Review by JazzBusters

Posted:
8 Apr 2006, 16:00 (edited 9 Apr 06, 11:38)
For: Ilu'z Jazz X: the Future incident
Level rating: 7.7
Rating
7

Rating Jazz X: the Future incident

Placements:
Is good! A good number of bonusses and secrets. My favorite one was the suck-secret in the Diamondus-level.
Rank: Good/Very Good

Eyecandy:
Background: Good. Path-adornment: Good. Foreground: Good. So, I think that you know which rank I will gave you for this part.
Rank: Good

Story:
No story in the level-description, so I thought this episode doesn’t have a story. But after I’ve played this episode I discovered this episode DOES have an (good) story.
Rank: Sufficient

Obstacles:
Lots of enemies, but not very much bosses for a big episode like this.
Rank: Average/Sufficient

Length:
Twenty-two levels! This is a very long episode!
Rank: Very Good

Extra score:
No extra score needed for this episode.
Rank: No Rating

Final Rating: 7.0
Download recommendation: N/A (requires a 7½)

Peter

Review by Jerrythabest

Posted:
8 Apr 2006, 08:02 (edited 8 Apr 06, 08:05)
For: Tileset Extractor
Level rating: 9.9
Rating
N/A

Same problem.. I press enter then and it closes, just tell me what I do wrong here;) Anyway, as soon as this works for me I’ll rate it;)

EDIT: this does work if you drag the tilesets on the program’s icon =D good job, but I still wont rate it

Review by Lamo108

Posted:
7 Apr 2006, 22:21 (edited 27 Apr 06, 11:50 by Fquist)
For: Brick City
Level rating: 3.7
Rating
N/A

THIS LEVEL WAS EXTREMELY COOL.

EYECANDY: it was extremely good for the optins in the tile set.

Drawing style:This had an intestering color and style to it that i realey enjoyed

Tiles: Were extremely good even though thre were not many.

Adimation: Very good detail and wonderful signs.The adimation was just extreme

Music:The music was the best of all.If the music wondn’t have being so good i would have rated this level 4.5

[Unsupported rating (10) removal. Please. The music really doesn’t count for ~ 65% of the rating. You can’t rate a level you consider bad this way just because of the music. Also, your reasons for rating just lack. You say you like the level yet you wish to rate 4.5. It would be good if you would think a bit more about your reviews. – FQuist]

Review by zapS

Posted:
7 Apr 2006, 11:34
For: Tileset Extractor
Level rating: 9.9
Rating
N/A

doesn’t work :( nothing happens when i drop tilesets in the window. it shows the path but no png files are created. :(

Review by Cheese

Posted:
7 Apr 2006, 00:02
For: Tileset Extractor
Level rating: 9.9
Rating
N/A

Neobeo, you are the best thing that’s ever happened to JJ2. I mean, person. With this here tileset extractor, and JSD, we are now free to easily mod JJ2. and it’s all thanks to you! awesome job!

DR recomendation: YES!

You know, the tilesets can be used in Game Maker too..

RecommendedReview by fearofdark

Posted:
6 Apr 2006, 19:21
For: Devil's land
Level rating: 1.5
Rating
1.9

Even before the review I can say, Ouch! This was just about as bad as the Freak-E level I released. One problem is that you passworded your level even though there was no point because the level is bad. The review:

EYECANDY:
All was fine and I was happy until I took one look at this level. The eyecandy on the sprite layer could use a little bit of work….no, LOTS of work. Tile errors is one of the many things that are wrong in this level. Another is the idea of having snow and rain in a hot, redish brown medieval castle with fire. The rain is not a problem if its in the back round but snow should only be used in winter, candy or mythical levels. In this case, it makes it look silly. Another problem is that you could see nothing below the floor tiles which counts as a tile error. The countless amount of these errors gives you the lowest eyecandy score.
RATING: 1.0

GAMEPLAY:
Not nice. The texts keep saying messages explaining that you’re doomed when I could only lose 2 hearts playing the level. The trigger puzzles are nice but simple and the platforms over the spikes have so narrow gaps that I could just walk over them. The worst is near the end with the bilsy boss. To make it “challenging” is the narrow gaps again. An error is born when bilsy dissapears, he can appear on one of the gaps and not fall off as if he’s floating. You need a certain type of arena for Bilsy but here, the arena is so small that Bilsy can hide in the walls making him impossible to shoot.
RATING: 2.9

