JJ logo has got one J instead of the usual JJ. It could actually be a good improvement for the game. The Rabbit Roast tree look quite amusing. Cheezy grin =D.
1.23 version included. Awesome. I hope to see this tileset with some levels at some point :)
Okay I saw all the other reviews, and I gotta say, most of them seem either biased in some way, either against Dodges or with Dodges. Not that it’s a bad thing, I mean friends can be nice or mean or whatever. Anyway, I’m here to put my somewhat balanced review. You might probably totally disagree with this review as it’s kinda hasty and probably not as detailed as my other reviews. I’ve kinda left the reviewing scene lately because someone like Mike always beats me to reviewing something and then he gets a hundred people saying his review was helpful and if I review after I’d get like 1. Craig David probably prefers Mike to me eh? Stupid Craig. Craig’s supposed to be my homeboy. MINE NOT YOURS MINE. Watch your back Mike.
Anyway, seems Dodges made a duel/2v2 level, possibly 3v3. I tried a 2v2 in here, with Dodges too, and I have to say, while I liked the level in collecting ammo, my opinion totally flipsided when I played the level. That doesn’t mean the level was awful or anything, it’s just there are so many unintuitive things, or things that weren’t as well thought through as many other levels.
Note to readers: I’m changing the way I review due to me changing the way I think. Eyecandy will now be worth only 25% of the level’s rating, and gameplay will take up the rest. While I know this is somewhat unfair to a minor extent, I feel that levels made in JJ2, unless they’re made specifically to set a scene, they’re based on gameplay. Without further ado we’re off.
EYECANDY
Rating: 7.5
General appearance:
I gotta say, this level caught my eye quite a lot, mostly because of the pretty background, however it might have prospered with a better mix of colours rather than green and blue. However I have to say it looks pretty. On closer inspection however, you can realise that there wasnt much work put into the background. While the scrolling and speeds all make sense and are well done, I have a minor issue with the fact that some layers move up and down at practically the same speed. But that doesn’t really matter. More closely, to the level itself, there isn’t much eyecandy that really will make you go “wow”. It just looks like typical tileset usage if you ask me. It looks pretty basic, and standard compared to how the set should be used. I don’t know if this is a fault of the level or of the tileset, even if it does look good. One factor that always bugs me, is when people put platforms floating in the middle of nowhere. While JJ2 doesn’t really make sense, I think it looks silly when there are floating platforms, because things don’t really float when there’s gravity, at least things that you can stand on. Again, minor issues.
Theme:
The level name gave me the impression that the level would be very colourful. While it’s kinda colourful, I was just hoping to see more from the orange side of the spectrum, possibly in the sky. Either way, this theme looks very realistic and nice on the eye. I really like how the the level feels like some sort of opening, however at the same time, it doesn’t feel as open as a valley would? Again, I know this sounds totally stupid [which is why I hate rating eyecandy]. Craig David would probably look nice in this level. Craig David would look nice in any level.
Tileset usage:
Upon opening the level [and tileset] in JCS, I concluded that the set was used quite nicely, as there were no tilebugs, no overly plain areas, and tiles are obviously placed well. It seems the set was used correctly and quite nicely too, and therefore I’m giving you a thumbs up! (yeah thats all you get, so what, the world’s corrupt)
Comments:
I gotta say, the eyecandy looked good, and all that, wasn’t very varied. However I feel the level looks good enough to be a playable level, nothing gets in the way of the gameplay, and nothing distracts you or looks gutwrenchingly horrible. Maybe it sucks that there’s random floatups that have no identification of them, or warps too. The tube in the middle of the platforms may also be quite hard to spot unless you stumble into them or are told/shown that they exist. On the whole it’s good on the eyes. Oh, and I didn’t like how the bases floated rather than sat on the masks.
GAMEPLAY
Rating: 6.5
Bias:
There’s no particular bias between the rabbits, although spaz is probably favorable in this level simply because of his enhanced movement. This doesn’t mean its particularily bad to use Jazz in this level, or advantageous. I just think movement is possibly easier as spaz and quicker here. Since this level is symmetrical, there can’t be any possible bias between teams so we’ll just skip on ahead from that!
