I tried something different again.
GAMEPLAY:
Let me start out with the bases. Each base is placed within a tube on opposite sides of the level. The best part about this is dying on the flag would be rather difficult. This level is like EvilMike’s Space Island level in that when players fall into the warps below, they get sent back to where they came from. The only difference is that players will only be sent back to the side where they last entered through a tube to a base. This seems to hold true even after the player dies, which could be useful. I would have to say this system can allow for more strategy than EvilMike’s since it’s simple and can be more useful overall. The layout is alright, although it may be a little limiting. I could do with fewer/shorter tubes, especially with the warp system at the bottom, but it’s not a big problem. The tubes that takes players to the top from the bottom of the level are hidden, but they are easy enough to find. The flow is above all decent, and I can’t spot anything really worth changing.
EYE CANDY:
Generally good eye candy for the given tileset. It does have some originality in it like with the red tubes and the lava. Nothing really bad here.
CARROT AND AMMO PLACEMENT:
There is a full energy carrot is within some red tubes in the center of the level. If a player shoots it down, it will just fall into the lava slightly hidden. Evil fun. Nothing’s bad about the ammo placement—I’ll leave it at that. Powerup placement is good as well with a bouncer and an RF powerup on opposite sides of the level. Both are accessible with some electro blaster. The RF powerup is slightly harder to get, but it is, IMO, more useful in this level.
HOST THIS OFTEN?
Moderately often. It’s a fun level, although I wouldn’t want to play in it with more than 5 other players. 8.0 is what I think of this level.
This level was made for our club,
go to http://www.freewebs.com/j2vf
for the first page.
Time for review again? Oh come on, I want too sleep!:P
-Placement:
Is good. Weapons are great placed. not too much, not too few. Not 6 kinds of weapons. Also there where carrots in the lvl!(This is wonderfull becouse many people forgotten too put carrots in they lvl’s)Also what Da Man was saying, FOUR UPGRADES ARE TOO MUCH ÐX!
What do you find if you go in the warp of 20COINS? ONLY a UPgrade and FULL health. Like Da Man has sayed, thats pretty few for 20 coins…
-Gameplay:
Is good. Nice sucker tubes, there was an coinwarp and some few springs:(
Not more too say, sorry.
-Eyecandy:
Is great! Some times confusing, other places GREAT! Nice lava(nice lava!?)was falling down in the lvl, but the confusing is: You used GROUND-Tiles for BACKGROUNDLAYER-Tiles. That’s very confusing. The rest was great.
Not more too say(sigh)sorry Ðx. The last thing I have too say is this:
Download Recommedation:YES!
Host This Lvl From Ðx :yes!
Raring Conclusion for Ðx: an 8!
As an admin of J2VF I am glad to see that our member did such a good level for us. This batttle lvl is original, it uses the 7th lava fall (Idon’t really like this tileset, but who cares).
Tileset use here is good, Dx made his level a bit confusing, you don’t see always where you can step which is fun in battle level – I already played this level with my friend and we have lot of fun with it!
The lvl as it self looks not too good for me,but there is great eyecandy, some places looks quite like a Technoir (I LUV TECHNOIR) because of all this toxix.
What is the best in this level is a really great gameplay. Try to play this level with someone and you’ll know what I mean.
It is 7.7 from me ( It is my first time when I am rating a battle lvl, so don’t expect from me a big review)
Happy new year (2004 if you don’t know)!
NOKA of J2VF
Ok, I am first rater. Finally!
Gameplay: Good. Its good, but not better then that. There were only a few springs. You used some sucker tube, thats nice. There was a coin warp which is original in battle levels. Its almost good/very good.
Eye candy: Very Good. I loved it, although it was confusing in some places. Excellent sprite layer eye candy and other layers were used too. Not all layers were used but its very good.
Pickup placement: Good/Very Good. Some good ammo placed although there was some ice too and some carrots. Thats good. The bonus has a Seeker Power-up and a Full Energy, it could be more in a bonus of 20 but OK. There were four other power-ups, Bouncer, Ice, Toaster and Blaster. I think that four power-ups is too many in a level of this size.
I gonna give this level a 8 and a download recommendation. Good job, Dx;)
You may also host this. Bad that its 1.24 cause I could include it in my pack with the best 1.23 levels of 2003.[This review has been edited by da man]
Include tileset to now.!
i hope ther is’t to much eyecandy on layer 5 :S[This review has been edited by dx dc]
Ok, I want to review this great level.
Gameplay: Good/Very Good. Excellent gameplay, but, some places without springs. It would be perfect if there were some springs in some other places.
