Best low-end CTF levels evar.
“Best CTF Party good luck” – a dry level that is really cramped. No eyecandy, ammo, or music. The plus side is that scores can be done in 3 second intervals, and the level will become extremely chaotic if you fill the server right up, and full servers love chaos :)
“CTF Level Design Fiesta Dont Die” – n00b has listened very well to criticism about his last hit level. Now we don’t need to worry about boring platform tiles – there are none! not only that, but a blind maze with two blue bases and 4 red ones! WoW!
n00b has hit gold with this one, and we can hope his levels reach legendary status. I know it rocked my world =D
The name ‘Bouncin’ Around’ is so called because you can bounce off the walls in this level. This level makes good use of this concept, but what about everything else?
Well, lets start with the eyecandy. Because this is a JJ1 tileset, there isn’t going to be too much to put in the foreground. Infact, there is nothing on layers 1 and 2. For the background, everything moves with the sprite layer, which makes things look as if they are all on one layer. There are some nice things to look at in the level, such as some animating waterfalls and some animating walls and belts. Infact, there are quite a few animation tiles, which makes up for the lack of foreground eyecandy.
One improvement would be to make the eyecandy more interesting. There isn’t anything impressive to look at and nothing sticks out at you.
Now, lets move on to the gameplay. Like I said before, the level makes good use of boucing around the level, which is pretty much what the level is about. There is some creativity involved, as you need to bounce to certain areas of the level to get ammo. What the auther has tried to do is use a veriety of events, such as vines and airboards. The size of the battle arena is 67×67, a small arena that can contain about 2 or 3 players.
Unfortunately, it would be quite hard to roast someone if your bouncing around in an area with loads of springs. The only place people would get roasted would be the slower areas. Also, there are too many carrots for a battle arena which is quite small, especially near the bottom of the level. That’s bad because any one hurt could run away and heal him/herself instead of being roasted.
Any other points? Errr…not really.
RATING:
In my opinion, I think that the concept of bouncing around on walls may not be the best for a battle arena. The eyecandy seems fairly average, and the level seems like nothing too special, so I give it a…6.5.
DOWNLOAD: I’m not sure. I suppose yes if you want a battle arena with lots of carrots and really classifies as quite average. You could do much much worse, but you could also do much better.
I think it’s a great level pack with the original tilesets.The eyecandy is a little bad, but it doesn’t matter.No more.Download recommendation.
This is a very short level. Be forewarned.
Enemies:
Not many, compared to the number of weapons available.
Weapons:
What’s with all the TNT when you really only need 3 of them?
Layers/Eyecandy:
Only layers 4 and 8 are used, and these are the most important. At least layer 8 is textured.
Secrets:
Are there any? There is a bonus warp, which is totally inappropriate, since you get a sugar rush. Sugar rushes are only good in big and hard levels, you know.
Extras:
See above. There are some triggers, and stomp blocks used in place of destruct scenery.
General Rating: 1.5
Download Recommendation: No, it is a waste of time.
Comments: If you aren’t one of those who upload a few levels and never return, then I suggest you take some practices in level design. Learn from your mistakes and try to avoid them in the future.
It’s been quite a while since I was here and did some reviewing. So… this is your first level? Well, it’s far better than first levels of mine!
Enemies:
Enough, and in some tight places maybe too much, compared to those open places where there are not many. I have nothing against your choice of boss, but it’s been a bit too easy to defeat it.
Weapons:
Like n00b said, too much, and the player is somewhat overpowered with all the power-ups and stuff. This makes the boss very easy to defeat, say, using powered-up RF Missiles. There is, though, a wide variety of them, so you are never stuck using the Blaster.
Layers/Eyecandy:
Layers other than 3, 4 and 8 are never really important to me. However, to those who love eyecandy, I guarantee you’ll be disappointed big time.
Secrets:
There are a few, but they are spoiled by help texts. For example, the secret gem stomp. It isn’t really that secret when you know its location.
Extras:
There is food, but I never got a Sugar Rush – which is good, as the level is far too easy. The sucker tubes are used well, and so are spring-and-pole combos.
General Rating: 4.5
Download Recommendation: If you are bored, it can keep you occupied.
Comments: You have a potential. Don’t waste it by creating bad levels.
A continuation of the awesome level series by Evilmike, and he does not disappoint.
Evilmike has mastered the mood of the series very well. Both the storyline and music have that “This can’t be happening” feeling that “Rebirth of Evil” started in it’s story arc, and expands on that.
I get to see more of his amazing usage of the TOPIII tileset, with a station that almost seems real due to the amazing application of eyecandy.
The highlight of this levelset for me is the virtual combat level, where you navigate a “Wireframe” version of diamondus. Diamondus levels are a dime a dozen on J2O, but this level is so unique, it’s amazing!
Recommended? OH YES!
Pure awesome.
A solid storyline starts this levelset off. Then the fun begins.
Evilmike sez this is the remains of another levelpack, but you can hardly tell with the storyline.
He uses tricks I did not even know were possible in JCS. Seeing a small cutscene to show a gate opening, greating a ball of light for a teleporter, even using the ROCKET TURTLE, a boss I had previously thought was unusable!
This levelpack is work the download just to see what kind of tricks JJ2 is capable of doing.
i really love this game
[Review changed to quick review. – cooba]
I think it’s a good level.
Because:
-It’s easy
-There is a lot of things
-It’s spectacular
But there is a mistake:
The boss isn’t work!!!
But this is a good work.
Well done!
OK, the music file works now. Here’s a quick review.
Two very nice levels, Lux Aeterna is probably the best of the them.
There is a cool secret in the LA level but I won’t reveal it, don’t wanna spoil it for the other JJ2 players ;)
A rating? Hmmm… would an 8.0 do?