Defense/Offense:
Bases seem easy to defend when you look at the level, as its almost set out like SBv2 is, however there’s 4 possible ways they can come from, which it probably does not look like. It can be extremely easy to defend the base with a load of seekers everywhere, especially since some seekers spawn so close to the base. The real issue this creates however is that seekers become primarily the best gun. Entering from behind the bases is somewhat pointless as its obviously the slowest route in the level, and this level seems to be very fast paced and about extreme speed. This probably gives defenders one less route to worry about. On the other hand, the other two routes [from the side or above the base] seem to be quite slow too, and probably vulnerable, rendering them possibly useless routes. On the other hand, one can argue that from the top route, you can easily swarm the base with a load of bouncers, possibly clearing the base allowing for an easy capture. However, if the defender is expecting such a thing, you’re probably screwed. The final route to the bases is probably through the launchers. The launchers are leading from the red springs and they will be shot through some diagonal sucker tubes which’ll take you right onto the base. It’s fun to be launched through these, though it’s extremely fast and in some cases unnoticable and rediculously annoying, especially when trying to score. This makes defending and trying to score rediculously aggrovating, in some cases, because you could be a tile off and they’d beat you from at least 20 tiles off. I don’t know what to make of it, but it REALLY irritated me when I was about to score and such a situation happened. I guess it’s something I should have to live with.
Flow:
The level flows quite nicely, on first inspection, especially with the spring into the sucker and all of that, but after playing for a while you can soon realise that some aspects of the level are in fact more irritating than flowy. This can be for instance, the way to get the full NRG, or the way you would expect. To get the full NRG, you have to actually go up from the bottom of the level, by dropping and raising through a freezie. And then you’ll reach the carrot at the top. Alternatively, there are warps to do so too [which I’ll talk more about later]. But when you look at it, there are ledges that you’d expect to be able to jump on, and in fact, when you do, you’ll be pulled into some suckertube that takes you out in an annoying place. The warps possibly make the bottom route useless, even if it is possibly safer, unless someone camps above it with toaster or whatever through the oneway. Then you’re actually screwed because the powerup spawns there and a camper will likely have it. This makes it hard to regain health in this level, making survival even harder. Another problem with this level, is that the warps on the bottom of the level take you to the opposite side of the level, totally against expectations and “counter-intuitively”, in the words of CelL. While I think it’s not the biggest issue, it’s true that you can fall faster, and those warps you’d expect to lead you closer to the base rather than further from it. Another major problem I had with this level was the floatups sometimes just moving me around unnecessarily. I’m not the biggest fan of floatups but yah. I’ll let that go. Another thing that was annoying is that the warps near the bases, can be entered totally accidentally. When trying to score or go on the base, you’d strafe towards the base’s direction, especially from that spring. However, you cannot do this as it will warp you to the carrot, even if you don’t want to. I did this during a 2v2 and it cost like 3 points. [yeah my partner was doing that well]. Other than that, I like the movement in this level.
Layout
The layout of this level is fairly open, but not overly open. It’s kinda just a balance I guess. I feel that it’s quite a good layout, but more could have been done with it. The bases probably would have prospered in different locations, as with the powerups. This possibly could bring down the level from its current state but I think it’s for the better. The layout of this level otherwise is pretty well thought through, with good movement and clever tricks, it can be quite fun. I think it’s pretty easy to learn and get to grips with, and shares similarities with SBv2 [probably why I mentioned it earlier, the route behind the base is almost identical]. This isn’t a bad thing, just something I spotted.
Placement:
I’ll split this part in two. Starting with collectibles. The ammo is quite nicely spread and placed in this level, it’s pretty easy to get the hang of where to go for each gun, so I guess that’s a good thing. The carrot is well placed, and clearly prevents bouncer bias over RF, which I applaud greatly. However, I must say, RF isn’t as useful as bouncer is in this level, which is possibly a slight bias over one team, which ever’s closer to bouncer. Either way, I don’t like this, even if it isn’t too major.
The springs are all fairly placed in this level, and there isn’t much to say about that at all. I think the issue is the warp targets and the floatups. All I’m gonna say is that you could have use alternative transport methods in terms of placing movement events.
Tactics:
There are no major tricks that are doable in this level other than rushing points through the use of the launcher. The launcher is cool and all, but it probably doesn’t fit in this level. I honestly can’t think of anything to say here, probably other than camping the top of the level with toasters through the way up to the full NRG, which is kinda useless. Maybe moving through warps in wierd ways can confuse enemies if you’re holding flags, but I doubt it’s that useful either…
Fun-Factor:
On the whole, this level is actually quite fun to play in, and has no major flaws. I find many things annoying however, like the fact that I find it difficult to survive. This may be because Im a sucky player, but it just seems that this level is all about perfect rushed movement, if that makes any sense.
Comments:
I quite like the gameplay, but dislike it at the same time. That’s all I can think of saying.
ORIGINALITY
Nothing to give originality points for, sorry. :(
FINALLY
I like the level as a whole, it’s not bad at all, it just has clear flaws. I appreciate that you made the level fast, but you should really take your time in such a thing. It’s very difficult to play in for me.
I disagree with every review on this page, as they all have either some sort of bias, or have not played the level properly. I highly reccomend someone to download it, as it is a fun map still, probably just not my cup of tea.
CRAIG DAVID!!!
Edit: Ignore anything I said about floatups. On top of this, I misrated the level. I apologize for this.
