bad level… 2/10
[Review changed to quick review. – cooba]
BAD LEVELS :(
[Review changed to quick review. – cooba]
cool
[Review changed to quick review. – cooba]
Hi, Eragon!
this is good level! ;)
hmmm….
[Review changed to quick review. – cooba]
nice, i love this levels =D
[Review changed to quick review. – cooba]
Make this proportionally bigger and I will review.
This level has clever ec ideas, and cool looking designs. However, the layout does not flow well, and the overall design is too simple for a level. In other words, the level is just one big circular pattern.
Still, DL this. I hope to see more levels by this author.
plunK showed me this level after a couple hours of work when only a couple platforms were created, and later again in the late stages of beta-testing. It’s a nice, symetrical level with a fairly dark atmosphere.
Gameplay: 8.5/10
This level has a set of powerups that can be accessed only through shooting certain tiles. The triggers are global, which means everyone gains access to the powerups at the same time. This gives the fighting a cool, dynamic aspect. There are a few little places where the tunnels feel a bit constricted, and the level doesn’t flow perfectly in a couple places. Overall, this would definetely be a fun level to host, probably with about four to eight players.
Eyecandy: 9/10
This level has a very good atmosphere, and lots of nice details. It even looks like an eye on JCS when zoomed out. The only reason I don’t give it a perfect ten for eyecandy is that in a few places, walls or platforms can almost blend into the background.
Bug-Free-ness: 5/5
I didn’t find any bugs. There could be some, but everything looks good to me.
Event-Placement: 8/10
The powerups are at the center-top and center-bottom of the level, and cannot be accessed immediately. The rest of the level has a few carrots, and ammo scattered about. The ammo is fairly sparse, which can be a good thing, because people will have to conserve their ammo, adding an extra factor of strategy. The carrots are maybe a hair too easy to access, although with enough players, this wouldn’t be a problem. The biggest potential problem I see is that the blaster powerup is right next to a pile of fastfires. Since the other ammo may be hard to conserve, whoever got this powerup could dominate for a while. However, once one person can get the powerup, so can everyone else, which should cancel this out by the end of a battle.
Total: 8.7/10
This is a very cool level, and definitely should be downloaded and hosted frequently.
Little to none creative gameplay. This shouldn’t be uploaded, yet hosted on occasion.
Hey, Ragnarok… *King Ragnarok… I’m gonna get my account name changed. Anyway, King Ragnarok here for a review on a level which I feel is somewhat underrated. I was reluctant to try the level out to be perfectly honest, because the screenshot looked wierd (haha, yeah wierd reason, but I’m wierd like that). Anyway, CrimiClown brings J2O his latest CTF (as far as I know) and it will NOT dissapoint; or at least it didn’t dissapoint me. I’m adding this to my levellist.ini! This review is not biased because I am in relations with Mr CrimiClown, I swear. Anyway, here goes!
