I know chandie makes great levels.
1-nice storyline
2-good ammo placed
3-good food placed
4-Nice baddies placed
5-nice idea
6-originally!
Overall:Great!
download it: yes right now or i will kill you.
host this in Coop:do it!
Great chandie a 9.2 from me!!!
~Ðx
its a good level
this is not a super thing but it good
i give it 8,7 points
its a good background,the animations are good,blablabla
(Rating removal. Lowering your score by 0.3 points is not sufficient. You are getting dangerously close to reinitialization of offense. Please do not rate this user’s levels again. -Trafton)[This review has been edited by Trafton AT]
Don’t get mad because its a boring tileset. but i wanted
to see what you can do with this tileset!
Overlord quited jj2. he did’t helpt me anyway…
but… what for idea’s???!?
[This review has been edited by dx dc][This review has been edited by dx dc][This review has been edited by dx dc]
ow
rare levels..
no rating…
i dont now why but
the level(s) ar very strange..
But okey.
No rating.
Final rating N/A :P:P
Download it:N/A
Host it:N/A
LOL!
In the time it takes me to open up and host this level, someone has already made a review. Argh. Anyway…
GAMEPLAY:
I pretty much don’t like the layout at all. A lot of the platforms in this level are basically large deformed squares which somewhat hinders gameplay and detracts a bit from the eye candy. The flow in this level isn’t the worse I’ve seen, but it could have been much better. The spring placement is not too good, especially at the bottom left. In various places, the springs don’t lead players near a platform; it leaves players several tiles above one thus slowing them down significantly. This flaw also makes the level more spaz-biased. The balance isn’t too bad as far as the layout goes, except with the route to the bottom half of the level. Players would have to go to the far left to reach the bottom area, which just happens to be where all of the goodies are located.
EYE CANDY:
As usually, the tileset was used incorrectly—big surprise. Whenever the tileset is used correctly, the eye candy is dull. Same as usual. It looks like this category will be the same for a long, long time.
CARROT AND AMMO PLACEMENT:
With the RF powerup and the full energy carrot at the bottom right and the bouncer powerup somewhere on the left side, the bottom area of the level can’t possibly be too balanced. Moving along, the seeker powerup was evilly hidden. It’s behind some 3rd layer tiles near the center of the level, and it seems the only way to get it is with a few EB’s. I don’t really know what to think about it since I knew there was that powerup somewhere in the level, but I might not have found it if I wasn’t told. I could already see people complaining about not being able to find the seeker powerup while I kill everyone with it. I would enjoy this, but I probably wouldn’t see this level again anytime soon. It could be way too much of an advantage, but there are two other powerups so I’ll just move on. Ammo placement: still not too good. There are a few too many crates and barrels. And the ammo still seems placed too sporadically.
HOST THIS OFTEN?
Don’t, or I’ll be forced to hurt you. If Dx is actually a good beta tester, LISTEN TO HIM. I’m rating this 6.2 and that’s that.
no 6.5..
i told you i said: Ther ar tilebugs….
1-Very much bugs
2-good ammo placed
3-good/bad bases placed
bacause ther ar close together placed
4-no secrets
5-no coins
6-The eyecandy is good..
here a 6.2!
host this:yes mayby twise
download:hmm mayby i don’t think…
New concepts in level design… gameplay has never been this flat!
This level essentially could be plotted out with a program that creates filler material and changes directions when told to: Right, down, left, down. Sure, while travelling the lengthy horizontal parts (which you can easily skip over as Jazz – this level is so incredibly biased) you have to jump, but if you pay attention, you notice the design is really just “move forwards”. This level would not be misplaced in a Mario game. As for the little nuances in the flat paths, they mainly consist of the author taking whatever weird tile structures are prebuilt in Inferno and putting them into the level.
What’s good? There are a few interesting parts like the coins/1up at the spikes, and (considering the lack of fastfire) the blaster powerup isn’t the worst idea.
Pros: Not too much. Read the last paragraph.
Cons: Design way too boring.
Rating: 4.7
Zooooooom… ouch.
With a design so strange, what can the gameplay be like? Surprisingly, not too bad. The flow is really annoying, due to the constant idea that “a small cliff is a good obstacle”, but for the most part, it’s decent. Bilsy, of course, has an awful arena, but I suppose we’re used to this by now. ….and I can’t think of anything more to say.
