If I made this tileset, I’ve cald it BATTERY CHECK NIGHT.
Dont know why, but i already had th HH98 enemies.Maybe because my version is registred and TSF.
i LOVE IT. ONLY THE READMY #%*
HERES mine“about the pack comments”
Leafy mountain:I like the music.The level is long, “onetiped”, but hey, nobody is perfect.I especialy love your cave.(7.5)
SUPER JAZZ LAND:realy is like SUPER MARIO. But I would sugges to make it a SP level.(9)
The weggie pyramid: doesnt look like a pyramide.(7)
The garden:now this level has a nise music(sow do all)and… I dont know what to say…I like it…(dot)(8.5)
(9+7.5+8.5+7)/4=8
My comments are basically what everyone else said. This was one of my top picks for the contest. I had it narrowed down to 3 and it was hard to pick. But this was a great level so keep up the good work.
P.S. I will be uploading mine after fixing some rather strange bugs that didn’t appear when I tested it.
This level is alright.
GAMEPLAY:
The layout is good, but I question it. I can get around the level alright, but I’m not for the platforms in it. The wall jumping thing is nice, but I suppose someone could get stuck in it. It’s not that big a deal though, and I haven’t got stuck yet. What I’m really wondering about is the balance. The bases are placed in opposite cornors of the level. I guess this is alright since there is a warp near the blue base at the bottom which could occasionally take a player very close to the red base at the top (or some other random spot in the level or a +1 carrot). I can live with this (maybe).
EYE CANDY:
It’s good, just not too spectacular. But in reality, the branches are being held up by nothing and defy the laws of gravity. But that’s ok since you need those platforms and the whole game doesn’t make much sense anyway.
CARROT AND AMMO PLACEMENT:
Well, there are +1 carrots placed throughout the level. That’s not my favorite way to use carrots and it makes the level slightly more suited for battle mode (I more often than not end up using one or two full energy carrots). It’s not the worse thing, but you have to get used to it. Anyway, the ammo placement is alright, along with the powerups.
HOST THIS OFTEN?
Once or twice. Not too addictive. Though I definitely like this level more than your past levels. I’m thinking 7.5 as my rating.
Hmm….an enigmish type of level :P
Lets review shall we.
I remember this level from downloading this from BlurredD’s contest thread, I remembered that I didnt think of it as so good before, but I didnt explore it much. Also, this is probably the first level I’ve seen with vertical rain, woope.
Eyecandy:
The eyecandy of the level was basic. The leaves werent that overused in the place, and some places looked empty with barely anything there. But the eyecandy was well, looked nice and realistic. The thing with the vines look like they are holding up the wooden platform was a creative idea and definately added to the rating I’m giving the level. Also, the leaves on top of the trees was good, it was very realistic and was very interesting. Good job. The eyecandy is mostly basic, with not much surpises. I feel the vine tiles (the hanging ones) may have been a bit overused for the eyecandy. Some places like the bottom right I reccomend there to be a bit more eyecandy and stuff, but it was alright.
Gameplay:
The gameplay was done well here. The middle part was made well. The sides look a bit different, since the left has a dead end with the fastfire pickups, while the right has them on a floating platform. So in other words, you can pickup the fastfires while running away from an enemy on the right, but tat the left you would come to an end and will have to turn around. I didnt like that very much. Also, atthe bottom left, the sucker hidden in the tree, some players may not know that it is hidden there and will probably run into the dead end and will get killed. But thats not to big of a problem, since most people will probably discover the sucker there, or will just avoid that place. There are some floatups used for easier gameplay, and it was alright.
Pickup/spring placement:
The ammo here was mainly placed ok. Most of it was placed in a creative fashion, i didnt find much problems with it. What I did notice is that there was probably way to many fastifres spread across the level. Other than that, I dont have much more to say about ammo, it has a lot of good combinations and stuff. There was only one carrot in the level ,which was a fullenergy. It was placed in the center of the level, and was placed well. Im not sure I found it as amusing as BlurredD though ;P. The springs were placed ok, i didnt have a problem with them. I also couldnt find anything in the level that I should mention about springs, except that that helicopter could of been replaced with something such as a blue spring, because helicopters tend to slow you down a bit.
