Congratulations! It is a new enemy of JJ2!
I liked the example level (Jungle jump), it is sometimes very difficult to kill kangaroo boss jumping too high and with daggers, Or a small kangaroo is very easy to kill.
Overall, I appreciate very much and good job!
Download Recommended: Yes
Pretty tileset. This teme is a bloody planet.
Art Design
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Is good. There are background, vines, sign “text”, Water Block and tubes.
The background works best in 16bit but not in 8bit.
Some resemble the old tile tileset “bl00d”, there is also a waterfall very small and should be implemented in the layout and eye.
Masks
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The masks work well.
Example Level
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The example level is nice, also the layout, has the script.
and I will not rate example levels.
Overall
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it’s nice, I liked a lot.
Download reccomended? Yes, try it!
Wonderful! This pack contains Easter tilesets.
Edit Design
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has been modified with the original Easter “Easter99”, there are six versions of this version of this Easterius.
and had added tiles that come from carrotus fix, the night version is similar to carrotus_Fix_Midnight. Never mind, why give them a 8.
Example levels
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The example levels are small, type battle,
I will not vote example levels.
DR? Yes, this version of Easterius I liked!
Good tileset.
Art Design
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I like the design, there are three versions of this tileset, there are thousands of tiles (blocks, belts, vines, hooks, poles, float up, sucker tube, switches “on and off”, the signs as similar where they were in the original JJ2 tilesets.
The stakes are flags, the hooks are lights, the vines are flags, and the walls were written
“gale” “disguise” rules “epic” and “vortex” and palms.
Clouds, skyscrapers and mountains to the layout.
Masks
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The masks are fine.
Example levels
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There are three levels examples, one singleplayer without enemies (evening version), two CTF (the day the first version, the second version of the night).
The gameplay I like but I will not rate examples levels.
Overall, these tilesets I really appreciate it.
Download Reccomandation? Yes! :)
This level is not bad, but playable.
The needs of eyecandy work perfectly, the gameplay like, the layout is nice, the music seems right for this.
Weapon/Ammo Placement: okay.
Download Reccomandation: YES!
Good tilesets.
Dreamland + : There are three versions, he as added tiles for hotels, diagonal (useful!), Fruit, fire and another, and so on. It is much better than the original.
he background works well but in 8bit is bad. The original version the background
looks fine in 8bit color!
Rating: 70%
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Coke+ : He has added new tiles: waterfall, mountain with waterfall, fire, keys and more tiles, etc.
The background does not work well in 16bit and 8bit! The original version the background works well only in 16bit color.
Rating: 40%
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Top Secret +: He has added new tiles for hotel, and tiles from Big Landscape, Fruity Landscapes PSYCH.
No backgrouds!
Rating: 95%
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Example levels: No included example levels!
Reccomendation download? Maybe yes
Final rating: 6½
Wow! This tileset is awesome, the art work I appreciate it very much!
The textured background is not there,There are blocks, hooks, vines and spikes,
also J2VF Logo!
The masks are fine, except vertical tree trunks (putting in layer 3 is fine).
Example level is battle, layout is better.
Overall ,I liked the pinball area ,the music you have chosen will fit into this theme. I dont rate the example level.
Good job!
While most of the levels are dated and feature questionable design choices (campy Seek PUs galore), the pack nonetheless has an undeniable “cool factor”, and has been an influence on my own CTF levels – Botanica and Stone Ways in particular. The pack may be far from perfect, but there’s definitely some interesting concepts here and there.
DOM: Far too many CPs and start positions immediately next to them. I like seeker PU placement but even that can’t protect a CP from hordes of players spawning just next to you.
CTF: Blue base has 3 PUs including seeker. Red base has one that is risky to get. 2 blue-biased full NRG carrots. Full of random warps. This level is practically bblair.
There is nothing interesting about this test. It’s just generic. At many points while playing you’ll likely ask yourself “did anybody actually test this?” and the true answer is “no, probably not”. This upload was edited dozens of times and no version ever was completely beatable. Currently you can’t pass level 23 without an extreme wall jump.
These levels have an unprofessional vibe to them, largely due to poor layer usage, music choice, fairly random layouts and flow issues, but other than that many of them are quite fun and playable treasure hunt levels.
These levels vary vastly in quality. Dark Awakening and End of Hours are quite decent, whereas the rest are barely playable. Both of those two still feel quite claustrophobic though, and not very suitable for fighting in.
This level is more of a race than it is of a treasure hunt, and not a fair race either, because you have to know precisely what to do. Breaking into the vault always determines the winner, and that happens within half a minute of a match. The reward is too disproportionately greater than anything else in the level.
This level is very enjoyable, especially in the collecting phase. Gems are placed almost perfectly, quite time-consuming to obtain, letting every player get a few, and there are many green and blue ones, making the effort feel like it paid off. Unfortunately the layout and ammo placement are less suitable for fights. Also, excellent atmosphere.
The best treasure hunt level made so far, with a good layout, considerate ammo choice, well spread gems, varying environments, and decent eyecandy. Perhaps the exit could be more memorable – the level completely unnecessarily uses additional bonus signs for eyecandy, making the right one less obvious. Initial gem placement could also be better.
One of the worst treasure hunt levels I’ve seen. Its size, along with the fact it’s underwater, demands at least 10 players. However, its linear one-way layout is suitable for perhaps up to 3, any more and all starting gems will be split between a few players, settling the result of the match within seconds. The eyecandy is quite impressive though.