Eyecandy
Rating: 8.0
The eyecandy of this level is fairly simplistic, and does not get in the way of the gameplay itself. In other words, it’s very easy to understand what’s where and all that. It follows the standard use of the test, but oh no, there’s a twist! The level’s set in a submarine encased in ice, as you can see from the background. I think it looks really original, and quite clever. I even felt the illusion before hearing what it was supposed to be. I mean, it felt like there was some form of ice blocking something which I assumed to be the water in the background. I think it was way too fast before, and it’s better now that you slowed it down. Moving closer towards the actual level’s layout itself, the level is set out by a series of pipes, water, interesting motifs and backgrounds and many chains. Loose chains. Instead of as full on background, the skyscraper tiles are used as simple walls, and to me it looks quite good, especially in the water, and especially how it creates a feel of depth in the use of the shadows. On top of this, the level isn’t perfectly symmetrical in terms of eyecandy, which is also always a good thing because then it doesn’t look boring [and you put more effort in it then, although I think its actually harder to put Eyecandy perfectly symmetrically, I’m just a control freak though- ignore me]. There’s a random floating cloud of smog in front of one of the bases. It kinda annoys me because it’s just there, moving at the sprite speed. I would have loved it if it was at a slower speed so it looked like it was actually in front. Woulda looked nice. Oh well, it’s not that bad. The author cleverly made use of shadows using certain tiles and also, there are some very pretty aspects of the level, including the middle. Some areas I couldn’t imagine being made out of this tileset, but I guess this tileset always surprises me in terms of usability. No major tilebugs, so I’m happy there too, and the water really fits, even though it probably wasn’t placed entirely for eyecandy, though I dunno if water goes with the theme of the level, I mean, if you’re in ice, wouldn’t the water inside it be frozen too? o_o Okay sorry I think about things too much, but yeah. D: I liked the eyecandy, I really did. I keep saying that. Don’t I keep saying that? I keep saying that. I keep saying this too, and this, and this, and this. Okay Ill stop. stop
Gameplay
Rating: 8.7
Yeah, I really liked the way the level is set out, and also, partially for filler and navigation: This review will be set out in this order: bias, strategy, layout, flow, defense/offense, and of course fun-factor. (like with all my other reviews, heehee) (heehee) (heehee) (hee gets shot)
There’s no real bias between the teams since the level is basically symmetrical in every aspect, although, since the floatups don’t act perfectly naturally in JJ2, on one side, (I think the left), the floatups are gonna have a bigger range than on the other side. That can be resolved by moving it over one tile, as I think floatups work in a certain side of the tile. Anyway, no real bias between the teams. With the rabbits however, there are minor things that are more easy to do with Spaz than Jazz, not to say there aren’t others to reciprocate especially around the middle. Jazz’s movement is very nice across the middle, while Spaz can just double jump in necessary situations. No major issues.
In terms of tactics and strategy, I think this level fulfills this purpose quite nicely, especially the base area. You are susceptible from attack from three directions, but they can only enter from two. I always like this sort of thing, and the defense is quite easy to set up, unless you have a “running-man” to help you out through the tube area. In addition to this, TNTs are very effective in this level in the narrow areas as they effectively can create a barrier which will just act as a trap to any unsuspecting/suspecting idiot who runs through. TNTs however aren’t so great in the open areas, but they work nicely in the water too. I think people should play with /extendedtnt on for optimal TNT fun. The bouncers and RF powerups are quite useful in this level, moreso the bouncers I think though, as this level is a lot more slopey and open than narrow and passagey, except for near the bases, in which case bouncers or seekers are clearly the better weapon. This has no real bias as the powerups are both placed on either side and they are the same. There are no major camp spots, except I think the top carrots are quite easy to camp, but I think they’re easily bombardable with RFs from the middle area. Seekers however are pretty dang good in the middle because of how the level is laid out. The warfare in the bottom [water area] is really fun because the certain guns are all at different abilities and some of them really shine, as well as the vine area’s allowance to shoot bouncers constantly. Some people might think the bottom area is just slow, in which case it would probably be better to take the indirect route to the other base, but otherwise, I think it’s probably the best way to move around, and avoid getting hit/hitting others. I’m good in the water :]. The level in general is quite uncampy, and there are many areas in which you can use the power of height [bouncers] really effectively, including jumping into attacking the base area. I only wish there was a way to gather enough speed in the small narrow areas on the side of the bases in which TNTs are good for defense/stopping pursuit for bouncers to go through the small 2tile wide walls with ease. You can do it from the other side, but I wish it could be done both ways. Oh well, it’s still good.
The layout of the level varies in different areas. For instance, the base is quite cramped to some extent, as is the water area, but at the same time, the middle of the level is very open, and the water area can be seen as quite open too, depending on your view on cramped/open. Personally, I love the water area: [see how I keep going on about it?] OMG IM ON LETTER 6666! SATAN IS COMING AHHHHHH hide. Anyway, the layout of the level offers various tactics as well as interesting gameplay with clever abilities to lay traps easier with TNTs. The layout provides very smooth movement and is quite tactical for use of different guns, at least I think so.
