Quick Review by Seren

Posted:
4 Nov 2014, 17:58
For: Improved Medivo
Level rating: 8
Rating
6

This conversion set is far inferior to IC-IF Medivo, which adds more useful tiles and rearranges them for much easier use. The original Medivo tileset layout is awful and keeping it is redundant thanks to J2T Rearranger. The altered palettes vary in quality but the vast majority are way too bright or colorful to look pleasant.

Quick Review by Seren

Posted:
4 Nov 2014, 17:18
For: Windows 98
Level rating: 6
Rating
2

Very short and bland. The level contains 4 pickups, neither of which have generators. It’s possible to get permanently stuck at the float-up section. Eyecandy lacks contrast and it’s easy to become confused. Not really creative. Presumably fairly average for its time though.

Quick Review by Seren

Posted:
4 Nov 2014, 17:05
For: Test Collection
Level rating: 8
Rating
6

Some positive features and a nice variety of challenges, but not much thought went into level design, often relying on fairly random block placement. Some areas cause bugs and others can be beaten in unintended ways. Overall pretty average for a test.

Not recommendedReview by TreyLina

Posted:
1 Nov 2014, 23:51 (edited 2 Nov 14, 18:02)
For: Running Jazz: The Exploding Lab V. 1.00
Level rating: 4.5
Rating
4.5

Time for a more to-the-point review system.

Description:

Dodge and don’t shoot the spike bolls, and don’t get hit too much by the enemies (you can shoot those, however). Moving right automatically at a fixed speed, you can’t slow down or speed up, only jump. Your health slowly regenerates when you aren’t getting hit. The level is pretty easy once you know where everything is. Relatively short.

The good:

Experimenting with a different way to play JJ2, looks decent. Music fits.

The bad:

This level suffers from a lot of unintuitive design issues such as:

Getting rid of the hurt sound and replacing it with the burn sound. Replacing the sound with something that is asscociated with killing an enemy is misleading. With the new health system, it can be easy to overlook if you have F9 on a lot out of habit (it overlaps, which could be remedied by moving the health where it usually is).

The trial and error nature of this level; This comes down to many things; failing to mention shooting/going into spike bolls kills you until you fail, the forced tiny resolution, making copter ears useless (everytime I used them I died into a spike boll because I couldn’t see what’s ahead) and shooting then suddenly discovering there’s a spike boll off-screen. Being mindful of shooting isn’t a bad thing, it’s that I can’t always prepare for it until I know what’s ahead.

The cutscene that barely suggests it’s one, because it looks no different from than what you are playing. Perhaps some black bar surrounding the bottom, with the character saying not to shoot the spike boll/s in some way? Maybe there could be some explosion sounds going on at the start and end.

Why am I walking away from an explosion? It looks odd, as wouldn’t you be running away from it? Plus it suggests that you can go faster, but apparently this level does not.

The annoying bug: Backspace doesn’t work. So you have to keep reopening the level everytime you fail. This is exactly what makes me discourage from recommending others to download it.

Could improve on

The level is rather short. It lasts 30 seconds. Though it appears to be intended, so I don’t imagine that changing.

Being able to control your horizontal speed would be more suspenseful and challenging. It would make the lab explosion itself a threat (like if you fell far too behind, you’d die).

Difficulty settings could affect the level.

The script writing. Too bad I’m a script noob, though I can say, there appears to be a lot of uneeded hardcoding, which results in a wall of text.

Once these issues get fixed (especially the backspace one), I’ll rate it higher. EDIT: Forgot to mention something else.

RecommendedQuick Review by ThunderWalker

Posted:
28 Oct 2014, 12:15 (edited 28 Oct 14, 12:16)
For: Decimation
Level rating: 8.5
Rating
9

Wait no reviews for this? Even if the level itself is a complete gimmick, it has such creative coding, and all appears to work fine. Eyecandy is nothing special but more than sufficient, and pickup placement is alright too. Layout works well with the script – but is also very dependant on it.
Still a 9/10, purely for the creativity of the script. Download recommended!