Eye candy: Very Good. I loved the eye candy, everywhere in the level was something to see. I cant give a perfect for it cause there is not on every place the same amount of eye candy. On some places there could be not the same as in others, but its very good, though
Pickup placement: Good/Very Good. Ammo placement was very nice, the pickup placement too, but there could be more ammo in some places. There were a few carrots, which is good. The power-up placement was also nice.
Overall: Good/Very Good level. Almost very good, which means a 8.5
Host this: Of course
Download: A big download recommendation for this excellent level
yep BluredD Satan bugs fixed now.
Bugs
No not more. ther fixed.
so no points -!:D
Eyecandy
Its good not bad. very basic on the other castle levels. background tileset and all background layers used. ther was a eyecandy bug but its fixed to. yor eyecenayd i comming better and better. its nice.
Ammo/goodies
not bad. but one thing: You start with on yor right a carrot full enrgy. thats not very good if somebody hit me i can catch it. so…. mayby you must place coins for a seeker and full enrgy. no shields. but this is okey.
Gameplay
It was’t bored when i played against my brother, its just fun. nice bases placed and the eyecandy ( and other stuff ) made it fun. yor castle 2 levels ( CTF ) ar getting greater!
Download Recommed:Yes
Host:Sometimes
Ðx
I give it a 7.7 because bug fixing. probely i willl gived a 7.5 with no bugs fixing! mayby the size bugger and coins and ita a 8.0.
Any self-respecting person should listen to Trafton and do not download this.
That said, I’m done here.
-RoW
what I’m glad about is that my ratings are getting higher, and yes, I should practice practice practice.
This is an interesting level. Interesting in the way that it continues digging its own grave even after it is painfully obvious that it has been dug far enough that it will not be able to get out of it. The more I played this level, the more I disliked it. The entire effort (not the author, mind you, but text in the level) seems aloof and self-important. Additionally, there are some seriously bad ideas here. The two most notable ones are a crate that causes flag bug. And this is not just an unintentional bug. The author allows anyone in the server to enable flag bug. Of course, someone curious will quickly stomp the crate, or perhaps on accident, and flag bug will be caused. I cannot tell you how bad of an idea this is. The second is perhaps entertaining to some extent. The level requests that you register it before playing it; hosting it, according to the sign, is unauthorized unless you register. Fortunately, it appears that registration costs nothing. However, you should simply save yourself the trouble; the author fails to make a sign that legally informs the user that the work is under copyright per penalty of law, thus voiding any legal claims the author may have against miscreant hosters. I suggest that, if you create a level like this, you not force registration; this simply will be laughed at, even in great levels. And this level is far from great. On a completely unrelated note, this is the first time I will be using my new review image things. I hope you like them. Or something.
Joy, oh, joy. This reminds me strongly of the levels of 1999. It is basically made completely without thought towards game mechanics with a few “neat-o” things thrown in that honestly have not been neat for years. Simply put, you see the entire gist of the gameplay the first time you play this level. There are two bases on top of eachother. Fortunately, the author does not make it so easy as to just be able to go between bases, but might as well. This level is small, which is not always a problem, but the size of this level is handled poorly. The balance is questionable. The two bases are accessed on different sides in a large room, which is the only other part of the level other than the bases. That large room has a warp to the blue base on the left side (near the bases) and to the red on the right (far from them). This causes a number of balance problems, which are obvious when you consider this. Players simply run around in this fairly standard issue level. The bases are only accessable via one warp, causing an easy warp kill.
PROS: The level runs and does not feature any traps of any sort.
CONS: Poor layout and gameplay that obviously was an afterthought more than the focus.
RATING: 4.5
When I first looked at the other reviewer’s ratings, I was somewhat confused. At that point, I had decided that I would probably give it somewhere in the low 4’s. Then I realized I was playing with Low Detail turned on. With it off, I was greeted with what may be one of the most annoying backgrounds ever conceived outside of a CLIFFYB level (the fake CliffyB levels, not the real ones.) Not only does the back of the level feature binary 1’s and 0’s, but they are animated. Yes, ladies and gentlemen, this background is entirely animated. The headache-inducing display is enough to make anyone want to give this level a 1.0. However, I will restrain from doing so. It is obvious that the author put some effort in here. There is an MCE, which naturally is the very ugly multicolored swinging carpet thing, and another MCE of a nonfunctional rope that does absolutely nothing and is easy to miss unless you are actually looking for it. Beyond that, the eyecandy is a standard poor use of “Blocks of Sprite” by Violet CLM (who should have been credited – just putting “dunno” is kind of inappropriate.) The background behind the 1’s and 0’s is not bad, but it is hard to get past them.