ITEMS:
Very few items. There is some triggery bits at the beggining you just stomp, and then some crates and you get a some Powerups and a 30 second shield. There is also some hooks you climb to reach a ‘very easy to get’ 1UP. The worst is at the end where to help you, you get a lot of fastfires and a Full Energy carrot.
RATING: 1.9

AVERAGE RATING: 1.9

BONUS:

MUSIC:
Basic JJ2 which suits really well used in the origional JJ2. Boring. +0

TILESET:
Aaacck +0

BONUS: 0
FINAL RATING: 1.9
RANK: 1 The worst level rank ever
DOWNLOAD?: Its just that bad that it should be downloaded so that he world can laugh at it.
FINAL COMMENT:
You could certainly do better than that. To avoid these comments, read reviews carefully and spend as much time as you want on a level or level pack.

Review by Booman!

Posted:
6 Apr 2006, 18:08
For: AB Single Player pack pt 1
Level rating: N/A
Rating
N/A

Jazzbusters: I think the idea whith this level packs is to collect some of the best levels from J2O.

And also, you should maybe read the description before you review. n00b says: “If you want, you can review the exclusive levels, otherwise do NOT rate the pack.”

Review by JazzBusters

Posted:
6 Apr 2006, 16:19 (edited 6 Apr 06, 18:41 by Violet CLM)
For: AB Single Player pack pt 1
Level rating: N/A
Rating
N/A

Rating AB Single Player pack pt 1 and 2

Placement:
Placement is good.
Rank: Good

Story:
No story!
Rank: Horrible

Eyecandy:
Well… it is pretty good. Nothing more to say.
Rank: OK/Good

Obstacles:
The most levels are pretty hard. But there are also levels that I’ve completed in less than one minute!!
Rank: Sufficient

Length:
What a lot of levels. Whew!
Rank: Very good

Extra score:
An extra score for ‘Yourself’
You said: ‘Have an evil router keeping you from the bash? Well look no further than this Solo Bash campaign! Inside you’ll find a 4 poorly done(Hey I only had 24 hours) exlcusive levels(with 2 “cutscenes”), and 16 of the best SP levels found on the J2O and the J2C (with the emphasis being on the J2C).
Ahah! So… most of the levels are not created by yourself!!
Rank: Horrible

Final Rating: 5.3
Download recommendation: No
(N/A requires 5.5 and Yes requires 7.5)

Best wishes with your further episodes and do not use levels that you haven’t created.

Peter (JazzBuster)
(Rating removal. n00b has stated that “If you want, you can review the exclusive levels, otherwise do NOT rate the pack.” The rest of the levels are not being presented as his own work, just as a compendium of levels for a playing experience, much like the Anniversary Bash Battle and CTF packs, which are also not comprised exclusively of levels made by the compiler. ~Violet)

Review by n00b

Posted:
6 Apr 2006, 15:52
For: AB Single Player pack pt 1
Level rating: N/A
Rating
N/A

Something I forgot to mention, the exclusive levels made for this pack MUST be played in 8-bit, with low detail off.

After that, for the most part, you can play on whatever settings you have.

Review by master sven

Posted:
5 Apr 2006, 18:57
For: Devil's land hard version
Level rating: 1
Rating
N/A

A Tip: put it together with the normal version in a pack*!!!!*

RecommendedReview by Grytolle

Posted:
5 Apr 2006, 05:53 (edited 6 Apr 06, 09:35 by grytolle)
For: Serial Experiments CTF Pack 1.0
Level rating: 7.9
Rating
7.9

Eyecandy overall
Blablabla awesome/decent/good, or something.

Sacrifice
Carrots
There are two one heart carrots, accessed by warps, in a little room. I think that it’s a good thing to have two carrots instead of one, since then chances aren’t so high that they will both stop respawning completely on a laggy server. You can counter camping inside the box by using gun9 from the outside, or camping where the warp out of the carrot box targets, therefore it isn’t easy to just take the carrot like that, which is good. Besides, if you try to get the carrot as flag carrier, chances are quite high that you get hit again when you try to get RTS, as there are often a lot of base/spawncampers at your base.

