Review by CrimiClown

Posted:
23 Jun 2009, 18:33 (edited 23 Jun 09, 19:55)
For: Casualty Mines, venue of Bloody Valentine
Level rating: 9.1
Rating
N/A

I really love the looks of this tileset, but you really should make it 1.23. Perhaps cut out some NPC tiles or anything you consider to be double. I would definitely use this. I love the cartoony look and the quality of the art.

Also, looking at the huge variety in coloured liquid puddles… maybe you can make multiple versions, each using another colour liquid and/or colour setting. Just an idea.

Review by DennisKainz

Posted:
23 Jun 2009, 14:42
For: Jazz Goes Underground
Level rating: 6.6
Rating
6.2

Tile usage:
D-

You use tiles who do not match with one another.

Obstacles:
C

It’s fun and it’s thrilling, but when you learn them, it becomes easy to avoid them. Also, the collapsing platforms can be easily avoided by running at ultra speed.

Boss:
A-

You made a boss that shoots you water and launches crates who weaken him. Neat, but repeatitive.

Overall:
D

A nice level to be played, but the tileset doesn’t offer chances for good special items and eyecandy.

Review by Spaz.Spaz.tg

Posted:
23 Jun 2009, 13:12
For: Project J
Level rating: 6.4
Rating
N/A

Poject J… reminds me of something else….

RecommendedQuick Review by Shatters

Posted:
22 Jun 2009, 22:28 (edited 23 Jun 09, 11:17 by cooba)
For: Episode Four: The Resistance
Level rating: 9.3
Rating
10

I love the tilesets and the maps being loaded with enemies.
10 out of 10 !
Can’t wait for Episode 5 :)

—-

One bad thing…
Some files are missing and I can not continue because of it.
Please update!

[Review changed to quick review. – cooba]

Review by minmay

Posted:
22 Jun 2009, 16:28
For: Psych3
Level rating: N/A
Rating
N/A

Well, we’ve seen this before…yup, it’s that Psych3.

Nothing to see here, folks, move along.

Review by Spaz.Spaz.tg

Posted:
22 Jun 2009, 15:33
For: Psych3
Level rating: N/A
Rating
N/A

I also did not make the previous

RecommendedQuick Review by cooba

Posted:
22 Jun 2009, 08:36
For: Towers of Hanoi
Level rating: 8.5
Rating
8.5

What the hell, this is ingenious :D

Review by Ionutzmovie

Posted:
21 Jun 2009, 10:22
For: Jungle Race
Level rating: 6.8
Rating
6.5

Gameplay: weird. This map is more like a swimming race rather then a fast race. It is like a jungle survival map. The lenght of the map 6,0

Weapons:I saw few weapons and I agree Shen that “where you go along some lilies to get some bouncy-bullet ammo, then realise you have to go all the way back again because you missed an entrance.” The positioning of the ammo wasn’t so inspired. Some freezer was welcomed also.4.5

Music: I liked the music and I thinks it suits well with a jungle race level, but the music could be more faster. 7,0

Tileset: The tileset seem to be original and made by yourself. I liked that animals and also the animation of them. 8,5

Overall: It is a medium lenght race and a pretty har one.
Total: 6,5

RecommendedReview by Ionutzmovie

Posted:
21 Jun 2009, 00:18
For: T-Race1
Level rating: 8.5
Rating
9.2

Gameplay: The Gameplay is really interesting. The map seems to be for a medium leght. I think is perfect for 2 players. 9.0

Weapons:I saw some springs, freezers and TNT. You positioned your ammo in good places. 9.5

Eyecandy: Good but I think you can do more at this chapter.8.0

Music: I liked the music and I thinks it suits very well with JJ2 music. 9.5

Originality: 9,5

Overall: Good race level made with seriousness. Worth downloading. I didn’t played for a long time a good custom race map like this.

Total: 9,1

RecommendedReview by Ionutzmovie

Posted:
20 Jun 2009, 23:51
For: Molecular speed
Level rating: 7.9
Rating
7.7

Gameplay: I enjoyed playing your race map. I see that you based on a original JJ2 map. The length of the race is good. Also I think it’s a pretty hard map. 8.0

Weapon / ammo placement /obstacles
I saw you put ice gun ammo witch are very helpful in a race. The rest of the weapons was positioned in key spots 9.0. The map was build very tricky . 9.0

Bugs:
There are a few bugs like getting stuck in some blocks or some missing things but in overall is quite good . 7.5

Music:
This music is too peaceful and quite for a race. In a race the best music is a fast one 4.5