Sancrosanct is a well designed, enjoyable CTF level by veteran level maker and J2O admin cooba – his first contribution to the JCS scene as a member of the prolific levelgroup Mystic Legends.
It’s clear that the level is intended as a tribute to Sanctuary in more than just the levelname. cooba has gone a long way to try and recreate the visual style of the 2004 level that inspired him, with Sacrosanct sharing many of the same visual attributes despite using a different tileset. Sancrosanct uses a palette edit of Violet CLM’s Medvio conversion, which has been given a blue/greyish colour scheme that resembles that of the Pezrock bricks – the set which Cell’s level used. In addition, the tileset use in cooba’s level also evokes the visual style of Sanctuary, through a similar use of the pillars, minimalistic background and even with a few splashes of green here and there to break up the monotony, much like the original. However, the comparisons end there – in spite of his intentions to vaguely resemble the original Sanctuary, cooba has taken his level further and added some scripted flourishes to the visuals, primarily through the use of lanterns, coloured water and all new weather effects; the latter courtesy of JJ2+ version 5.0. While on the surface Sancrosanct may appear to be a doppelgänger of its key influence, it manages to achieve its own feel. Cell’s Sanctuary has a sort of dreamy, spaced out vibe to it, whereas Sancrosanct feels dark and murky. This hallowing feel is realised by a clever combination of elements such as the occasional use of green patches that resemble mossy overgrowths, a shallow pool of marshy-looking water at the bottom of the level and the constant deluge of rain that pours over the dilapidated structure. From a practical viewpoint, the rain might be considered distracting for some players, but fortunately cooba has provided players the ability to remove it by enabling Low Detail. This has the unfortunate side effect of making the water look terrible in 16 bit, but that’s not important and out of his control anyway.
Gameplaywise, Sancrosanct has a rather different design to Sanctuary. Whereas the original level had a slightly more typical layout, this level runs with a semi-symmetrical design where the bases are situated in the approximate centre of the level, seperated only by a thin wall. While this style of layout is nothing revolutionary (even featuring in other old CTF levels by Cell such as Zaitox, Botanica and Stone Ways, and also in Toxin Twister by cooba), this level manages to have its own distinct brand of gameplay. The bases cleverly mimic the skewed nature of the carrot placement in Sanctuary, however it is debatable whether or not this design choice has any positive impact on the gameplay. Overall, the level has a somewhat circular design, whereby players get around either by circumnavigating the main structure, or by cutting through one of the numerous side paths. The layout is pretty vertical, featuring a number of springs, vines and RF climbable passages to help you get up. However, the level features just enough x-axis gameplay in order to keep things from becoming too overly vertical. A bit of side effect as a result of this general layout style is that it makes the gameplay fairly slow paced, since it involves a lot of going back and forth when it comes to hunting down enemy players. It also feels a little on the cramped side in some areas, which may make bullet dodging difficult in some situations. One unique gameplay aspect is the JJ1 inspired “wheel spring” at the bottom of the level, which periodically moves back and forth along the lower ledge. It’s a cool feature, but has one minor issue. At some angles the spring doesn’t bounce you high enough to reach the upper ledges adjacent to the base areas, and so if you don’t time the springs exactly right you can often find yourself unable to get up without the extra height from Spaz’ double jump; this has the potential to become frustrating for the player, especially if they’re playing as Jazz or Lori.
All ammo types sans TNT are present in this level. The weapons are exceptionally well balanced here; each one brings something different to the table with the given layout. The three powerups; Bouncer, Toaster and Gun 8, all receive roughly equal use here. I think Bouncer is perhaps slightly more useful overall due to the amount of climbing involved, although Toaster still comes into play when defending in some of the narrow corridors, and Gun8 serves as a chasing weapon in the upper and lower areas. I like how Ice can be used strategically here to freeze the wheel spring at the bottom in order to temporarily halt your opponent. The level features 3 carrots – one Full NRG and 2 +1s, all of which can be shot down. The use of freeze enemy (egg timer) events is interesting, since they can delay the player’s escape from the carrot area. This is particularly potent if the carrot is shot down into the small cavity below.
The level seems to be most suited to game sizes of 3vs3 and up. Due to the layout style, killing may be quite difficult in a duel or a 2vs2, although it should be fine with more. Overall the level generally facilitates gameplay focused around defense, which may not be to everyone’s tastes but tends to lead to gameplay based upon smart, tactical play as opposed to mindless ammo spamming, which is a good thing of course. The level isn’t perfect, but it’s a very solid and respectable effort, made by a creator that has a clear understanding of good level design principles. If you’re fed up of all of the overplayed CTF levels out there and would like to find an alternative, I recommend you give this level a try, or a download at the very least.
The verticality of the layout may not be for everyone, although I like how the level is not overly dependant on springs. I liked the base areas, even if they’re a little on the cramped side. The level may not appeal to everyone initially, but those who dive into it will discover fun, tactical gameplay.
This level manages to execute the theme well with careful attention to the architectural details of the level. It has the kind of functional and creative layout that CTF levels by FS are generally known for. The base areas are perhaps a little too open for my liking, but others may like them for how being RTS is challenging here.
The rich array of animations and other details result in a spectacular looking level that is bursting with energy. The layout is simple but well constructed, with some fun and quirky gameplay elements. An abundance of ammo and powerups makes this enjoyable in large games. The flow is a little awkward in the lower parts, but it’s no big deal.
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