Edit: Can’t post it as a quick review for some reason despite it originally having less than 350 characters. Raise that limit for fairies’ sake.

[]

RecommendedReview by DennisKainz

Posted:
26 Oct 2014, 15:50 (edited 4 Nov 14, 12:05 by Stijn)
For: Improved Medivo
Level rating: 8
Rating
N/A

Oh, wow! A recolor! You just gave my life a meaning!

Please, stop teasing me, admins! Just because Beelzebub persuaded you to believe I’m a pedophile, which I’M NOT, doesn’t mean whatever I say is wrong!

And this is DEFINITELY a waste of hard-disk that can be avoided by using AngelScript!

But since you admins feel gay love towards BloodyBody, I’m forced to give this recolor a 10 and a download recommendation.

I hope BloodyBody reciprocates your gay love, you intolerant communists!

[Nonsensical rating (10.0) removed. Also, what? ~Stijn]

RecommendedQuick Review by snzspeed

Posted:
23 Oct 2014, 11:24 (edited 21 Nov 15, 08:36 by snz)
For: Black Jack
Level rating: 8.8
Rating
8.5

greak, COOL

Review by Foly

Posted:
18 Oct 2014, 16:33
For: Dungeon Duels
Level rating: N/A
Rating
N/A

Nice to see another new level maker starting out. Hopefully you too will make new levels in the future and if you do so, here is some advice that you might find usefull:

First of all, this level seems very small since you can move around very quickly which makes it more suitable for duels.

One thing I kinda dislike is that the bases are right across each other which allows you to cap and recap too quickly. Ofcourse it can be a good thing since you have to think about where to kill your opponent and it will give very fast paced games but it’s perhaphs frustrating if they are this close.

Now something I both like and dislike: the c area. You can enter it from below with an rf climb and you are able to shoot it down which gives you more control over the level. However the placement is less good, right between the bases makes it extremely campy. Still, if the level was bigger it would be less campy so I think you are on a good track here.

As for the flow, there are a few minor issues: the springs at the bottom are annoying to use and the wind below the base is unnecessairy. Besides that it feels fine.

The ammo placement is nice, though maybe there is a bit too much at one spot. Three pu’s at the bottom is probably a bit too much (I have to admit, I made the same mistake once).

The eyecandy is nice and simple, thus good for a ctf level. Perhaphs you could vary it a bit more in the walls by changing some tiles to different wall tiles. One thing I’m not fond of is that you copied one half of the level and pasted it to the other half. This makes it less original, even if you make a symmetric level I usually like it if gameplay and eyecandy vary on each half like JE or FF.

One last thing: try to make your next levels more interesting by adding more diagonal passages, at the moment is a bit too straight. Hopefully you will keep on making levels and ofcourse have fun doing it :)

Review by Foly

Posted:
18 Oct 2014, 15:05 (edited 18 Oct 14, 15:11)
For: Castle of camp
Level rating: 7.8
Rating
N/A

Well first of all it’s good to see you started levelmaking, there has been a really lack of them especially in ctf/battle. I will just give some basic advice of what I think that could help you and some thoughts:

First of all, the level felt good to play in. It might not be of mappool quality but for a first level I think it’s original and fun to play.

As you said, the level is campy. However this might not always be bad and I think it’s not disastrous here. You can throw bouncers in the seeker box and rf the blue base a bit. Still, putting seekers at the carrot area/red base/blue base and limiting the acces to the rf pu might make those areas too campy. Usually to avoid this you can make an area more open or accessible.

The ammo placed at the diagonal ceiling makes it annoying to get, the other ammo/pu placement is fine.

As for the overal level layout, vertical levels are usually very biased and therefore more difficult to make. It’s nice that your level isn’t symmetric but perhaphs try making a more horizontal level since those are more suited to the JJ2 gameplay (which is running like you are being chased by a zombie chicken).