Power ups
The original part of this level is that you get seeker powerups each time you die or join the server. This adds a great tactical aspect to the level, as defending becomes very effective when you always respawn with seekers.
There are also pepper spray power ups, which can be quite useful… the placement of those are good, since you can get them on your way to base if you are taking the lower route.

Pickups
Ammo placement is good, along the routes so you don’t have to run away to look for ammo, which slows down the game and makes everything much more boring. A good thing is the piles of RFs that you can use for hunting complemented by the bouncers and powered up pepper there sre in the level. There are also quite a lot of toaster pickups, which can be useful for something I guess (this is not really my favourite weapon so I seldom use it, especially unpoweredup).

Bases
The base areas are great, easily defendable. There are three routes to them, I think. Camping the base can be countered quite easily with gun9, RFs and gun2. The fact that you can spawncamp the base area also adds an unusual aspect, since that’s not how jj2 normally works. Yeah, I like those bases.

Other tactical areas
There are a few tactical areas here. Mainly bases, carrotbox, above it… The bottom if the level tends to be come quite unused, unless the copters stop respawning.

Flow
It’s easy to navigate, the level is easy to learn, and everytihng is good. The only thing you can raise objections against is the use of copters, since those often stop respawning. The upper path is by far the fastest way to base, so if one team doesn’t have spawning copters, they have quite some disadvantage. There are a few places where you pretty much run into walls, which you must avoid to not get hunted down by RFs or gun8. I like those areas, as they are not really dead ends, but still dangerous. Same thing goes for the warps on top of the level targeting the carrotbox, where you can often get warpkilled, something I think is good as it adds another danger to the level. For example in really good games on bblair I never dare using warps, since I know someone will kill me as soon as I do.

Summed up
Nice level, I like it a lot. I am not sure what others think, but I give it a 9, the only thing stopping it from becoming a 10 is that copters can be a problem, it sucks for duels (no seekers for the one not dying) and that you can sometimes get stuck where you get seekPUs on spawn.

Introspection
Carrots
I think there is only one carrot here, so I assume it’s a fullNRG one. (No I refuse to use JCS to check, and I didn’t have anyone playing with me.) It is placed quite fairly. It is within sight from the blue base, but not from the red, on the other hand it’s a bit easier to reach it from the red base (from blue you need to do a quite tricky doublejump, if you are Spaz, to get there). In order to get to it you need to use a spring which is placed in an area where there should be a lot of people all the time, as it is quite close to both bases, meaning it has its risks to try to get there. The same spring is also really useful for attacking the red base with RFs. So nice carrot placement.

Power ups
There are two power ups, RF and toaster, which are placed in really dangerous areas to go to if you are hunted (since you have to either fall down to your enemy again after you took them, and the only other way to flee is by a copter, which you can never be sure of when or if it spawns). I like it. >) The fact that there aren’t any seekers makes the play around bases a lot more interesting, as they at first sight seems very easy to defend, but once you notice you don’t have seekers, you quickly become way more vulnerable to attacks from above.

Pick ups
It seems quite easy to find the ammo, and most of it is along the lower route between bases, which is good since that could possibly make that area of the level more used, as the higher road is way quiker. (same way as Sacrifice’s)
I would like gun9 to make the left base area a bit harder to defend.

Bases
Quite alright. As I said, they seem not to be too easy to defend… It’s also quite easy to fall off when you are RTS or R, which can add to both frustration and fun. The left base seems easier to defend than the right one.

Other tactical areas
I think the bases and the carrot are the only tactical areas here. Perhaps the power up-places too, but the power ups are really far away, and that could be bad for the gameplay, as it becomes way slower, which sucks. I don’t think I would bother with power ups most of the time, perhaps on my way back to get RTS or if I don’t have to R so fast.

Flow
It’s nice, apart from the power up areas where the helicopters are annoying obstacles, but I guess you can adapt to that, so nice job here too.

