well i like it im makeing a Battle with that Tile set =)
well ill get to the rating !
the layout well i think the layout is good ! nice and even i give that a hmmm a 6.8
music: nice i like it it maches the level i have the music a 7.8
ammo/power-ups: well the power-ups are at good spots i think and where the ammo it ! i give this is 7.0
carrits or what is it?: i think that is good too
all over all i thing this is a 7.5!
gota love DSL !!!!
i think this pack rocks was it 4 levels?
the music Rocks for the Tilesets ! i give the music a Nice 8.0the levels rocks the tiles on the Front made it a Bit harder i give the levels a 8.
ammo man i cant find any ! lol well not that much ammo even make it harder ! i give the ammo 8.5
didt see any bugs but i canda didt like the warps the put you do death
well in all in all i like the Pack !it Rock the hardness of it is petty Hi
in all 8.7
Down load it ! youll love it !
I must say its good!
1-good eyecandy!
2-big levels to!
3-baddies placed=great
i must give this an 8.2!
you must download dis!
I fell in love with this, gratz.
(Rating removal. -Trafton)[This review has been edited by Trafton AT]
Uh, weird… there’s no point of this, so no rating.
Argh, I can’t do much here. Very annoying level… the eyecandy limits your ability to see. If I reviewed this, it wouldn’t be much more than 4.[This review has been edited by labratkid]
I can’t NOT rate this on the size. It’s not fair. That’d be like asking you to not rate the eyecandy if my level has bad eyecandy.
Eyecandy: Good
The eyecandy is good…
Gameplay: Bad
The gameplay is very bad.
Size: Very bad
Way too small.
Ammo placement: Okay
Okay ammo placement.
Overall: Okay
A decent level… not too good
Host this often: Never.
You can review it, but you can’t shouldn’t rate it.[This review has been edited by labratkid]
I wanted really hard levels, so thats the reason why there are so very few carrots. Plus you can get them by killing enemies
FORGOT TO MENTION: THERE IS A SECRET LEVEL CONTAINING MANY TOASTER AMMO AND A 1UP Ok im done
Another thing: I didn’t copy blurs method of death. I already knew what to do, but blur semi told me how to implement it.[This review has been edited by Inf. Spaz]
It dosen’t work :(. It needs a file called: cncs32.dll. [This review has been edited by BloodRabbit] I tried it on another computer and it didn’t need the file :).[This review has been edited by BloodRabbit]
Men, this pack was too hard, and because of that, a little boring also. Especially the 1 hit K.O. was really annoying that you cannot play the game because of dying! Also there weren’t so much eye candy, and enemy placement was not pretty good.
But that’s no problem, the tileset usage was good, and I liked the last level! The strange forest was really a good idea!
In my opinnion you mustn’t put 1 hit K.O’s and make a balance between the goodies and baddies in Part 2. You can start by putting some food, ammo, gems, 1ups and especially carrots in your levels! Because if you want to build really hard levels, you have to increase the amount of the carrots. That’s all from me, a 7.5 for the tilesets and music and for the level building of course;-)
Good level pack, i love that “Game over system”! Its really good. Levels are nice too, and so are the music files , my rating is: 8.2
I cant say when my next level will come
but it gonna be the same tileset
nice level.
godd eyecandy.
good ammo placed
i found some bugs.
i will this an 9 but i found some bugs….:(
an 8.7 from me!
i think dis an DUEL CTF level :D
oke
1-nice eyecandy
2-not much ammo….
3-nice base placed, you dont see the base only the flag!
4-The rest is fine
oke, is this yor first level?
but i give tjis an 6.7!
I find it interesting how CTF levels are released in batches.
GAMEPLAY:
Balance isn’t too much of an issue since the level is more or less symmetrical (aside from a few tile misplacements). The whole area around the carrot should be moved a tile to the right to help symmetry, but it isn’t all that important. Well, unless you’re a perfectionist like me. Anyway, flow isn’t the greatest, but I can live with it. There’s the transporting thing at the bottom of the level which is rarely used in a lot of levels so that’s a good sign. I can’t find anything else horribly wrong with the gameplay. It’s average for the most part (excluding the transporter thing).
EYE CANDY:
Well, it’s decent, but more variety in tiles could have been used. I know I didn’t set up much of a standard with my level, but that’s where Stripe succeeded and I failed. I made some better levels with the set, but I’m still yet to host it. Anyway, the BG isn’t 8-bit friendly at all (unless Textured Background is turned off, but I’d rather not have to do that) and the solid blue tiles in the background (like around 100,35) look rather bland. And there’s the repetitive eye candy in places.