CRAIG DAVID!!!
Well, another Dodges’s level.
Four “editions” of the level allows to choose a “favourite” version.
Small, but nice areas forces to think. Good ammo and power-ups placing (fullNRG’s placing too). Nice warp system ;)
Eyecandy looks good, I can’t say anything wrong about it (except this small bug with CTF bases).
The music.. music is pretty good, Rayman 2’s sounds fits with the level.
I’ve played this, and it’s absolutely playable. I prefer it for smaller games (duels or 2v2s).
This one is very good. I give this 9.7. Good work, Dodges :-)
Imo its really nice level. Nice music, good places for warps etc. Gameplay is good. Tileset is not bad, but i think that levels where we can change tilesets are not that good. This one where is mostly blue colour is the best. Good level anyway :P
[Review changed to quick review. – cooba]
And where can You see rainbow in Rainbow Hills?
I couldnt make anything behind the bases because background uses 4 layers. Warps near bases aren;t useless… they take you to the C.
Eyecandy can’t be so good -> there aren’t so many decorative tiles.
And You should admire, how fast i made this level :D
I understand that Slayo is Your best jj2 friend, but if You are reviewing a level, you should depend only on your own mind.
——————————
EDIT:
“So how the hell do you think that my review was based on Slayer’s opinion?”
Just because yesterday he wanted me back in iR, and today some things happened…
You wrote that that warps are completly useless.. they aren’t. It wasn’t only about breaking gameplay.
I didn’t convince them to do that. I will tell You more – You did that.
About background – It’s tileset’s fault that it uses 4 layers for bg, not mine.
And levelmaker is better, when he can make his level faster.
———————-
EDIT2:
Ok, So levelmaker is worse, when he can make his level faster.
Well, this is a small level, I think it’s designed for duels or 2v2’s. I think that warps near bases are completely useless and just break the gameplaying of level. These warps in middle are IMO usseless too and warps under bases should be replaced by sucker tubes which are moving player upwards. As minmay said, the powerups are much too close to each other. I suggest place ‘em in the ground making an opportunity to get them using electroblaster. The eyecandy isn’t really good, there’s nothing behind the main layer, only the background. All the clouds in the background are moving in direction where the player is, it’s so unnaturally. As unnaturally as floating bases.
How could I describe this level in one word? Average. You’ve done this level about 9 hours after tileset release, you shouldn’t be so hasty and wait a bit to make Your level perfect.
And where can I see a rainbow here? :P
=========
EDIT:
So You should use less layers to do background. That’s simple. And You didn’t understand what I meant – the warps near bases really break the gameplaying of this level, without that It could be playable level. About eyecandy – after I’ve seen this tileset I won’t agree with that. True levelmaker can do excellent eyecandy using a worse tileset. And making a level isn’t a race, I rate how much effort have you put into making the level.
And the most important thing – read again more carefully Slayer’s opinion – the review is completely different and quick! So how the hell do you think that my review was based on Slayer’s opinion? I think that’s ridiculous that lots of Your friends are reviewing this level subjectively – probably You convinced them ealier to do that.
Okay, I know that message is turning that into a random chat/flamewar but I just had to write this.
Not so bad, but I dont know Who’s tileset it is..
[Review changed to quick review. For more information, see Review Rules. – Violet CLM]
The best SP ever
[Review changed to quick review. For more information, see Review Rules. – Violet CLM]
great tileset, good luck with next tilesets :D
Nice tileset by Gus, Very playable level in my opinion. waszka g to nasz pan
[Offtopic nonsense removed ~cooba]
Very well drawn, but missing a lot of things. There isn’t really enough foreground eyecandy, and there’s a blaring lack of certain necessary gameplay tiles – vines, destruct scenery blocks, et al.
This level’s passable, I suppose. It has a very simple but balanced layout, without any huge problems.
My main complaints are twofold: the eyecandy is pretty subpar (the background is basically torn right out of the example level), and the powerups are much too close to each other.
All in all, though, a playable level.
Mhm <3
4 version, and cool music <*Rayman 2 rlz*>
Easy to learn…
I can’t give this lvl 10, but mhm… 9,5 xD
When 2vs2 here? ;D
Casualty Mines was an exceptional tileset, and a hard one to follow, but I must say, I am very much impressed with this set aswell.
This is another artistic tileset, particularily for the background tiles such as the mountains and the trees, which are very well made. I think the streams are also excellent, especially because you can make them animate too. This set also has some decent spike tiles too, unlike Casualty mines, and there are some other creative possibilities aswell. There are also the standard Gus characters that come with the set, creating possibilies for a story. Comes in several different versions too, which is a bonus (although it would have been helpful to name them Pokljuka Heights 1, Pokljuka Heights 2 ect. so they appeared more organised in the tileset list).