Ah, this part. The flow is quite nice in general, as there is fairly smooth movement everywhere, with the exception of two things, (four things since the level is symmetrical). The red springs at [28,25] and [96,25] are good for getting up, but they require a jump into the wall to get over when you are approaching from the middle. While this isn’t really that problematic, and obviously there are alternate routes, I would prefer if it wasn’t really like that, or at least easier to get past, while of course the spring is useful to get up. Also, the far right and far left bottom sides seemed kinda non-flowy, I mean, you have to perfectly land yourself in the middle to get as many of the pickups as you can. Personally I think they should all be on one side, as this affects the flow least then and you can easily gather them all, or leave them all. Although this may have been your intention. Now that I think of it, the springs are placed really nicely otherwise. Hmm, oh yeah, another thing! The suckertubes at the bases which prevent movement are nice, but probably a more suitable and more agressive alternative would be strong winds that prevent your movement both ways. I know its somewhat unnecessary but it would have been nicer to go attack through like that especially with bouncers/rfs. Nice guns they are.
What I really like about the bases in this level is that they are equally easy to attack as defend. This gives noone any advantage, while there are slight benefits to defense [as you already have the position to do certain tricks to prevent their advance]. I really like however, that you can attack quite easily through the tubes, and from the water (EBs/Seekers) diagonally or vertically at the base area. It’s quite nifty. However you can counter this with bouncers down into the water, although this doesn’t always win. I like it anyway. Also you can defend the bases easily with TNTs and seekers through the top and the sides which don’t have tubes. I think I’ve stated this all before. I would like to experience an intense game here.
The level is generally quite fun to play in I think, as you can play in different styles in the different areas as the layout provides handy use with the different guns. Personally, I think the water area is really fun as well as the vines and the many escape/entry routes. I really like it in general. The quite smooth movement throughout the level makes this level all the more enjoyable to play in. I think it’s very fun, which is why I like this level so much.
General Placement
Rating: 8.6
This level isn’t lacking anything, and everything is very cleverly laid out. On the top area, you’ll generally find carrots, and along the bottom you’ll find the more offensive gear [such as powerups]. I think the powerups are placed fairly and nicely, and can quite easily be occupied (which can be very fun, although annoying when you’re playing against someone like FS in DW). Anyway, I also like how the springs are all nicely put out in such a way that they all let you go to certain areas smoothly. The main issue would probably be the red spring which causes you to bump into the wall. I just noticed also, the vine area is a nice camp spot, even though you can attack it somewhat easily too, I guess it’s not really an issue. I like it a lot still. The ammo is placed fairly nicely, and some of the useless guns in this level aren’t placed, for example freezer, peppermint and toaster. Great placement, especially how the electroblasters are so useful. I’m really impressed to be perfectly honest, as the carrots and powerups are all evenly and greatly placed. I’m more than impressed.
The warps are somewhat annoying (because I hate warps xD), but they fit in the level quite nicely, and add a nice escape route to the top, especially if you’re trapped. =]
Originality
This level has various original traits, like the background, the use of the water and the clever eyecandy. I’m also very impressed by the TNTs being effective on the way to the base from behind. I really like it to be honest. Four original things I noticed I guess. The chain use is really good but I think I’m pushing it if I like that too. For every original thing, +0.05, giving you +0.2. Congratulations.
Conclusion
Final Rating: 8.6
I really like this level and I hope it gets played in some 3v3s or bigger games. Some changes would really help too, but I like the level the way it is, and think everyone should download it and add it to their levellist.ini. Thumbs up CrimiCrimi. Great level.
~King Ragnarok out, with over 11.5k characters. :]
ShockSheep… I don’t have any witty comment to put here at the moment.