Summed up
For some reason this level seems not as good to me as Sacrifice, and it was also a bit harder to learn. A work well done, it gets an hmm… 7

Greed
I hate the coinsystem. It was probably a nice thought, but it just didn’t turn out to be fun. I won’t review this levels, I’ll just subtract some from the total score because of it.

Sadness
Carrots
There are 3 of them – one fullNRG carrot and two one heart carrots. The full NRG carrot requires that youhave a key to reach it, and if you take it you can be pretty sure that you will lose your health again afterwards, since there will always be campers at the target of the getting out of carrot area-warp. It’s not a good idea to stay at the one heart carrot of your team’s waiting for it to spawn again either, since the 1 heart carrots are sort of placed in dead ends. Also, the fullNRG carrot can easily be camped by simply shooting it down and standing at it shooting upwards. In other words, it’s risky to take carrots, which is good when your level only has one…

Power up
The level has a toaster power up in the middle of the level, as I mentioned before only centimeters away from the warptarget out of carrot area. It seems to respawn quite quickly, and for using a one power-up system, I must say that toaster is a good choice, as it isn’t so easy to run out of.

Pick ups
The pick ups are obviously placed with thought in this level, and are mostly around the bases. The red team however has an advantage over the blue one, since there are toasters above their base instead of bouncers as there are by the blue base (bouncers being very effective for damaging the opposing team’s RTSer.

Bases
The base areas are great. They have only got one way to be reached from, but that doesn’t make it completely impossible for the attackers to get to the RTSer, since there is a turret where they can spam bullets from. As I mentioned before the ammo supplies are good around bases, which is a good thing in my opninion.

Other tactical areas
I can’t find any other tactical areas.

Flow
It’s quite easy to move around and the level is easy to learn (with the possible exception of the locked doors). In this level, as opposed to for example in Sacrifie, it’s fatal if the copters stop respawning, as there is no other way to reach base. This, of course, reduces some from the total rating.

Summed up
Good level. I give it an 8.

Sanctuary
I’ll, surprisingly enough, start off by commenting the eyecandy on this one. It’s much sexier than the others’ IMO, but maybe I just like the tileset because I am so m*ickng dark side.

Carrots
There are two fullNRG carrots in this level, placed right next to eachother with gun9 pickups near them, for extra camping/carrotkilling fun! I like it.

Power ups
I think there are two powerups in the level. Seeker and Toaster. They are placed nicely in the bottom corners, and they don’t really give any team any advantage over the other. Oh, wait there are pepperspray powerups too, at the carrot area… doesn’t matter, but I guess they could be useful for attacking the bases, which are in quite open areas. Also the carrots are placed in a way which could be ideal for attacking with pepperspray.

Pick ups
The ammo placement is very good. Most of the ammo, if not all, is played along the major routes between bases and carrots, which is good as anything that could possibly lessen the quickpacedness of a level is negative.

Bases
Great base areas. Open and accessible form three directions with springs for inspired bullet dodging. There are also quite a lot of pick ups around them, which is good as NA-fights suck.

Other tactical areas
Can’t really find any. It’s the normal: bases, carrots, powerups.

Flow
Very good! even if you don’t know the level you will easily reach the other base just by running where your nose points. You still need to do a few tricky jumps to find the fastest way to base, though – which is good since atleast I myself would like to have a little advantage over my opponent if I bother learning a level throughly.

Summed up
I like this a real lot, and I would like to give it a 8.5 for being almost as awesome as Sacrifice (which has more orignal, yet entertaining gameplay, giving it a higher score – Sanctuary is only entertaining, not really original).

Twilight
This has one of those sucky SILWI-like falling systems, which sucks, so I will just substract some from the total score of the pack, instead of making a proper review.

Total score
Sacrifice 9
Introspection 7
Sadness 8
Sanctuary 8.5
Average 8.125

Minus Twilight 8.0
Minus Greed 7.9
TOTAL: 7.9

In other words ~8 6Tees and a downlioad recummandation for CelL!