However, the tileset is missing a few things. For example, it’s missing some blocks that you could destory/trigger, which means if you are planning to use this set for a level, you’ll have to substitute something else. You have also missed out the ends for H/V Poles (I couldn’t find any anywhere). Also missing some vines, and (as before) the water and caves could offer more opportunities (although this may be down to tile limits, which is fair enough).
FINAL RATING: 7.8
DOWNLOAD?: Of course! I still love the looks of this tileset. Although, it doesn’t have the same impact for me as casulaty mines, and there are a few things missing. It’s still worth a download for any jazz fans out there.
mmmmm so i hate writing long sh*t comments therefore im gonna be a bit fast :P …. the eyecandy is rly nice in my opinion :)…. the placing of the ammo is nice and also their shapes – that “X” shape :)….
on the other hand… some minor eyceandy bug… is at the base… the bases seam floating in the air…. but its more like a tileset bug… :p
mmmm another thing which i question is if there are too many warps for such a small lvl :P…. i donno rly xDD..
its quite a good lvl overall imo…. should try it out sometime in a 2v2 or smt hehe
____
@ rag… well no seekers in a lvl… its quite original :P… i bet there is no other lvl which has absolutely no seekers.
another original thing is the freezing spot to get c.
___
also i should finish my lvl XD… even tho i think it sux xD
wow…. such an outstanding tileset… goodjob :)
i highly recommend that you download it :)
The ending episode of Evilmike’s amazing series is, as usual, mind blowing. Mike pushed his creative skills to the limit, creating what can be easily considered the most challenging levels this side of Jazz Unleashed.
mike had said on IRC that he aimed for “Old NES Platformer” difficulty. oh boy. If this series is anything what those games are like, then I don’t want any part of them!
Difficulty is not the only thing that this episode excels at. Eyecandy is amazing. The levels have an atmosphere few levels or even games can achieve. ideas abound in this episode, and evilmike once again impresses me with his mastery at JCS.
The story is the strongest part, though. I had to suppress the urge (Which was actually rather strong) to jjnxt and see the ending. Part of the reason is obvious: This is the denounment of the series (The main climax happens, I believe, at the end of episode 3) and mike is trying to tie as many ends as he can. In fact, he explains everything, answering the many questions forming since the start of the series, and letting Devan’s second form fit into the storyline, which is a rather clever trick.
I feel the ending does not provide full closure for what is supposed to be a ending of a series, but I remind myself of what the intro said “This is a story of someone caught in (The empire’s) downfall” and the theme of the title, primarily on “Devan Shell” It sort of makes sense then on your characters action. The main antagonist is defeated; He is one small rabbit, and cannot alter what has been done. and so, the cycle of life continues.
This series has made a drastic influence in the jj2 community, and i would therefore be nuts NOT to give it high mark!
I’m sorry but i don’t agree with you..
The Eyacandy is not so bad as you say and the background refers to a temple.. I mean inside one..
The bad thing about this one is that you have to find holes to get somewhere.
In the gameplay…
Well the map is quite big but you can manage and it’s not so long that you get actually lost in there.
What do you mean by “ secret weapon places by Sprite Layer”? I think you wanted to say that Layer 3 masks makes the path like secret place.
And gameplay is boring? No! I don’t think you got it. This isn’t a level to be played all by your own! This is a level which you play with another player, he against you.That’s why you get a “Roast counter”.
Picups are good.
Bouncers and pepperspray are used for chasing.
Electro can be used to get a powerup which you cannot reach! So is TNT.
Freezer is used so you can annoy the other player by freezing him.
Finally: RF and toaster are for close attacks.
And about carrots.. Think like this: You won’t be always able to reach those 2 carrots in time if you only have a heart or the enemy is chasing you.
The music fits this level, being a mix by Danyjel Desert, and the tileset being by EvilMike.
I cannot agree with your rating, but i think that a 7.5/10 would be better for his work
Ok, lets start reviewing…
EYECANDY
The eyecandy is not too bad, but not too good.
You should put more eycandy on it.
The background dont looks too nice,
it needs more eycandy, yes.
3/10
GAMEPLAY
The map is really big.
There are many secret weapon places by Sprite Layer,
The gameplay is – well, little boring, but its not TOO bad.
Good.
3/10
PICKUPS
I found here toaster, RF,bouncers
and electric blaster.
There are bouncer PU and RF PU,
but 2 carrots in ONE PLACE!!!
That no! really! Place carrots randomly in the level and do not place they to one place! Thats not good idea, really.
There is too gun barrels.
5/10
MUSIC
You used remix one of JJ1 music, right?
I dont know if the music is good for this level,
im rating music 3.
3/10
RATING: 3.5
DR? No, sorry. But I think you can make better levels.
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