Cool. Ignore the stupid anti-virus error. It works. Unfortunately, I have no idea how to use this program. I’m trying it right now.
I’m thinking it’s for Multiplayer or something like that. Is that right?
I dunno what happened to warper.exe. When I extracted it from WinZip my anti-virus software put it in quarantine. Stupid thing.
RATING: N/A for now.
Hey well I haven’t completed it yet but I like the cencept of it, very fun.
Although there is a simple bug in that special area in Toads House, once you exit it you get teleported back to the warp that you used to come into it, which warps you back into Toads house.
So I like it, people may think I might be going soft but it’s my first review.
I give it a 7
[Rating (7) clearance. You need to specify why do you like (or dislike) a level when rating it. ~Cooba]
I don’t really know how hotelmanagers work, (i only know the deposit thingy) but everything i would need about it is in it, so i couldn’t go lower than 10, as in perfect.
Download recommendation only when hosting hotels alot
[Rating (10) clearance. If you don’t know how does something work, don’t rate it. And saying that everything you need is there doesn’t cut it, you need more support for a rating, yet alone a 10. ~Cooba]
What the…? My 1.23 version seems to have disappeared.
Thanks Cooba, I will remember that next time.
I have started on World 2 now. Tileset I am using is MEZ01.
Eh? 1.23 does have usable trigger zones.
246=Trigger Zone |+|Trigger |Trigger|Zone|TriggerID:5|onoff:1|switch:1
Just add that into the JCS.ini in place of the default event 246 and it works fine..
This is very bad.
DEVAN’S GONE MAD REVIEW:
EYECANDY: Very poor. I think you used Layers 4 & 8. You must also use Layer 5, 6 or 7 if you want a good background. There was hardly any background in Muckamok. There was little Eyecandy in the Jungle level. The Exit sign in the Muckamok level was facing the WRONG way. 1/10
GAMEPLAY: There was hardly any. I finished the whole level pack in 20 seconds. You could also fall off very easily. 0/10
OBSTACLES/ENEMIES: No obstacles, not even any Buttstomp or Destruct scenery were in any of these levels. Very few enemies can be found in both levels. 1/10
PICKUPS: There was some useless Bouncer and Seeker ammo in Level 1. There was also only about 10-20 gems. There was a pointless Electro Blaster Power-Up at the beginning of Level 2 (Muckamok). Hardly any pick ups could be found in either of these 2 levels. All of the other weapons were not even needed. 1/10
TOTAL = 3/40 (0.75)
BONUSSES/MINUSSES:
No bonusses.
Very poor choice of music in the Jungle level. -0.25
OVERALL MARK: 0.75 – 0.25 = 0.5
But it will have to be a 1 since scores below that are impossible on J2O.
If you do make Part 2, make sure it is longer and much bigger. Also, make sure there is more than 2 levels.
DOWNLOAD RECOMMENDATION: No
I really enjoyed this level.
Eyecandy 5/5 : Except for the pole thing mentioned about, it was excellent. You made good use of layers as well. I liked the “rain” that you created.
Item placement N/A: You need to add “useless” items and powerups like food to your levels. It will make them look better, and it will also keep the player entertained.
Monster placement 3/5: Some of the monsters WERE unusual to the level (the monkey, for example). Also, you placed a warp right where a bat spawned. I died twice to that >.> I honestly don’t like enemies that regenerate. It would be fine if you simply made one out of 6-8 enemies respawn rather than forcing the player to kill the whole mob over again.
Other than the item/monster placement, the level was great.
Well, here is a little review about your level. :-)
I played as Spaz at Normal difficulty, and I quit after getting stuck at the part with the construction bars with all the dragons on it, and the blocked access to the next building right of there…
Eye Candy: 87%
I think the eye candy is nice. The only real flaw in Eye Candy I saw were the poles at the side of Nick’s Cafe’s doors. They were floating. O_o
Gameplay: 80%
I liked the gameplay too. The system where weapons served as ‘keys’ was pretty fun, but it forced me to use the blaster. But, the terrain was very nice.
