you should stop uploading 15 minute made levels for each. i understand not everything is part of a pack.. but seriously.. now the whole download list fades away by one author posting tons of horizontal walking levels :P
I can’t use it!
App Error..Anims.j2a is incomplete, corrupt or of an unknown version. And it’s 1.23!!
And now when i finally done it : Access Violation! This thing is crap!
No DL rec!
Who would want that anyway?!
You are right nonicnathan1!
This level has 7 threats(or sort of…)
A skeleton
A catterpillar
A rapier ghost
A Tube turtle
A Xmas float lizard
and a Xmas turtle
Bubba boss isn’t quite a threat because is easy to defeat…
You can jump the activate boss events
The background had some Epic Chocolate…
Layer4 had a gingerbread man and those biscuits..
Other than that … Nothing!
It took me 1 min to play it.
Rank: F
Rate 1
Dl REC? No.
I think you can tell by the screenshot this is going to be bad.
Story
Non is given so I won’t rate.
Eyecandey
Well first of all you used a inferior tileset. The background Is just some candy blocks which looks bad. There are some floating chocolate bars in the background and there is some weird gingerbread man floating as well. That’s it for that. Layer 4 is boring it’s basically just a flat ground with one or two things in the way. (Cookies and gingerbread man) That’s basically it. The level looks empty. It’s boring to look at and offers nothing.
1/10
Gameplay
All you go is run left, kill 4 or 5 enemies and fight a boss. Takes about 1 minute.
1/10
Enemies
I think i saw 5. That’s it. There’s also a bubba boss but he’s not a treat. (You can jump the activate boss events)
1/10
Pickups
Non so no points.
0/10
Final Score: 3/40
Score: 1
Rank: F
DR? No. Spend more time on your levels. Don’t upload something that took 3 minutes to make as all your doing is spamming bad downloads.
I’m just starting to create my first level so I am not critical
[Rating (1.2) clearance. Please don\‘t rate your own levels – cooba]
There is absolutely no point in downloading this level at all. It only took me ONE minute to complete. The warps were too hidden and did not have any obvious signs of where they are.
Eyecandy needs major improvement!
You need to put more effort into your levels.
This program needs a full review.
What this is
This is one of the most useful programs I have ever downloaded. This is basically a fool proof way to take a tileset, and extract the tiles and the masking as well as keep all the pallet entries. i have used it countless of times.
Look
Won’t rate because it’s a dos exe.
Ease of use
You drag the tileset onto the exe, let it run, you have your image. couldn’t be simpler!
10/10
Uses
This has many uses:
1: Extract a tileset so you don’t need to load it into Jazz to look at it.
2: Copy a pallet from another tileset. (with the help of pallet suite)
3: Extract a mask
4: Grab some tiles from a tileset
5: Look at the masking more easily
6: Edit a tileset and then re-build it. (With the help of JCS)
There’s more uses but that’s all I can think of. As you can see it has a lot of potential.
10/10
Bugs
They’re almost non existent. The only thing I can think of is that pallet entry 1-2 are swapped, but that hardly makes a difference.
10/10
Final Score: 30/30
Score: 10
Rank: S
DR? YES! This has so many uses. It deserves a big fat 10 and I look forward to more of the authors programs.
Tileset conversions, or whatever we’re calling these things, are a tricky field to jump into, and you’re being gutsy, but this needs more work. The best recommendation I can give you is to download some successful examples of the practice — Castle 2, Psych 3, Carrotus Fix, for instance — The main thing this tileset has to offer is a different tile order, but as sonicnathan1 says, Castle’s probably not the biggest candidate for that. It makes sense to overhaul the tile order in the less used sets — Inferno, Colon, Psych, etc. — part of the reason that they’re not used so much is that people find them confusing. Castle, though, is mostly simple, and the few improvements you may end up making are offset by the learning curve someone would have to take on to figure out the rest of the set.
