I would recommend giving different filenames to the tilesets. The @ and _ characters might give problems when downloading them via JJ2.
tublear,if you kill the boss you automatically advance to next level,so no need for exit.
EYECANDY
HORRIBLE!this is a rip of treasure hunt 1(-5.0),which has kinda good eyecandy,but the rip is horrible!tileset use at rips is very bad.(-2.0)
PROS:-
CONS:very bad tileset use,treasure hunt one rip
GAMEPLAY
basic gameplay.only jumping,walking etc.(-1.0)
some traps&trivks would be very useful for making this level spicing.also,too many enemies(-1.0).this level would be hard even with fewer enemies.also this isnt hard;it has only bilions of enemies placed in this level.
PROS:-
CONS:basic gameplay,too many enemies
ITEM PLACEMENT
it has very few ammo.some regenerating rf ammo,a freezer powerup and some freezer ammo(regenerating too),and no food.(-0.5)
VERDICT
10.0-5.0-2.0-1.0-1.0-0.5=0.5
but because it doesnt allow <1,ill make it 1.0.
Download Reccomendation
only if you dont have anything to do,and if you have something:NO WAY!
It’s been quite a while. I enjoyed FSP, and while I wasn’t able to finish that (yet), I was even more encouraged to find all the coins in this level.
Shade Castle, by the name of it, doesn’t look like a castle a lot. If I had to describe it in two words, I’d probably pick “creepy Bizarroworld” or something like that. The concept is as usual, finding the coins to exit the level, but the whole level design is pretty inventive. The ten coins needed are hidden all over the level, but you get to choose which you want to collect first. This makes the playing experience very refreshing. Along the way are several challenges and traps, along with lizards, demons, hardly noticable spikes (argh) and some clever puzzles. The level itself is kind of small, but it’ll take a while till you figure out how to get that annoying little coin that’s hidden behind the trigger blocks. And where to find the appropriate crate to smash. And the meaning of Eva’s hint. That, and the many sharp objects and baddies contribute to a high difficulty level. To finish the level successfully, the player has to use his reflexes and think at the same time. There were enough carrots and ammunition to keep you alive throughout however. Maybe even too many RFs. Once the money is collected, you’re transported to the big boss. I expected an interesting boss fight, but the outcome is kind of weird. Instead of using the copters to avoid the spikes, I pretty much spent my time standing on the edge and killing that devil guy with bouncers and RF-ammo, dodging the occasional attack and winning pretty easily. Dissapointing.
The eyecandy is simply awesome. It just looks like from another dimension, all the tiles have been used in a very creative way. To add to that, I just love those scream-like guys standing all over the place. Love them.
There wasn’t any kind of story involved, but this is just a preview, so it doesn’t matter.
I’m also babbling far too much here.
Let’s just say that I give out an 8.5 rating, and a download recommendation here. Have fun!
~LF
The audio pack don’t work. Fix that.
very good
[Unsupported rating (10.0) clearance. Please provide more support for your rating. For more information on writing a proper review, see the \Review Rules\. – Cooba]there were 2 other pallettes in the conversion.it wasn’t just red.I don’t understand why you didn’t mention the other pallettes.Nethertheless,i thank you for your review.
Fanolint thrown into funk. It sounds interesting, yeah. But it’s also a bit offkey sometimes, uses a bit unquality samples, is very repetitive, and I miss any gradation. Cheap tricks like adding or removing instruments don’t save it much too. And this time, it has also pretty boring drumms.
The melody variations are, like always, kind of AWESOME, you really have jazz talent. But when I have to like the tune, it should have more than it.
A diffrent funk song indeed. I like the fact that it has. Diffrent drum sounds at last. The old ones were kind of boring after a while. The beggining of the song gives you the feeling that it is going to be good. I like the main synth sound in most of this. The change of pitch in the song adds that disco touch if you know what i mean. So far, this is probably the most well put together and diffrent song I have heard so far.
By the way, the only reason I put 9.5 instead of 10 is because my ratings always get removed when i do it.
[Admin note: Ratings are removed because your reviews do not comply with our rules. If you have trouble with your reviews when you rate uploads ‘10’, improve the reviews, not the rating. – FQuist]
wow……i like this!!This is good!
P.S-(note to admins)im trying to be as un-byist as i can.Or in other words,i am being strict.