Usage of enemies: 80%
The enemies were well placed, but some of the enemies didn’t suit in a city tileset at all, like the monkey and the dragons. Not too many nor too little enemies in the level.
Usage of items and weapons: 80%
The items and weapons are, like the enemies, not too many nor too little. Using weapons was wasting time, since I needed it to access certain areas.
Total rating = (87 + 80 + 80 + 80) / 4 = 81.75%
Nice first level post. :-)
Perfect program! =D
[Rating (9.7) clearance. You need to give an actual support for the rating when you’re reviewing. ~Cooba]
Nice program. It is useful.
[Rating (8) clearance. You need to give an actual support for the rating when you’re reviewing. ~Cooba]
An orange version of the Castle tileset also existed. Could you make it too?
Unfortunately, I’ve got no pictures.
[I had the light yellow version in plans, but I got lazy and it would wind up being a lot of work. The screenshot didn’t have a palette and it was saved as an MSPaint .jpg, and the level shown in it was just… really weird. ~Cooba]
Hello!
Eyecandy
It’s standart. Why did’t you used layer 5 that much? It’s almost empty. But the tree’s are placed on layer 4. So that’s very good. Also the background is’t original, just standart ;(. And layer 7 is just so normal for these days. Fix that (And mayby later 6 too) for extra points!
Gameplay
Awsome gameplay really. The level is really for a 3VS3. And it’s quite fun too! I really like the spring placement. Awsome flow and layout. There are warps! (waves). Also very handy when you are chased, and you really need to get some PU’s.
When i played the level, i felt like. It’s quite hard for Jazz, Spaz can move so easy throw this level. It’s very easyer for Spaz.
Ammo
This is the strongest thing of the level. It’s VERY GOOD placed. Really nice how you must reach it sometimes, like in other levels you just can run. In this level you need to jump, and move that way, or that way.
The PU’s are very well placed, and you need them in combat.
Overall: Good level! And probably your best!
8.0
Uhh… no… you just have to let it load
Hi! I played and enjoyed the first 2 levels, I haven’t play the second 2 levels, but I think they will be nice. But those were frusfrating:
1-the blocks of: normal, *4, *3, *2 and empty
2-The trigger zones near the red zone
Okay, that was capture the flag.
Gameplay:
The level was fun +5.But Improve those who reduced rating
1-The carrot beside the float up sticks a person in the wall up so the user isn’t able to complete and have to restart again(by donda97) -1
2-When I was going to the (blue)flag room the trigger zone that you made make me stop the level and play it again -0.5
rating:3.5 due to unimproved things
Eye Candy:The backround is very good and fine but the sprite layer and also layers 1 and 2 were tricky!+ 4.
Next time, improve sprite layer .reduces 0.5.
rating 3.5
Triggers/Items/Animation:
Items are so tricky even those climbing blocks were extremly funny for just bouncers? +6
Triggers: the triggerzone some time close on the other players he/she can’t complete playing so just we gotta restart playing the level again.reduce 2.
Animations: the animating blocks which are animated (normal, *4, *3, *2 and empty) reduces 1 and adds 2.
Rating: 5
Warps: None. N/a rating.
Comments:
Please Improve those:
1-Make sure that float ups don’t stick people to upper walls.
2-door lock trigger zones must be deleted and use some normal items such as springs
3-Don’t ever use disappearing climbing blocks instead put freeze enemies if you want tricks
N/A rating.
Final Rating 4.7
Donda97’s Rating 5
Download Recommended
Wait for the other levels ratings By Donda97
(Last edited by Lori 98 due to mistakes)
Huh? Who can play this level. Donda97 was about to get mad. Stop it!.
Gameplay:Just Falling and lastly there is a peice of ground and a closed place whick only the horizantal buttstomp rabbit can do. rating:0.5
Eye Candy:
Well confusing and limited places I cannot locate the exit rating.Donda also tried but there was no-go. rating 1.
