This is a good level. Short but, fun. There was a part I couldn’t get passed. It had the Jazz-Spaz morph thingy. I think you should put a airboard there to make it easier. I give this a 8.7.
(Rating removal. -Trafton)[This review has been edited by Trafton AT]
Pokemon are, no offense.
(Content removal / sense drain. The word you used is offensive, as it assumes the listed thing is bad, which it is most surely not, and I doubt anyone would think it is. Please do not use this term in a negative way again. -Trafton)[This review has been edited by Trafton AT]
What BlurredD said, basically, but I think the eyecandy is pretty neat. ;p There is biasing, which makes it good, and the gameplay flows okay. It could be better. The idea of making a hotel that you play CTF in is very original.
I’m afraid BlurredD is overrating, even with that low rating. The eyecandy sucks, Jazz basically CAN’T play the level, and it’s linear in many places, and… it’s just to boring to want to play.
This is much better than your other levels, Bjarni.
Eyecandy – Okay
The eyecandy isn’t bad, but it isn’t good. It’s just average, and kind of boring at some times. They is a layer 7, which is good.
Gameplay – Bad
The gameplay is rather bad here, because it’s linear (a lot of the ground is just flat ground that you have to run on a while). Good gameplay involves plenty of jumping, and turning around, and stuff.
Originalitiy: N/A
This isn’t too original. There is a warp that sends you to a spike pit with lots of turtles, and it says, “Bye-bye.” This idea was used in an older level, “Rabbitaria.” The boss also had a, “Fooruman” type attitude, like telling you that you sux endlessly ;p
Ammo: N/A
Hardly any ammo here.
Enemies: N/A
All Tuf turtles… no rating here.
Overall: Okay
This is a very average and short level. Good job, keep up the good work.
That’s because, DX, you have too many levels. Delete some sux levels, and get the number under 255.[This review has been edited by labratkid]
Upload the tileset too.
[edit]
Pros: Better than your older levels.
Cons: Too much enemies, too short.
A small SP level. Enemies – Tufs. Small ammo amount that makes the game harder (that’s good). In the middle of the level is a airboard, the most common thing in Bjarni’s levels. Ends with Schwarzenguard boss. Kinda fun text strings. Not bad at all. Big fat 6.
Dx, you have too many levels in HCL. Delete some, or open Bjarni\‘s level in JCS.
[This review has been edited by ScionFighter]
One of the best programs ever!
I’m wondering how many more levels will be uploaded while I’m reviewing this level.
GAMEPLAY:
There are so many things wrong with this level, I’ll just list them all.
1.) Bad spring place. 2.) Poles which all are unnecessary and take away from the gameplay. 3.) The huge deadend area at the top left. 4.) Too many obstacles (such as unnecessary platforms) which hinder the level’s flow. 5.) Bad base placement (red base is easier to access than blue base). 6.) Horrible platform placement and too many in places. 7.) Horrendous start positions with both teams. 8.) Too many deadends with only ammo or a powerup in them. 9.) No borders on the top and the right sides to prevent the flag bug (the annoying thing where you see the text saying someone captured the flag over and over again). 10.) And various other things expected to be in a first level.The level’s size would be only be good for dueling levels. I advise getting some more experience while playing many various CTF levels before attempting to make another one. You need to get a good idea of what CTF gameplay is like and how it should be. Actually, you probably should work on battle levels instead since they require much less to be good.
EYE CANDY:
When I first loaded the level, I was hoping low detail was off. And to no surprise, it wasn’t. This level misuses the tileset on almost every layer. The buildings in the background are floating in the air, the wall and the ceiling tiles weren’t used, and some of the tiles shouldn’t even be there at all (like the other building tiles floating behind the blue base).
CARROT AND AMMO PLACEMENT:
There’s a +1 carrot right next to each base. This is almost always a bad idea. A full energy carrot near the middle of the level or two of these carrots placed far enough from each other and nearby bases would be a much better idea. Ammo is placed too badly for this level to ever work well enough. Powerup placement isn’t all too bad, but that alone won’t save this level. Taking a good, long look at other CTF levels would be well advised.
HOST THIS OFTEN?
If you do, I may have to hunt you down. In other words, no, don’t host this. Ever. Sorry to say this, but this isn’t any good. It’s expected, though, so you shouldn’t feel too bad. And don’t ask me what premise makes this level even close to an 8. This is only a 4.5, but at least it’s not the worst CTF level I’ve ever seen.
The Edit: The new placement of the red base is a little better, but it leaves a small deadend where it used to be. I also noticed the +1 carrots were replaced with a full energy carrot—and I’m assuming that full energy carrot wasn’t always there. The building tiles in the background were fixed a bit but not completely; I could conclude you are playing on a setting less than 640×480, but I cannot determine that for sure. Also, most of the poles and some of the springs were removed which helped a bit. I was hoping you did some other things like fix the eye candy on the 4th layer (there ARE levels that came with TSF which use the Town tileset quite well, so study those), add some tiles around the top and left side edges (at least 2 tiles, but 3 or more is recommended) to prevent the flag bug (although you may have never seen it yourself), and other things like that. BTW, I forgot to mention that all of the 3rd layer tiles in this level don’t completely cover the player and you can see part of the rabbit’s feet. I should have also mentioned you should avoid covering up main routes in the level with 3rd layer (unless, of course, it’s for a sucker tube or something like that). I was going to keep this a 4.5, but I decided to be nice and raise it to a 4.7 since you actually took some of my advice. But don’t think I’ll keep updating my rating for every time you update your level.