PROS: The eyecandy beyond the 1’s and 0’s could have been worse.
CONS: The binary blasphemy is aggrevating to the nth extent.
RATING: 2.7
The first thing I look for in a CTF level is at least one carrot, especially in this one. After all, as previously mentioned, it is not hard at all to accidentally warp into someone’s seeker fire and this tends to make it impossible to enter some areas. Naturally, the level continues to shoot itself in the foot. There are no carrots – not even a single-healing one. Ammo does not fare much better. There is seeker ammo, which is probably the most likely to be used. There is also TNT ammo, which is accompanied by a sign reading “Who says that TNT is useless in Party Mode?!! :-P”. No one said it was useless. However, it is pointless. There are also two electroblaster powerups which can only be reached using an electroblaster, which naturally can only be found in form of the powerups. Whether an attempt at irony or simply a mistake, this is not good.
PROS: There is seeker ammo.
CONS: TNT ammo is not worth putting into a multiplayer level, especially considering that it can mess up the host. The only powerups in the level are not usable, and wouldn’t be worth using even if they were.
RATING: 3.0
There is very little “fun” about this level. The care-free whimiscalness that it probably doesn’t posess anyway are sort of squashed by the signs threatening legal action if someone hosts this without registering it first. Uh-huh. The only people persuing legal action should be those forced to play this level. Not that it matters: The sign contained within fails to state in proper legalese the definition of “prohibited.” Besides, one could just claim that they never saw the sign. There are also a number of inappropriate obscenties in the level which I will not direct people to. Please refrain from uploading levels that contain obscenties such as these in the future. As you can tell from the other ratings, there is nothing fun about this level. You could trigger the CTF flag bug, but why would you? It’ll probably be done on accident anyway. Not fun at all.
PROS: Very few.
CONS: Just plain not fun.
RATING: 3.0
Before seeing the background, I would have given this a higher rating. However, I am glad that I rechecked the level, as I also saw a number of other problems mentioned above in addition to the old ones the second time around. All of these problems and inadequacies add up to what is in general a poor level which it is doubtful that anyone will host. And, of course, the fake legalese makes this level seem somewhat aloof, and acts as if it is more than it actually is. Whether or not you restrict its play and force pointless sign-ups, it does not change the fact that no one will want to register this level – threatening them will do nothing for you. I suggest that in the future you try much harder, and focus on levelmaking instead of fake legal restrictions.
PROS: Very few, if any.
CONS: Annoying background, useless registration…the list goes on.
RATING: 3.2
DOWNLOAD RECOMMENDATION: No. Just no.
GAMEPLAY: D -
Flow: D
Layout: D
Creativity: F
Bugs: D -
EYECANDY: D -
Tileset use: D
Eyecandy Look: F
Creativity: F
Bugs: D -
PLACEMENT: D -
Weapons: D -
Carrots: N/A
~ Traft[This review has been edited by Trafton AT]
My third review of the day. Joy. I might be a bit too harsh with this review, though.
GAMEPLAY:
The layout is the worst I’ve seen in a while. There isn’t much to it. I could duplicate a level like this in 5 minutes flat. The size of the level alone restricts the rating to something low, even if more time was put into making it. The flag bug crate idea has to be the worst part. Why would anyone want the flag bug? Granted, the level is very small, and finding everyone else would be easy, but having the flag bug flash across the screen is extremely annoying and makes it harder to chat. The crate could have at least been placed somewhere so it isn’t easily reached and kicked by just anyone. I’m not even going to analyze anything else about the gameplay at this point since nothing could save it.
EYE CANDY:
The eye candy has to be the best part of the level, even though it isn’t much. It’s just some flashing numbers and platforms in the background. I don’t know why that vine is there; it doesn’t do much to add to the eye candy. Overall, I’m just glad the tileset wasn’t horribly misused.
CARROT AND AMMO PLACEMENT:
No carrots and no usable powerups. If this level had a good layout, this would have hurt the rating a lot. My opinion on the ammo is the same. While TNT can be useful, it isn’t particularly useful in this level. Trying to kill someone with TNT is frustrating and pointless. Seekers are the only usable weapon, although I could care less. A wide variety in ammo choice would be a good thing.
HOST THIS OFTEN?
Not that anyone would actually want to. This is a 3.2 in my opinion. Try harder next time—much harder.
PS: The license idea is the craziest thing I’ve ever heard. I don’t know why I need a poorly made level to have my name in it so I can host it. I advise not using this license thing in the future.