Items/Triggers:
1 trigger Buttstomp horizantal and no items
Warps: None Rating:N/A
final rating: 1
Donda97’s rating:0.5
Download Recommndation for both: No
Wow, the Gems sure looked different in the early JJ2. The numbers at the bottom of the screen (lives, ammo) were smaller too. The icon for the Blaster weapon was different also.
Anyway, great work in making an early JJ2 tileset now usable.
EDIT: I’ve just noticed that there wasn’t a score counter.
EDIT 2: Are there any other early JJ2 Tilesets that didn’t make it in the final version?
[Yes. There’s Diamondus Beta which I linked to in the download description, the differently drawn Inferno, and an entirely different background in the Damn levels. Feel free to message me for the screenshots. ~Cooba]
SPAZ MISSION REVIEW:
EYECANDY: The Tilesets were used quite well especially the Beach level. There could have been more Eyecandy in the other levels. 7/10
GAMEPLAY: The levels were quite long and hard to finish. But the enemies made it far too hard. Level 8 was just a short Boss level with no items at all. 5/10
OBSTACLES/ENEMIES: Now this is the part that really let this pack down. There were way too many enemies in all of the levels, especially in Level 1, far too many Bees. Yes, having enemies in levels is good but not over 100 of them. Shooting enemies all the time can get boring. 5/10
MUSIC: There’s no point in rating this since it was the JJ2 music. N/A
PICKUPS: There was a bit too many Gems in Level 2 (about 300). The coins were quite hard to find. There wasn’t many 1UPs though so getting Extra Lives would be hard. 6/10
TOTAL = 23/40 (5.75)
Rounded to 5.7
PLUSSES/MINUSSES:
The End Boss text event in Level 3 said “Level 1 Clear!”. No points will be deducted.
I really liked the way you could see what was coming up in the Jungle level. +0.5
There was a bug in the Jungle level. The Bubba boss ended up going off the screen. -0.2
OVERALL MARK: 5.7 + 0.5 – 0.2 = 6
DR: N/A (Yes requires 7.0)
I’m going to start off with eyecandy first since it’s the most noticable thing and I have a lot to say on it.
First, there’s a lot more eyecandy then I expected here. Which isn’t necessarily good. A lot of it (nearly all of it, even) is extremely confusing because you can’t tell what is solid and what’s just for show. Its nice that you tried to make the level pretty, but honestly, I have no idea what the hell is going on sometimes in the level because too many things crowd the screen.
There’s a lot of creative stuff I see though. Some things I know I used in my Chasm level before, while there are some which are fairly new and I haven’t seen before (the pillars at 41,48 for example). Of course, using this tileset and trying to be creative at the same time usually ends up with a load of tilebugs, but I’m willing to overlook them for creativity’s sake because I’d rather have a level that tries new things (minus the confusing eyecandy part and using solid stuff in layer 5) then a level which doesn’t and is extremely limited visual wise or is empty. Some of the tilebugs, however, like the layer 3 bug at 92,30 in jj2 should be fixed (same bug reoccurs in the same spot except on blue team side).
So basically, its creative and look cool in some areas, but too confusing since you used the same tiles in layer 4 and 5, and there’s too much in areas and it crowds the screen and makes it annoying if you’re playing.
As for the layout, it’s pretty much symmetrical. Spaz can quickly get to the bases by RF climbing and not needing to take the tube or extremely long route. Normally I don’t mention spaz biases because basically most people use spaz anyways and he is better in more situations online then jazz is (imo), but this one pretty much makes it seem like you either didn’t know about RF climbing or want everyone to be spaz here because jazz would get humiliated.
I had some trouble getting around too, but that’s mainly the fault of the eyecandy. The way this level is made, with all the layer 3 passages and sucker tubes and warps which are fairly hidden, makes it EXTREMELY hard for new people to learn it, and can lead to a lot of people losing fairly quickly in this level because they weren’t aware of a hidden warp to a powerup, or a sucker tube to the base, etc. If you’re going to have stuff like that, at least point it out. I had no idea about pretty much most of it until I looked in JCS.