Pros: Not too bad.
Cons: Not too good. Bilsy is bad.
Rating: 5.2
Yum! Yay! Die!
Getting steadily better here, placement is really rather good indeed. There aren’t nearly enough weapons, but enemies seem placed logically throughout the level, likely to cause damage. There’s an ingenious bit at the top of the level where you can find bats, which aren’t noticable unless you’re skipping through the level as Jazz, at which point they swoop down and hurt you. Brilliance. The ravens are always good, and the land stuff does its job as well as anything with such limited intelligence can.
In the style of the original SP levels, goodies are placed generously in this level, available for just a little extra effort. There are a few bomb crates, the extra life needs extra work… all nice, though maybe a little too easy. My main complaint is the trigger crate, which is depressingly pointless.
Pros: All fairly good.
Cons: Not enough ammo, trigger crate is bleh.
Rating: 6.5
I can see the sky from here! Isn’t Kansas wonderful?
One of the more disappointing parts of this level is the eyecandy. Layer 4 consists mainly of ordinary walls (and a few trees), with far too many open spaces. This would be fine, but the open spaces are just that – open – no interesting filler stuff. Maybe a little more cave would be good… but really, the level seems far too empty. And imagine what it would be like with low detail…
As for the other layers, they’re extremely bleh. The author copies (maybe literally) the original graphics from Inferno for this level, leaving a primarily empty background. The lighting even causes the walls to partially blend in with the background, making this a very annoying/boring level to look at, on the whole.
Pros: No tile bugs that I noticed.
Cons: Extremely bleh.
Rating: 4.5
What’s new, and should you care?
Very little is new. I can not think of a single thing in this level I have not seen before, to tell the truth. …wait, the bats. Ok, the bats are new. But the rest of the level is extremely hum drum and blah and old and that sort of thing.
Once you’ve played this level once, you have little reason to ever want to play it again. The annoying design, mediocre eyecandy and less-than-amazing gameplay combine to create an unexperience which should remain unrepeated. You may, in fact, give up before finishing the level. It’s just that dull.
Pros: The bats are new!
Cons: Boring.
Rating: 3.0
New joy wait upon you; here our play has ending.
Here we are in the summing up, and I can think of little to say I have not already said. This level is good for a first level, but in no way deserving of such ratings as an 8.5 or 7.7. In short, this level is a wonderful representation of the poor quality we are forced to put up with these days, but it’s not wonderful in too many other ways.
Pros: The placement! The placement is good!
Cons: So… dull… must keep… eyes open…..
Rating: 4.5
Hmm.. this level is quite interesting, so i decided to review it, here is the result:
EYECANDY / TILESET USE:
Well, everything what i saw, was quite boring, because you used same tiles, (those tiles what had collapsing scenery event in them, etc.)
But, at least, there is a background what fits to level, and its quite nice.
Pros:Background.
Cons:Quite boring eyecandy…
Rating:5.5
GAMEPLAY:
Gameplay is mostly boring, and if it is boring it is not good. You just have to walk alot, there is some enemies, but they don’t give any challenges. Instant death effect gives though, sometimes.
Pros:well.. at least its average.
Cons:Boring gameplay, quite un-challenging.. etc.
Rating:4.7
PLACEMENT:
Okay, enemies are nicely placed, there is not too much though.. also, there are some foods and ammos and their placement is beetween ok, and average.
Nothing else to say.
Pros:ok placement..
Cons:not much stuff…
Rating:5
FUN FACTOR / ORIGINALITY:
I think that this level is not fun, but its quite original though..
Pros:quite original.
Cons:not fun, and boring.
Rating:4.7
CONCLUSION:
Average level.
DOWNLOAD RECOMMEDATION:your decision.
FINAL RATING:4.7 ( 5.5 + 4.7 = 5 + 5 = 5 + 4.7 = 4.8, there is no rating 4.8 so i need to round it to 4.7, sorry.)
Two days hmm? That’s pretty quick! Okay, let’s review…
Gameplay:
Nice, I liked your frog part and the rollercoaster stuff. I noticed a number of bugs in the rollercoaster, like not going through well. This is not really fun to correct. :P
Avantages for Spaz in the levels, indeed. Poor Jazz…
Event placement:
Good. Sometimes it was a bit unlogical, like the dragons, I didn’t find them anywhere else in the level, but this doesn’t really matter. Fun.
