IN A NUTSHELL: This program is mostly obsolete!
Back when bass.dll support didn’t exist, this program was great. You got smaller tracks which sounded the same on Jazz2’s module player. And also being a time where dial-up was far more common, anything to decrease the filesize was great.
Also, it was used to convert modules into boss tracks when there was no scripting support to change music at bosses.But those times are over. Unless you want to make a single player level which is entirely compatible with vanilla JJ2 featuring custom boss music – you may want to use this. Otherwise, I don’t recommend levelmakers to convert to j2b at all.
It does not support some module effects and JJ2’s in-game module player can give out crackle sounds. Worse case scenario – a sample keeps playing in the background and never ends. I also recall it may have a filesize limit – I’ve had my game crash by trying to load a converted j2b before.There is an alternative, though it is plus only. mo3 is a far superior compression format. Not only does it make files even smaller than J2b, but mo3 has much wider effect support. Bass.dll is also a much better player than JJ2’s default. Here’s a guide on how to convert modules to mo3;
http://www.jazz2online.com/jcf/showpost.php?p=479930&postcount=5
EDIT: Fixed up some grammar and spelling issues. Made it a little more brief. Also added another con of using j2b.
Lots of cool stuff that I’ve always wanted to see in JCS ever since I started using it (12 years and counting).
EDIT: Removed what was a bit too harsh.
9 years later: I realise the title means “Dark Wood Jungle”
Great! the old level Editor!
[I don’t think you quite understand. Original rating 5.5. ~cooba]
I always loved customized enemies and bosses. I couldn’t be more satisfied!
Violet kicks all of our asses in angelscript, but not quite with the basic jcs. We, generally speaking are all very amazed by the ridiculously cool script. But if you take away the scripting part, the level itself is far off from evilmikes SP works in JCS. There is more to offer for the jj2 future!
violet kicks all of our asses in jcs it seems
Amazing level that shows many of the new AngelScript features the new plus has to offer. I never could have imagined to see such a gameplay changing level.
This level is a YOLO. Download!
Outstanding, plain and simple. This level really raises the bar when it comes to making use of AngelScript.
If this is an example of what is now possible through JJ2+, then I’m looking forward to seeing more uploads in the future.
Nice
Offtopic question; why don’t you rather upload these videos on Youtube? It would raise JJ2’s popularity.
[]
Barrier shattering, record breaking. Incredible all around.
This overlooked level provides a unique little puzzle challenge. It may be frustrating for some players. The music choice along with the pallette is questionable given the level name. Lori can kill the boss stupidly easily by spamming kick and fire against the block. Give it a try though, the flaws are minor.
Even though it feels odd for a new comer to comment like this… I kinda ref this from the other reviews >>
This is the first single player level pack I ever downloaded on J2O… and wow, up until today, JJ2 seem like this nice casual gun game. Now, I can feel the UMPF! in it :D.
This level pack is difficult, definitely difficult, but also very fun, every map has it’s own unique touch to it, if anything, it is bias against Lori players. I took 5+ tries to clear the entire episode without cheats WITH LORI. And just one try to clear it with Spaz.
Design-wise(i think this is called eye candy? >>)
The pack was very well build, there was very little places which I can wallclimb and there was no actual boring areas in the game. But this pack is probably not made to admire graphics, since it was over populated.
(3/3 points)
Enemies-wise
Seeing how everyone else comments, the enemies sound hard to kill. But in my own opinions, the enemies were strategically placed yet does not overthrow the levels, maybe just makes sure you can’t sit still whenever you like ;D/
(3/3 points)
StagePlanning-wise
Bias. Super Bias. I probably stated earlier but: unless you can run-double-jump the game is difficult. But as a Spaz, it is very fun, I find these maps very….“I WANT TO BUILD SIMILAR” kinda feel.
(2/3points)
Overall-wise
This is fun, challenging, and fun. Very well build, very hard levels. Very fun.
(bonus 1/1 point)
Download Recommendation Yes!! :D
Oh, we see 3 different programs which making JCS more useful.
With Episode Manager, you can make your Jazz Jackrabbit 2 or something like that, but I’m not sure that we really need JCS Launcher and JJ2Launcher, you can use the folders with F3 button.