Even though many of the areas are very small the flow is still decent. Still, you should try to avoid 1 tile passages and also too many 2 tile passages. Keep in mind that you want to create both safe areas and dangerous areas which contain pu’s. It’s usually a matter of balancing open and more closed area. And also it is important that the player can move smoothly between them without too much annoyance.

Three carrots is fine, but one carrot or two makes the game usually more exciting since you allow the teams to get control in the level by controlling the big carrot and make it more risky to get it.

As for the eyecandy, it’s nice and calm which is perfect for a good ctf level since you want to focus more on gameplay than singleplayer. However for next levels it could be nice to add some eyecandy to specific areas to distuingish them from other areas. This makes the level more appealing and unique.

This is most of what I can say to you at the moment. Hopefully you’ll continue making levels and if so, have fun! x)

Not recommendedReview by Jelly Jam

Posted:
18 Oct 2014, 14:46 (edited 30 Apr 20, 17:28)
For: Improved Medivo
Level rating: 8
Rating
5

EDIT 30th April 2020 – I decided to come back to this after I realized that my rating was a bit too high. Also because I feel like now I have better knowledge of what a good tileset conversion actually needs. This is not a bad edit, and while it is certainly better than the original Medivo tileset, it does not bring anything that useful or new compared to objectively better and more well known conversions such as IC-IF Medivo. The different palettes do look cool though, so good job for that.

I give it a 5. Not bad but could’ve been better.

RecommendedQuick Review by Jelly Jam

Posted:
16 Oct 2014, 19:01
For: Castle of camp
Level rating: 7.8
Rating
10

Well, This looks really good for a first map :D

Quick Review by Ja22

Posted:
9 Oct 2014, 16:16
For: JJ3DX Updated files(for Beta)
Level rating: 5
Rating
5

Cool.

Review by Louis K

Posted:
1 Oct 2014, 00:39
For: 2014 SUMMER Beach Battle (updated)
Level rating: 3.8
Rating
5

Well..

block the Cllif is good idea for protect the player from the hell-(and..real hell was opened)-.

but I’d like to suggest some of these problems

1.Tilebugs : I’m kinda wondering that it was updated. it seems still broken and background pattern is.. not so fine. maybe it should be textured background or updated to another pattern I think.

2.‘Only one’ respawn area : Some battle maps only have one respawn area. but commonly, battle mode need various respawn area ‘a lot’.(for prevent the rude play)

3.BGM : this map uses official JJ2 music source. that is not problem but.. it doesn’t unmatched.. BGM City1g is pretty good music itself, but it’s not a good choice for this map. because main subject of this map is ‘Summer Beach’, not City. So probably, it should to replaced to another proper musics.

4.Water : There is no water level event on this map. I was imagine the swiming pool or beach as it titled, but my imagine was blown up :P

After that, it can be rated much higher than about 6 or more I guess.
I love your passion!

RecommendedReview by FireSworD

Posted:
30 Sep 2014, 00:53 (edited 16 Oct 15, 21:53)
For: Stronghold
Level rating: 8.1
Rating
8.8

I played a few games here, so I should have a strong-hold on the gameplay.

Starting with EC:

It’s fairly logical for the stronghold theme, but there are some illogical things: The brown pillars near the bottom sides lack shadows when they support stone ceilings that project away from the pillars. Some bg stone tiles are in front of some brown pillars, but most of the brown pillars are in front of the bg stone tiles. Loose sand doesn’t erode easily in waterfalls here, but is that even sand? – Also, the tileset doesn’t have “mud” tiles anyway. The bg clouds are zipping at a very high speed, indicating a very fierce wind, but the surrounding scenery is calm. The stronghold lives up to its name for being able to withstand such wind-speeds. I realize those issues are minor, and they can probably be explained easily, but they are noticeable enough to consider. Anyway, this is just a 2d cartoon rabbit game, so whatever.

I like the bg hills, because they are well executed with plenty of levels of elevation.