Gameplay: Original
The level has a platformed lay-out, which means the level consists of mostly platform that connect through the use of vines, springs and solid bridges. ShockSheep is an average sized level, with a lot of space being covered (though the down right corner is basicly just ‘earth filling’).
As it is a battle level, it is good that there is a lot of space to jump in. Few low ceilings and large walkways make the ideal settings for a battle level this size.
The level has some ‘gimmicky’ power-ups. With that, I mean that you’ll automaticly grab them via a spring on the ceiling, if you take the correct route and speed. The PU’s in question are the Toaster, Bouncer and RF Missiles. Furthermore, Seeker ammo can be found as well, but the Powerup is either well hidden or missing. That’s a good thing. The level also counts three +1 carrots (if I didn’t miss any), which is good in a level of this size.
ShockSheep also has a very fun gimmick, namely a working ‘turret’. When you enter the turret, you get instructions on how to operate it. Using Wind events, you’ll be able to run inside the turret and not move. In effect, everything you shoot will be thrown away for tiles than you can imagine. When inside, be sure to have the Toaster PU. Normally, the only thing that this weapon lacks is speed. Inside the turret, however, speed isn’t an option. The awesome spread of fire with the Toaster will cover a huge area, which is basicly inaccessible after you start shooting. Take that with the fact that the Toaster doesn’t run out of ammo fast, and you’ve got a killing machine. However, the skilled player will be able to ‘knock the turreteer out’ with one well-placed seeker.
Atmosphere: Crowded
The tileset used is one of NOKA’s remakes of the JJ1 set Letni. Out of the pallettes available, Arti (or Camou) went for a darker setting. NOKA – JJ1 Letni 4 is the purple version of the tileset, and most definitely the darkest one.
While this isn’t such a big deal for people who can adjust their monitor brightness, the overuse of eye-candy kind of kills it. Don’t get me wrong, though, the level looks really sweet, but it can be confusing in times. For instance, sometimes solid tiles are used as layer 3 and 5 eye-candy. Normally you’d stop at these tiles (or bump into them), but it took me a while to realise that in this level, you have to walk through those. Same goes with the background tiles (the nearly black plates) used in layer 3… Those have knocked me off quite a few times.
Sometimes, layer 3 also features the ‘tubelectric’ wood tiles, which looks surprisingly good. Then again, sometimes I find that more annoying than pretty, for example in the left-bottom corner spring.
Now of course this review isn’t going to end up with just negative aspects. The background looks peculiarly awesome. Looking in JCS, it’s really simple, but it looks pretty nice, also because of the addition of the black plating in layer 6.
The sprite layer eyecandy is something else as well. Nice platforms with good eyecandy in the walls and edges make for a winner. Too bad it is sometimes blocked with too much layer 3.
Overall: Not bad
If you get to learn this level, it isn’t half as bad as I make it sound here. Though the eyecandy can be confusing at first, look past that (or use Low Detail you pussies) and you’ll have quite an enjoyable level.
Download Recommendation: “On the edge” yes
The lay-out can be quite hard to learn at first… and not everyone feels like learning levels. I personally would like to recommend this, though, as it can be quite fun to play in once you know how the level works.
Score: 7.2
ShockSheep is an entertaining level with fun gimmicks and can be used for an unsettled score with an arch enemy. The level is also really fun for larger games, because of the turret. That could result in a ‘Tower of Power’ kind of gameplay.
Nice eyecandy. Nice layout and useage of water. But the gameplay can be a little cramped. But anyway, I host this!
My first review after a long time xD
Eyecandy: Looks very nice. I like the little windows viewing the ‘ice’ on the submarine and the different look for both sides of the level (if you understand this x3). The large window at 44.4 doesn’t look very good though as layer 6 has a tilebug. You’ve used a lot of animations and scenery triggers which is good :) Especially the bubbles make me think that the submarine is broken and that’s why there’s water. Layer 5 is just a bit empty. Think the black tiles are fine (the ones you put in layer 4) but in the middle it’s such a large area that it feels a bit ‘empty’.
