Now, these are some nice tileset edits, or pallette edits orso…
The only question is, why are 1 & 2 just the normal Diamondus tilesets?
Wouter.
[Review changed to quick review. – cooba]
They are pretty to play in with their eyecandy. the gameplay is very good and it doesnt really irritate you at those times. some levels are awesome because off the concepts. some levels misses the concepts and variety tough.
GJ tough, overall, fun to play! EDIT: The levels didn't age well. Lots of dead space, ammo issues. Overrated 9.2 goes to 7.
This level is perfect for alot of people but i cant seem to play it in mutiplayer but even playing it alone is 10/10.
Ok,back to original reveiw
The rooms are huge and seperated
The games are fun but i still hav problems with shaking
EyeCandy is perfect
Overall:10/10
Download Recommendation
Yes
bad level i don’t say you are a bad designer,you are good but the level is just booring
[Review changed to quick review. – cooba]
took a look at the ctf levels..
city of the snz: rly good
restplace for snz: meh
forest green: could be fun maybe
ancient abyss: awesome music but wtf..
This is really one nice pack. Memories 2: Radiant Garden has several levels, all CTF, all good.
The first level is a beauty. MK uses the Chateau tileset, which I always found hard to use. I didn’t really think the music fit, but oh well. Good size, good level.
Most of the others were as good, if not better. The 3rd one was my favorite. I didn’t really think the TransFoosion one was done to its best, but the tileset doesn’t really have that many options. Some of them got repetitive, but oh well.
In short this pack is awesome, and I recommend dl’ing it.
Faw tried here. While the new additions may come in some use, nothing really here is added to increase the overall usage of the set. It’s not a bad attempt, but really doesn’t achive much. The 4th pallette looks quite nice though, although a little twisted.
This shows how storylines be made, it is absorbing and the levels are designed near perfectly around the story concepts, to the point of making it feel like an interactive DVD. However, there is very little gameplay to speak of. It’s almost impossible to die and can be completed in a few minutes. However, the creativity is what makes it shine.
This pack is fun and contains lots of interesting levels. There are a few annoying pits, though, but most of them can be avoided when you get to know the level better.
Oh and fix those text strings. Some still give the name of the old levelpack name.
What Cell said.
“The best just got better”.
Or maybe not, who knows…
And that, as they say, is that.
(Pretty much the highest quality tileset usage, eye-candy and themes to be seen throughout the years.)
FS summed it up quite nicely, although I think PJ deserves more of a fair slice…
My 1st quick review since…..Ever…..
Good level. The sub part was great, as was the boss. Good work!
To sum it all up in one neat little paragraph, This pack is awesome. XLM have really outdone themselves this time, bringing the collective community of J2O the greatest MP pack loaded with battles, ctfs and doms. Each level will be honored with a review, then the whole pack itself.
Past of Fortress Renovation
This level uses some amazing eyecandy. With a purplish bg, industrial-natural tiles, a painful but anti-pointless pit, some well-placed ammo pickups and more, many good ideas went into this level.
I didn’t like how the level was pretty small. I never did go over for super-small levels. The warp didn’t cover the whole pit, but this may have been an aspect of level design. good marks!
Fortress Renovation
Another high-marked level using the done-to-death-but-still-some-good Windstorm Fortress tileset. This ‘un is in a fortress newly renovated, with fresh paint [no, it doesn’t really look like paint though], another pit, more nice ammo, and very little to argue with. Good things went into here, and I enjoyed playing it very much. Good one!
The Shrine
Hmm. I didn’t like this as much, in part because there wasn’t really any background eyecandy, the level was also small and had a large amount of carrots. Still, some clever eyecandy ideas were used in the foreground, lending it a somewhat evocative nature. Good again!
Hall of Legends
Another nice level, with good eyecandy using 1ups and purple gems, a neato water/freezie pit, and PU’s in the wall. Nifty design plus good event placage equal a great battelic level.