Originality: Considering that is based on a older map, but you transformed pretty good in a race map. 9.0

Total: 7,6

Not recommendedReview by Ionutzmovie

Posted:
20 Jun 2009, 23:27 (edited 20 Jun 09, 23:37)
For: Egypt Race
Level rating: 2.7
Rating
2.7

Gameplay:
I think the gameplay is very easy. Also the map is too short, you can finish the race in 7 seconds. 1.5

Weapon / ammo placement:
This race level didn’t have at all weppons. 1.0

Obstacles:
The only obstacles were the tiles. 1.2

Bugs:
This map have a bug that causes you to fall in the tiles. In rest is good. 4.0

Music:
The music was almost perfect for an “Egypt” level 7.0

Backrounds and Tiles: I didn’t understand why you put a blue backdrop, and just a single visible pictures. 2.0

Total:2.7

RecommendedQuick Review by mortalspaz

Posted:
20 Jun 2009, 21:38 (edited 21 Jun 09, 08:51 by cooba)
For: Xmas Jazz Jigsaw
Level rating: 8.9
Rating
9.5

Cool Xmas puzzle!

[Review changed to quick review. Please start marking your reviews as quick – cooba]

Not recommendedReview by FireSworD

Posted:
20 Jun 2009, 13:29 (edited 8 Jan 15, 11:23)
For: HappyCTF
Level rating: 8.9
Rating
6

As I like to take initiatives, I have decided to finally review this upload. I strongly believe that taking initiatives is important, if they are done in a reasonable way.

I am not going to cover all aspects thoroughly, just the ones I think are worth mentioning. I am also not reviewing this consistently with other uploads I have reviewed, and have adopted a new way of reviewing uploads.

First, let me start off by saying that I respect this upload for the fact it was relatively good when it was made, and it served as an inspiration for people to make levels, so things would probably be slightly different today without this. However, the problem with most older levels is that they are quite franky…very unbalanced. One of the levels in this pack is the most popular level according to JDC statistics, which I will explain further in my review. Generally, these levels are a bad influence when it comes to gameplay, and I feel that at least needs to be clarified. No one can make levels like these, receive high ratings, and even have one of them be the most popular level currently. I am in no way insulting stripe, and I have liked a few of his levels (superconductor), and I also think he is still one of the best level designers ever in the jj2 scene.

.
Happy Hell CTF

What a fitting name, or not so fitting as I was only happy to change to the next level. In general, I don’t mind mp levels that are hard to navigate, as long as you can adjust to the obstacles. Here, you are forced to use the v-poles to reach the bases, but there’s also a warp at the bottom to reach both bases. However, it can only send you to a number of locations in a certain order. I find that annoying, what’s the tactic? – It’s not fun in any way in my opinion. There’s this cool secret: you can go into the platform that is below the poles, and the spring there will make it so you can reach the first pole only. Now, the spring on top of the platform will force you to use both poles, so you can only stomp before the second pole. The secret allows you to go below the second pole without the stomping state. If you took the ‘secret’ spring, you can go towards the right side of the shaft, which is where the other part of the secret is. It’s a toaster pu with some triggers that spawn platforms that make it easier to reach the bases! – Unfortunately, the effect is triggered off once you touch a base. I would really rather play something else than this level. The famous quote “inferno sucks!” is clearly not just frustration at using the tileset, but also the author expressing that he knew the level is subpar. There’s probably more I can say about the full NRG, but I’m really, really sick of this level.

Happy Canyon CTF

I really don’t want to go into detail here. You can apparently destroy the bridge and access the hoverboards (afaik you need your team around to access hoverboards) all by destroying the crates and opening triggers. Some of the triggers and crates are well hidden and require you to search every wall. Besides that, the level is really nothing I would consider interesting, and it’s annoying to play in my opinion, because of the void left in the middle after crates are broken. I’ve heard the level is buggy and laggy as well.

Happy Castle CTF

I never have liked this level much. I only recall enjoying a jb game here. There is only one way red team players can reach blue base, while there is only one way blue team players can reach red base? – Not exactly, blue base’s design is much easier to defend than red. It doesn’t help that the layout is somewhat symmetrical with varying sides. It doesn’t help that blue can only get bouncer pu while red can only get toaster, and there are no other pus to compensate for this. The differing pus may be said to be equal, but I’ve always had more of an advantage with bouncers for obvious reasons. Also, in my opinion, the layout is redundant and overly complex; I never used all the area available to me. I like the ‘cannons’ at each base, and I also like how the roofs are open in your team’s base. Again, there’s probably more to cover, but those were the most important points.

