Rooms that are accessible only through warps are generally not a good idea, especially if they are big and you can exit them only through another warp again. People can just camp the warp targets and get plenty of kills.
If you perhaps put holes on the middle left and right the two big rooms wouldn’t be THAT campy, but there would still be a problem, as the entire map just feels cramped. There’s plenty of power ups to go with but in a small map this can result in total chaos. Also it seems the bouncer ammo boxes respawn insanely fast, which only adds up to what I said above. One warp target wasn’t even placed well, as it got me stuck in a wall.
I don’t like the eye candy. The trees in the foreground are quite distracting, it wouldn’t be that way if there wasn’t a whole lot of them. Instead you could’ve experimented with the background and added at least mountains or something.
You used the cave tiles well enough, although it seems you forgot to fix a tile bug. Other than that I don’t see any errors, Diamondus is quite an easy set to use, and it looks good. I think you should continue using this set until you get the hang of making levels.
In the future try making levels that are more open wide. Not that open but take a look at plusSeasons.j2l or Murder of Crows. They use Diamondus too and are quite good.
It doesn’t matter what FireSworD spits out, it’s always a magical moment for me. He makes everything I look for in a map and never dissapoints me, he always goes out for making a good and functional level. The scripting is also fab but that’s a shout out to the coders. Sorry for the shortness, Maybe a more indeep review later.
Short, sweet and nice! This really is a nice re-creation of a map that never was! Well done on re-creating it fairly accurately to what it may have looked like.
***SPOILER WARNING!***
I enjoy a good custom map now and then and this one at first looked like it as going to hook me in hard! This mod is certainly a gorgeous looking masterpiece but…
I have a good few issues.
Level 1:
Good – For a first stage the snowy design is very eye-pleasing and the music matches very well (than again most of the songs do XD) I also loved the minor nod to Carrotus in some of the design. The presents mechanic was introduced very well and was easy to understand.
Bad – I found the first stage far too difficult for an opening map. Some of the gimmicks confused me at first and weren’t implemented safely (like warning the player they’re going to be trapped in ice and spikes will be below them) not to mention the crystal maze was very tedious and awkward to fly through. Also unless I missed a few, there are like 2 or 3 checkpoints and they’re spaced out FAR.
I don’t even know if stage 1 can be completed on Turbo.
Level 2:
Good – This is how you make a level. Fun, lengthy but not overwhelming, weapons, a good few checkpoints and health. This level while a design-clone of the funky stages personally felt way fairer and much easier. Plus, the ice dragon mechanic was introduced nicely as you get the bouncer just before it!
Bad – I actually had a hard time finding major issues with the second map. Probably the fact that you can goof the graphics if you touch a smoke ring but that might be Jazz+ doing that.
Level 3:
Good – This stage has a fantastic remix of the Candion theme and it fits really well since this level does not joke around! The fact that weapons are so plentiful made this level far superior to the first map.
Bad – Of all of the boses to clone… why the tentacle crab spawner thing from the beach bunny stages. That boss is not fun and here with a smaller arena does not improve that at all. Plus this stage is much harsher than the previous stage… sometimes harder than even the first map… Also this map introduced the worst enemy ever to exist. The bloater… Glad ice freezes them so you can get past!
Level 4:
Good – The auto-move section was a really funny concept and I enjoyed watching Jazz bounce around like a pinball whilst collectin goodies along the way
Level 5:
Good – … There was a good point? Where?
Bad – The starting room, like the previous level, had me confused as to how to complete, the arrows were no help at all. The excessive usage of the Rapier turtles is not what I call fun, especially when they can easily glitch into blocks or literally phase through them from areas that have like 3-4 tiles blocking them! And finally… couldn’t you pick a less painful song to have on loop? I’m sorry but stage 5 was a humongous let-down.
Level 6:
Good – Funnily unlike 5 this map is the opposite. A very well made map! For one thing the blizzard effect was exceptionally neat and it added quite a bit more depth in its design! Secondly the ice physics was again a lovely addition. Thirdly schwartzen turtles actaulyl PUSH giant snowballs at you! Fairly smart! And lastly this level tells yo that bloaters are weak to ice and fire attacks.