Hidden Forest Shrine
An AMAZING level, with the Jungle 2.0 Evening tileset. Wonderful tileset eye candy, with waterfalls, junglebuildings, leaves and more, and a small pit or two at the bottom. Kindof small, but this hardly affects the level itself. Great job.
Underground Hunting
L33T stage, using Disguise’s Nature’s Ruins tileset. Features bizarre leaf-and-rock designs, great usage of trees and events. Was another small level, as most of the levels here were. Ho well. Good job anyway.
Headhitting
Yet another good level, with the Jung 2.0 Day tileset, with such marvelous emblems as thick trees, dark caves, lots of hidden passages and a funny text string or two. [you got it wrong, I’m afraid. It was NOT Africa! IT WAS MESOPOTAMIA!!!!!!!!!!!] Minus 15 points for getting the world location wrong [this was a joke, for all you review nutties]. No, this level did not have the “small level curse” that plagued most of the others. It was a great battle, that should definitely make the bash next time around.
Epic Elements
Wow. This was probably my favorite level of the whole pack. It uses Galavant’s Gothic Cathedral tileset in a way I never thought possible. Instead of making you think you were inside a church or a medieval town, it actually gave me the feeling of a small jungle temple. Great greenery, flowers and more were used, making it an amazing pack level.
Untitled Prupel Level (:p)
Another greatest level, using the Desolation tileset. Without the textured background. And I hafta admit, it looks all the better without it! The pipes and composite fencing are used together quite well, and the different orientation of blocks really caused this level to shine. GOOD NUMBER HERE!!!
Condemned
Wow. This also stands out in my mind as quite the notable level. Using the Beach +Evil tileset [which btw was designed by Purplejazz (and Birdie), who built the level, which means that he could do practically anything he wanted with it], it has greenery, ship components, a water area at the base of the level, it rocks too. It did seem small like many other levels, which was a common malady of this pack. Oh well. Who cares?
Time Forest
First off. What’s with the tricked-out name? It sounds odd. Secondly, due to the level of details, it didn’t seem too much for the last battle in the pack. The quality was just great, with plenty of railings, construction signs, halos+events, and monitors [using one of the MEZ tilesets], but the level is the smallest of the pack. Odd…. Still, it is quite a good level, even if a bit small and a bit lesser in quality. Still good.
Now we move on, to the CTF levels…..
City of the Snooze
Hahaha. Very funny title. Still, a great average-sized CTF level with good base placement, an amazing sense of eyecandy, great layout and structure. It was a rocking level, with a unique pink-yellow background that I have never seen before [at least, not in a Colonius level], and yet fit nicely. Good!
Restplace of the Snooze
These levels were predominately designed by Snooze, weren’t they? Anyway, nice level, although there wasn’t really much variety in eyecandy. The bases provided easy commute between, but this is common in many good levels. Nice job on the level!
Forest Green
My second favorite level, Forest Green contains several funny text strings [No kidding…..Hmm……hmm…I LUV Cheese!!!! :)], Good base placement, great events, great eyecandy with trees and all. Very well done. It did again seem a bit small, but oh well.
Ancient Abyss
???? This level has a VERY unusual Singleplayer start pos., right above the Red Base! ?!?!?!?!!! The level has amazing eyecandy, though, using the ever-resourcable Dam Nation tileset. The bases were extremely close together [?!], and structure was an okay issue, but this level was slightly less than the others.
My review would now be done except for those blasted DOM levels….
Systematic Crash [EDIT: Tileset added!]
Another curious title, another fantastic level. Using the IC conversion of Dreempipes, it has a good size, great event placage, eyecandy such as green rocks, silver pipes [and gold ones], water, silver-dot walls and more. This level has some great angles.
The abundance of hidden shortcuts make this level all the better. Not a hugely large amount of original eyecandy, but enough to satisfy me.