EYECANDY- This point of view about the level is a very strong point of view.The eyecandy is built up with a lot of care and thought.There are trees placed in the backround so they look far away(change x-speeds for layer).There are some down points though.Firstly,there is a patch of empty space in the middle of the level which has no eyecandy behind it.This gives it an effect that makes it seem empty. Of course you can have patches of empty space in a level,but make sure they are smaller in proportion to the level. This patch of empty space takes up most of the middle section. This is not good if suurounded by lots of eyecandy. Try and make everything in contrast with each other.Mind you, overall,the eyecandy is very good.8/10.
GAMEPLAY-You did a pretty good job here.There are no dead ends,which makes the flow of the level eccellent.The ammo is placed well and is spaced out ok.The variety of ammo is important as well. The variation was good. You can’t really expect much more,really.8/10.
LAYOUT- hmm…..this is interesting..very interesting. There are quite a few platforms,but they are large.The flow of the level helps the layout.This is often expected by reviewers,like me.The layout is overall good,apart from one thing. The flow is one of the only things that makes the layout work. You’ve managed to get the flow working,but the layout should not only rely on the flow.7/10.
RATING-This level did good in my eyes.Try and improve on the down points for your next upload and keep it up! I will rate this level 7.7.Remember,that is a good rating.
DR-Definately
The zip file for the music was empty. Good job!
I had some problem with unfreezing and also it doesn’t want to work with edited anims.j2a, but it seems like everything else works as it has to, which is worth of 10. Plus it’s extremely simple. I mean, this is probably the most useful utility ever done. Bravo.
maybe you changed some sprites in jazz sprite dynamite and you forget to patch your jj2,or you have the 1.24 anims.j2a,in an incredible mode.
i unzipped all the files in my 1.23 folder but it doesn’t work.
it says Anims.j2a is incomplete, corrupt or of an unkwown version.
This must be the best conversion in the world!
This is the old diamondus from 1997 re-made into j2t format. This has a entirely different feel from the original diamondus. Everything from the old diamondus is here: Trees, caves, signs, background stuff, and everything else, but it also has a lot more to offer than the original diamondus. Features include: Animating Gems in the walls, ground tiles without grass, 45 degree slopes, waterfalls, and so much more. Level made with this set look so much better than level used with the boring old version. It’s also a lot easier to make original stuff since it has a lot more things it can do. And to just make things better, Pyromanus has added a custom textured background.
Another reason that this is one of my favourite tilesets to use is its layout. Everything is neatly arranged in this, making it extremely easy to use. In fact, it’s so easy to use that it is easier to use than the original diamondus. The mask is perfect, too. I can’t find any tiling errors or mask bugs at all in this set. Everything joins together perfectly. Well done!
Pyromanus has made 3 extra palettes along with the old ones. They are: Garden, Lava and Midnight. In the garden palette the ground has changed to a nice shade of grey, along with other colour changes to give it a very “gardeny” feel. The lava version has a lot of redness in the colour, the waterfalls have gone to a yellowy lava colour. This would be good for a sort of “Hell in Diamondus” level. In the midnight version everything has been darkened (even the sprite colours), an it has a cool wood colour for the trees. Out of these custom palettes, my favourite was the Garden version.
This is a perfect conversion and you must download this now.
LABRAT
Now I kinda like this. The bad layout of the old layout of the original labrat has been changed into a much easier, better laid out layout. The addtions are: Arrow signs, an exit sign pointing left, some Jazz 1 signs, a Textured Background, and the fans from Tube electric. But the the last and most important addition here was there are now slopes to use. There are now cool destruct blocks with coloured weapon sprites on them for every weapon (even freezer :p). The one bad point to this conversion however, is the custom palettes. Labrat 4 seemed to look ok, but Labrat 5 and 6 were ugly.
4/5
TUBE ELECTRIC
Wow! This one rocks! In this conversion Noka has made another good layout to make the set easier to use. All the custom palettes look pretty neat here. My favourite thing is the additions though. All the additions have been used creatively to give the set a JJ1 element. This includes: Belts, the blue flashing background, directional arrows, background bricks, and a Textured Background. There is tons more EC than in the original Tube Electric set. I’ll go mad if I see any more level using the old Tubelectric set. If you really want to make a tubelectric level, USE THIS!
