This didn’t get as much recognition as it should have;
by far one of the best uses of Orbitus I’ve seen, as well as a very unique use of the diagonal tubes + custom weapon.
a highly innovative layout that doesn’t have a single spot that i’d call out for being more boring.
my only complaints are probably only nitpicks that id care about
great level, but i dont approve of simitry.
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.
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