Beyond that, just at a first glance, your reordering isn’t actually all that good. The community is more or less agreed on the order Disguise proposes at DTR. I don’t think there’s a fixed place for animations yet, but other than that the above link is pretty solid. You’re pretty close to that, but you’ve got event tiles all over the place, which is a no-no, and there are definitely times where you fail to break tiles into sections and have the basics come before the eyecandy. Bringing the big sections of blocks that Nick added late in the game up to join the rest of the walls makes sense, but you’re not done by any means, and the tile order just doesn’t look pretty right now.
The other main point of tileset conversions is what you add to the set, why someone should download and use it over the original in the first place, and you’re really lacking here. I’m slightly hesitant about your decision to kill the slides but I imagine most people wouldn’t really care. More importantly, you add next to nothing. You expand the background stuff so it can have borders, but your colors are off, and the textured background is so traditionally colored it’s obvious you didn’t think about it for ten seconds, although you did make it work, so kudos. If you’re going to convert a tileset that JJ2 already has, you need a vision, you need to have an image of what that tileset means to you which you’re then trying to give to us to use in our levels. Right now your vision is that Castle probably has a sky outside, and that’s not good enough.
Again, look at other conversions, see that they add stuff, and maybe even go past that. Right now, this set is all well-intentioned, and you begin at all the right things, but you stop too soon for this to be useful. Study Disguise’s order, study how it’s implemented in other sets, study how tilesets can look “pretty” in JCS, and think long and hard about what tiles you want available for us before you upload. Castle is a small set, and there’s a lot of room to add stuff. I’ve never seen anyone acknowledge, for example, that the tileset as it stands is actually supposed to represent the Carrotus Castle Dungeons, not the stuff up on top. What if you looked at some JJ3 screenshots and incorporated more of that? There’s a world of possibilities out there when you’re messing with other people’s stuff.
Ah, this takes me back. These levels are what you’d see in 1998 or 1999 or so, a time when the distinction between battle and hotel levels could still be pretty loose and JCS was notable not because it let you make battle zones perfectly in tune with specific theories of gameplay but because it let you build your own worlds and populate them with distinct features and environments. That is, incidentally, the only respect in which the music chosen really makes any sense. It kind of works in the Top Secret level, but for the other two levels the music is totally wrong, and can only be saved if you consider that it came from a Castlevania game, and these levels are much closer to that in design then they are to ordinary battle levels.
Probably the best-known comparison for these maps is Hotel Orion (and to a lesser extent many of its cousins): the eyecandy is minimal and individual tiles are blocky, chosen to convey specific ideas about what’s going on around them rather than to create a beautiful, unified image for the entire level. This is eyecandy as one might find it in Cracco Land of Coins, but even more broken down than in that. In the Top Secret map in particular — my favorite, and the best example here of what I’m talking about — the author uses letter blocks to tell you what the place you’re in is. “3 Way Arena” is all you need to understand that you’re in an arena where you fight with powered-up RF Missiles, because that’s the only thing around. The maps are segregated — sometimes by elaborate warp systems, sometimes by empty space — into very specific areas for very specific ideas. You’ll never find speed dating (or even a chatroom) in a level of today.
It isn’t that the author doesn’t know how to use JCS, and so doesn’t produce what we’re used to. There are plenty of destructable scenery, springs, floats, trigger crates, and warps, all working flawlessly. The other layers are populated and have had their settings changed — they’re not remotely attractive, particularly in Bloxonius, but they’re technically proficient. One particularly intelligent area features animated tiles that remain solid for a while, then change to smiley-face blocks to indicate that they’re about to disappear, then go unsolid for a bit so you can fall through. Next to them are countdown animated tiles so you’ll know how much longer you have left before escape is possible. This is the kind of thinking you’ll see in these maps but would never see anywhere else, at least not so primitively.