Overall, I’d say the ec was executed well, but some minor things are questionable.

Gameplay:

Well, it wouldn’t be much of a stronghold if it wasn’t secure (balanced) and “fool proof”, and this level mostly functions like a stronghold gameplay wise, with fairly balanced teams and item placement. There’re some “secure” control points like the top middle. The escape routes, despite their name, are death traps if your enemy decides to camp their exits, so that’s “secure” too. Contrary to what PurpleJazz stated, I don’t think this level is unsuitable for duels because of the easily controllable top middle, I think it’s preferable for team games because of that. I noticed some places are relatively hard to rf climb up to, but could be easier to reach with wall-jump: Getting up to 92,41 and its opposite side are examples.

That’s all I have to say. A very solid, enjoyable level probably best suited for team games of 3vs3-6vs6.

Review by TreyLina

Posted:
29 Sep 2014, 20:49
For: Tonight...
Level rating: 8.4
Rating
N/A

Ehhhh…

The download file doesn’t work. You should re-upload this.

Please don’t add full stop characters to zip filenames. J2O can’t handle such things properly.

Whenever I try to open the file is get something like “the compressed folder is invalid”.

Luckily I found the new version of the level in my cache, but that doesn’t mean it shouldn’t be fixed.

Quick Review by Ja22

Posted:
29 Sep 2014, 16:37
For: Jazz Jackrabbit 3DX(JJ3DX)
Level rating: 10
Rating
10

Perfect. All what I can say.

RecommendedReview by Superjazz

Posted:
28 Sep 2014, 15:33 (edited 28 Sep 14, 15:43)
For: A Giant Drifting Log's Jungle
Level rating: 8.6
Rating
8.7

Well, this one is a fairly interesting attempt at making a remake of one of the classic CTF levels from the beginning of times. It comes with two versions; One that is basically a typical CTF level with classic open bases like in the original level, and the other one being a more typical level author-wise.

So how well does this remake pay tribute to the original level, one may ask. Well, in sense of level designing it is indeed quite different than the original and most of the original level’s awkward flow issues are gone. The use of a different tileset and a completely different and creative theme makes the level look like it’s own for some parts, but the most important dw trademarks are still there, such as the basements, the cramped carrot box and the seeker power up area. Angelscript has been used to some extent as well; A player entering the carrot box will receive a time limit until which the player must exit the box, or receive penalty in death.

I personally do think these changes are good and refreshing for the base level, but I have yet to see the level in proper competitive play to solidify my opinion about the level. The amount of eyecandy in the level is massive, which is supposedly used to cover the otherwise rather bland looks of the original level. While I do appreciate this, and I do agree the level looks more interesting this way, I still think it could have been slightly scarcer in a few places, especially the ones with lots of foreground eyecandy.

FireSworD as the author did want to make the players less dependant on the control of the seeker power up in the level, which resulted in him adding RF- and Bouncer power ups into the level, to spice the gameplay up. I will be looking forward to competitive play to see how it works in practise, but for now it seems good enough. I am personally quite undecided whether or not the “one spot concept” in the first edition of the remake is good in practise for a level like this, but at least the edition with classic CTF bases should be a fun level to play.

Download recommended!

RecommendedReview by Ragnarok!

Posted:
27 Sep 2014, 02:31 (edited 27 Sep 14, 02:33)
For: A Giant Drifting Log's Jungle
Level rating: 8.6
Rating
8.5

Hi, long awaited review but I finally started…

EYECANDY (10%)

