Da Man
Ther ar 2 carrots
Okay, time to review this new Ðx battle level. I am excited.
First impressions: Like I said, a new battle level by Ðx, and I saw it uses the carrotus tileset, and I thought: bah, not again carrotus. Anyway, let’s continue.
GAMEPLAY
Layout: The level’s layout isn’t too bad, but not very good, either. The level’s size is ok, like Satan said, but it could be bigger. Anyway, the layout in the level is kinda good, but the level is open in some places.
Flow: Probably something new. The spring placement here isn’t as good as before, because the level’s layout isn’t too good for springs.
Other gameplay: The level uses some tubes and some vines, and has alot of dead ends, like in Ðx’s last level. some one ways placed at some places too.
EYE CANDY/TILESET USE
Tileset use: The tileset use was very nice, no complaints.
Backgrounds and foregrounds: There is alot in layer 3, and that waterfalls in layer 1, but if I play the level, I don’t see the translucency of the waterfalls. Layer 5 has alot of stuff too, and layer 6 uses a normal background(finally). Layer 7 has a confusing thing in it, and I didn’t like it too much.
Other eye candy: There was stuff in layer 2. The background in layer 8 was something new.
PICKUP PLACEMENT
Ammo: The ammo placement in this level is kinda good. Although, there are too many crates. I am just giving advice: don’t put crates in your levels(or only 1 or 2). There were too many seekers in one place, too.
Power-ups: like Ðx’s last battle level, too many power-ups. I found 5 power-ups, and one of them was ice(argh). Others were gun9, rf, bouncy and blaster. I think 3 pu should be good enough in this level, and don’t do this again, please.
Carrots: There is one carrot in this level, and it’s placed in a barrel. It may be a good idea, but it’s not too good, because a single carrot should be better(or 2).
Other pickup placement: a real complaint: way too many fast fire! Never do this again, same as too many power-ups. I didn’t count all fast fire, but it was way too many.
ORIGINALITY
Music: the music in this level is used alot of times, but I like it, so it’s not a big problem.
Tileset used: the tileset used is too overused. You should try to use some other tileset next time, because this becomes really annoying after some time.
Other original: The level is original, like that waterfalls. Also, the background is original, but not too nice.
Conclusion level: A level by Ðx, with good eye candy, very nice tileset use, some bugs(I didn’t say), some original ideas, and a overused tileset.
Host this: It should be a good level for TSF if you are bored.
Download recommendation: For people who like many eye candy. No download recommendation: For people who don’t like battle.
Final rating: 7.2.
- DarkSonic of XSÐ, CC and XLM was here.
Edit: Sorry, I didn’t notice. So that means there are 2 carrots in this level.
[This review has been edited by da man]
WOW! This is real a nice tileset! lets review it.
The level contains nice things, like a counter (a red one=P), sucker tube eyecandy, nice tiles to stand on, stop signs, shoot blocks and many other things. If you need a nice background, you can make it with this! One thing that is a bit bad: a half part from the tileset are only white lines, and those are not realy usefull. And the animating tiles in this… Really good. And there also SMILIES on the counter blocks! =P
Also there are 2 great example levels included, one (HARD)Race and one TEST.
The race is really good and difficult, but with that stopwatch, you can see when the blocks dissapear. Want to know what I mean? Download this if you want to know!
DOWNLOAD RECOMMEDATION: YES!
MAKE LEVELS WITH THIS : YES
RATING FOR RED COUNTER: 8.0!
Ok!!! My review will now start.
EYECANDY:,
Good!!! The eyecandy again is quite good and detailed. Let`s start with the background, the backgound is clouds and in front of the clouds there are beautiful hills with carrots, spikes plants and many more. And in front of those hills there is a big river and that looks nice. The layers for the clouds, hills and river where 6,7 and 8 but 5 is also used. Layer 5 has the speed 1 on 1 so it has the speed as layer 4. In layer 5 are a lot of climbing plants, carrots, caves and many more. Also layer 5 is used to prevent tile bugs good. Layer 4 has not really eyecandy but i am glad he didn`t used it because it is no jungle. The foreground layers 3, 2 and 1 are also used. I can see a lot of eyecandy in the foreground layers like Plant`s and more ground so it looks like there are hills. There are also waterfalls but i think a little bit too much. There could be 3 or 4 waterfalls but you used 6 and that sometimes is confusing for me because it ruines the view sometimes.