5/5
LETNI
NOW THIS IS HOW ALL CONVERSIONS SHOULD BE. In this conversion re-coloured block from various sets (mostly Tubelectric) have been used along with custom drwan tiles to make the ultimate JJ2 style Letni. The layout is so well laid out, as well as being one of the easiest sets to use in the world. The palettes all look exelent and are the best out of the entire pack. All the EC you could wish for is in this set: Electronic cables, flashing lights, laser beams, magnetic fields, computers, circuit boards, the list is too long to write here. You can be so creative with this set, that it should’nt be hard to make something original. This is by far the best conversion in this pack.
5/5
GOOD POINTS
*Great Additions on all of the sets
*Tube Electric and Letni just OWN
BAD POINTS
*Palettes wern’t so good in Labrat
SCORE
9.7
Download Reccommendation!
Visual Appeal – 5 out of 5
Long story short, this level makes the best use of the CyberSpaz2 tileset. I have never seen such eyecandy in a level using this set. Said set is basically a few random tech-themed tiles thrown together, but this level does a very good job at not looking awkward. Everything looks as it should, there are no tilebugs and there’s also some inventive tile use (the digits). I also like how this has an in-door feel, as opposed to most of the CyberSpaz2 levels.
The music is a very good piece, it sounds good and fits this level like nothing else would. Bonus points for not using Mechanism 8 in an Assault level, too. The background fade helps the fast-paced atmosphere, and the slowly moving background layers nicely contrast with the quick gameplay. Overall, I really like the eyecandy here.
Playability – 4 out of 5
I’ll start with the layout. It’s shaped like a rectangle, with horizontal paths cutting it through. Occasionally the paths fork and merge with other paths, so one can move around freely. The corridors are a little enclosed, but it helps out the gameplay because the pace would be slower if the level was more open.
This level also has carrots. I’m not really a fan of carrots in assault levels, but this one makes good use of them. They’re placed in pairs (fully heals the player in CTF) and in places where people are likely to get ambushed. At times I found this level a little lacking in ammo (the attackers don’t start with anything, and the defenders get a Bouncer PU), though it shouldn’t become too much of a problem.
The included map of the layout (PNG file) makes it easier to remember, which is a definite plus because this layout might be a little complicated. It’s easy enough to get the hang of it, though, in my opinion at least.
SummaryThis is cool pack but how you can to modify Jazz.The source code is not released.Please say me how to modify.My addres mail is “thunderionut3@yahoo.com”
[Unsupported rating (9.7) clearance. Please provide more support for your rating. For more information on writing a proper review, see the \Review Rules\. – Cooba]I already promised to review this, so here goes.
IC PITFALL BATTLE LEVELS
Another out of the blue upload from IC. These guys just seem to constantly pump out new packs one after another, which is good since JJ2 needs another active group after OLC pretty much collapsed.
Basically, these are normal battle levels, except they’re open (usually floating platforms) and allow the player to fall to the bottom of the level. The downside is that you need BlurredD’s Carrotade for these levels to actually work, which just became even more inconvenient now that Gry has released a (featured) 1.23x patch that refuses to work alongside the program. It would’ve been nice if there could have been an LRS version of these levels included just for convenience sake and so that more people would be able to play them.
Anyways, the levels themselves:
ICPF01/ICPF02
These two are basically battle 1 and battle 2 edits, edited so they have pits to make them into a pitfall battle. Aside from adding pits, very little else is actually edited. The eyecandy still remains as subpar as it was, and the levels are just weird the way they are. If you were going to take the trouble of editing them, you might as well have improved their appearance a bit while you were at it. I won’t include these two in the overall rating, as the original levels aren’t yours. However, the pits were placed rather well in this level, and some of them were rather hard to avoid.
Forest Awakening
I’ve seen a screenshot of this level before, and I still have the same opinion about its eyecandy: simply beautiful. The backround looks amazing; you’ve made it look distant and not interfere with the foreground/layer 4, yet it looks full of life and actually does make the level seem like some sort of forest. The foreground eyecandy is also very well done, and overall appearance wise this level is stunning.