I don’t intend on writing too much on this section, however all I can notably say is;
- This level uses the set in a manner that is slightly atypical, the level is mostly made of the logs and the wooden structures of the tileset.
- This level features a cool effect using one of JJ2+‘s later features (scripting) allowing a “glimmer of light” to show from the top of the level, showing the player that they are in some sort of woodland with light showing through the greenery above.
- In terms of distinguishing what is masked and what is not masked, this level is pretty simple once you play it for at least 5 minutes; most of the masks are wooden, and there is one section through the middle (which most existing players) will recognise as passable terrain. There is one section spanning form about 9, 19 to about 29, 29 which looks massively plain but a little amount of carebears are present…
- Unlike a lot of levels in this type of tileset, the use of greenery isn’t overdone and is in fact rather “minimalist” in a pleasant way. It doesn’t clutter the level and it just positively adds to the look of the level.
- Functionally, it’s not hard to distinguish between what is decoration and mask, so the level is fairly easy to navigate, so this isn’t a negative factor.
- Cool Devan events in the box!!! And also the text xoxo

GAMEPLAY – (90%)

Okay this is most of the weighting of this section:
- The main balancing factor of this level (in comparison to the remake) is the fact that it boasts a system that makes the team not matter. It’s not really the “balancing act” i was hoping for, but it does balance the level anyway…
- Rather than just one powerup (which the original level pretty much revolved around in the past), this level features three; all of which can be used to different effects and can drastically alter the gameplay from the vanilla version. These powerups are seeker, bouncer and RF. In addition, the level also features a Lightning Shield which can be obtained for the duration of 10 seconds. This also drastically changes the gameplay of any CTF in a dramatically interesting way. The lightning shield has a huge effect on when you have the advantage of the flag, however, 10 seconds probably isn’t enough to break a game, but it is enough to “dd” for a few extra seconds (which makes a huge difference) in a team-game.
- Moreover the “box” from the original level now has a 20 second timer, by the end of which, Devan “devours” you and causes you to die (and subsequently lose the flag). This removes the quirk of control and camping the box, but adds a further degree of control. What I would have liked to have seen was a range of different warp targets from the box though, as now this poses the problem of making the box as a whole, a hazard to begin with…
- Since the bases follow a 2x “onespot” system, the level seems, on a glance, balanced between the two colours. While this is a balance fix, I feel it isn’t quite the fix I was hoping this contest would sprout but, still a fix nonetheless.
- There’s quite a few areas I would much rather be Spaz, but no notable areas I would rather have the ability to copter; not something I penalize, but something I take note of…
- A lot of the spring/layout changes are very fitting to the level and drastically improve the flow, however there are some areas I kinda don’t like as much, mostly around the top right and top left. I feel most of the areas in the level serve no purpose and since this level runs a “one-spot” system, most of the gameplay relies on finding appropriate places to hide and camp once you have the flag, and then safely rush to a score spot. I feel the small narrow area under the right “spot” is very very good for this purpose. The “campiness” of the bases is still somewhat maintained however, since you can jump around these areas, but the main obstacles which made them safe have been removed, so perhaps not…
- I outright feel there’s a severe lack of ammo in this level and it would greatly benefit from a slightly higher amount, especially since their delays are quite long… Perhaps this level is more suited for smaller numbers, and there are more powerups but I really think the level would benefit from a bit more ammo.
- One of the main layout changes in this level is the giant vertical “log” in the middle of which you can drop down. The poles have been removed and I am quite thankful for this change. This makes the level slightly more fluid…
- There is a copter at the bottom of the level which can drastically increase your “climbing” speed in this level and I feel it’s a really awesome add to the level.

There’s not much more I really wanted to add to this review, but I did like the level all in all. Thank you very much for making this stellar level, FireSworD and I hope the review was mildly worth the wait.

EDIT: I HAVE NO IDEA HOW TO MAKE MY STUFF INTO BULLET POINTS. FU

Review by Louis K

Posted:
23 Sep 2014, 10:22 (edited 23 Sep 14, 10:30)
For: Jazz Jackrabbit 3DX(JJ3DX)
Level rating: 10
Rating
N/A

First Uploaded version was have a problem about uploading.
So I delete previous version and then re-uploaded it. :p

Sorry about that..

Quick Review by MjinzO

Posted:
20 Aug 2014, 21:34
For: 3rabi language file
Level rating: 10
Rating
10

nice

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