Bugs:
Many many many of them, especially tilebugs. There’s only one thing I can say: FIX THEM. By the way: I think you know that Tweedle Bosses don’t work…
So, reupload please. It will bring up your rating.
Overall:
A fun level. Nice. A 6.7 from me
Man no offence dudes but I LOVED THAT MAP! It freaking pwned. Although small it is exellent for 1 on 1’s or party’s with my mates! Also the tile set was shweet! Now onto my rating: 10/10. Why? It was fun and delicious to look at!
(Abused content/Rating removal. Please back up your ratings with more details if you are going to rate so contrastingly to the other reviewers. -Trafton)[This review has been edited by Trafton AT]
Here I am again (Gee, I’m starting to look like Aiko…)
One thing (this is becoming a standard in my reviews, I always have something to comment about): this is a JJ2 TSF level, with a converted JJ1 tileset. Please edit the info accordingly.
First impression:
The level type unknown, but my first guess would be a SP level. Unfortunately, a tileset is included, but not the right one. Dx, what kind of tileset did you use? The conversion Violet made, or a conversion from scratch? Because I can’t seem to play it…
- JelZe GoldRabbit
Your levels are sometimes rises, and sometimes falls. Sorry but this level is FALL.
Default Point Level:6
Eyecandy extra points:
BAD. This black board on bottom makes level just ugly. – 0,5 p. Also collapsing scenery at end isn’t very high quality. – 0,5 p.
In BG layers you may see high dunes. And where’s famous Sun of Deserto?
Overall = -1 p.
Gameplay extra points:
That black board means death from BlurredD’s levels, it isn’t surprise. Your levels become “I-KNOW-WHAT’S-IN-HERE-BECAUSE-I’VE-SEEN-THIS-IN-MANY OTHER-LEVELS-OF-THIS-AUTHOR-:P” -0,5p.
I cannot enter some parts of level without cheating, f.x.: wall few-yards right of green spring. -0,5 p.
And finally boss. Arena is FULL of spikes that means DON’T TOUCH.Interesting. But Bilsy (boo) sometimes appear behind right wall of screen so you can shoot he only with bouncer. Personally I want to Bilsy stays behind this wall forever, but I must be objective in reviewing. Sorry. 0p.
Overall = -1p.
Music and other cool stuff neccessary to make levels good like RHG extra points:
Music is choosen even good, but it sounds overused (another article is incoming). I don’t like original Deserto tune, though. +1 p.
Other stuff blablabla is things like tileset use, originality and else. So, tileset is good, but you’re not first person that want to building with this(Deserto Traps will be a test level). +1p. Originality – see PHT’s review in “Monkey Lab” :P :B :D -1 p. And else: ee.. never mind :/
Overall: +1.p
OVERALL OF.. OVERALLS?
6-1-1+1=6-1=5
Five points to be exact.
[This review has been edited by Cooba]
(Dash reduction edit. Ignore me. ~Violet)[This review has been edited by Violet CLM]
mayby ( i think ) its bad but mayby its okey…..
Please download but review it to…
[This review has been edited by dx dc]
Hmmm, a average level. Let’s start:
Gameplay: there was some good gameplay in this level. There were also some bad things.
-There are lots of V and H-poles
-There was a spaz biasing place here.
Eyecandy: There was good eyecandy here. Good use of caves and plants.
Pickup placement: Good food and ammo placed, some unnecessary gems and coins that are unnecessary too.
Others: many bugs and you don’t see the boss
Now my rating: Well, 6.5.
Hmmm? Interesting… no reviews? I wouldn’t expect that from a normal level…
..of course, maybe it’s not normal. The most impressive thing about this upload is that it took about a half hour to make. I bet the text took up a large portion of it.
It’s 12 ‘o’ clock, do you know where the fun is?
This level has a rather unusual design. Four 8*7 rooms, which you can traverse using the holes in the walls. Strangely, there is text inside these holes, but only in the middle tile – not on the parts one is more likely to be in. Why in the world did the author choose to upload this level? It looks awfully like a “wow I made this in (amount of time) I must rock” level that doesn’t get uploaded. But I disgress.
Ok, “fair witness” mode aside, you now know what the design is like. So the question that arises is “Why is the design like this?”. It hampers flow, the springs aren’t too well lined up with the horizontal holes… yeah. Levels with this sort of design are interesting to make as an experiment, but to tell the truth, they rarely (if at all) turn out well. This did not.