Bad – Like all good things in life, a bad time comes… firstly the music in this stage is possibly WORSE than stage 5. Not only that but if you kill the Ice queen and then exit the stage it has a chance to crash Jazz2. Lastly the only small segment that gave me grief were the spike platforms in a spiky room with ice dragons… a little annoying but do-able :)
7:
Good – The remix design of the ice stage from Jazz2 is really well made and it looks like it was straight from the original game.
Bad – Personally I didn’t find this level interesting. Very few elements stood out to me like “Wow this is fun!”. Also this level is exceptionally unfair in the difficulty department.
8:
Good – The boss dies
Over-all I found this mod to be far too hard in its difficulty. I know its a fan mod but when the easiest difficulty is so hard that I would have game-overed a few times, its just not worth it. And to pour salt into the wound, you CAN’T SAVE in a level! I’m chalking that up to Engine limitation but the lack of saving mid-level really urks me the wrong way. Thankfully after every level there are save levels to help fix that issue… though loading causes the game to crash…
Do I recommend it? Only if you are a hard-core Jazz2 fan or love hard maps, otherwise just steer clear and play Holiday Hare 98.
A surprise release by FarkasUrdung, at an unfortunate time where it’s easely being overshadowed by community pack Holiday Hare ’17. So let’s do a review for this one!
This level’s set in Inferno Day, a wintery but quite hard to use tileset, which is admirable by itself. It feels like the level’s building upon the official Inferno level, expanding it’s quirks to be more original. For instance, I enjoyed the collapsing bridges and how the enemies and goodies are placed around them. The Toaster block section also felt well made, as they make you consider which blocks you should not break for easier passage and more goodies.
The background layers seem to be a direct copy of the official level, which isn’t bad, but the next level setting somehow leads me to the official Inferno2 level, with a French language title.. C’est bizarre, oui oui, lol.
Ammo is mainly Toaster, perhaps the most useful weapon in JJ2 and especially in levels like this. The crows, skeletons, and doggy dogs don’t feel like much of a challenge. The few hits I got came from spikes in pits and a few hard to see spikes in the regular path. There’s enough food to give a sugar rush, and a hefty coin warp making you explore all corners of the level, including some (rather easy to find) secrets in walls.
The Bilsy boss felt a little weird due to it’s arena allowing him to easily spawn on you and inside the wall. It’s still the most challenging of the official bosses if you try to refrain from buttstomping his fireballs (I recommend advanced players to try that).
Overall I recommend this level if you’re in for classic JJ2 gameplay in one of the lesser used official tilesets. It may not be as good as some levels in Urdung’s Chronicles pack, but still good for some fun relaxation.
Coming in as someone who has very little experience with JJ2 since the advent of the more advanced features in jj2+, I was pretty quickly blown away with Holiday Hare 17. For the record, I played in Normal difficulty in TSF, and I was pretty rushed, but managed to complete the pack in a couple of hours (what a way to start the new year!) Keep in mind that some things that are not as surprising or impressive anymore for people who’ve kept up to date with the game are all pretty new to me.
Here are some things I didn’t like:This was just all around good fun. I’m a little disappointed I didn’t get to play it before Christmas (but who can blame them). I don’t think projects like this are released often at all anymore, and this blew me away and left me feeling inspired. The bad things about it are altogether quite minor and the gameplay makes up for it. Please download this!
The fact that this project was finished at all, in 2017, only a little over its deadline, is a cause for celebration – earlier collaborative projects have usually ended in difficulties or run into multi-year delays, and this was basically thought up and finished in less than two months. So, well done to the authors on that basis alone.
But is it any good? Yes, it is – the levels are fun to play, have exciting custom enemies and pickups in them and especially the later levels display some beautiful script-based visual effects as well.
That said, the quality is a little uneven, which was always going to be the case with 7 different authors and little time to forge the separate levels into one unified episode. Blackraptor’s and PurpleJazz’s levels are sprawling, scripted affairs while Jelly Jam’s, Primpy’s, Slaz’s and Shadow’s levels are more in the spirit of the Epic MegaGames school of design and consequently a little less exciting, though still mostly pretty good. Cooba’s sits in the middle of these with some light scripting to spice things up.