Hoven
This was my 3rd fav level in the entire pack and should, in my unestimable opinion, win the Christmas contest hands-down, without a single standing competitor. It excels in this category with amazing trees, light poles, houses, alternate unwalkable roads purely ornamental, and so much more. Layout is nice, and it really gave me a thrill to play it.
The lonnnnnngest _PT32 review to date is wrapped up here…._
Like the italics say.
Quite an amazing pack. No, amazing doesn’t quite cut it. Incredible, awesome, sweet. These are all words I would heartily use to describe it.
There are a few tarnished spots on the pack (the infinite smallness, weird random base misalignments, the missing tileset was a BIG one), but none of them can really stand the test of time.
The truth is, to put it bluntly, Codename: Alliance is the best multiplayer pack out there yet, and I don’t know if anything could ever beat it. Download it right now. It could and will {I guarantee it!} change your definition of gaming altogether.
Time to go play some, so taa-taa-for-now!!!
Rating raised to 9.7, now that tileset is included.
City of the Sn00ze, Rest-place for SN00ZE, The Shrine, Secret Forest Shrine, A ‘fortress’ having multiple renovations, Hall of legends. There’s a lot of worshiping here, in particular Snooze.
In my opinion, most of these levels have great themes (snz), creative tile-set use (snz, DS) and decent game-play (PJ, DS).
‘KingDOM’ is a level made by Spaz18 for Rag’s domination contest. I already reviewed a few of them, so now it’s time to review this particular one!
Let’s start with the way how Spaz18 uses this tileset. Heaven is a great set to use since it has all kind of EC-tiles and platforms are easy to build. He uses all tiles, but all in really.. predictable and even boring ways. The thing about the eyecandy I hate the most is the fact that it’s all really linear and some of it is repeated several times in the level. The level feels so generic because of that. The background is nice though and I always liked the cloudy foreground made with this tileset.
The 4 Control Points are quite well spread. Two of them are in some sort of dead ends, so quite easy to camp, probably. The other two are placed above fountains, but I have to say, the blue blocks really look terrible. I mean, why placing an extra (ugly) block while the animations are quite well recognizable? 4 Pu’s as well, the standard-ones, and spread over the level. There’s enough ammo and the variation of it is quite okay, but the placement could definitely be better. I see you thought about the shapes (placing them on windows etc), but they honestly don’t look that great and are quite hard to get when you’re having little time.
I don’t like the gameplay of the level that much, since it’s really minimal: it feels like a network of random platforms. The Pu’s, carrots and CP’s are well spread, but not in any ingenious way which would boost the gameplay of this level. Springs are placed well, though most of them let you bump into walls (which is actually not that good), and nothing’s wrong with the flow either.
So, to conclude my review: this level is pretty much standard. No great eyecandy- or gameplay-ideas and the only reason why you would want to download this is to host it in a server with a lot of people, since the network of platforms, the 4 Pu’s and 4 CP’s will probably work well with a lot of players. However, not one of Spaz18’s best levels.
Are you puzzled starts with a question, which is of course: Are you puzzled?
And in its defense, I was most of the time. I was puzzled at why a simple platforming level was deemed worthy material for a puzzle pack. I was puzzled at why the pyramid stage was super open and freeform compared to the other stages. I was puzzled at why the levels were all so short. Finally, I was puzzled why none of the levels presented anything particularly puzzling.
Things start off to a decent start. An extremely short level with two quick and easy tigger puzzles (which are pretty much the only puzzles in the entire pack) but in level 2 everything goes downhill. Instead of being presented with an actual puzzle, you instead jump up some platforms to be transformed into a frog and jump up more platforms. Then after that, you become a bird fly up to hit a trigger and then make your way back to the exit. I guess the puzzle was… what to do with the bird? I don’t know.