Anyway, DL recommend – good job.
Edit: I NEED THEM ALL. 10!
Uterus Boss came to me, while I was playing the game. I didn’t even go to boss arena…
Stronghold is the latest contribution to the JJ2 scene by veteran JCSer and player Superjazz (also known as Vivando), produced as a result of the recent JJNet Season 8 CTF contest. Such contests have been responsible for some of the finest new levels to date, and Stronghold does not divert from this trend.
Whilst this isn’t a technical marvel in the visual department, it’s still among the best looking levels in recent years. The tileset usage has managed to convey the theme of the level without resorting to the typical eyecandy spam in order to effectively “rape” the tileset. Conceptually, this level features a fortified castle situated in the middle of the desert. I love the clean look that this level has – the tile usage is mostly very similar throughout the level, yet there is enough variety to keep things from getting too homogenous. It definitely has a more polished and professional feel than SJ’s other Deserto level, The Sun Fired Blanks. The .j2as file included provides a visual enhancement by altering the background colour to a “diamondus blue”, which is rather pleasant considering the lack of colour variety in the tileset, giving this level a more vibrant feel without detracting from the theme. It also matches the colour of the aqueducts in the level corners.
Master Sven’s notion that this level is “nothing special” perplexes me, as I found this to be one of the more interesting levels out there. Although it contains no completely original elements per se, the overall build of the level is quite unique. Despite the large size of 160×70, the actual playing area and the style of the layout are more suited to smaller games, although the level can most likely accomodate games up to 4vs4 (or more perhaps). There is essentially a division of the layout into a lower and an upper section, with most of the action centered around the middle section – the “stronghold” as per the namesake, if you will. A lone Full NRG carrot resides here – it’s fairly easy to defend due to the limited number of approach routes (two to be precise), but it’s also more attackable than in other one-carrot levels like Jungle’s Edge, Galactic Warfare and All Your Base CTF, because you can use EB as a counter-camp tactic. Such a carrot concept makes this level unsuitable for dueling in because you can stay at the top and hit anyone coming up from below infinitely, but it is good for team games because it encourages good communication and timing to control effectively. The top part may be a little too easy to DD in though, but it’s not a major issue. At least camping in the carrot platform itself can be dealt with by bouncer spam.
The base areas are one of the more interesting aspects of the level. As they’re very open, they’re easy to defend yet also vulnerable to attack due to the lack of cover. Being RTS can sometimes be quite challenging as dodging bullets is difficult here, and so airhits may occur, but approaching the base can also be difficult, especially from below where a rain of bouncer fire can virtually deny entry to the base. Thankfully, SJ added an extra route in the most recent update, making it more feasible for players to attack the base from the upper level, without having to traverse the potentially risky carrot area. Below each base is an escape route tunnel, which is a useful feature, enabling you to avoid much of the crossfire. There’s also definitely a risk-reward element associated with them however, as you’re left momentarily vulnerable as you exit the escape tunnel, so use them with care.
The weapon placement is well thought through and balanced. As this level is symmetrical, team imbalance is not really an issue, and the power-ups that are present (Bouncer, RF, Toaster) all have their fair share of uses. I find I have just a sight preference for bouncer in this level due to the importance of the y-axis in this level, although RF is still incredibly useful for chasing players along the bottom level, and for performing tricks (such as jumping up to the bases from below, a useful tactic in order to make a surprise score). I’m glad SJ did not place a seeker PU here, because the open nature of the layout would’ve led to a high lag factor. Ammo is rather plentiful here, which helps the level support larger games and reduces the chance of tedious blaster wars breaking out.
All in all, this is a high quality level by one of the top quality JCSers out there. It may take a little time to adjust to the style of the layout, but this has the potential to provide tactical, enjoyable gameplay for competitive and casual matches alike. Don’t be misled by MS’ questionable review – downloading and playing this online is strongly recommended.
Raised the rating after further contemplation.
Useful, but I think you should add something more. –
The concept was a nice thought, but just doesn’t work well in practice. What results is a painfully slow paced level where blaster skirmishes are frequent. The level tries hard be different, and I agree that ammo spamming should be discouraged. It may live up to it’s name, but the point is that this level is just not fun to play at all.
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Eat your lima beans, Johnny.