Well,too simple too short :C
Put some eyecandies in it .
This level is honestly not that good. I’m assuming Spaz18 added around 4-5 extra points to his score because of the fact that this was Puffies’s first level.
I’m trying to be as fair as possible when I say that this level is in the same league as “Uterus’ Castle”. Puffie has a good focus on his level that keep it from being painful to play, but it reeks too much of bad design to be recommended for playing.
The number one thing thing Puffie gets wrong is overpowering the player. You get far more ammo than you need, and oftentimes there is a Powerup monitor right next to a cache of ammo. The number two thing that is wrong here is letting the player know too much. A few bits of discovery are absolutely ruined by textstrings. The one right before the highjump, for example, is high unnecessary since the blue spring is right in sight. There is another one, placed by mistake I’m assuming since the same message can be found in an out-of-the-way text sign a little ways ahead, that spoils a secret gemstomp completely. The second instance of this rather offputting text (i.e. the one that is a littleways off and on a sign) is actually welcome since it rewards the player for going out of their way by clueing them into a secret they might of otherwise skipped over. The first instance of this textstring however is right in front of the secret, which diminishes the fun. The third major thing that Puffie gets wrong is the extremely dull boss arena that is used for the robot boss. To be fair, a decent arena for the robot boss is hard to get right, so my suggestion would be for Puffie to have used a different boss.
Onto the more broader subjects, the level design is extremely linear. There are bits where it gets somewhat clever but there are too few of these and they’re never clever enough. Design is far too open for any of the enemies used to be effective at rabbit-roasting, and enemies that do work in open areas are seldom used if at all. The design would work had Puffie made varying paths that were still rather linear (ala Green Hill Zone in Sonic 1) or had the player go through multiple areas with a clear, well-thought out minor puzzle/enviroment interaction along a sole path (ala Marble Zone in Sonic 1 or the game Whiplash) with good filler material inbetween. Puffie does neither and the level feels dull to play because of it. By expanding his level designs to be either slightly non-linear, or more focused on challenging the player, Puffie will be able to create quite decent levels for a fledgling designer. As it stands, this level shows Puffie has potential (its overall “feel” is much better than the usual trite uploads from first time designers) but it just isn’t all that fun.
Second broad subject is the eyecandy which is rather basic. The design of the level hurts the eyecandy as Puffie cannot flex the tileset all that much on layer 4. The background layers are used very poorly, and at times background objects appear to be floating in midair.
While Jazzed Lab is a good effort for a first level, and is backed by a better handling of the JCS that other fledgling designers like jackflash don’t have, it isn’t all that good, far too short, and somewhat dull.
Not bad for your first SP level, however it was a bit linear. I found myself just running in one direction.
The background looks a bit weird. It sometimes looks as if the objects in Layers 6 and 7 are floating in mid-air.
A 6 for effort, but do keep at it! =)
+0.1 for the text events.
Jush rename the extension to .rar :)
And works! :D
So,here“s a review. But on the beginning I just wanna ask is this name on French or…?
Eyecandy
8,4The eyecandy is the best part of this level. You allmost made a wonder with it. The background layer has been completed. It was creative to allocate the grey tiles in the layer 8 ,what makes it better ,alias and unaccustomed. Also much of the „cave tiles“ affect on the level. Hmmmm…the layer 3. You inserted a lot of flowers ,trees , bushes,blanks and paths. Your plant and „cave“ nature made a nice impression during playing. In that all it looks that you gave a lot attention in this level and also mucher then in the gameplay.
BRIEF:It“s the best part oft his level.With this eyecandy this level is more interesting and rather. But even it couldn“t dazzle the gameplay.
Gameplay
7,0Like in your last(xlmlava) there rested a lot of blank space. Not so much like in the last time , but a lot. Falling is the backbone of this level. It“s sure that u wanted to make it for jazz too, but its even too much for him. Also, it was very hard on the beginning to find the way where the carrot points are.I needed like 25 minutes to know them mentaly(but of course in a 1v1), for the center (where“s the bouncer pu) too. This level is symmetrical, so bases are aparted with a wall thats“s under the center.
BRIEF: A lot of falling, rebounds with the springs…confused arterial parts.
Weapon & carrot replacement
7,6All power-ups are on nice places, but maybe it would be better if the full-NRG carrot would be in the center and not the bouncer pu. But then that 2 full-carrots should be 1-energy-c“s and the bouncer pu should be somewhere up in the middle. But I know that u had a good decision and that u wanted to make it unusual. Also 2 same pu“s(seek-up and rf-down) were a pretty good idea. So both teams can take easily their pu, from their side. It“s not important to coment the ammo because there are enough pu“s so u can easily get 50 of some weapon. But with a half-blank level the weapon&carrot replacement can not be much higher then the gameplay.
BRIEF: Unusual decision, (maybe the usually would be better) but its OK. With this idea all pu“s are on nice places.
Originality points
+0,1 for the „French name“(hehe) and for the unusual decision
Final rate 7,7
~Rew
Well, this is a decent remake, but I felt that more could of been done. At least the author tried not to make it just a meer tileset change by making a few modifications to the gameplay, which improve it a little, although doesn’t effect it drastically. I think this is an ok effort, but is nothing compared to the awesome Charnel Keep.
Not bad… Playable, no bugs. 7.
[Review changed to quick review. For more information, see \Review Rules\. – cooba]
Great.
[Review changed to quick review. For more information, see \Review Rules\. – cooba]
wow, they’re really hard. the only one i’ve managed to make through is the one with bolly, and that’s because I’ve first destroyed all spikes. this pack is really, really too hard. I don’t mind the lack of eyecandy though (it’s a practice level, they don’t need eyecandy)
[Review changed to quick review. For more information, see \Review Rules\. – cooba]
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