Stage 3 is hold right to win, smash all the crates, and hit all switches. Thats it. Thats the puzzle. Once again the stage feels like it was meant to be a segment in a full blown SP stage, but is too short and too simple to stand on its own. Gains minor bonus points for attempting a puzzle with the “repeatedly hit the two switches to lower the crate” section.
In stage 4 Ischa attempts something clever. The rules get changed up and now the stage has a lot of empty space and you aren’t being corralled by small hallways. The rules also get changed up in that the stage has a bunch of different elements in place but none of them are explained and some are useless. Beforehand, nothing was explained but it was ok because each stage was self-explanatory. However in stage 4 I’m not sure why one fire block turned me into a frog. I’m a bit confused on whether I was supposed to remove the fire blocks on the way to the TNT, or if I somehow found a way to cheat the stage like Crimi by just getting through a small gap at the end of them. Without any sense of direction the stage becomes a bit confusing and somewhat puzzling by sheer accident, and yet still plays like a really poor generic SP level.
The final stage has this really cool puzzle though! You have these 1-2-3-4-3-2-1 countdown blocks, and after the countdown you have a scant second or two to make a jump before the blocks reappear! Oh. Wait, these blocks all seem to have one-way events on them… so really the puzzle is to get to the crate they’re blocking and wait. This sounds super… exciting. Oh and it plays like a regular SP level like all the rest to boot? Awesome.
All Are You Puzzled? really proves is that Notary and his short shenanigans are no match for Neobeo and his mighty Firetruck. Ischa does a much better job when sticking to traditional SP levels. Hopefully he (she? I get confused) does so in the future because these more experimental packs (which also include the minigame-filled Jazz Planets series, and Boss Championship) tend to be nothing short of rubbish.
Wow. People who give out 10.0’s and use a quick review so you can’t give it the helpful rating it deserves are noobs.
Thoughts aside, let’s begin…
(If I bold something, it means you should probably FIX IT.)
THE LEVEL
This level has improved greatly since the last one. It’s far from perfect, but still better than the last version. Marian has fixed many [NOT all, just many] bugs in his stage, made it a bit more interesting, and livened it up with a nice and fitting music song. It is TSF only, because there are many Jazz/Spaz only specific areas. Like doublejumping and uppercutting.
However, despite its obvious perks, Easter Day is still r-i-d-d-l-e-d with bugs, boring stretches and ripoffs from actual Epic levels. The part with the blast’em blocks [with a BUTTSTOMP SYMBOL :(:(:(] with a space in each row….Ripped from “Bad Pitt”. The part with the staggered carrots…Ripped from, well, ALL the Carrotus levels. The spike puzzle was very annoying and merely was a bunch of spike bolls in a long stretch. The unusually high concentration of crates made it even more annoying. Notable, however, is the fact that the crate puzzles WERE unique [to an extent] and kept me going. Thousands of tile bugs [and at least one spring bug] complete the wreckage, leading me to wonder how far the state of BETATESTERS has degraded these days….
This is all fixable, though. First and foremost, Fix the darned tile bugs. Fix the spring trap between the platforms. Ten out of ten times I would get stuck in it. ALWAYS HAVE A FEW BETATESTERS RUN OVER YOUR LEVEL BEFORE SUBMITTING IT! Very important. Take out the Epic puzzles and replace them with your own. Yours are good enough that you do not need to thieve from Epic.
So, what to leave you with…..
GREAAAAT improvement, though still badly in need of help. You fixed the annoying boss bug from the last level [yay Just keep chugging away, and watch it go. Neutral DL recommendation, as it’s a massive improvement over version 1, but still needs huge amounts of work. Good job!
Good for one level i reckomend this
[Review changed to quick review. – cooba]
Ok, lets begin.
The eyecandy was in one word: “Horrible!”.
I knew it wasnt gonna be perfect and great, but what i did expect was that it was gonna be a level.
This level was far from playable/enjoyable.
I played one level, then i deleted the rest of it.
[Please don’t be overly negative, even on the weakest levels available. ~cooba]
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