gj fawful! i really liked the song!
It’s been a while since I’ve written a normal review. This will be a short one.
Introduction
Two members of OLC have made a collaboration level using IC-Jungrock1. This was totally unexpected to me, so let’s see if the level is good..
Layout
This is a pretty small Battle level (with the size of 120×64) but it feels a lot bigger because there are different areas. The level has an interesting design, with lots of narrow passages. There are also some dead ends (like in the corners) but they are probably placed for tactical purposes. And there are also some pits (some people would say ZOMGPITS now) but these pits are very clear and well-placed.
Gameplay and flow
The level is pretty open at places (like at the top right) but like I said there are also some narrow passages. There are a lot of vines and a copter (that’s needed to get something, read more about that later) So the player is forced to jump a lot. There are not a lot of springs, but there are a lot of one ways. The green spring at 104,47 might mislead the player because you cannot use it but it’s still there. The flow is still good. There are some small platforms but you can just run over them without falling down.
Eye candy and theme
The tileset used is a bit underused (because I have used it and maybe 1 or 2 other people) but I think this is the 2nd finished level on J2O that uses this tileset. And this level has the best eye candy EVAR (with this set) It’s how Jungrock is supposed to be. The background is also really good.
Placement of stuff
The ammo placement is good. There are only 3 types of ammo: gun9 ammo, Bouncer ammo and RF ammo. So no Toaster, Seeker, Gun8, Freezer and TNT. There are 4 carrots, and they’re well-placed (one of them is in a dead end at the top) The level has a lot of food, which is also interesting but you need it to get the Seek PU (yes, a Seek PU) You need to get the Seek PU with sugar rush (correct me if I’m wrong) The delay is 90 seconds so only few people will get it.. There are three other Power-Ups. A Blaster Power-Up (delay 30 seconds, with initial delay), a RF Power-Up (delay 45 seconds, with initial delay) and a Bouncer Power-Up (delay 45 seconds, also with initial delay) So if this level gets played in an event no-one would have a PU until 30 seconds are over. There are also some fast fires, and they also have an initial delay and a delay of 30 seconds.
Further comments
This level looks like it’s built for events, and I can see that this level will be a lot of fun during the next JDC season. As a single level it’s really good, and I’d like to see more Battle levels like this. There were not enough good Battle levels last year, so hopefully there will be more good Battle levels like this one. I give this level an 8.4 and a download recommendation.
Hey, whatever happened to that Wind Meister 4 demo that you were showing people, like, five (seven?) years ago? I liked it!
Mad props for the mask messages (!) :D
Nice little level. It’s confusing as heck to navigate tho. Wayy too many warps in every direction. The layout is clever though. Def original. Could be really fun for a 2v2 or even 1vs1 game. Looks pretty for the most part, but could’ve used more work. And I really hate it when people put death pits in their levels. Anyway, I like this. Thumbs up
I mean, this tileset is GOOD and all. But it’s not anywhere near great. It’s a clever idea and a fun tileset, but honestly everything looks kinda dull and ugly. I mean, it’s not bad, don’t get me wrong. I reccomend it for download. But I’m not impressed at all by this.
No, please, no statues!
It might offend the Boss I work for.
This music is very good. It’s not just a remix with a few things added, but it has lots of channels and the ARE YOU READY is pretty neat. It’s not too boem boem which is good because most of the remixes I’ve heard were boem boem. So I give this an 8.7. :M
Great tile-set use as always. The game-play is decent, but conventional with an open layout. I think this deserves at least an 8, because the metal brick tiles were used in of the best ways possible for this set. The pits could have better placement in my opinion.
This is a very good upload! So many of these tilesets have hardly been used. Of course, not all of them are great, and a few are tiny or just weird, but overall this is a very good upload and I hope it brings attention to waz. Some of these tilesets (eg Hustar3) would probably get at least 8.5 if released today.
The game is good.. challenging .cool eyecandy, enemy placement good(i died twice)goodie placement good ;ammo placement very good.
