None of these levels struck me as being very solid or classics, especially because of Adrift’s confusing one-way/non-one-way platforms and Sidewinder’s questionable flow, but they are still very impressive in most aspects and very fun.
An enjoyable level. The layout isn’t very special but it looks nice, and has a few scripted weapons that make for fun games. Maybe not suitable for duels or serious games, but definitely a good choice for a public server or a JDC event.
I’m not much for full reviews, so just shortly – I really enjoyed playing this, even though it’s so much different from other levels. It’s a testimony to what can be done with jcs. If you’ll play this with open mind and appreciate what it’s trying to accomplish (more realistic story and level design), you’ll enjoy this a lot!
Constant crashes, can’t even render parallax (at first I’ve thought it would be displayed in the main window as there seems to be no parallax window, but it does nothing and parallax doesn’t show. Also, it shows this on startup: https://pastebin.com/NsMEg69k
[Don’t rate utilities that are not functional ~cooba]
Pretty much must have. Well done.
This pack is very good, the third level music “Mercury Rain” is composed by Skaven, as I checked on Modarchive, so I will edit text string in that level. By the way 10/10 HYPE and download recommended.
This is my best pack of New Ages series! I like these levels, although I have some music files missing.
10/10 HYPE
Download is surely recommended.
Great work snz!!!
Wow its true now.
btw there is no Continue for loop. :-/
This mutator is both fun and useful. It’s really handy especially in giant levels.
Very good!
Good levels and I love the story!
@(SF)-SteFan-BG: Lol, it’s a series of levels, not just one.
Also, how does “great” match the 4.7 rating?
EDIT: Taking the time to rate this now that I can. Great pack! The gameplay style is quite similar to the original levels and it was actually an exciting challenge for me (hard mode). Although the eyecandy could’ve been better at some parts. Overall, great!
I’m giving this an 8 and if you ask me, Stefan’s rating only made this incredibly underrated.
Great level Mike_1990!
[Changed to quick review – PurpleJazz]
The Angelscript file doesn’t work.
But so far I like the Roman army references and the music.
EDIT: Would be good if someone replaced the .j2as file…
bad level, way too symmetrical; awful gameplay, the routes seam trippy even though there is little to trip on.
As always, it’s nice to see new Single Player releases and this seems like quite a large pack. It’s indeed not the first attempt at a Flashback episode remake. It seems lik the JJ1 shareware episode holds lots of nostalgic value to a lot of players.
Starting off in Diamondus, you’re ironically greeted by a familiar stoned Caterpillar protecting it’s apples, for some weird reason. The first few minutes of gameplay got me in the flow with enough secrets to explore and groups of enemies to hit. Bees were plenty so be prepared for them! I loved the placement of hard to get purple gems (mostly in corners), seems like a homage to EvilMike’s Devres series. I also loved the Text apology of wind events not pushing left.
While the Diamondus levels had minor tilebugs with some foreground, overall eyecandy placement was pretty well done. Sure most walls seem plain, but that’s made up by the placement of foliage in the play area. The Tube levels had some confusing background/foreground at times, making it really hard to see where to progress and where you can stand on. The multiple pathways including some Pinball stuff felt nice, especially the row of tubes near the end with a backtracking warp, encouraging to try them all to see where they lead. Those long 3D Spikeballs were both hilarious and annoying at the same time.
Medivo had a significant difficulty spike. Bats are hidden all over the place and spikeballs swing into you unexpectedly. Luckily there’s some Toaster ammo to get rid of them. The 2nd level focuses a lot on Airboard action which is a nice touch.
The bosses felt quite generic yet their arena designs made up for it a bit. They also have respawning enemies which force at least some movement from the player.
Biggest problems I experienced with these levels are about enemy placement and the lack of weapons in the earlier levels. Not once, but a lot of times I jumped down and got hit by walking enemies. Medivo also had some bats above springs that only muscle-memory a well-timed buttstomp could clear out. For the weapons, RF’s weren’t really useful in Diamondus, so I pushed through with a Blaster until the Tube levels got me at least some handy Bouncers. Spaz seems by far the best option for this pack, though I got through fine as Jazz missing some high placed pickups.
I do recommend this for a good burst of SP gameplay that’s both nostalgic and fresh. I don’t think this is the best Flashback remake out there, yet still a nice addition to play. Hard mode does indeed give some challenges to seasoned players (I lost 3 lives), but the other modes were pretty accessible apart from (maybe) some jumping/pinball stuff in Tubelectric. Well done Mike and good luck with future JCSing!
The new custom weapon is really nice, and really goes well with the level’s layout. The level’s layout is pretty enjoyable and easy to learn, and offers quite varied gameplay throughout. Also, good call on adding the cobalt version because the original is a bit ‘jarring’ as the description says. Cool look otherwise. Great lev. DL rec!
This is very nice. The small kangaroos are like a souped-up version of the Fencers, swapping that enemy’s defensive parries with offensive jumps that go surprisingly high and far. They’re not impossible to avoid, but will certainly present a greater challenge than most vanilla enemies, which is a point in their favour as far as I’m concerned. One complaint I do have is that whereas all original enemies have a simple looping idle animation, these kangaroos stand completely still while not attacking. Which is fair enough, as animations are a lot of work, but it does look a bit strange and makes it obvious that these are imported rather than vanilla enemies.
The boss is a bigger and badder version of the small kangaroos, adding extensible boxing gloves to simply jumping at you to attack. The boxing gloves are a nice idea but perhaps a little too hard to avoid, reaching high enough that they’re very hard to not touch even when double-jumping over the kangaroo. This would perhaps be worth balancing a bit more.
But overall this is a very useful addition to the game, giving single player level makers more tools to work with and adding some variety to JJ2’s by now stale palette of enemies.
I like balanced asymmetric CTF maps, this level is one of them. The carrot area has many ways of entering and defending.
Though the blue base is kind of too open for bouncers. It would’ve been cool if it was like that from both sides.
The eyecandy and layer work is probably the best part, but it seems to have nice gameplay as well.
xd sorry but these levels have so many flaws to be battle levels.
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