Gameplay: Pretty smooth. Springs placed to help you reach other platforms and levels. Warps at the top of the level that bring you close to the bases, but not too close. Like the use of the wind events instead of sucker tubes, allowing you to still have a bit of control while being moved. The bases are placed pretty close to eachother but you are delayed by the water.
There’s some spots where you jump and then bump into something, like in top corners. When you jump to pick up a group of gun9’s, you jump into a wall when coming from the middle. Not a very major problem though. As earlier mentioned, the bouncy pu’s seem to take care of camping at the bases a bit. I really do love the turrets there XD
Placement: Well placed and easy to pick up. I quite like the bouncy pu’s next to the turrets at both bases. The RF is quite nearby but only if you get gun9’s. In my opinion there is just a bit too much in the water between the bases. A few too much different kinds as well there, but it is fine in the rest of the level.
Bugs: The background bug from earlier. That’s all :p
Comment overall level: Very nice level :) I don’t know about any recent levels from you except this one so yeah. I like the music choice as well. And overall it’s a solid ctf level which is fun to play in.
Even though your using a better tileset, I didn’t find much improvement.
First of all, It takes more then 2 days too make a good level. Try a couple of weeks.
Eyecandey:
I’m not sure if I like this one better then the first one. Background is boring. No layer 7-5. No foreground. The layer 4 looks wierd as there’s tilebugs. You only used about 40 tiles in the entire tileset. There’s so much you can do with Top secret. I’m going too have to give you a one just because there’s so much you could have done with the tileset.
1/10
Gameplay:
Again almost no improvement. Ammo is clumped up in HUGE areas and the seeker powerups are in the open. One carrot isn’t enough for a battle this big. Also the layout is a mirror image. This type of layout is better suited for ctf. Re-spawn still has too fast of a delay. Try 8-15. Again all this adds up too mindless weapon spamming and not good for matches.
1/10
Final word
Again needs lots of work. Spend lots of time on your levels. Look around the website for tips or post on the JCFs for advanced help.
Final Score:2/10
Rank:F
Score 1
D/R? No
sorry cuoldnt find the tyleset TOP SECRET ]|[
Yay, my 1st “long” review :)
All tiles are perfectly done. This tileset can bring us at medieval times.
I can’t say more about it, because it shocked me.
Finally:
This tileset looks realistic, so I rate it 10 (I love gothic things <33)
Download recommendation: YES, OF COURSE!
Wow the first time I’ve written a full review in a long time.
One look and i had my score.
I’m not good at reviewing MP levels so this is how i think you review them.
Eyecandey
Now I’m not blaming you for the tileset, but even so, the eyecandey is average. The Background is a complete mess. the blue stuff by itself would have been better. The windows just repeat themselves. (Again not blaming you) Not foreground. At least there are animations. I know a lot of these problems are not your fault, but the whole thing is you shouldn’t even be using a tileset this bad. I would have used a different tileset that had more opportunitys.
2/10
Gameplay
this level is pretty small. It has a battle look, but the gameplay and flow are just non existent. There are DOZENS of respawning fastfires and non of them have a delay. This means players can just spam bullets which defeats the purpose of strategy. There are also seekers and bouncers that also have no delay. There’s a seeker powerup with no delay right in the open. 2 full energy carrots near the top of the arena which again have no delay. This means it’s easy just too keep going back for health.
1/10
Final word
I’m sorry but i would never host this. There’s no strategy too this arena and the respawning fastfires and carrots bring everything down too just weapon spam and carrot camping. The powerup also breaks this a little. I don’t really see how you can have a good match, never mind a clan or tournament match. Put some more time into your work. Use a better tileset and get some more know how on JCS.
Score
3/10
1.2
Rank F
D/R? No
I’ll give you a 1.2 just because I’m feeling nice and because it at least looks like a battle level. Well, somewhat.
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