I think this is actually one of the strengths of the episode, as it keeps things varied, and the difficulty curve is mostly a steady climb from the early, relatively middle-of-the-road levels to the later ones that have new challenges and gameplay concepts (though Shadow’s is a return to the norm). One constant factor are the winter-themed enemies, which are mostly souped-up versions of vanilla enemies such as fencers and doggy dogs. These were great, presenting somewhat more of a challenge than their vanilla counterparts without becoming too difficult (I played on easy). Then there were the Christmas presents, a new type of crates that only break when falling on the ground. These afforded some mini-puzzles where you have to figure out how to get them to fall down, which was also a fun diversion. And there’s also the boss fight at the end – I personally never really care for boss fights, but this one seems well done and wasn’t as unfairly hard as custom bosses often are.
One recurring problem is a lack of signposting. The most egregious example is probably the already infamous tunnel in Blackraptor’s level, which was unclear enough that it necessitated a step-by-step guide (see PJ’s comment). But Slaz’s level also had some annoyingly hidden warps. This kind of problem is often solved by playtesters identifying the issue, something there was probably no time for in this case. So it’s an understandable issue, but annoying nonetheless, and I had to skip part of Blackraptor’s level because I just couldn’t figure out how to continue.
So all in all, this is a varied, enjoyable episode that’s slightly hampered by its lack of testing, but a lot of fun to play anyway. Without discussing every level in detail, I can say that there’s something in here for everyone – even if you don’t enjoy single player usually, you’ll enjoy checking out the new concepts and enemies this episode brings to the table. So click that download button, you won’t regret it.
Don’t know how to solve the puzzle in level 4? There’s a guide for that (spoiler warning).
First, there’s a lack of eyecandy. Levels are short and going to second vanilla Labrat level. Nothing exciting about being bird and avoid some floating suckers. But still it’s a good thing that people are doing some SP levels.
It’s oddly satisfying.
Bonus points for loss.
Unless you are completely bored and just want to kill 100 enemies in 1 blow. This is your thing. That’s it.
I’ve never actually needed to use any of the tools included with this, but the information on JJ1’s file formats alone is invaluable – this is an essential collection of files if you want to do anything with JJ1 that’s not playing it or creating new levels (and even then it might still be useful)
As always, PJ shows us his skills in making a big battle map using a small tileset, Background and eyecandy are great. Flow is great which makes it easy to travel in. This level is bloody, gorish and intense. If you don’t get super ultra mega extreme insanely hyped when you play this level, I don’t know what will. Download recommended.
I’m going to briefly review each of the levels in this list:
Coagulation:
One of my favorite big-ctf-games level, aesthetically looking, especially the sun, the bases areas and mid-upper section are cool, and awesome music!
Sidewinder:
I like the tileset as it’s not used so often, eyecandy/BG is good. However I think it would be more fit to be a battle map rather than a CTF as the roads are kinda confusing for a CTF map and it gets easy to go astray.
Zanzibar:
Cool layout and theme, espiecally the ship in the background, the flying carrot and the pickups at the top are a nice addition too. Definitely one of my favorite CTF levels using this set.
Eden:
It has bubbles which automatically makes it a good map .A fast paced CTF level. Cool level theme, layout is great, would definitely play CTF matches here
Valhala:
A fun level for medium/big games, especially the bottom area.The stun gun is original and cool (but might irritate some sensitive players). Layout flows good.
Gephyrophobia:
A HUGE level, definitely fun to play in, you might get lost in its vastness, but it’s not a problem, since bubbles weapon fixes everything :)
Adrift:
A gloomy city, played many times here, recommended for large games, It’s good overall in terms of layout and eyecandy. Though I think the other battle levels in this pack are better than this one.
Riddleham Hope Hall:
A rainy castle surrounded by lakes. Fun level for medium sized games (possibly big too), I always like Castle themed levels, including this one of course. Water area is nice too.
Djibouti:
Definitely a unique level as it’s the only level I’ve ever seen with this tileset. Great layout, nice river at the background and the water at the bottom is pretty shiny.
Overall this is a great pack and it is clear that lots of work has been put into it. Download recommended.
10/10 HYPE
I played this level and the eyecandy looks perfect! By the way, the Warp Horizon Texture BG is better than Spiral Texture BG.
Perfect pack! 10/10 HYPE! By the way, Grave of the Snooze level is best played using “IC – Diamondus3” tileset from Impressive Flashback.
Download Recommended!
EDIT: Inserted screenshot of level “Grave of the Snooze” in my own version.
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