Some passages are pretty much useless for the most part. You have a sucker tube, a very quick and effortless RF climb spot, AND coinwarps to the bases. Who would use the slow and vulnerable staircase passage on the far sides of the level aside from just getting loose ammo?
Gameplay wise, I don’t like how this level plays out all too much. It’s extremely easy to get to the base and you can get there in a matter of seconds, making it pretty hard to defend. I think the coinwarps could at least use some more coins to get into, personally. This level can also get pretty cramped and is chock full of very thin walls blocking your path which would make electroblasters at least twice as useful if they were included in the level.
The level includes 3 +1 carrots. I can’t tell if I like this or hate this. The level is definately too small to house a full energy with those +1s being there, yet I don’t really like having to always need 2 carrots to ensure I am not one hit away from death. It could work though, I guess, and I might prefer it to the One Full Energy method which so many levels used before and which basically ensures you’re screwed when youre at 1h and your opponent is camping the carrot (memories of snooze duels go here ;P).
Ammo variety is…limited. I would’ve liked some EBs here since they would kill in this level, and maybe even more loose ammo to make some areas seem less useless and dull. AFAIK there’s two powerups, found in warps which you probably won’t find unless you know where they are, or are just lucky and/or explorative. Powerup choice is well done, though.
Overall, this is basically a small level which is an example of what happens and how confusing a level can get when it overused layer 4 platforms and tiles in layer 5 scenery and overdoes the eyecandy. It needs to be less author friendly (rather, not hiding nearly every useful thing in this level) and an eyecandy facelift, imo. I don’t like how easy it is to get to the bases either, really. Possibly taking out the coinwarps entirely would fix that.
However, the eyecandy is creative despite being confusing and some things are pretty cool. The level is small but isn’t another AYB or something where there’s only one full energy. I’m giving this a 7.2.
Download reccomendation, but mostly to see some creative tricks used in the eyecandy and a lesson to what happens when you overdo it and make stuff confusing and seemingly crowded.
And finally, a reply to Cooba because I half wrote this review for the sole purpose of debating on what he said when he edited that 6.5 review: I think tileset choice DOES matter when it comes to levels, really. Tileset choice affects what you can do with a level, what tiles you can use, and it can really determine whether your level is worthy of an 8 or over. Eyecandy basically depends on tileset choice: you can use a bad tileset and make something creative in it, but it would never really be as good as the eyecandy you can do when using a wellmade tileset. Also, limitations in the set can influence things outside of eyecandy. If there were arrows in this tileset, the warps and the sucker tubes need not be hidden which would definately improve the rating this level gets, but there aren’t arrows in this set so =P. Music choice can matter, but to a much lesser extent. I wouldn’t take marks off for it personally, but I would get annoyed and definately bring it up in a review if a music was irritating or completely doesn’t fit a level.
Well, this was kinda fun. HURRAY!!
~Blacky
Edit: Fixed a few wording errors that made one sentence pretty much not make sense. That’s what happens when you review while being half awake I guess.
Rating Hellsinki:
To start:
Very well Capture the Flag-level for lucky people and people who remember good.
Mysterious paths:
It seems that there are in this level many paths present… but that is not correct. You would THINK that it are paths, but it is background… Lucky people have no problems with that challenge… because if you choose a wrong platform, you’ll fall down… At people who much luck it will not happen often.
In fact also a type Memory, because you must really can remember: which paths are real and which paths not?
Strange Title:
The level is called ‘ Hellsinki ‘, probably named to the capital of Iceland. (Helsinki therefore) So, Peter and I thought that it was in the snow… but no, was in the shelter of Devan Shell, there was everywhere magma!
One thing is unfortunately:
It is a pity that the one flag left and other right in the level is. My favoriete Capture the Flag-levels are he where you really must search the flags.
Conclusion:
In spite of this disadvantage this is a very well Capture the Flag-level with a strange title.
Mark: 8,4
Download recommendation:
I finally get reviews and they don’t even make sense :(
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