(Unnecessary content removal. -Trafton)[This review has been edited by Trafton AT]
A hosting liscense..right..
Anyways, I joined a server with this being hosted so I might as well review it.
Alternate Exit: By Dapete10
Gameplay: No. Barely any ramps and stuff, flag bug possibility (flag bugs are horrible in levels, intentionally done or not), nothing to point out where the warps are. Dead ends (though small). No springs or stuff like that at all.
Layout: It will take you approximately 3 seconds to see the whole level. Small? Very. Horribly done? Yes. There is a crate which makes some of the surrounding tiles to go away and cause an intentional flag bug possibility, I kept crashing into stuff, ugh. I dont like the base placement, nor do I like the layout overall. Very small and poorly done, sorry to say.
Eyecandy: Probably the worst part of the level. Those 1’s and 0’s are just plain annoying. The red and blue tiles in the backround are confusing. The MCE vines in layer 4 are pointless and just look ugly, and some of the layer 4 eyecandy doesnt tile/looks horrid/missing some tiles. Oh, and exit and text signs should remain on the ground, rather than in midair.
Placement of stuff: Well, theres barely any stuff to begin with. There are 2 EB powerups, some seeker ammo and some TNT ammo. They could of been placed better, and there being two EB powerups is kinda useless, since they’re both only a tile or so away from each other. TNT is not needed as well.
OVERALL: It says you need a hosting liscense to host this, Im sort of against this since you can’t really control people’s free will and they’ll probably host this if they feel like it, hosting liscense or not. Not that I would host this, though, sorry to say.
Gameplay: 1.9
Layout: 2
Eyecandy: 2.4 (the author attempted to put some in, but it doesnt look too good)
Placement of stuff: 1.9
Overall: 2
Final rating: 2.04. +5 for effort. Download Reccomendation? Nope. Sorry, but this level needs work, a lot of work. Hopefully your next level will be better.[This review has been edited by Blackraptor]
Let me start off by saying interesting choice of music…
GAMEPLAY:
Hmm… Something different? This is a mostly symmetrical level with a few layout flaws. The layout would be a little better if it was completely symmetrical, since the ledge under 60,26 is harder to get around than the ledge under 39,26. I would also prefer not having to jump into a hole to use each of the blue springs at the bottom. Other than those four springs, spring placement is decent, and the flow is alright. The gameplay is actually something I can almost like.
EYE CANDY:
This level almost uses typical eye candy for the given tileset. Not to many tiles with shadows on them were used, and a few tiles were used improperly, but its nothing big. But once again, the background fades to black in 16-bit. Even though this can fit the theme, some color other than black would be nice once in a while.
CARROT AND AMMO PLACEMENT:
I can’t say anything is wrong with the placement of the full energy carrot at the center of the level. Powerup placement is good. Ammo placement is alright, although dull. It’s symmetrical. What can I say?
HOST THIS OFTEN?
Maybe one time only. Ordinary but decent. All in all, it’s a 7.
Interesting view of Wall Street…
GAMEPLAY:
This level has a bland layout and could be more balanced. It looks too squared-off once again, especially around the edges. The flow is so-so since I can get around, but some places are a bit hard to get up and seem spaz-biased. Spring placement is somewhat better than before, although still could be improved. By the way, not that it’s necessary, but a larger level would be nice.
EYE CANDY:
The eye candy is almost decent. Where it tries to be original, it fails and makes the level look worse. For example, the wire mesh tiles in layer 3 could have been used for innovative eye candy, but instead it just looks strange since it’s in the foreground. There aren’t enough tiles in layer 3 around the hidden passageway at 21,23; I shouldn’t be able to see my rabbit’s feet. And the tileset wasn’t used 100% correctly (once again).
CARROT AND AMMO PLACEMENT:
Carrot placement is alright, considering the seeker powerup placement. The bouncer powerup shouldn’t be hidden or even there at all. The level is small so one powerup would work better. Ammo could be placed better, but it’s not too bad as it is.
HOST THIS OFTEN?
Nah. But this is a 6.7 at least.
PS: Wadledee, no start positions in single player mode isn’t really a bug. There are multiplayer level start events in this level, so it is playable online. And Dx, do me a favor and quit mentioning coin warps unless one is actually in the level.
The Edit: Upon viewing this a second time, I realized this is a 6.2 at best. That sounds a little more accurate.[This review has been edited by BlurredD]
Cool! A tileset for Captian Keen!
CK: That’s COMMANDER KEEN!!!
RoW: Err… Sorry. Anyways, to the review!
Graphics: 5/10
Hand drawn. 5.
