nice level, but you can only do so much with perfect simitry.
great level, but you cant stand on the lower branches of the trees. should be able to, its a bad tilebug this way.
Besides mainly opinion based stuff, Orbital IV has a very solid layout. I think the Update deserves a higher rating.
Nice level, although I think a touch too big for purpose, and I think the pickup placement could have been ever so slightly more intuitive!
I think if the top layer was removed this would actually serve as a pretty good 3v3 level. Nonetheless, I look forward to seeing this in a JDC event.
Pretty much agreed with FS, the layout is decent but the level itself suffers from poor flow in areas, and the bottom section feels very closed off from the rest of the level. The powerup corners are a bit lame since they’re a spot for seeker ammo.
I did however very much enjoy the use of RFs off slopes here, something you don’t see much of!
Pretty innovative level; the anti-grav takes a lot of getting used to and can feel very slow at times. It is very fun in general and definitely a concept I’d like to see more of. I still feel like this level could greatly benefit from more ammo, and a few minor flow tweaks. – All in all, 8.2!
Definitely one of the more interesting levels I’ve seen. I’d give this a much higher rating if it was a tiny bit less evil, as this is an incredibly daunting level the first twenty or so times you play :D
But once you get past that it’s ace, and pretty one of a kind. Kudos SE!
There are a few issues pertaining to over-shooting springs and some questionable balance, but this is an all-around solid ctf level, with a few rf-climb tactics etc. This is one of the best jj2 ctf levels I’ve ever seen.
As promised, the fixes warrant this an 8+ rating in my opinion.
Overall solid level.
Please be careful with background scrolling speeds though.
TDE has a few quirks, like solid invisible surfaces and a few minor questionable balance issues pertaining to the C and base placement. However, the layout/item placement is technically very solid. The eye-candy/theme also satisfy.
this level had lots of bad springs, but all the worst got removed, ok level now, nothing remarkable.
It’s simply perfect, it feels as if it was an official level, and it implements a feature that i’d like to see more of in multiplayer matches
Visually great. Gameplay is good. Nothing more I cant ask.
I always looked at this tileset and thought that it has completely no theme. But upon working with it for a while, I discovered that actually it also has no usability. Some good art, but not put together well. Tons of tiles are missing, some don’t appear to have any use, and their placement in the set makes no sense.
This is one of my favorite duel levels. I find that thanks to very low carrot spawn times it enforces uniquely fast pacing. A nice degree of ammo control can be achieved but is not impossible to overcome. And the layout provides interesting fight environments while remaining fit for the theme.
I like this level a lot. I think what it’s missing is some more interesting fight environments, as currently no matter where you encounter an enemy, the fight is likely to go down more or less the same way. I also think the theme could benefit from more distinctive looking eyecandy, since at times it feels like a mismatch of colors and materials.
This level proves its excellence time and again during JDC events. The gameplay is in no way innovative but it is good and what battle events needed. The weakest point is the visuals – in particular it can probably take a while to learn navigation in the upper parts of the level due to areas looking samey.
This is an enjoyable level that’s somewhere between old-school and modern battle design. Despite having a lot of small platforms, it forms a very coherent layout. At this size I’d like to see some PU types repeated though, or faster spawn times. The tileset is used creatively and supports a strong theme, but not without tons of tile bugs.
Honestly, I can’t tell why this level has such a high rating. I just couldn’t enjoy it: Bad visuals, frustrating level design, unfair deaths et cetera. I won’t go too much into detail, long story short I was very underwhelmed by this level.
I’m just going to cut right to the chase with this one:
Positives:
+The technical feats. This stage is by far one of the most heavily scripted stages I’ve ever played, and I’ve played Ozymandius! Loop-de-loops, custom enemies, a custom boss, disappearing platforms that lower down a bit when you step on them (SURELY those must be scripted, anyways… either that or it’s a JCS technical feat, and either way it’s good stuff), and that’s not even the full list! If there is one thing this level deserves a play for, it’s this.
+Tile-set looks nice (hey, it’s also a tileset upload, so I pretty much HAD to mention it, lol). Oh, and the tile-set usage is pretty great too.
+Stage is perfectly playable as all three characters
+This stage has a TON of unique branching paths. Replay value is always a fun time, and this stage doesn’t disappoint with that. Exploring this stage is, quite frankly, much more enjoyable than simply trying to beat it, which isn’t necessarily a bad thing
+Some of the sections are really nicely designed, especially on the lower paths. For that matter, the way you reach some of the lower paths is in of itself pretty well-done
+Gem mechanic is an interesting concept in theory
Negatives:
-Oh gosh the MIDI music, why
-The upper path pretty much allows you to ignore all the enemies. Okay, I know, it’s Green Hill Zone and all that, but if you’re playing as Jazz or Lori this is a bit of a big deal since you can ignore about 50-75% of the level. This is honestly a big part of why I didn’t enjoy the stage as much on my first run through: I decided to try to see if I could ignore the enemies, and, well, I could. It’s MUCH more fun if you don’t ignore them.
-In practice, the gem mechanic feels a bit… pointless? I mean, you could use it for some neat self-imposed challenge stuff, but for regular play it doesn’t seem to really change how you go about playing the level much, honestly.
-Some of the enemy placement is a bit obnoxious.
-For that matter, some of the enemies themselves are a bit obnoxious, though that’s mostly because they’re faithful to their source material in fairness.
Overall, do I recommend a download?
Yes.
Absolutely.
This stage may not be perfect, but it’s great stuff.
(As a side note, why does this stage seem to have more to do with summer than most of the other Summertime Jazziness entries, despite its relation to summer being more incidental due to its tileset’s appearance than anything???)
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