Music is fine chosen for the pack
Long…? Yes.. long levels
The between dimensions was awesome and hard.
You used a turtle boss which is unused which is very good.
Story: Good story and the end level maked me wanna play ep2.
Rating 9.5
DL? OF COURSE DL now!
I never realized how good this set is. Waz tilesets have always been a bit underrated but this one in particular is better than most of his others. The theme is fairly typical: it’s your average nature-style set, with some added stuff thrown in for variety. What makes this tileset good is that is is well-drawn, versatile, and easy to use.
I highly recommend this tileset, and if you want the 1.23 version you can get it here: http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=5441
Cant you just put it o your dekstop, right-click and specify the runpath?:D
Cute. Not exactly something big like a level or tileset, but useful enough in their own way. You get exactly what it says on the tin, some simple Jazz emotes that are reasonably well drawn.
I think the quick review summed up everything already, but I might as well as well write on to increase my rank.
Eyecandey
You know, I remember I time when I tried to make a level and nothing worked properly. I have to say, this is probable worst. Everything is jammed into layer 4, even the background. There is a small plot of area and blocks covering the sides of the platform. When you spawn, you get stuck and that’s it. The platform that IS in there looks bland. Looks like this was made in 30 seconds.
1/10
Gameplay and Flow
There’s NOTHING. there’s barley enough room for 2 people to fight, never mind 16. Even if you did host this and you removed to blocks so you didn’t get stuck, it would just brew down to trying ti figure out what Rabbit you are and who’s bullets are who’s.
1/10
Events and Powerups
Nothing. Next section.
0/10
Final Score:2/30
Rating:1
Rank: Z (Lowest rank I could think of)
DR? No. But don’t let my criticisms discourage you. Criticism can be part of the learning process. Learn from your mistakes, read some tutorials, talk to some people, get some people to test your levels and there you go. i hope you have better luck in the future!
I have not time for a longer review, but I just wanted to say good job, most of the fixables were addressed in Crimi and Cooba’s respective reviews. But great concept, fairly nice execution and dl rec!
Now I can rest assured that my claim about Desolation being very flexible turned out to be true…
This level is plain insane. The idea of having gateways leading to different planets is very impressive, and manages to be pulled off fairly well in most instances—Starshine Valley being probably my favorite. The music choice is also contributing to the feel, using the same track as Unreal’s NyLeve Falls is a cheeky reference to how that level and this are very much about exploration.
However, there are some mistakes that break the immersion – the fact that players are apparently able to travel between one area and another without using the gateways, and that most “planets” feature the same white colored background, which which wrongly implies that all the places are located close to eachother rather than light years apart.
Some planets don’t look very appealing either – the Temple of the Ambient Moon, while a well done concept, it falls short in terms of eyecandy, by being rather bland and too open. The hyperstation core one, while it features extreme amounts of detail, overall it looks too cartoony with the red/blue/counter tiles used seemingly randomly.
Now onto the gameplay… I can’t say I’ll be sure to play this level in a game. Six control points is a /lot/, I honestly advise people to treat 3 points as a standard maximum. Anyway, I’m not going to get into all six into detail – what I noticed in general is that they appear in rather cramped spots (Gnome Hyperstation being a bad example), which will cause a bunch of “khaos” in-game.
Some design ideas were just not good: secret powerup stashes, scarce and randomly scattered ammo, ricochets (prone to cause fake health), the water shield (not the best idea in Domination), no carrots (?), a control point that’s randomly accessed (???). I can understand that the powerup stashes were there to put even more emphasis on exploration, but I advise you to fix everything else I listed ;)
Overall, this is a highly inventive level, which unfortunately went further with the idea than with the execution. My final advice is: don’t make more content than is needed, and focus on what you already have — in this case I’d have preferred less planets but connected in more intuitive ways. And don’t stop making crazily themed levels like this!
EDIT: In hindsight, I overrated this a slight bit. A 7 should be okay. Sorry ):
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