Idea: 9/10
I love the Idea for a Keen tileset. ‘Nuff said.
Music: N/A
No music, no rating.
Hype: 7.6/10
Peopole say it’s good, It’s good!
Tilt: 9/10
I LOVE CK. A lot. That’s why this gets a 9 in tilt.
Avg.: 7.65/10
…But these’s not 7.65, so rounding up, it’s a 7.7! Great job!
-RoW[This review has been edited by RoW_Odin314]
(Mostly fan-based review with unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]
Well here is my review!!!
Eyecandy:
Okay!!! The eyecandy is okay there is a good background with layers and the foreground is good. There could be more
eyecandy things like more cannons and more tiles and Shadows. There are some tilebugs. And one thing looks strange, By the seeker powerup and the full energy there is that thing on layer 3 looks little bit weird on that spot the rest is fine.
placement:
Good!!! The ammo is great placed not to much not to little. The powerups are on the right spot. The springs are great placed and get me where i want to go. There is also a full energie in the center of the level. There could be a coin shop but that is okay.
Other:
Good!!! The red and blue bases are good placed and fair placed to. It does not matter what team you are because the bases are right placed. The red flag is easy to get just like the blue flag. The layout is good i don`t have to jump a lot and it`s easy to run without stopping. The music also fits in the level and the level is not small and not big.
It is a good battle a ‘¤7.5¤’ for you.
note: You forgot to do the tileset in the zip.
-Satan.
I very strongly agree with the other people of this site, this level doesn’t deserve a rating higher than 1.0 or 1.2…
Unless some n00b who really, REALLY can’t make levels gives it a 10..
Anywho, levels like this just don’t make the Jazz 2 Level section any better, if you could improve a LOT Leole.. The level could be better…
(Unsupported rating removal edit. I didn’t learn a thing about the level from this review, did you? ~Violet)[This review has been edited by Violet CLM]
The reason Violet (an admin, so beware) has been editing those reviews is because they don’t meet certain review conditions. Saying something like “I love these levels, this deserves a 10!” is completely stupid, because that 10 is unsupported, as in the review doesn’t give proper reasoning. It’s also dishonest. For the sake of this pack I will review it properly, so pay close attention ;p
Let me get this straight: I don’t need to review the levels in JCS (which is bogus, the levels need to be played in JJ2!). Speaking of packs, this review will take a smal look at each level first, then a final rating will be given.
Project Hillmen
This level uses the Green Hill Zone tileset, converted by Ice Wolf and “Sweet Dreams” by Elwood. The layout is rather basic, just big platforms hanging in the air. Yes, there are some routes, which is good. The ammo (no goodies, except for the fast fires) are packed together in big clusters of the same type, spread apart. Now for the bad stuff: there is no layer 8. Which means layer 8 has been left empty, which is a big no-no. It causes a very weird glitch on occasion. Another bad thing is the level being a tad too big and doesn’t have outstanding eye candy. Taking everything in account, it’s worth a 6.5 if you do something about layer 8.
Project Muckamuk Sea
This level can’t be found on the level list, but the mean thing is, the first level doesn’t lead to this level. Points will be subtracted for that. Anyway, this level uses Haze’s Muckamo conversion. Basicly, everything mention in Project Hillmen can be applied here, with a few differences. The lay-out is better (more routes). A nice feature is the what I call “Warp goo”. If you fall down to the bottom the level, you’ll be warped back on top. The eye candy only exists out of those bamboo like trees, big and smal and a mountain background. The music, “Cosmic Compressor” remixed by Plasma, fits this level nicely. Overall a 7.
Project Desert Cave
This level usesthe JJ1 Crysilis conversion by Onag and “Dream Land” by Dreamsection. This is the smallest one out of the bunch, still everything said above applies here. This level has a lot of dead ends, but they’re restricted to the borders. You can just run around in circles if you like :p But that’s where the good things end. The outstanding eye candy is restricted to one part of the level, the rest is just molten/melted (you pick one) crystal with a very dark brown sky (with a sparkling star, smal but nice touch). Ammo is a bit better, clusters with two kinds. The music… nah, I would have chosen another one. Rating: 6
Verdict:
Not that outstanding, but it’s a nice try. Too bad the levels aren’t linked together (from what I could tell, correct me if I’m wrong) and that layer 8 thing in Project Hillmen. Mildly recommended, but only because I like the Muckamo level (which I’d host most often). Rating: (6.5 + 7 + 6) / 3 = 6.5
- JelZe GoldRabbit =:3
i wont rate just the same levels
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Eat your lima beans, Johnny.