The layout is rather basic, but I like it. There are treetops, several chucks of land and pits disguised as water. The level does a good job of not being platformish, and the water as pits was a great idea as it made the level seem more natural and not like some floating chunks of land in midair. Powerups were placed nicely. The seeker was hidden in a rather interesting place, and the bouncer and blaster were out of the way and needed some exploration/risk to acquire. The carrots were also placed in nice little alcoves instead of just floating around, and you had to take some risks to get them. Ammo placement was nice, although I felt that it was too sparce since I had very limited ammo aside from the powerups when I played here online. Overall, however, this is my favorite level in the pack.
V.F.I.A.P
Apparently this stands for some inside joke, Vivando Fell Into a Pit or something. The level is bigger than the previous, but also a lot narrower. I didn’t like the layout as much since it seemed rather random. Making dead ends but placing warps into them for no reason is also rather weird; either make the warps visible or use something else. The top left of the level seemed rather useless, as there’s nothing there aside from some loose ammo and it just takes you back to the same spot where you came from. You’re also able to camp under the +1 carrot above the purple bridge by stomping out of some sucker tubes (I don’t know if this is intentional or not, but imo it shouldnt be).
The eyecandy was rather basic but looked nice, and I liked the ambient lighting used. It wasn’t incredibly innovative or anything, though, but it did try to be different then other beton levels with the weird tubes and other things like that, and nothing in the level looks bad. The ammo was placed in creative little patterns, but again I feel like there could’ve been more. The level feels like it’s intended for a small amount of people since it’s not as open as the last one and because of the ammo, and because there is only one carrot and one powerup. Overall, the level is decent but I’m not too into it.
Psychosis
I could already tell who made this one a few seconds after first playing it ;P. This level is quite different from the one above. It’s rather platformish, but because of the EC you won’t notice that as much. There’s 3 (!!) powerups AND a fire shield (which is rather easy to get, at least compared to the one in The Temple of Suffering) which makes this level a slaughterfest. The ammo placement in this level is probably the best in the pack, as there’s only 3 different types of ammo and each of them has a powerup for them with a rather short respawn time, so getting/refilling ammo won’t be difficult. The powerups were also placed similarly to Forest Awakening; they’re in little alcoves that you need to go out of your way to get to, and (especially the seeker powerup) post risks of falling into a pit/getting owned by your opponent when trying to get them. Intentionally or not, the fire shield doesn’t respawn, so you have 40 seconds to actually make it count and then it’s gone.
Eyecandy here is just awesome. You don’t see the (rather limiting) Death Metal tileset being used all too often, and here P4ul used it in a different and visually appealing way. The bones look great as they litter the ground/ceiling/basically everything. There’s even the little things to take into consideration such as the chains made to look as if they’re holding the bones up, which is really nice. Overall, this is would be the second best level in the pack imo.
It’s Over
This is a good level, but it’s already been uploaded before ;|. Honestly it would’ve been better to just make a new level instead of reusing an old one (especially when your pack only has three other levels in it, not counting the b1/b2 edits), but too late now I guess. The level uses the overused Diamondus B tileset, which has been completely overused to the point where it’s been eaten alive, digested, spat out and eaten again, then spat out and trampled over. That’s how overused it’s become >O (speaking of which, Pyro uploaded an xmas version of it Here !!). The eyecandy in here is the same as the eyecandy in most other diam b levels, which consists of a lot of trees/waterfalls/vegetation everywhere, but it still manages to look pleasing. Like P4ul’s other levels this one has lots of powerups everywhere, ensuring large amounts of flying rabbit limbs and carnage. There’s also a full energy carrot hovering over a pit, which can get shot down to the bottom of the level. The face in the wall looks awesome, btw.
Also, the music for this level isn’t included in the zip, and the one that the Level Description links to isn’t the one that this level uses. You’d either have to go out of your way to convert the basebos.it music to j2b format and rename it for the music to play in this level, or play without it =/.
OVERALL
I like this pack. It could’ve been something a lot better though. There’s only three new levels in this (the rest consists of one recycled level and two battle game edits) and the pack requires a program to actually function (said program also doesn’t work with featured 1.23x patch). If this had something like LRS versions of the levels included, and more new levels, it could’ve been something really awesome. Right now, it’s still good, but doesn’t try to distinguish itself by being something exceptional. However, with that said, it still deserves a download and is still a good upload overall. I’m going to give this an 8.4, although I really hoped it could’ve gotten higher then that.
~Blacky
shadow i wish you put this as N/A if this is just a small level to show what you can do. =/
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Eat your lima beans, Johnny.