Right now, these maps are mostly unplayable for anyone but the author and whoever lives in real life proximity. None of us have the right endearment or can actually understand the importance of the place in the Space Warbase level where you fall through collapse scenery and collect ammo, and the moving columns make no sense to us. But this author has everything it takes to improve later on. The author needs to decide what is most important in level design, fast-paced gameplay or worldbuilding — clearly right now the latter, but things may change — and separate the two out. The vast quantities of ammo right now are torn between being actually used for battle games and for invoking specific sentiments, and that’s not right. But it is from levels like this that a new Craccoboy or Miracle of Sun might eventually evolve, although a little more time spent on eyecandy might help, at least to sell concepts to casual players. And making the levels smaller would be a good step too, so that the author can actually focus on places for more than a minute or two before having to move on to fill the rest of the enormous layer 4.
If you’re looking for battle levels, absolutely do not download these. But they’re wonderful reminders that there’s a lot we could be doing with JCS that we’re not right now. This author doesn’t yet have the skill to make it palatable to a wider audience, but maybe some of us do. Or maybe it’ll take another couple years. If you do download these, maybe skip the Bloxonius map (battle4s) entirely, as it’s more of a battle level than the other two but a throwback to a school of design we absolutely do not need. But try to keep an open mind, and ask yourself if what you see is necessarily worse than what we do in JCS today, or just (a very primitive, experimental version of) something different.
I can’t stop that crappy feeling!
Story
Non is present so I won’t rate.
Eyecandey
This level is very small and boring. the background has tilebugs in it but only in one layer. Layer 4 is boring as the eycandey is basic. There’s lots of tilebugs and a lot of the walls don’t have edge tiles. The ground has tilebugs in some places and everything is boring to look at. Animation are minimal and the hats aren’t covered up. No layer 3 is used.
1/10
Gameplay
Go right, kill enemies, drop down, warp, warp again, go right the fight a boss. You can do this in about 2 minutes. No puzzles are added.
1/10
Enemy Placement
Very few enemies are here. Not enough to kill me and the boss has no Challenge. Also there’s a Blisy boss in one point of the level that you can’t avoid because it doesn’t activate.
1/10
Pickups
Not much is present at all. Little gems and carrots, no food and a little ammo.
1/10
Final Score: 4/40
Score: 1
Rank: F
DR? No. Spend more time on your levels. Keep trying though!
This is Spaz’ head on Jazz’ body with some awkward recoloring and few of Razz’ gadgets. More importantly, I’d say it’s really more appropriate material for the JCF or Rabbitjournal.
First of all, it said “version conflict” even though it was on 1.23, so i couldn’t play the darn thing. Had to view it in JCS.
Secondly, I wasn’t able to view it in JCS, cos it was passworded.
So furthermore, i think you should’ve done a better job on this level, so…IMPROVE THIS LEVEL AND REUPLOAD IT!
It could be a more large picture…
61×61 does not offer more detail…
But… wait. When i look closer i see that is a Jazz body whit a Spaz’s head, with that nice color and some of Razz’ gadgets….
Useful tool, very fun for a challenge.
Docked marks basically for glitchyness, but it is very fun because you can switch Jazzes animations through unintentional use of this.
Other mark docked because the blaster ammo say X_X not an actual number…
Still download for a fun challenge
Haha this thing is cool! I loaded a sp level and shot out all my blaster ammo (would be neat if you’d put a counter) to see if it would work. Then I had to get through a destructable wall and got screwed :—DDD
Giving this a 7 because it could have had more options (such as less health, or a tougher ammo limit). Other than that this is fun!
Well… I don’t really know what to say about it but lets begin.
This level is kinda short with lots of bugs in eyecandy the idea wasn’t original like, Dx said that the carrotus bridge was stollen from him.
Ischa considered that Dx’s bridge idea is a good one and he decided to use it.. not to steal it.
The music wasn’t quite addequate for a carrotus level, but in a cave(not a carrotus garden)he thought it is.(Not a bad thing)
The eyecandy was buggy(like i said earlier) it didn’t have anything new n the use of the tiles.
