They’re right! Both of them.
But at least it was playable….(i think….).
But eyecandy is awful, almost no gameplay, you put some enemies somewhere but it isn’t enough! No pickups?! Come on!!!! At least put those, They are a bit appreciated!The level is too linear, When i stomped that crate enemies were in the air.
Diamondus? Thos certanelly dosen’t fit!
A bilsy boss that was easy to beat!
Big Deal!
Pardon me if i’m asking…But aren’t you tired to get a 1 of 1.2 or 1.3 at your levels?On the index i see your levels all marked with 1!
Please spend more time on your levels … I mean more than 10-15 min like Sonicathan1 and FearOfDark said.
I can’t rate it more than 1.2 because it dosen’t deserve more!
Sorry!
How did you find out how to modify those???
this is the one that i want to download
[Rating (6.5) clearance. You might want to click the \“sanguis.zip\” link at the top. – cooba]
1.1 Is way to generous.
Story
non so I won’t rate.
Eyecandey
This is non existent. The background has tilebugs and layer 4 has them as well. Level is empty and boring. Maybe one animation.
1/10
Gameplay
Spawn, kill a queen that’s so close to the edge she takes no time at all. Fum over the pit, end level.
1/10
Enemy Placement
Just a boss. That’s it.
1/10
Pickups
non so no points.
0/10
Final Score: 3/40
Score: 1
Rank: Z
DR? No. I think you are the one who is the beginner. (I’m really wasting my life writing reviews for years old downloads)
Just…no…It’s not even worth the review dude. I think SonicNathan has cleared up what I wanted to say – almost no enemies, gameplay and awful eyecandy. The only thing keeping you from scoring a 1 is the fact that you have things in your level (a 1 to me would be like walking through nothing at all)
Can someone please tell this guy to stop spamming?
Story
Skip because non is here.
eyecandey
Bland as always Background has tilebugs. Layer 3 is boring. Layer 4 has tilebugs up the ***. Everything is floating. Not enough tiles used. Next part.
1/10
Gameplay
Run right into a warp,, break one of two crate. one lets enemies fall and one opens the gate, Fight a boss. Some enemies and no Challenge. Takes about 1 minute.
1/10
Enemy placement
Barley any. Not enough to kill me at all. Also some don’t fit the theme.
1/10
Pickups
Non so no points.
0/10
Final Score: 3/40
Score: 1
Rank: F
DR? These levels are turning into spam. I’m not even really trying anymore because these levels are so bad. No download and stop spamming.
This won’t take long.
Story
Non is given so I won’t rate.
Eyecandey
Very boring. All layers are used, but badly. The background is textured but the other stuff is pretty low, making it hard to even notice. The balloons don’t add anything. Layer 4 is very boring with nothing but maybe 5 or five tiles used. Way to lazy. Also the exit sign was facing the wrong way.
1/10
Gameplay
Another run left, drop down, end level. Finished in 1 minute or less. There’s some enemies but they don’t add anything. Also at the end, not all the spikes hurt.
1/10
Enemy Placement
Just a couple of enemies here and there. once again events that don’t work are used. Not nearly enough to kill me at all. Also, why do you insist on using Blisy bosses place randomly so you have no clue there there?
1/10
Pickups
Non so no points.
0/10
Final Score: 3/40
Score: 1
Rank: F
DR? No. Stop spamming the download section with 10 minute made levels. Spend more time on your levels. Look at some tutorials and actually play your levels and ask yourself, am i missing anything? Is this fun? Would I play it again?
no tileset please upload it again. Benjamin Pulido
[This is correct, but please don’t rate uploads you can’t play. ~cooba]
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!
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