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 ):
Whadda we have here? A new Domination level? Sounds good, let’s download this.
Gameplay: Very original
I can’t figure out where to start explaining. The concept… wow, it’s just a really good concept! There are six different areas that you can go to, and in every are there’s a control point and a distinctive ammo type. Kind of like a ‘native fruit’ to the area. (Does that mean trading these ammo with other areas will make you money?… never mind…) The six areas are connected by big, red warp zones, which will confuse you a LOT at first. It’s really hard to learn a clear route, which will make a lot of games in this map frustrating, confusing and chaotic. Maybe you should draw a map… Yeah, just a simple Paint or Photoshop job would do the trick, I guess.
The individual areas all seem like a part of a single player campaign. The areas are rugged, not smooth like multiplayer maps. This can lead to getting distracted and losing your run speed in block-y obstacles, straight end walls and warp zones. Especially the Moon zone, where everything is made of brick and slopes are Only used on the upper level of the cave. Holding the jump button will get you across slopes, but it will still be sloppy and when you don’t start at the bottom, players will find themselves climbing brick after brick after brick.
Ammo is dispersed in distinct areas (for example, for RF ammo you should go to the Starshine Valley). This is fun, since you will be able to tell where someone has been, and… yeah you go for the control points anyway… Sorry, my bad.
An odd thing I found about the ammo placement is a little… well, I think ‘secret’ by the designer, plunK. There’s a certain place where the heroes of RF-climbing gather and steal all power-ups… Muhahaha… Luckily, none of them have any regenerators on them, so it’s a one-time job. May the fastest RF-climber take thy price.
Another odd thing is that plunK actually put a shield in this level. I mean, come on, this isn’t 1998. Shields are considered overpowered, and this one is available with the Electro Blaster and with TNT. The delay is even set to 31, which is, in my opinion, way too little concerning the latest JJ2+ update, if you even ponder to use a shield at all. In my opinion, it should be removed, but hey, who am I?
That sums up the gameplay, I guess. It could use a few flow-upgrades and stuff, but otherwise, pretty massive concept. Chapeau!
Atmosphere: insert some joyful statement here
Okay, let me state this really simple. plunK took one tileset, made six different areas and put them all in one level. All of the areas look good, some look amazing, but most of them just look damn fine.
The way he linked all the worlds without a main hub was really good. It felt as if I was traversing enormous lengths of space, since the environment changes drastically every time you warp. Take, for instance, the ‘Random Pipery’ area. This looks like a part from a submarine (or a Dubbed Marine…? Okay never mind) that has been left on the ocean floor to decay with the flow of time. Entering a warp, only a second later you find yourself in a grassy patch with a beautiful skyline, only to see, seconds later, a bridge swinging over a high-tech city in the background. The feel for each area is distinct, clean and well considered. Chocs to you!
The music fits.
Yeah, the music isn’t really anything special, because it’s hard finding music to fit 6 different areas. plunK went for the ambient approach, which I often use myself too. Nice song, goes with the theme a bit (if not exactly) and does the job.
Overall: Good
An overall good level with a high confusion factor, which can be helped by making a map. The DOM points are well distributed over the level, each having advantages, whether it be easy to take or easy to defend. A few flow issues and a shield to spice things up a bit, if not to an unfair level.
Download Recommendation: Yes
Even if you don’t like DOM levels (or just don’t like this level), it’s worth taking a look at. It’s interesting how everything in this level fits.
Score: 8.2
A really well laid out level with a really well concept. This is just fun to play. Chapeau.
Base Score: 5/10
Point Bonuses: +1
[+1] Promising start. But…
Point Deductions: -5
[-1] …it quickly degrades into what’s best labelled as “the musings of the tone-deaf”.
[-2] New samples clash considerably and are just as badly off-key.
[-1] The new samples are REALLY LOUD at some points.
[-1] What’s with those random blank spots? Those don’t sound good at all.
Final Score: 1/10
Don’t give up, but don’t upload anything else until you get some feedback prior to uploading. I mean this in the nicest way, mind you, as feedback from member on the forums can be very helpful.
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Your friendly neighborhood S3M/MIDI artist, Joseph “Doc Lithius” Collins
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Eat your lima beans, Johnny.