Tileset use was good but some ideas were -stolen-(“stolen” is a hard word. They were borowed).(The cave by Dx) and it was a kind of level that did not have anything that showed an exterior.
Baddies: When i downloaded it, i played in hard mode and i was dissapointed.
Not to many baddies at all. Only the spikes made it more harder.
Goodies… There were some places where you had 1up a full NRG and 50 coins not to hard to find.
Gameplay was weak because it did not have any action… It was used that thing with the trigger where it sais “access granted” and it was just a common level… Nothing special..
At the end of the level i’ve discovered an active boss music without a boss… Well that’s not very common but still… I was expecting to find a boss at the last part and then suddenly finished. Edited.. It looks like it had a boss between 2 waterfalls.
So in conclusion i didn’t like it.too borring.
Final Score……
Original:Not quite but there were some good stuff in there.
Long: not long enough
Fun: Not really..
Rank: D.
Score: average.
Rating 7.0
Dl rec… yes..Download if you don’t have anything to do for 5 min but you will enjoy.
Sorry… but you should fix this level and after that you just have to wait.
This tileset contains fails of the epic proportions.
All you did with this is take the tileset that came with jazz 2, corrected the weird blue colors, and added your name. Nothing was added. No hooks, vines, backgrounds, tubes or anything was added. Not even any animations were found, making this tileset almost useless. I usually rate the colors next, but since this is a direct rip from the one that came with jazz i won’t say anything. The masking in on auto masking meaning jazz will bump into everything, even furthering the uselessness of this tileset.
Need I say more? you have no reason to use this tileset and deserves a big fat embarrassing 1. I know it’s no use complaining about something that was uploaded 4 years ago, but even by the standers of 1997, this is inexcusable.
Final Score: 1 and a not download recommended.
Pretty bad tileset.
What this is
this is basically a tileset designed with the sole purpose of making a desktop. While it may sound like a good idea, it’s poorly executed.
Tiles
Not much is added. A lot of the tiles include icons, a window, and a task bar. that’s it for a lot of it. there’s a sign and some blocks. That’s about it. everything looks ugly and there isn’t anything like vines, hooks, textured background or anything that can make a good background. In a lot of areas, black hasn’t been replaced.
1/10
Animations
No animations so no points.
0/10
Color
Colors are bad as everything looks like it lost color and everything looks ugly.
2/10
Pallet events
Non are used so I won’t rate.
Masking
This masking is almost completely auto masked. The grid is masked for some reason and the mask looks ugly. that being said, it is usable.
6/10
Reusabilty
Considering you can barley us this, the reusability is almost non existent.
1/10
Final Score:10/50
Score: 2
Rank: F
DR? No. There is no way this could be used to make a really good level. No download.
Sad attempt at a CTF level.
Eyecandy
Eyecandy is very bland. Everything is floating which I guess is ok for space. theirs a background of space and that’s it. The layer 4 bland and repetitive, using trick tiles to make it confusing to get to the bases. Very few animations are used and the level is to small for CTF. overall, boring eyecandy.
1/10
Gameplay
Gameplay is boring. most of the ammo and carrots are put in secret locations and once you figure out how to get to them, It can basically be impossible for you to die. There’s no powerups at all and only a little bouncer ammo is out in the open. There are 6 carrots in one area which is to much and everything doesn’t have a delay for the respawn. The bases can be hard to get to because for blue, there’s one little area that you can go though and for red, you have to go through some fake tiles which can be confusing. there’s arrows, but your not likely to notice them in a hard core match to the death. Also the map is way to small.
1/10
Ammo and Carrots
Bad. Most of the ammo is in secret areas and very little is in the open. once you figure out how to get to everything, you’ll never run out. There is a stash of 6 carrots that respawn to0 quickly meaning you won’t be dying anytime soon.
1/10
Final Score: 3/30
Score: 1
Rank; F
DR? No. There’s no way i would host this level as there’s not that much fun to be had. No download.
I would like someone that makes a jazz jack rabbit 2.00
(Not cheating)
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