Anyways, everything here is basically ok.
Generalizing comments: The level itself was ok and interesting to play. Although not my favorite one using the swamps set (I liked Marshland of Evil a bit better) its still a fun level to play. Some minor flaws brought down my rating a bit, but the level is still interesting and I can imagine this level being 3rd place in the contest probably. Enigma did a great job on this and it would probably be hosted several times. The music choice was also well picked, adding some more atmosphere to the level. Enigma did some great work here, and made a good level which I reccomend you to download. This level gets a rating of 8 from me, and thats basically all I have to say for my review. Good job Enigma :)
Another compacted contest level review:
The Marshes of Twilight
GAMEPLAY: Probably balanced. Alright flow and layout.
EYE CANDY: Good.
CARROT PLACEMENT: Nice. I like it a lot.
AMMO PLACEMENT: Nothing bad here.
HOST THIS OFTEN? Host this a lot.
Overall review: I can’t find anything wrong with this. This might even be the first level I ever saw with vertical rain using this tileset. I was going to give this an 8.2 until I noticed something interesting with the carrot. This might as well be my favorite entry in the contest (too bad I couldn’t choose this as the winning level). 8.5 is my rating.
The Edit: I went a little overboard with the rating when I first reviewed this. This is really an 8.2 at best, but it’s still my favorite level out of the contest I held.[This review has been edited by BlurredD]
A Two Level CTF Pack review:
Jungle’s Edge
GAMEPLAY: Balanced. Nice flow. But 3rd layer tree area in middle not too favored.
EYE CANDY: Good and a little innovative.
CARROT PLACEMENT: Full energy carrot at top. Good enough.
AMMO PLACEMENT: Alright.
HOST THIS OFTEN? Somewhat often.
Termite Haven
GAMEPLAY: Pretty much balanced. Alright flow and layout. Got stuck once.
EYE CANDY: Above average. Maybe confusing, but not really.
CARROT PLACEMENT: No complaints.
AMMO PLACEMENT: Good enough for me.
HOST THIS OFTEN? Probably.
Overall review: I liked these two levels for the most part. The only thing is, Jungle’s Edge has that tree area in the center of the level that I didn’t like mainly because of all of the 3rd layer in it. And in Termite Haven, I liked it more when you were able to get the carrot easily from the right side (unless if there’s another route I haven’t noticed). This pack is almost an 8.5 except for the few flaws I saw. So 8.2 will be my rating.
BTW, if I were you, I would have moved the bases in Termite Haven back to where they were before I asked you to fix their positions for the contest. It seemed to work out better before.
tHIS IS THE FIRST PACK, THAT IS RATTED
10. By me, to be exat.
The level is great, the music is great, the tileset is great. Sad, that it is small.
Back to carrotus:
Tileset use: the tileset was used rather good, but I noticed mistakes. 7.5
Layout: layout was a bit boring at many parts of the level. 6
Weapon placement: the weapon placement was fairly good. Maybe a bit less weaponnery would have been better. 7
Ennemi placement: bad. Way too much ennemies. 3
Goodies: good enough. A little too much carrots. 5
Eyecandy: backgrounds are OK. On layer 4, most of the eyecandy was only some dancing flowers. 6.5
Average for 1st lvl: 5.8
Medival Night:
Tileset use: perfect. No mistakes(at least I didn’t notice any). 10
Layout: boring. Everything was a bit empty. 4
Weapon placement: Bad. There weren’t enough weapons. 3
Ennemi placement: Bad. Here again a bit too much. 3.5
Goodies: not much of that. Infact, I believe there were only a few carrots and a bout 10 food thingies throughout the whole level. 3.5
Eyecandy: really not enough. I didn’t spot any eyecandy on layer 4, exept for a few flags, and there was rain on layer 1, which moved to slowly. 2
Average rating for 2nd level: 4.3
Morph Machine:
Tileset use: not too good. I noticed many errors. For example you used things that are supposed to go on layrs 5-7 on layer 4. 5
Layout: There was some interresting stuff. 7
Weapon placement: not very good. There weren’t enough weapons. 4.5
Ennemi placement: bad. Mostly too many sparks. 4
Goodies: Here and there some food and gems. But way too many carrots! 2.5
Eyecandy: Layers 5-7. Some stuff on layer 4. Fair enough. 5.5
Average rating for this level: 4.75
Diamond Rabbit:
Tileset use: Very good. I only saw a few errors. 9.5
Layout: also good. Very interresting at most parts. 8
Weapon placement: not likely the best I ever saw, but reasonable. 7
Ennemi placement: here again, way too much ennemies. 3
Goodies: Mostly placed well, but at some parts, there were really too much goodies. 5
Eyecandy: Layers 5-7. Some stuff on layer 4. Could be better. 7
Average rating for this one: 6.58
Coldest Winter:
Tileset use: inferno is a tileset which is very hard to use… But I didn’t see any mistake! Good job! 10
Layout: Fairly good. 7
Weapon placement: Could have been a bit more on some parts. 7
Ennemi placement: too much badguys. 3
Goodies: Mostly reasonnable, but espesially on one part there were way too much goodies. 5
Eyecandy: Layers 5-7. Some stuff on layer 4. Good. 7
Average rating for this lvl: 6.5
Burning Cave:
Tileset use: same as “Coldest Wainter”. 10
Layout: actually very good. 9
Weapon placement: could be better. 7
Ennemi placement: too much. 3
Goodies: Fairly good. 7
Eyecandy: same as “Coldest Winter”.7
Average rating for this level: 7.2
Overall: 5.855, let’s make that 6.
Download recommandation: yes
Advice for downloaders: don’t waste all your ammo. You might need some of it to finish.
You should spend more time on your tilesets like spazz says . Add more tiles and be patient about uploading things.
Well, well, well another great conversion from Violet and I collect JJ1 sets. So since everyone is giving an 8.7 I will too.
Well, this is a good fangame. IT has multiple levels and its fun to play. It is easy to beat once u get used to it, but it makesu want to get a higher score every time you play. Graphics very well done, sound could of been better, for instance, it could of been different for every level, same with the setting. The black blocks looked a little strange at first and didnt really fit in, but I got used to them.
Anyways, i cant make a good long review on this game, so ill end of saying it was well doen and fun to play, but could of been better. An 7.7 for your effort. Good job!NOTE BEFORE REVIEWING: I would like to note that I like the new rules added to the top of the reviewing thingy. However, I feel the sudden urge to add both “yay this sucks” and “whee argh” into every review.
yay this sucks.
whee argh.
Now that I have that out of my system, the reviews of these two fantastic levels by FireSworD:
“TERMITE HAVEN”
TILESET/TILESET USE: The first level in this pack, FireSworD’s entry to BlurredD’s contest, uses the Beach tileset in very creative ways. Instead of the usual beach look, FireSworD instead used mainly only the wooden tiles. While one might think that this would turn out looking really bland, it does not. The level’s name describes the level very well. It contains a lot of wood that a termite might want to eat, which I assume is the inspiration for the naming. For a level only using a very select collection of tiles from a tileset, it looks quite good. The level’s background sort of makes the level perspective strange. The background of the level in proportion to the level makes it seem as if the area you are in is either quite big or you are quite small. If this was done in an attempt to make you feel as if you had the perspective of the termite, it was very well accomplished. A few of the “regular” Beach tiles such as the spikey creatures were used a few times, but it mostly is just the wooden planks. There were a few areas where the eyecandy felt kind of strange to me, but they were not significant. One thing I notice while playing is that there are a few areas where there is no boardwalk (no pun intended) above the tiles (hard to explain – go to POS 91,9). It looks strange touching the “inner” tile bug this is not a huge deal. A warning to players with older and slower computers: this level does not play nice with low detail, nor most other effects that one would turn off to conserve speed. 8-bit is fine, though. This level also uses ambient lighting, though I have found turning it off does not make the player miss all that much. Still, for best experience, I recommend low detail off, ambient lighting on, and textured backgrounds on. Good use of layers were made throughout this level and I could not spot any noticable tile bugs.
Pros: Really creatively done tileset usage. This level has fantastic eyecandy all around.
Cons: The “exposed” part is a bit weird, but that is not much of a big deal at all.