Conclusion: good eyecandy here.
PLACEMENT:
Fine!!! Ok lets start with the ammo placement. The ammo placement is quite ok there are a lot of different ammo`s and thats ok. The ammo is good spread out in the level there weren`t any spots where it is totally empty of ammo so you will always be well supplied in the level. There are some spots with too many of 1 kind like there is a place with a lot of seekers and a pla withce really a lot of fast fire guns and there are not really much fast fire guns needed. Also there are powerups for the ammo blaster, RF, bouncy and if i am right 1 more and that`s an electro gun powerup. Well thats exually 3 powerups because gun9 pu doesn`t make any differenties. I think that there could be 2 powerups because the level isn`t that big but the powerups are well placed. I see that threre is a carrot barrel and thats quite bad because if you are playing online and you destroy that barrel a couple of times without needing the carrot there will come more and more carrots. The springs are well placed and get me where i want to go.
conclusion: fine because of some minor details.
GAMEPLAY:
Good!!! Well lets go. The flow is quite good in the level you can easely run without much stopping or jumping. This level really isn`t linear and that`s good too. I had not really problems with dead ends. Also i did`nt get bounced against walls because a spring was bleu in stead of red. Also to make the level better there are suckertubes to go an other way or do some shortcuts. Those suckertubes are easely to find because there are arrows pointing at it and that`s good. Well sometimes i lose my view because there are much waterfalls. Also a annoying thing is that there is a tree hiding a spring. Ok the start positions are good. Before you get dropped in the level you will suck an then get warped in the level i don`t know why exually.
conclusion: i fun battle with friends or online.
OTHERS:
Okay!!! The music fits ok and the level is ok sized but could be bigger. Good texts.
Conclusion of the level: A good new battle level by Ðx. A ^$&8.0#%#$^%
-SåtäÑ of XLM
Let’s review :-)
CHECKLIST
[x] Single Player Mode available
[x] Multiplayer Mode available (Co-Op)
[x] playable with Jazz
[x] playable with Spaz
[x] playable with Lori
[-] easy/medium/hard setting
LVL DESIGN AND EYECANDY AND…STUFF
Lvl design was ok, not too easy, not too hard. But the level is again way too short. Dx, why don’t you listen and make a big level. Make a playtest and stop how long it takes to beat the level. I worked on my level 2 and a half our now and it only takes 3 minutes and 30 seconds. :-(
Good point of this level is eyecandy. The tiles all fit together and there is a background layer with sprite tiles in it. Most people hate this, but I like sprites in the background. Makes it more interesting than a constant oversample of the same textured bg.
GAMEPLAY
Gameplay was normal Dx style, but a bit easier than in most of his levels. It uses one type of enemies (only doggy dog?). BAD. It has also some food, but not enough to get a sugar rush (more because of the level’s size) and some trigger scenery.
AMMO AND OTHER WEAPONS STUFF
Ammo placement was good this time. There were several types of ammo and enough of it. Well done.
BADDIES
There are only doggy doggs…and a flying tuffboss at the end. Well, the flying tuff altough moves a bit weird…
HURT EVENTS AND OTHER OBSTACLES
There are several spikes and some moving platforms. There are no parts where you have to get hurt, so well done. Oh, forgot, there is also a door needing a trigger crate.
TILESETS
The tileset the author used, was the candy one. I don’t like this tileset too much, but ok.
USE OF TILESETS
The tileset use is good. The background is fine and there are no tilebugs (only one really minor bug at the background but doesn’t matter).
CONCLUSION
Well, don’t get mad on me (I even think you ARE mad on me since long time ago…), but I think Satan is overrating this a lot, because of that XLM thingy. Because of the size and it’s nothing spectacular I can only give a 6.2
PHT
Oh what baaaaaaaaad.
(Unsupported rating removal edit. Please provide more detail in your reviews. ~Violet)[This review has been edited by Violet CLM]
An Example Level really HAS to be there because how could i know to use it?