CARROT AND AMMO PLACEMENT:
I can’t argue with the full energy carrot in the center (almost the exact center, but that’s negligible). But I can complain about ammo and powerups respawning too quickly. Is it just me, or does everyone now want to make ammo respawn fast? 20, 25, and 30 are much nicer speeds. Also, there’s probably such thing as ammo which is too easily accessible. IMO, too much ammo is placed closely to the ground tiles. Better distribution could be a good idea. I should also mention that I wouldn’t go inside the deathtrap at 95,33 (which is naturally also on the left side as well) too often just to get some pepper spray ammo. It’s not really worth accessing all of the time, especially when there’s pepper spray in other places or when getting followed.
HOST THIS OFTEN?
Sometimes, maybe. 7.2, and not bad for a first CTF leve.
Third CTF review this week. Let’s begin, shall we?
GAMEPLAY:
I’ve seen worse. I can’t say this is much of an improvement. There are once again useless deadends, questionable spring placement, and even more deadends. One can imply that there are more deadends than before. Furthermore, there’s a slight lack of flow, a spaz bias, and a huge empty so. This level reminds me lot of Death Castle CTF which is not really a good thing. Some more variety would be nice, wouldn’t it? There’s still poor base placement (and generally in the same places as before) and it’s still unbalanced. Bases in each corner of the level are hard to balance so I advise avoiding this.
EYE CANDY:
“Explosive Garden CTF” isn’t exactly exploding with eye candy. The eye candy would have been average, but once again the tileset is misused in a lot of places. This is a bad sign. Please take my advice and try to make eye candy like that seen in good levels (not just any level). Also, try not to hide too many things with foreground eye candy. Doing that will annoy players a lot.
CARROT AND AMMO PLACEMENT:
Carrot placement is like how it was before: a full energy carrot in a warp. Not too bad, but it just makes this level more like the last CTF one. As for ammo placement, it seems to be too random. Good thing: ammo placed througout the level for easy access and strategical reasons. Bad thing: ammo placed around the level for the sake of placing ammo around the level. I might have lost a lot of people who are reading this review with those last few lines, but it is true so go ask someone who’s made a lot of CTF levels for a detailed explanation (I’m too lazy to do it now myself, although PMs can be useful). The powerup placement isn’t as bad, though. If the RF was placed a little further to the right, it would have been a little better (assuming there won’t then be an empty space where the powerup was). Of course, they are just out in the open and rather easy to access, so it’s pretty dull and all. Something like a powerup only accessible with some Electro Blasters through a wall is a nice change from the ordinary.
HOST THIS OFTEN?
That answer is still a no. This is worth about a 6.2, so next time try even harder.
is tired of reviewing the same level for such a long time once again
People compare the work they see to their own levels. A lesser level maker will rate too high, and an average one (like me, for example) will rate fairly. A better level maker like Evil Mike tends to underrate.
This level is, in my opinion, a above average level. While it is over-rated by others glares at dx dc it does have it’s high points.
The eyecandy is ok in layer 4, but for some reason the bg eyecandy I didn’t like as much. The ammo placement is average, not overdone imo. The carrot placement is unique. I like the shuttle thing you have to do to get to it, tho the carrot spire thing itselth would be great for campers, expecially with the bouncers. The base placement is pretty good. There are several routes to the bases, making it easy for aquick entry and exit (expecially with the shuttle.)
Overall- a 6.2
This was no good level. I review it the way like blurredD.
Gameplay: The gameplay was boring, the level was too long and too low. There were some vines in it which is a bit average, but there were other things which are no good of this level. There were events in the walls and you cant pick up that events. And there was no border around the level which prevents the flag bug. And the v-poles were unnecessary in that place. And that hurt events are unnecessary too. And the warps were placed somewhere in the level.
Eyecandy: It uses too many diamonds and that gem events were used as eyecandy too, i think. The sprite layer eyecandy was not very bad, though. It was overused a bit. The other layers weren`t used except layer 3 and 8.
Carrot and ammo placement: There was no full energy carrot here, which is needed in a CTF level. The power-up placement and ammo placement was bad. There was too many ammo in this one. It uses 8 chests of ammo + 15 in a place.
Host his often?: No, this is a bad CTF level, you need to practice before you want to get a high rating. My rating is 3,2[This review has been edited by da man]
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