Rating: 8.7
WEAPON/ITEM PLACEMENT: Item placement was unsurprisingly well done. While there were a few areas where I found more ammo than others, item placement was well-balanced and overall very well done. Basic ammo was not given an inferior treatment and was placed both strategically and in areas players are likely to pass through. There are a few secrets in this level which contain ammo, but you will have to find those for yourself – it is part of the fun playing this. While the carrot is out in the open, it was well-placed. Weapon and item placement was overall quite impressive.
Pros: Everything was placed quite well.
Cons: Very minute amounts of ammunition clumping.
Rating: 8.5
ORIGINALITY: This is truly where this level shines. The level is not so original that it contains “never done before because it sucks” things but contains a lot of really great ideas. The level reminds me in some ways of Stripe’s better levels with the secrets and creative tileset use. Creativity in tileset use, as opposed to that in gameplay, is really this level’s forte. I am not aware of any instance where the Beach tileset has been used like this in the past, and would be surprised if there was any instance where it was used in that way, let alone used this well. The layering features in JCS were heavily used and, of course, used quite well. This level strikes the perfect balance – a lot of originality, but nothing that has never been done before just because no one likes it.
Pros: Extremely original tileset use.
Cons: Gameplay isn’t that original.
Rating: 8.7
GAMEPLAY/DESIGN:
Pros: Gameplay in this level was pretty good, though it did not live up to the same standards as its tileset use originality did. The level features a layout mixing a fairly standard placement of bases, etcetera, with a few secrets that keep the level new and interesting and provide alternative routes to those who are creative in play. While at first this level’s interesting approach may be overwhelming, after you get the hang of this level, playing in it is very enjoyable. Because of the used tileset, there are a few masking things that get annoying, but in general getting stuck was not a major problem (though it is pretty easy to do so if you really try.) Flow was good, though there were a few areas in which springs did not always line up as they should and did not produce the desired effect. Still, both layout and flow were well-done.
Pros: Good gameplay, layout.
Cons: A few masking issues.
Rating: 8.2
REPLAY VALUE: This level actually improves with play. At first glance, this level was a bit confusing, but after I got the hang of it, it was very fun to play. There are many routes that one can take to get from base to base so gameplay does not get stale. Also, the creative tileset use adds a lot to the replay value of the level as a whole. The use of the tileset, which I have never seen before, adds an interseting aspect to gameplay. No matter how many times I play the level, the look of it still does not get old. This is an excellent level to play many times, though any level can get boring after a while. This certainally is a fun, enjoyable level which can be played over and over without becoming old.
Pros: Not applicable.
Cons: Not applicable.
Rating: 8.5
OVERALL: As always, FireSworD has created a great level that is original but not in such a way that no one wants to play it. The creative use of the Beach tileset is something that I have never seen before, but I must say that I like it a lot. Tileset use and originality are not the only thing this level has going for it. The layout of it, gameplay, flow, and everything like that was also very, very nice. This is a fun level that will definitely not get old any time soon. Very good job.
Pros: Original and well-done.
Cons: There are no really overall complaints. That is, I have nothing that is so important it should be listed as an overall con. Look at the individual sections for an idea of the really small problems I encountered, none of which are very significant at all.
Rating: 8.7
I will review the other level shortly. My temporary rating DOES include the other level, which I have played but just need to write the review for.