RecommendedReview by n00b

Posted:
5 Apr 2006, 00:32
For: Flashback: Outta dis world
Level rating: 7.2
Rating
6.7

Fearofdark, if you don’t mind, my lad, I will steal a bit of your reviewing system for this pack.
STORY-
Eh, not really described much ingame. The bits that are sometimes in bad english. Perhaps ask a fluent speaker to go over the text beforehand?

EXOTICUS:
This planet has some devent levels going on. While not exactly fresh, it was slightly challenging, and very fun to play. While I slightly dissapointed by the inside bits, this part of the pack was for the most part good.

INDUSTRIUS:
The first level in this was a blast to play, however the same cannot be said for the second. It seemed you were running low on design ideas, and used the Skyscraper idea twice. And the second time was EXTREMELY similar to the first, and they were extremely close together. Bad design choice. Also, Why can’t people make secret levels that actually fun like the ones in JJ1? Oh, and I enjoyed the false items. It was neat eyecandy feature, and I hope you use it in more of your levels :)

MUCKAMOK:
Once again, Stellar first (although not as stellar as other levels in this pack), lacking second. What was wrong with the Metal Muckamok remix? I see no reason why it couldn’t be used twice. Especially since I think the music choice tried to create too epic of a mood for the level. I know you want difficulty for a last level, but putting a player in a gauntlet of reflex tests isn’t the best way to do it. There’s stuff thats difficult, and then theres stuff thats frustrating. This is defiently the frustrating kind of stuff.
Also, whats up with recylcing the bottomless pits again? Was the idea for challenges that lacking?

Final score- 6.7
DR- yeah
Closing comments:
The final levels get way to repetive and derritive, and suck out most of the fun I was having on Exoticus.

RecommendedReview by n00b

Posted:
4 Apr 2006, 20:59
For: Devil's land
Level rating: 1.5
Rating
1


I am blown away…

Words cannot describe this pack…

It’s that bad.
Challengeing? Hardly.
Simple? Incredibly yes.

Jazz must sneak around some Medivo base or something, I couldnt figure it out. But thats cool with me, whats not cool with me is the annoying quips I assume is being blasted by an intercom throughout the level. Especially one that tells me the “journey ends here” after I “made it this far”. Coicidently, thats also next to the exit sign. An area you non cheaters will never see. Why? Simple answer: Theres a put you cant get out of. Even worse-entering that pit is essential to contiue the level. The enemies are placed linearly, and aren’t challenging. Neither is the Bilsy boss battle which is extremly easy thanks to a full-health carrot and multiple fastfires.

Final score- 1
Keep trying, and have someone betatest your packs. Trust me, it’ll make thing smoother and better.
DR- Yes. You have to experience the Intercom!

Review by Jarno vos

Posted:
4 Apr 2006, 17:29
For: Tileset Extractor
Level rating: 9.9
Rating
N/A

NeoBeo thank you, this will be very helpful at my new level!

RecommendedReview by Grytolle

Posted:
4 Apr 2006, 09:21 (edited 5 Apr 06, 08:23 by grytolle)
For: Rainbow Hills v.2
Level rating: 8.1
Rating
9

Yes, how to start? Hmm… Boring stuff first I guess. The level looks great, and it sure looks a bit better than version one. (thats all for eyecandy review)

Flow
It’s great. It’s easy to move around, but not too easy…

Learning time
You can learn this in no time. Mostly that’s because it is a quite small level. There is nothing I hate as much as big/too hard to learn levels.

Powerup placement
The powerups are practically placed, in places where it’s never safe to go. If you go to the ones in the left corner you risk getting cornered byt your persuaded and killed since its a bit dead endish (which is good :)). The seeker powerup is placed close to a major campspot, so it’s never safe to go to it.

Pick ups
I find myself not running out of ammo here, which rocks.

Carrot placement
Fair, and it can be camped, but there are many ways of coumtering the camping. And carrotcamping isn’t much of a problem in 2on2s, and duels are unimportant, so….

Bases
Nice basearea, open so you can be attacked, and have a hard time dodging, but still not so hard that you get killed immidiatly as soon as you are around base.
The way to run from base to base is good too, as there are 2 ways that are asbout as quick and a longer one… adds lots of tactics too it, as fast kills are really fun to do.