Pros: The author included springs (though green would be nicer), thankfully not leaving you to high jump through the holes. TSF Compatible!
Cons: This design! It’s just horrible.
Rating: 2.5
Here’s a riddle for you… what’s green and white and bad all over?
Answer: The eyecandy for this level. The walls consist entirely of the greenish pipe tiles included in Mez01, and while there are no tile bugs, this is hardly surprising. Mez01 really has a lot of possibilities for eyecandy most people don’t bother with, but this level bothers with none of them! Give us some blocks! Pipe variation! Other layer eyecandy! Something other than this DISMAL green stuff!
…ok, I exaggerate. There is background eyecandy. Sort of. Apparently the author has taken the star tiles and thought something like “Look, white dots. Like snow!”. So voila, the white stars go down. Straight down. At a rather unusual speed. Not only does this end up not looking like snow, but it’s so obviously tiled it’s almost painful to look at. You’ve got at least two unused layers for eyecandy, add some depth to the snow! Different placements, different speeds… please?
Of course, the question arises; “Why is there snow in the first place?” The level name is Microtubes, the filename is electro1, why is there snow? It’s like that “Snow in Carrotus” level: the snow is only there because it can be. Ok, I’m only going to say this once: Your level name is Microtubes, get some tubes in there! Mez01 has lots of tube tiles just asking to be eyecandy… don’t waste time on inappropiate snow!
Pros: I guess the snow Is kind of original… no tile bugs in the pipes.
Cons: ARRGH! Lack of EVERYTHING! WHY WHY WHY WHY?????
Rating: 3.0
See the little angels… how do they rise up, rise up, rise up?
Weapons placement is actually surprising sensical, considering the other aspects of this level. You’ve got Fastfire (always a good idea), EB (nice with so many walls), Seekers (for those annoying people in the room opposite) and… TNT. Well, three out of four ain’t bad.
The weapons are placed in corners of the rooms, which actually is more logical than putting them in the middle where they’ll just be shot down. My only real complaint is that no matter how fast they generate, four of each type is really not enough. A strategist Could possibly stay alive for some time in this level, as it’s not a tiny carnage room – so give us more weapons.
As for those things known as “other pickups”, they do not exist. Again, this is a good thing, as they’d be completely pointless in this level.
Pros: Somehow, this factor is far better than all the others, despite a rather obvious lack of real thought or effort. Things are placed well, and nice choices.
Cons: Why TNT? And again, there needs to be more ammo.
Rating: 4.5
Wow! Let’s do that again!
Oh, no. A few minutes in, this level is probably going to get boring, unless you’re already very bored. Of course, one person is bound to like it for that reason, as why else would it be hosted in the first place? This level is good for a quick glance at “how not to make really fast levels”, but for playing – no.
Pros: I suppose some entertainment could be gleaned.
Cons: Just not enough. The appearance doesn’t really lend to the enjoyment either.
Rating: 1.7
In conclusion, sir…
…don’t download this. It’s not really all that good, and the complete lack of anything interesting makes the bad parts seem worse. The fact that the level is too small to fit into a 640×480 screen, making the author add an empty column, is not really all that pleasing. Let’s just all be glad that the author has matured since this level, and instead makes things like “Colonius 1 edited so the tile Dizz Sux is no longer there”.
Pros: Few.
Cons: Too many. This level should not be edited with a few changes, it should be thrown to the ground and forgotten.
Rating: 2.0
I can only repeat the words said by the other reviewers: the level sure looks good, though a few bugs still ocure. You finally added carrots to your levels, wich is a good improvement compared to your previous work. The only thing I can mention is: PLEASE fix the bugs as far as possible, and upload it!
(Rating removal based on circustantial IP match. Any further reviewing of this level by anyone on the IP block of Waddledee will result in a rating removal. Do NOT allow your friends or family to review it. -Trafton)[This review has been edited by Trafton AT]
Its was good.
1-good ex level
2-no tile bugs
its was great.
Catch 7.7
(…what? Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]
Review time again! :D
Before I start I want to point out one thing to all the new level makers out there: there are two versions of JJ2, 1.23 and 1.24 (also known as TSF, The Secret Files) These two are not 100% compatible. In short: levels made with TSF, no matter what tileset used, can not be played in 1.23. Remember that.