Others…
The Animations and Jetpack graphics are Nice… an 6
(Unsupported rating removal edit. Please provide more detail in your reviews. ~Violet)[This review has been edited by Violet CLM]
HEY PHT!:
The Co-op Idea isn`t really by Violet CLM. Everyone can make Co-Op Levels!
They are fun! and yay! This one too!
Good work!
[This review has been edited by sonictth]
GRRRRR….F…internet. Now I have to type the whole review again .
Sorry, the server crashed. I will do it short this time.
The last two levels aren’t playable for me, because in the one with those clouds I jumped from the edge and found myself trapped. And in the fourth level theres a part with lots of TNT, bombs and moving blocks. Everytime I get in I get pushed out. Pack isn’t playable for me, so please tell me how to do, or reupload. I think they are way to hard for race levels.
Sorry, because the review is short now, but my server deleted the old (long) one without a reason :-(
cya
PHT
PS: because I couldn’t finish it, no rating. Sorry[This review has been edited by PHT]
Well it have been a while since i reviewed so here it goes!!!
EYECANDY:
Good: In first looks it looks good and it is. The background looks fine. There are multiple layers used. In those layers there are candy mountains and much candy. Layer 5 and 6 are used for candy cave spikes and cookies. Another good thing is that there are multiple ground tiles used some people don`t do that and those levels looks kinda unproffessional(spelled wrong). There are also multiple ground tiles used goodly. Wow!!!! Layer 3 is not only used for secrets and stuff but also for yummie eyecandy. I see in layer 3 candy lights cookies(hmmmmm) and much more. Layer 2 is also used with sweet eyecandy. A good point is that there is no tilebugs in this level. The level doesn`t look dull. The tileset is really good used a plus for that.
conclusion: The eyecandy rocks in this level.
ENEMY PLACEMENT:
Fine!!! There are many kinds of enemies. The enemies that are in this level is Doggy dog, Doggy dog, Doggy dog, Doggy dog, Doggy dog, Doggy dog, Doggy dog, Doggy dog,Doggy dog, and doggy dog. hmmmm….. That`s only 1 kind of enemy so there could be more of a kind in this level. Well there is a boss but i don`t count that as an enemy. Well i can`t say that the dogs are bad placed. There are not too many and not too less.
conclusion: could be more of a kind.
PLACEMENT:
Good!!! Glad there is not only 1 ammo. Lets just say that the ammo is good placed. The ammo is not placed on places where it should not be and there are not places where there is no ammo and places where there are too many ammo`s so it`s goodly spread out in the level. Hmmmm….. There are gems and they are also good placed. There is also a good original thingy in this level. There is an full energy carrot. To get the carrot you have to use a specail ammo to shoot it down and then you can get it.
conclusion: Good placed items.
GAMEPLAY:
Good!!! Okay i like it. The level is fun because there are many good thingys in the level like spikes, moving platforms(like the sewer level of Ðx) and many more. There is also a passage where you need to find a key. That key is hidden in the wall but not too hard to find. Like i said there are floating platforms and that`s quite good. But i have seen it before. Well it`s also fun because the layout is good and the levels is also fun because the enemy and item placement is goodly placed. The boss is original because he is floating.
conclusion: A fun level.
OTHERS:
Oke!!! The level is really short so it could be really longer. This music really rock as hell. There is no easy, normal and hard mode o.
Final conclusion: A good level with good eyecand and good baddies placed but the level is rather short. An 8.0
-SáTäÑ of XLM
[This review has been edited by Satan]
Well, it’s supposed, that this tileset hasn’t textured blocks – it’s my first tileset and it was made in paint. I wanted to add some textures to tileset. But i haven’t got much time to play with color pallete. I will try to add them in next tileset, that is comming soon…
This is no personal attack, but the WINNER, you should try to be fair. Your rating is 6.2, although it should be 7. Because the total of your ratings is 42.2 and that :6 is not 6.2. I am not saying a 6.2 is low, I am just saying that you can’t do math. That means you did -0.8 for nothing. Oh, and banning from a server because the level has a seeker power-up is also very stupid. If you do that, I can’t see what the other people in the server think of my levels. You shouldn’t hate seek pu’s, foo. Yes R3ptile, that’s true. Another edit: whatever, I don’t really care cause I was in a bad mood that day. So, I can live with it.