Happy Jungle CTF

I have always liked small, yet fun and quirky levels like MULCH/MALCH, Stupid CTF and Beachcombing. This level is very small as well, however it’s not as simple as Stupid CTF, MULCH/MALCH or beachcombing. It has blue base at the top, with red base at bottom. Guess what? – Higher up is always more advantageous. The times I’ve played here were all chaotic and lag based. I can’t really say anything more about this.

Happy Desert CTF

A complex level. Again, I don’t really want to go into detail here, but it’s another somewhat-but-not-really-symmetrical level that’s probably imbalanced. The first time I played this I thought it was absurdly hard to navigate. Nowadays I don’t think it’s that hard, but the layout could’ve benefited from much better arrangement.

Happy Semiconductor CTF

Where do I begin?

This level has been one of the most popular levels on jj2, and seems to be even more popular now being the most played level on jj2 currently. There are some nice tricks, like exploiting the top right area as an RTS spot, all the neat rf climbs, and the fact most platforms are 1 tile
thick make the level fun. What isn’t fun is blue team has better spawnpoints. Blue is easier to defend than red. It doesn’t help that it’s really campy in duels because of 1 full c (although most levels are campy). Lots of passages are 1 tile thick, though I personally don’t mind. In my opinion, this level is average at best, maybe even below average if I consider the gameplay quirks. I keep hearing varying opinions on which side is better, but the fact is this level is imbalanced.

I could’ve gotten into more depth with other aspects, but there’s no point. I think the designers now should focus on making balanced levels, with emphasis on flow. I never mind obstacles that can result in a way to gain an advantage, but not as advantageous as exploiting the level in a way that the opposing team or player can’t.

Review by HàTéBrèéD

Posted:
19 Jun 2009, 14:03
For: Warp-Falling FIx
Level rating: 3
Rating
N/A

Sadly not with my version.
Idea is good. It will frag an evil killtactic. >)

Review by Thex

Posted:
18 Jun 2009, 12:29 (edited 18 Jun 09, 12:32)
For: The Ice Cave
Level rating: 4.9
Rating
N/A

Thanks for the review troglobite, I made some changes in the things you were talking about. :)
About the wierd way of packaging: I’m don’t know how that happend either, I guess it’s just my computer being wierd…

Review by troglobite

Posted:
17 Jun 2009, 17:19
For: The Ice Cave
Level rating: 4.9
Rating
5.5

I’m afraid I have to disagree with Thex. While the level is not perfect, there is no reason to prepare for a sucky level when you download this. Also, it’s not as small as his description initially led me to believe. It would probably be best with maybe 6 people on it, and would feel rather large for a duel.

Eyecandy: 7/10
The eyecandy is generally good. The background looks good, and the foreground is fairly interesting. It’s even snowing. Basically what you’d expect from a level made with WTFBorealis. I can’t say there was anything unique that caught my eye. The one big way the eyecandy could be improved on this level would be extending stuff on layer 3. For example, when Jazz is in the pools of water at the bottom of the level, you can sometimes see his feet sticking out the bottom, which just looks ugly.

Gameplay: 5/10
Two words: Beta Test. Thex, this level shows great potential, especially for a first time levelmaker. However, it also has many problems which I believe you would have been able to discover and fix, had you gotten other people to play through and critique the level beforehand. The two main problems I found with this level’s gameplay is confusing tiles, and too many carrots. By confusing tiles, I mean there are several tiles which you place on different layers in different places in the level. For example, the hooks are on layer 4 with a vine event somewhere, but other hooks are merely scenery in another portion of the level. Also, in the top right hand section of the level, near one of the start points, there are some blue tiles one layer 4 which are directly next to some of the same blue tiles on layer 5. This makes it impossible for someone playing the level to know which is which, and can be very frustrating. Don’t get me wrong, it’s OK to use some tiles on multiple layers (like the path to the bouncer power-up hidden behind a wall), just be sure someone playing the level will generally be able to figure out what is what. The other main thing you could fix with the level’s gameplay would be to reduce the number of carrots. Why in the world are there four full health carrots on this level? In a standard battle, where everyone has 5 health, no one would ever die. Each time they lose health, they can run to one of the carrots and heal. And with so many different choices, there’s almost always going to be some route they can take to a carrot without any people in the way. I would suggest changing most if not all of the carrots to 1 health, and maybe getting rid of some all together. It could also improve the level if you made the carrots harder/more dangerous to get. For example, you could put one full health carrot in the sucker tube and no other carrots on the level. This way, if someone knows their opponent is low on health, they will be able to guard the entrance or exit to the tube, and prevent their foe from being able to heal. This would add a strategic element to the level, as well as making scoring much easier.

