Despite its small size and relative simplicity, this is a solid CTF level with franatic yet tactical gameplay. The top part is fairly campy, but also quite open which leaves players open to long range Fireball shots. The real star of the show here is the theme and the eyecandy; FS masterfully uses the PK2 tileset to create a convincing environment.
A pretty small level compared from what we’ve seen from blacky. Though the visuals are still pretty neat to look at. Though it’s really hard to navigate in this map since it’s dark. That’s the main reason for me not to rate this higher. Though it’s layout and gameplay is decent. The background looks wonderful with the scripted additions.
I really enjoy the coin concept as it adds a layer of tactical depth not seen in many other levels. While visually the sprite layer is quite spartan, the atmosphere crafted with careful attention to colours and small motifs is nonetheless incredible. The layout is also well crafted and facilitates intelligent play as opposed to mindless ammo spam.
The eyecandy is phenomenal while the gameplay and layout are decent for a duel map. Duels might take a while even when there are only a few paths to traverse. Theme fits well with Jazz’ standards. The script is a nice addition to the map giving the theme an extra boost and more impressive eyecandy with this ‘hard-to-use-tileset’. D/R (Y)
Quite an impressive level visually, although the amount of detail in the sprite layer background may be a bit overstimulating for some. The layout is well constructed and feels more like a collection of areas rather than random platforms or tunnels, with a good variety of open and more enclosed areas. Pickups are well distributed. D/L!
This map certainly takes a big turn while it comes to making big maps with a small tileset. Though this might be a downside of this map that you can easily lose track of yourself. The eyecandy is just pleasant to look at, with just a tiny script, though it might confuse you were you are. The map itself has plenty of powerups and carrots well spread throughout the map. It definitely fits the standards of a great JDC Event map and won’t get boring any time while you play here. Download recommended!
Great eyecandy lies with a decent yet great layout. This map is fun to play and is balanced despite it’s asymmetrical layout. The map has three powerups well spread throughout the map and has one full carrot and one normal carrot. Some flow-issues but you can easily adjust to them. Download recommended!
While I am not a huge fan of “occult” themed levels, I think Nocturne is generally visually appealing, with “off-colors” giving a surreal feel to certain parts, but some of the eye-candy is slightly distracting. I consider the layout, game-play etc to be generic.
Well designed, but those terrible recolors of Medvio and Waz18 are just unacceptable.
Fun level, pretty good eye candy and the background is unlike any I’ve seen in JJ2.
Very impressive layout and outstanding eye candy, especially if you consider that it was all done in only 4 days?!
Cool level! I like all the stuff done with scripting and while in my opinion it isn’t the heavy mappool quality some players demand, at least it has great eyecandy and you already have fun just by running around the level!
Great layouts and rich eyecandy. I like them all but Riddlehamhope hall is my favorite.
While the eye candy may be nice at times, the levels are repetitive and get boring after a small while.
Easy level but it has a nice and funny atmosphere, I really like the boss too!
Not really a challenge but still really enjoyable.
For the restrictions of the above mentioned contest, this set is quite creative and full of detail. The only issue is that it has no slopes, but again I guess that’s only because of the restrictions.
Poor drawing quality with no flexibility whatsoever and an assortment of ripped tiles. This is hideously overrated.
While this tileset is quite difficult to use and is somewhat limited due to the restrictions of the contest, the creativity and art style shines through. I strongly recommend this set for anyone looking for an interesting challenge. Despite its limitations, it’s also surprisingly flexible if you’re willing to put in the effort.
This episode had it’s ups & downs.
The first 2 levels felt somewhat mediocre and typical to earlier JCS attempts. There’s little use of vertical space, although I can forgive that for the level being a ship’s deck. Enemies are placed in bunches which (especially on Hard mode) rather slow you down a lot instead of actually making it harder. Some of the 3D Spike Boll patterns felt a bit out of place especially in the 2nd (underwater) level. The ‘pizza ghosts’ part was kind of fun to play, running into and bustin’ all those ghosts made me feel good, lol. The boss wasn’t very challenging but the combination of the Queen’s scream and falling block to make another boss differ felt original.
The first tube level was pretty good. The crate stomping and backtracking felt clever enough at times, and in some parts the respawning Sparks kept me thinking about facing the right way, while switching to the appropriate guns this episode gave me (mostly Bouncer, Toaster, and Seeker were useful). The Robot boss combo was okay but I was lazy and just spammed Bouncers instead of dodging the Tuff’s chains.
The Pinball Hell thingy started off pretty decent with some fun jumps to make with flippers and bumpers. But again the pathways were a little square & flat if you know what I mean, with little incentive to hop around and explore. And while I always love some pinball in any level, the amount of (Hard mode) enemies really, really slowed down the gameplay in this one. The (horizontal) Bumper patterns near the end felt a bit out of place.
The highlight of this pack sure is the scripted final boss. I liked how it’s segmented into different small phases each with a new attack pattern. It’s by far not the hardest scripted boss to date, but all of it’s attack patterns are perfectly fair and dodgeable, and it’s generous with carrots, giving you one for each phase defeated.
So there we have it. It feels like some good & bad gameplay got mixed together here, whether that was intended or not for the final release. Overall I had a decent amount of fun, but can only recommend Normal or Easy mode even for experienced players. I liked some of the pack’s ideas, and the scripted final boss saved it for Download recommendation.
GN and good luck! (this review was written by sleepy me)
Rather cute theme even if the tileset is rather lacking in terms of versatility, especially when in comparison with Mystic Isle 2. The art style is decent overall but a bit inconsistent.
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Eat your lima beans, Johnny.