[This review has been edited by Da man]
A level.
EYECANDY: 7.4
I don’t see anything special with it. But it’s not the worst. The background mountains should still have some difference in them. The houses are cute, but nothing special. Pretty much fine.
GAMEPLAY: 6.8
Sometimes you fall down very much and that’s where the Jazz charactes comes. I have missed the carrot many times with the stupid oneway system like that. The springs are the saviors, except that I need to jump in multiple springs at the bases. Blue spring to the down instead of green.
SEEK POWERUP PLACEMENT: 6.5
In an electroblaster place at the centre. And the gun9’s are at the opper-left and -right. I’d declare this pretty easy to access.
STUFF PLACMENT: 5.5
I dislike the long lines of ammo almost everywhere. There is no “boxes” like four pickup +3 ammo’s shaped like a box or something. Everything is just a long line. And there is no point for the +1 carrot due that this level has a seek powerup.
FUN FACTOR: 7.5
This level isn’t bad but the frustrations caused by seek powerups.. Well, placing a seek powerup in a level ANYWHERE decreases the fun factor points a litte. It’s just annoying in not-open levels like this.
ORIGINALITY: 8.5
Townsville isn’t used that many times. I never heard this music either. The layout is simplistic.
OVERALL:6.2
DOWNLOAD?: Maybe
HOST THIS?: Frustrating game it be shall be, if you do that.
EDITEDIT: Two 7.0s and one 6.2? “Unfair”? Now that’s a lie. Take a look at the rating of Stuff in the Heaven and look at Moonblaze’s rating. You see how much it differs from other ratings? And btw, did you write that only because I banned you from my review server? 6.2 isn’t that low and I won’t change my rating unless any admin PMs me about this.[This review has been edited by the WINNER]
EDIT2: Then don’t put seek powerups in. I can ban from my server for any reason. If I ban someone from my server, it’s no reason to come and whine on J2O.[This review has been edited by the WINNER]
EDIT 3 darnit: 6.2 isn’t that much lower than 7.0. Believe it already. Seek powerup placement lowers more than any of these other aspects. It’s like more sensitive.[This review has been edited by the WINNER]
Another random level review. Btw, I will use a new review system.
First impressions: This is a level created by CelL of OLC and FoR, and it is one of his many levels.
GAMEPLAY
Layout: This level’s layout is nice. The level has enough space.
Flow: The level’s flow is good. It’s easy to get around, although there is one dead end, and that’s the place of the carrot. Also, no biasing and a good spring placement.
Other gameplay: The other things in the gameplay here are good. The level uses triggers in a good way, has alot of warps, and has more routes to the base. There are also some tubes, and a few one way and float ups. The level is not too big, though, but it doesn’t matter, it’s just the level itself.
EYE CANDY/TILESET USE
Tileset use: The tileset was used nice, I liked it alot.
Backgrounds: The backgrounds in the level were how they need to be. Just good.
Other eye candy: There was alot of other eye candy here. There were alot of dark tiles or something, colourful things in red, blue, black and yellow. There were also some moving chains, and some more.
PICKUP PLACEMENT
Ammo: The ammo placement was very nice. Not too many and good choices.
Power-ups: 3 power-ups here, there was a seeker, bouncy and rf. The seeker pu placed in a warp, but you can also get it with gun9. The bouncy pu was placed near the bottom of the level. The rf pu placed left from the carrot.
Carrots: 1 full energy in this level, placed in a small dead end, you can go to that place 2 ways. One way is using the red spring. There is one way there and are there if you take it. Second way is using a warp at the left side of that area.
Other pickup placement: No, no other pickups here.
ORIGINALITY
Music: I liked the level’s music, I didn’t know it, and it also fits the level.
Tileset used: The tileset used isn’t overused, so that’s a good point.
Other original: The level has many warps, there aren’t many levels with that many warps like this level.
Others: This was my new review system. I don’t rate fun factor anymore, I don’t like to do that.
Host this: Yes, an underhosted level.
Download: Yes.
My final rating is a nice 8.5.
DarkSonic of XSÐ, CC and -XLM was here.
