparent in a neat way and gives you a more lighter background.
What I find the most exotic about this level is the base placement. Your base is located on one of the golem’s hands, and you should attack the opposite hand. Golem’s solid body however, is there between the hands, as obvious. So, you should find a way to either go round the body, or cut through it. The warp on your hand is one of the possibilities. It takes you below the golem’s body, so that you are able to cut through it’s feet to the opponent’s side. Another option is to cut through the golem’s shoulders. You will need a copter or ice-ammo for this though to get through the ceiling springs. Generally the layout is limiting, and I like it that way. It is not a level with a dozen of small passages and mazes. Instead, you have lots of space to move around, the layout is simple enough to be learned fast, and yet you can still survive in bigger games if you know how.
The bases are kinda easy to defend, as well, you can hold flag ready for a score for a really long time against weak attackers, since you have a minor healing carrot right above your base, thus you can keep healing yourself all the time, as long as you keep getting only minimal damage. The flipper pads work great on the hands, so that you can quickly jump away if needed. If you suddenly get a critical hit, you can also go for the full energy carrot at the bottom-middle of the level, which can be very unsafe though. This was very well thought out.
There is also a half-secret shield, though getting it is really…hard. The idea is practically that you can be lucky and abuse a warp exit while an opponent player is camping the exit with seeker-ammo. If you are lucky, and your opponent is dumb, you may try to abuse the seekers so that they push you up to the shield-room. Reaching the warps themselves is already really hard though, since you require a copter for that, again. What is even harder,(barely possible) is trying to reach the shield-room straight with the copter. I managed with this once so far, but it really requires perfect timing and handling of the copter, as well a double-jump of Spaz. Now the problem with this is, that if you get in there with the flag, is that you can just never come down again and thus freeze the game. While it would make sense only if it was a time-based game where you are having the lead, it is still sort of lame, as really nothing can make you fall down, and no opponent is likely able to enter there. Good idea otherwise, though.
If this was all I had to say about the level, I would rate it really high. However, there are still some bad things as well that are mattering me. Unfortunately I’m not sure is it wise to try to fix them without a major change in gameplay.
One is that there is basically very few ammo. You must gain your ammunition mainly from PowerUps. If you try to charge into opponent base to kill the enemy flagholder without any ammo, you’ll be most likely dead very quick.
Another thing are the dead ends. Luckily they are small and contain PowerUps, so they aren’t just useless areas.
The level is also fairly Spaz-biased. Although who am I to care about that, since I am a Spaz-player?
The cut through the ceiling-springs isn’t after all as useful as it could be, because the warp-shortcuts are a bit too fast.
I’m not very sure if I find Powered up seekers fitting well for a level of this kind. They can cause much airhits in such and open level.
In overall this is a really decent, interesting and enjoyable level for everyone. It just could have been very awesome if it didn’t have those minor flaws in it. The layout is strategic, and you need it to master the level, but also you require much endurance to be faster to reach things before your enemy. I recommend this download for everyone, and hope to see it played in both Bash12 and JDC18 duels/2on2’s/events. Thank you FireSworD.
Edit: Thanks for the fixes. With them this level deserves a bit more.
SJ
take care that the plural of “fish” is “fish”. Nice tileset, good work, I like FISH too, ex. level is nice. It worths an 9.7
Dnld Recommendation: Yes!
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