Miscellanious:
1. You uploaded a folder zipped in a folder, containing a level and another folder with the tileset. This was just confusing. However, it doesn’t have anything to do with the level, so I won’t factor it into my rating.
2. Go into JCS. Click the “Tools” menu (Next to “File” and “Help”). Select “Level Properties.” Use them. As it is, your level has no music, no text, and is called “Untitled”. Most importantly, it has no “Next Level” setting. This means the game will crash as soon as the level ends (Unless you have JJ2+(http://www.jazz2online.com/jcf/showthread.php?t=17567)). For crashing the game, you lose half a rating point.

Overall: 5+7/20=60%=6/10
6-0.5=5.5
While this level is fairly good, it still needs some tweaking before I’d be willing to give it a download recommendation. Continue to work on making levels, and learn from your mistakes, and I could imagine you creating some really amazing levels in the future, Thex.

RecommendedQuick Review by troglobite

Posted:
16 Jun 2009, 16:42
For: Towers of Hanoi
Level rating: 8.5
Rating
9

Holy Cow, this is awesome. Just a plain amazing use of JCS. There is definitely room for improvement, but mellamokb already mentioned them. Mainly, I would just like to see a move counter, and better eyecandy. Plus, something challenging like baddies or an end-boss could be fun. Overall, great job, keep up the good work.

RecommendedReview by fearofdark

Posted:
15 Jun 2009, 18:53 (edited 15 Jun 09, 18:59)
For: Nightmare Pack 1 Final
Level rating: 6.5
Rating
7.8

Before any reviewing stuff, it must be said that this is a big improvement from last time.

EYECANDY:
Excellent. The two townhouse levels were virtually bugless. The labrat levels had a few bugs in the floor tiles (for example, at the start) where they weren’t fixed, although that’s probably me being a bit picky. The eyecandy was generally very creative and used lots of layers. Overall, no major picks with the eyecandy whatsoever.

GAMEPLAY:
Now, the previous version had regenerating enemies, which made the pack a nightmare to play. This time, opening up the level in JCS, the first thing I notice: no regenerating enemies. Hooray! Even without the regerating enemies, the levels were still bloomin’ hard to play (especially level 2 with the numerous spikes). This time, the pack was much less fustraiting to play, and actually fun this time around.

As for other gameplay, you still have the standard run-of-the-mill puzzles, but with a few extras. I like the coin warps added in this time, and there were a few more secret areas. Better yet, Urizen has actually created an episode where Lori can play too by removing those copters (although it may be much much harder than playing with Jazz or Spazz. It’s also pretty rare to find a decent SP pack where Lori can play).

Criticisms: it’s still a bit too linear. No extra routes, but certainly improved from last time.

FINAL RATING: 7.8 (from a previous 6.1)
DOWNLOAD?: Although this holds nothing spectacular, it’s one of the better episodes to play nowadays, and offers a good challenge. Besides, it’s a massive improvement from the last version.

Review by mortalspaz

Posted:
15 Jun 2009, 12:55 (edited 16 Jun 09, 05:40)
For: Nightmare Pack 1 Final
Level rating: 6.5
Rating
7.5

Well it’s a nightmare all right!!
At least they are playable this time… but still
The number of enemies is still chaotic and i died 4 times. all the score was gone and i started from 0.But at least when you open JCS: No respawning enemies.Phew!
Most of the layers are used, it’s a nice eyecandy…There were few bugs in level 2 like fearofdark said and in labrat level.
Music is good. But some need improve
1st improoving: LOWER THE NUMBER OF ENEMIES!
Being playable but still with a large no. of enemies… i think it’s worth a 7.5/(6.5 from last time) with N/A DR.
Don’t reupload your work so many times!
If you want to reupload without deleting it you must go to edit/reupload and that’s it!
Or if you think that a review dosen’t represent your level, examine it and fix what the reviewer said that it’s wrong!
Trust me.. They know better.

RecommendedQuick Review by mortalspaz

Posted:
14 Jun 2009, 14:33 (edited 29 Jun 09, 15:09)
For: Deckstar Funk
Level rating: 9.3
Rating
9.5

What’s so much to say?
All fearofdark’s remixes are very good!
This one dosen’t make an exception!
I like it that’s why I’l give a 9.5 with dl rec!
CoNgRaTs. AnD KeEp It ThAt WaY!

[Review changed to quick review. For more information, see \Review Rules\. – Violet CLM]

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