Argh! This is the second time in the last ten minutes I put a 1.24 tileset in my 1.23 folder without knowing it was a 1.24 tileset…
But anyway, ‘Technos’ is as tacky and generic as it’s name is. It has two types of ground. A brick ground, that is just a pure gradient, no texture. Tip next time- add textures to your blocks. There is also a very plain grey ground, that has edges that grow lighter (I generally find it is smart to make it grow ligher as it gets farther into the block). Both types of ground can have holes in it or be cracked to some extent. Oh, and the brick ground can have a yellow-black striped thing on it, that looks OK. There is also two animations that have this glowing, shifting, light thing, and neither look too good. Plus all the arrows, the text sign, and this ugly light thingy are animated. There are spikes, window things, wires (tubelectricky, but not as good), vines (which are chains and look OK), hooks, text signs, sucker tubes, and destruct blocks. There are also there wierd things above the sucker tubes that I have no idea what they are suppost to be. But really, the best thing about this tileset is it’s textured BG.
A 6.2 from me.[This review has been edited by RSPSS FR]
When I made my last review, the wheel was still a radically new invention.
When I saw the title of this tileset, I thought it would be an island tileset. How wrong I was.
Well, this tileset is quite interesting. The tiles are mainly simply made, but there is so many different ones and so much various eyecandy is all evens out. This is one of those rare TSF tilesets that actually could not be converted to 1.23 without loosing some tiles/animations. And, speaking of animations, there are a lot of them. One of the basic ground types is animated. The signs are animated. There are animated fireworks bursting in the background. There are giant animated words floating in the air. There are animated bobbing baloons holding up animated bobbing hooks. There are spinning coins with Jazz, Spaz, and Lori’s faces on them. I think you get the point. Also on eyecandy, there are some interesting things. Giant wheels which can have a platform centered on them so it looks like a very low-load carnival wheel (nice touch, by the way). Giant pictures of Lori. Giant cards. Giant dice. Giant pool balls. It makes me wonder where are all the giant rabbits to play with them, or if they are just there to look pretty. As for needed tiles, they are there. Destruct blocks, all of them, and of four colors, are present. Spikes are here. OK looking belts are here. Hooks are here. Vines are here, though they are nothing special. Warps are here, though I think they are ugly. If eye-catching, blinking, animations were needed tiles, this category would have a double check.
Having lost all semblances of flow, I just want to say- in conclusion, this tileset’s looks is greater than that of it’s parts.
Ok, here comes my long review, one level per review:
Level1:
Eyecandy: Not really good, it reminds me of old computers, that’s great!
Layout: yeah, the layout is nice!
Story: Save sheep is so nice, it’s really hard to find them! ;-) That’s so cool!
Backround: Great backround
Walk underwater: Wow, that’s nice, I’ve never play these levels
Machines: They’re nice, and all machines gives sound so I answered this guy: “Everybody knows that”
6.2
Level2:
Eyecandy: Fantastic, it’s so cool! It’s so real!
backround: Yeah, that’s cool too! And so real, like I am on North pole with the Senta Clause
Layout: I love that, that’s real too!
Story: Wow, I love save the Senta Clause and the christmas! =D
Fake Senta: He is bad, he shouldn’t be available to life
9.7
Level3:
Eye Candy: So dark and evil
Layout: Yeah, that’s so vampireless
Backround: It’s so dark, I was scared!
Story: So, Spaz Jackrabbit would like to be a vampire? That’s nice, so now he is! =D
Find the keys: Yeah, there were hard to find them!
7.2
Level4:
Eye Candy: Nice eye candy, both dark and light eye candies!
Layout: Great layout, good job!
Backround: I love both backrounds!
Story: Well, save a heros that was in prision and did nothing wrong, five heros, that’s cool! =D
Hidden dark: Well, it was hard to find the hidden dark world, lol!
9.7
Level5:
Eye candy: Wonderful, just wonderful
Backround: Yeah, I love that!
Layout: The layout is perfect!
Story: Well, it’s not any story in this level!
Balloom Race: Hey, it reminds me of Balloom race, but it’s easier then that!
8.2
Avarge:
Eye candy: I love all the eye candies
Layout: Well, that’s good too!
Bakcround: Yeah, that’s good!
Story: I like them all!
Other: Wow, this is all cool!
Avarge rating: 8.2
Nice job! Keep it up!