Yay this sucks ;P j/k
Well, Fs strikes again with some nifty CTF levels. One, Termite Haven, which was entered in BlurredD’s contest. Also, one strangely funny thing is the music an-path (filename) was the same music I wasted time downloading from ModPlug just a few hours ago, and here it appears. Strange….Anywyas, back to the review:
Termite Haven:
The name is very creative, when I first heard it on the forums in BlurredD’s CTF contest winners post i thought this would use some new custom tileset or something. But it actually uses the beach set….The music fits the name and level, great choice. The eyecandy, although people may complain that it confuses the foreground a bit, is awesome. Never have I seen a level using the beach set be similar to this. Great work FS, the eyecandy amazed me in ways I cannot explain. It looked exactly like a nest for termites! All that wood and stuff, the eyecandy is certainly at/near its best! The tileset use is also great, maybe one or two things I thought could of been improved more, but nevertheless it is definately above average showing what you can do w/the beach set. Ammo placement was ok, not great or anything, but it was fine for the level. Though i may reccomend you to ‘mix’ the ammo a bit, because u usually have toaster ammo all together in a pattern, or RF ammo in a pattern all together, but never seeker AND RF in a pattern together, get what I mean. Although this wont drastically change your mark, it will add a bit more creativity to the ammo placement in the level. Gameplay was ok, in the previous version I remember there being a warp which annoyed me a bit, but i cant seem to find it and I think its been switched with a combination of a oneway or a spring. The gameplay was a little bumpy in some places, but it was fine. There was also another warp, the one near the RF, which i didnt like. Some people may not know that the warp is there, and may accidentally hit it before getting the RF powerup they wanted. And, the warp leads to a sector near the seeker powerup (very near), so the player can gain 2 powerups almost at once (if he/she is equipped with an electroblaster at the time). Other than that, i dont have much more to mention about gameplay. Layout was fine, no comment.
Pros(+): Great eyecandy, practically everything above average
Cons(-): Some things annoyed me a bit, eyecandy may confuse, ammo could be better.
Rating for level: I’d rate this level an 8.2, since the eyecadny is near 10, ammo is around 7, gameplay is too and music is good, the level is fun to play and great to look at.
Jungle’s Edge:
The name is also creative, the music is a bit strange, but its ok. I have seen this level hosted by the name of something like Demented Jungle or something. Anyways, the backround really impressed me, I havent seen a backround like it I think. Its almost as good as Termite Haven, it might even be better. All im sure is that the eyecandy in this level definately deserves top marks. Great foreground, amazing backround etc. Tileset use is once again great, I havent a problem with it, except for those strange and partially ugly leaves floating in midair for no reason. Those big ones. The placement of stuff is ok, carrot placed well. Ammo has the same problem as the previous level, needs a bit more creativity. Gameplay is ok, there isnt much to be said about it. some springs needed to be changed into ones that bounce you a bit higher, and i found out that if youre travelling under the log under your own base holding the opposite flag, u score a point. This makes it hard to defend the base, since players will have to cover both inside the log and around the base. Im sure this wasnt done intentionally, but it could have. Layout is ok, some places roomier than others, but there isnt any one tiled passages or stuff(if there was, it didnt bother me) and everything is fine with layout.
Pros(+): Creativity in eyecandy, great backround, layout good, has the material to be a great level.
Cons(-): Ammo lacks more ‘mixing’, some minor problems.
rating for level: probably 8, since the level has great eyecandy and tile use, above average gameplay and layout and average ammo placement. I liked it a bit less than the previous one though, so an 8.
FINAL RATING FOR UPLOADED FILE: 8.2, since these are some of the best levels around and they should be downloaded by people. Great work FS, these are some nifty levels.
Final comments: These levels completely rock, good music, fun to play. They might even make itin Anniversary Bash 5 CTF, who knows. Good job, these levels are a work of art! Definately deserves a strong download reccomendation!
Yay! I got to review first.
Here’s something you should know about these lvls: the eyecandy rocks, but it lacks gameplay, example there is one spring positioned that will keep you stuck in that position. Try to avoid it. Music is good as well, and eyecandy, as I mentioned before, RULES.
—LEVLS—
Termite haven is Beach with the boat cabins as the interior of the house and some background tiles for a picture hanging on the wall. The Hor Red Spring is stuck in a position that can trap you there for a while. Avoid that 24/7. The other one I haven’t played.
—Final Score—
I give u a 7.5 because of the first level, Termite haven, but deducted some of the score due to the spring trap. I may start playing this on my server, if it’s ok with u!
—PS—
The 7.5 goes to BlurredD, who I like to call (BlurredD). I’ll see u round all
—Some more, last minute info—
I have made an edit of this level so you don’t need to worry about the spring trap.
(Personal attack edit. -Trafton)[This review has been edited by Trafton AT]
You can rate this if you want. It’s still a little glitched though…
I can’t just say exactly. You should test it online and see for yourself.
BTW, I’m not going to review this since this is assault more than anything and I’m only obligated to review CTF levels.[This review has been edited by BlurredD]
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.