Also note that if you want a good rating, make levels with the 1.23 version: TSF has been released in Europe only, so the Americans are missing out.
Enough ranting, on to the actual review.
First impressions:
A long fun level with some challenges. The author says he made it in only two days. It’s quite surprising that level doesn’t look like a hastely crafted thingamajig, but more like a level carefully created in like… 2 weeks to a month (that’s a recommended period for average level makers). Unfortunately the apperance of the level suffers somewhat due to the 2 days period.
Flow:
Not as linear as you may expect, given the time spent: it’s only linear at the beginning of the level, which goes from the left all the way to the right. A long drop thereafter and the linearity is gone. From there the path goes Zigzag :p I even saw a crossroad near the end of level (cut off by trigger blocks, good job!) As mentioned earlier, the level is designed to Spaz’ advantages, but not to the point where Jazz can’t finish the level.
Challenges:
This is were the most care went into: the puzzles and challenges. Right at the beginning’you’re treated to one, tho a rather lame one: “get to the other side of a bramble pit via the vines. The author was so nice to actually block the other side so you’ll have to run through the brambles. Good thing there was a carrot hidden at the end, so no harm done (?) Following is a collapsing floor and a “Roller Coaster” Maze (meaning a system of poles and springs). Quite fun, but the long way suffers from halts caused by bad tiles and spring placement. Those things are always hard to make, so it’s no biggie. Next is a “find the crate at the other side of another bramble pit à la Easter, followed by a “frog lane”. The frog lane is quite challenging as the objective is get to the bottom via the zigzag platfroms with springs. At end you’ll have to fight a boss. Although he doesn’t appear! My guess is he used the Tweedle boss, which does not work in JJ2. Quite a shame, as you can’t properly finish the level without having to cheat. Overall, with some adjustments, it’s pretty good.
Tileset use:
Pretty basic, but not too bad. Carrotus is known for having tile bugs that can’t be helped, but can be hidden. What really makes me worry is the background layer down at the very bottom of the level: a big green line from the castle can be seen. A major bug, which I hope to see fixed in an update of the level.
Ammo, Food, stuff that’s good:
A level is no good without goodies, and luckily this level has them. They’re spread out all over the level, you won’t see a section without goodies. At some places you even have work for goodies (at the challenges mentioned above). One complaint: what good are coins if there isn’t a coin warp? Answer: none. Although there are coins, I can’t see a coin warp anywhere. Either the animation isn’t working (Showamin = 1 only works for 5, 10, 20, 50 and 100 coins), or the author simply forgot to put one in. Either way. nothing that can’t be quickly fixed.
Enemies, goons and other beings that want rabbit stew for dinner:
The usual Carrotus enemies make an apperance: lizards, (tuff) turtles, bats, mosquitos and even smal dragons. aan interesting thing to note is that the dragons can only be found in the “find the crate” sector, places on ccarrot stomps with a low ceiling. You gguessed it: there is where they can get annoying for Jazz, but not for Spaz aand Lori (sidekick ;)). Nothing else out of the usual.
Verdict:
A pretty good level, given the 2 day period. It’s just a shame the level suffers from flaws that add up (glitched Tweedle boss, no coin warp, bugged background, “Roller Coaster” halts). I can’t give it a rating because it’s “unfinished” to me. Untill the flaws (at least the Tweedle boss one and the coin wrap )are fixed, no rating from me.
- JelZe GoldRabbit =:3[This review has been edited by JelZe]
I’m sorry Neon!
I thaught it was only 1.24 if you use new tilesets!carrotus is included by 1.23 so… I don’t know ev’rything about Jazz2, okey!? I’m new!
this review has been edited by Wadledee
Dx Dc: You’r not NEW
Wadledee:I’m not NEW!? This is(originaly 3LVL) my second game!
This review has been edited by Wadledee[This review has been edited by wadledee]
Jazz2Online © 1999-INFINITY (Site Credits). We have a Privacy Policy. Jazz Jackrabbit, Jazz Jackrabbit 2, Jazz Jackrabbit Advance and all related trademarks and media are ™ and © Epic Games. Lori Jackrabbit is © Dean Dodrill. J2O development powered by Loops of Fury and Chemical Beats.
Eat your lima beans, Johnny.