~Bjarni Haraldur Sigfússon[This review has been edited by the real one Bjarni]
Okay, I am going to review this level, I thought: Wow, an eight from BlurredD, so why shouldn’t I review it?
First impressions: This is a CTF level created by Superjazz, and I am sure it is the best CTF level from him ever.
GAMEPLAY: This is a symmetrical level, and it’s quite big in the length. There were some tubes which prevent dead ends, although I saw small dead ends somewhere, but it doesn’t matter too much. The level has a good spring placement, and it’s kinda easy to get around. The level is very open in the middle, but the sides of this level have enough space. It looked like the level doesn’t have a complete border, but it has. This is always needed, because a level with no complete border causes a flag bug, which is very annoying. Anyway, the flow of this level is kinda good, and the level isn’t too hard to learn, although there are some secrets here and there.
Conclusion gameplay: Good spring placement, flow and a decent layout, which is very open in the middle. The level is not hard to learn, but there are some secrets here and there.
EYE CANDY/TILESET USE: This level’s eye candy is nice. There was alot of eye candy in layer 3, and 5,2 and 4 had many eye candy too. I liked it. The tileset was good used, it was just nice.
Conclusion eye candy/tileset use: This level has nice eye candy. The layer and tileset use was good.
PICKUP PLACEMENT: This level has not too many ammo, but it’s okay. What was there, were good choices. There were fast fire, 3 on each side. There were 3 power-ups, and the placement of them was good. There is a bouncy pu at the left side, with the rf pu at the other side. The seek pu placement was average, but I don’t rate it. There was no gun9, but that doesn’t matter, because the level doesn’t need it I think. The carrot placement was alright, there is a +1 carrot at each side, and 1 full energy in the middle, and there is a seeker pu somewhere above it. There were some crates too, but there was only 1 at each side and I saw one in the middle, above the full energy and under the seek pu. Anyway, the pickup placement here is nice too.
Conclusion pickup placement: The level has not too many ammo, but the ammo placement in the level is nice placed. There were some fast fires and crates, and 3 carrots, which is good for the size.
ORIGINALITY: The tileset the level uses is kinda underused, but I only saw one CTF level with this tileset. The level’s music sounded kinda scary, but it sounds nice. The seeker pu placement was kinda original, but nothing special.
Conclusion originality: This level is original, the music was kinda nice, and the tileset is under-used for CTF levels.
FUN FACTOR: This level has not a straight way to the base, and is kinda open, like I said, but it’s decent. There are 2 openings, and they both lead to the base. This is more fun.
Conclusion fun factor: The level is open, but not a straight way to the base. There are 2 ways to the bases, that’s better.
Conclusion level: A nice level by Superjazz, with a good gameplay, nice eye candy, and everything else was good too.
Others: Host this: Yes, occasionally.
Download: Yes.
Final Rating: 8.
- DarkSonic of XSÐ, CC and XLM was here -
The music doesn’t fit in as well as it should.
GAMEPLAY:
The layout isn’t all that bad, but it looks kind of odd. I didn’t like how the springs and the platforms were placed on the side of the level; it’s a little restrictive. Other than that, most of the spring placement is decent and the flow isn’t horrendous. The layout in general should be more open so that players will actually be able to dodge some shots from opponents. Everything else in this level is just the same old thing I’ve seen a million times before.
EYE CANDY:
The eye candy isn’t the worst I’ve seen, but it isn’t anything that good. It’s pretty much mostly the mud tiles with a few bricks, like in Distruct’s example level with this set except maybe a little more bland. Disguise did a lot better job with the eye candy in his level with the same tileset. Also, the atmosphere for the level could be better. For something named Bricky Town, this doesn’t seem too bricky. And some of the wrong tiles were used, like with the edges of the unmasked bricks around the RF and bouncer powerups.
CARROT AND AMMO PLACEMENT:
I can’t say anything bad about the carrot and powerup placement, except maybe the RF and bouncer powerups and the full energy carrot are too close to one another. And the area around the seeker powerup should have been made so that it’s less in the way. The ammo is placed well enough, but I didn’t particularly like how it was all in long lines.
HOST THIS OFTEN?
Not really. But I’m giving this a 7 since this level isn’t too bad.
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Eat your lima beans, Johnny.