Tactical areas
There are no spaces in the level which you don’t have any use for. Good good good. I wonder if it’s just dumb luck, it a great sense of levelmaking.

Final score
I can’t find anything I’d like to change about the level, it’s awesome, and I played a lot of games in the last version of it, and so I will continue now. It is a action paced level with good ammo supplies and tactical areas – just the way I want it. Ideal for 2on2’s which is my favourite game mode.

A NINE AND DOWNLOAD RECUMMANDATION!!!!1

RecommendedReview by DanYjel

Posted:
3 Apr 2006, 22:02 (edited 9 Apr 06, 11:19 by Danyjel)
For: Rainbow Hills v.2
Level rating: 8.1
Rating
7

Well, time for little review (that credit is for testing). which I promised.

The level is simple, semi-boardy, semi-symmetric, small – medium sized, really easy to learn (even to master, btw), with nice ‘main’ idea (the tubes). It’s especially good for duels, and time-by-time, some 2v2s.

The level contains one only full carrot, in the middle. Cool place for camping ;(. It also contains three classic power-ups, seeker, bouncer, flame. On pretty good positions, I have to admit.

Ammo placement… Well. I don’t like it. All ammo is as easily accessible as possible, it’s all on the ground. Which doesn’t add a lot of action. The second thing is that there’s lot of ammo and I think you’ll never suffer by NA syndrome ;)

The ground ammo placement also helps to whole level emptiness, the eyecandy is… Pretty simple ;). I can’t help but most of the level is really, really empty and it’s not good. Bad, I should say.

Flow, after some major upgrades is okay, I could say very good. No bigger problems.

(+) Simple, easy to learn level
(+) Flow
(+) Nice tube idea
(-) Ammo placement
(-) Emptiness
(-) THAT campy place

Final verdict? Download it, yeah. Don’t expect something ultra extra professional, don’t expect JJ2WC quality, expect just nice level which gives you fews hours of okay fun ;)

Review by n00b

Posted:
3 Apr 2006, 12:45
For: Tileset Extractor
Level rating: 9.9
Rating
N/A

Thanks for giving me a copy of this before the release Neo.
I’ve edited more tilesets than the average JJ2 player =D

But seriously, if you ever played in a tileset and said “This would be excellent for my fangame” or “This would awesome in a different shade of color” or“Need this for 1.23!”
Then this prog is for you.

Review by DanYjel

Posted:
3 Apr 2006, 06:44
For: Tileset Extractor
Level rating: 9.9
Rating
N/A

Wow, this is way TOO much, great work neob.

Review by ajinkya pathania

Posted:
2 Apr 2006, 10:09
For: War of the rabbits
Level rating: 8.5
Rating
N/A

very good

RecommendedReview by fearofdark

Posted:
1 Apr 2006, 08:43
For: Ctf4all vol.2
Level rating: 8.4
Rating
8.7

Here are a cople of good CTF levels. Anyway, the review:

LAVA DOMAIN:
This level was obviously meant to be dark and filed with lava. That has been successfully done. The eyecandy with the backround is mostly rock but strangely with a sky in the backround to signal the top of the level. The gameplay ideas are nicely used in this level. The main idea is the lava at the bottom so that if you fall down, you are warped back where you started. There are also hidden warps that act like traps in the walls too. The let down is the that there is an area of two powerups and a shield in one area. You and the opposition could easily get those. Overall, this level is good.
RATING: 8.3

THE GALLERY:
This level was completely different. This one had a mansion/garden theme to it using a rather difficult JJ1 tileset. The gameplay was rather different. This time, the warps can take you anywhere. The Powerups are also harder to get to. My only concern is that the backround could have a little work and looks quite ugly.
RATING: (a rather shamefull) 8.4

AVERAGE RATING: 8.3

BONUSSES:

MUSIC:
Two good XM files but the one used for the gallery is kind of distracting.
+0.2

TILESETS:
You used raging inferno OK but Marblara better.
+0.2

BONUS: 0.4
FINAL RATING: 8.7
RANK: 8 Great
DOWNLOAD?: Yes
FINAL COMMENT:
These are two very good CTF levels. Good work!

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