The “Return to Reality” Edit: LRK was right. I have to downgrade my rating to a 2.7 since that rating is more reasonable. Sorry.[This review has been edited by BlurredD]
What’s with all of the CTF levels all of the sudden. Hmm… I shouldn’t complain too much. At least I get some CTF levels to review after that long void. In any case…
GAMEPLAY:
Let me start by staying this: as far as large goes, this is only medium sized. The main thing that keeps this level from being small or even close to it is its general layout. It has the same layout style as “Snooz’s strange universe” except it doesn’t work nearly as good (bricks weren’t meant to be used like this. read more in eye candy section). This level also seems to have a little less flow than the last level and I’m not liking all of the platforms. There are still deadends and unneeded places here and there. And places to get stuck in walls (incline tiles often don’t mix well with walls in certain situations). There are also some balance issues, such as the red base is placed much higher than the blue base (this almost always causes balance issues). And I noticed there was the same single start position for both teams. Team based MP start positions will be needed to make a better CTF level.
EYE CANDY:
I can’t say I like the eye candy much at all. It reminds me of the eye candy in “Snooz’s strange universe” except it doesn’t look good at all. The bricks look bad as one-tile high blocks floating in mid-air. Also, the background didn’t need to be mirrored. It tiles horizontally well enough. And the 4th layer background tiles are too sporadic for my liking (and I’m assuming you can figure out what I’m refering to). Work on eye candy more next time.
CARROT AND AMMO PLACEMENT:
Well, there’s a full energy carrot in the middle. Nice to know some of my advice was taken. The only problem is it’s way too close to the blue base (which wasn’t even placed well in the first place). Ammo is still scarce and often in the worst places (I forgot to mention this for the last level). And finally, there are powerups. I presume there are three of them. There are 2 bouncer powerups, and in a level like this, that just makes it nearly unplayable. A bouncer powerup is often a bad choice as the only 2 heart damaging powerup—especially in a level like this. Also, one of the bouncer powerups is too close to the electro blaster powerup. But after saying all of this, I don’t think I’ll find anything else which makes this level much worse.
HOST THIS OFTEN
Probably not. Obviously this level isn’t too strategic or much of anything for that matter. This is a 6.5, but keep trying.
This level isn’t really good. A lot of eyecandy bugs. Could be made bigger. I would give it a higher rating if you fixed the eyecandy bugs and made it bigger. I give this a 3.0 for trying.[This review has been edited by BloodRabbit][This review has been edited by BloodRabbit][This review has been edited by BloodRabbit]
Wow. This level gives NEW MEANING to the rating 1. If there was a -10, that’s what I’d give it. There is little to no layout, no exit, no BG….This level is one of the worst I have ever seen. You really can’t imagine how bad it is until you’ve played it for yourself. But I am not suggesting that you should play it for yourself. It’s a waste of 1 kb. Don’t get it.
These levels are astounding. Never throughout my time in the JJ2 community have I seen THIS MUCH time put into a level pack. Or should I say this LITTLE time?
Just kidding about all that good stuff. Sux. If I could give it a 0 I would. Sorry, don’t download this.
EyeCandy: Bad (or boring)
Weapon Placement: Bad
Weapon quanity: Too much seekers. Make more diffrent weapons.
Tiles Type: Grass is good, but that ground… Make it more diffrent.
Tiles Placement: Not soo good.
Carrot placement: Bad. Put it in medium to get areas…
UnMasked tiles Eyecandy (ayer 4): In some areas they aren’t diffrent. It makes Eyecandy look bad.
Gameplay: Bad. Easy to get Seekers (not Seeks power up) are making lvl easy.
Comments: Man, this is battle level, don’t put those Gems…Why only Bouncy and Seekers Power-up ?
Overral Rating: Man, work out a bit. Eyecandy is bad, and Gameplay is bad… Those are important things. Ill give ya 4.7…[This review has been edited by JSZ Mateusz]
good level. it’s a big level. I don’t see anything wrong with this level.
(Rating removal. Please provide a longer review. -Trafton)[This review has been edited by Trafton AT]
I downloaded it and it makes for a good “just in case” utility. I give it a 9 because I hate it when I feel helpless and this helps me.
Its good the eyecandy is good
and the flags ar good placed
the wapons ar good placed
its not big and not small.
Hint
make the levels bigger
the levels ar better then yor old levels
make some biggers and you will get an better rating.
and black don’t give an 10. 10 = perfect!
i think you will get warnings don’t
do that again.[This review has been edited by dx dc][This review has been edited by dx dc]
ammo is good, you can fight good against the baddies. to get the
ammo is hard and sometimes you do it for nothing
Lol :P
the baddies ar good placed
hard and easy lizards
aren’t very hard but
bats ar hard ( for me then )
————————————————
Boss
Devan and tuf ( i think, i played two weeks ago. but i never rember the bosses so… )
Tuf boss
hard with do’s spikes.
its small level ( with that tuf)
so thats good.
the levels ar great
great eyecandy
great placement
so.
———————————————————-
Great JOB! an 10 from me!
Good job ØvérLórÐ
[This review has been edited by dx dc]
its good, so….from me ya get an 7.7!
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