Review by spazz

Posted:
Posted more than 21 years ago
For: Jazz Jackrabbit 1: Episode 1
Level rating: 7.9
Rating
8.7

I just loved playing this levels!
Just realy great, it’s copied… but that doesn’t matter, in jj2 it looks much nicer. Good work! And that secret level chanched a bit but it’s cool all that birds! A 8.7.

Review by Superjazz

Posted:
Posted more than 21 years ago
For: Devans Revenge episode 4(Re-uploaded, ENGLISH!)
Level rating: 7.9
Rating
8.7

well, eyecandy is good, but I found some tile bugs. Gameplay is also good, and ya have translated german to english. Very good![This review has been edited by Superjazz]

Review by Superjazz

Posted:
Posted more than 21 years ago
For: E's Funny X-mas Level
Level rating: 3.6
Rating
3

I’m sleeping now, I don’t comment this zzzzzzzzz…..zzzzzzz……zz

Review by Superjazz

Posted:
Posted more than 21 years ago
For: Kill 'em all, the final level...
Level rating: 2.4
Rating
3.2

Quite bad, and very short level, but this is not the worst levels what I have seen, but I’m tired too to write bigger rewiews. Take then this 3.2 but you should make more levels. How this could be 8.5 Hmmm… No idea

Review by Superjazz

Posted:
Posted more than 21 years ago
For: The Demon Invasion
Level rating: 8.9
Rating
9.2

Ummm… What could I say: Good but more gameplay plz.

Review by Blackraptor

Posted:
Posted more than 21 years ago
For: Townsville ][ Night
Level rating: 8.3
Rating
8

Well, the color and texture is good. I like this better than the day version, and the example level showed how to use the set well. Really good clouds and backround stuff. The rain looked like if it hit jazz, it could knock him unconsious :P but it was ok. The tileset was good, Disguise’s 51st tileset claps.
The main tiles were there (just like the first version) but there could of been more eyecandy things added(in the day and night version) because now it looks like a basic tileset that can be used to make a swell CTF level. Not my favorite set by disguise, but he did a great job on this. Also, i am guessing Disguise used PSP 8 beta for this set, because he told me he will make a set with psp 8, and it might as well be this one. Great work Disguise!

Review by *Fireball*

Posted:
Posted more than 21 years ago
For: Domination - Public Release
Level rating: N/A
Rating
N/A

since this is a test pack, reviewers are free to tell me about how i could improve the whole thing,,

again, i know its a little difficult to set up, but i couldnt help that,, am currently in the process of making more, better levels, and suggestions of improvement are welcomed,, (should i make the rules more vague?)

Review by ~[GpW]NinjA

Posted:
Posted more than 21 years ago
For: Domination - Public Release
Level rating: N/A
Rating
N/A

You just need people like Ninja, FireSword, Violet, Dizzy, KRSplat..only KRSplat and Fireball had seriously diffrent ways of counting seconds. o.O

I would rate this 10, because any new gamemodes are welcome, and help improve JJ2..but I don’t know what Fquist would think. :/

Review by AcId

Posted:
Posted more than 21 years ago
For: Megairbase Remix!
Level rating: 5.7
Rating
N/A

Hey, a little more feedback, please?

Review by Taz

Posted:
Posted more than 21 years ago
For: Hectic Housewars
Level rating: 7.3
Rating
8

This battle level of Disguise is a little one. I have it now in two parts, the night and the day and i think the Example is the best.
Lol.
The level is fun to play and the carrots are placed nice. The Powerups are placed okay too. The eyecandy isn’t so bad, I like it because it’s not so hysterical as Disguise and if it was so, I getted hypreactive. Worth a 8.

Review by Taz

Posted:
Posted more than 21 years ago
For: Townsville ][ Night
Level rating: 8.3
Rating
8.5

Just Townsville 2 at night. Nothing different (it’s night! uh-huh-huh). Great.

Review by spazz

Posted:
Posted more than 21 years ago
For: Battle over Diamondus V1.1
Level rating: 5
Rating
5

Nothing new, nothing special. The eyecandy is seen better. The weapon placement is good. I don’t got anything else to say, it’s just not good. Download this only is you are interested in a quik battlelevel, because there aren’t any secrets at all.

EDIT: THE SITE IS NOT WORKING![This review has been edited by Spazz]

Review by ScionFighter

Posted:
Posted more than 21 years ago (edited 22 Jan 10, 22:10 by Stijn)
For: Another Story (Try-Me Competition event 3 entry)
Level rating: 8.7
Rating
9.5

This just RUXOR
wait, wait…

This is EXXELENT

BTW. This review gives me the Top Reviewer status! Let this day be renember looong!

Review by ScionFighter

Posted:
Posted more than 21 years ago
For: Hectic Housewars
Level rating: 7.3
Rating
7.5

Let just say: Nice one for a battle level. No comment ;)

Review by ScionFighter

Posted:
Posted more than 21 years ago
For: Townsville ][ Night
Level rating: 8.3
Rating
8.2

Heh, Fishead don’t have ideas to make tilesets, so he will now make night versions of every tileset he made >:).

Nah…
Ok, ok, I don’t want to say that tileset is bad. I rather think that’s a nice idea!

Review by Strato

Posted:
Posted more than 21 years ago
For: Domination - Public Release
Level rating: N/A
Rating
N/A

Ahhhh, the good old domination from UT. You have to control points for a long time. Sounds like fun yes?It would be great, but the server control is too high to imagine. You must allllllways watch, and that gets boring. I would sugest a hole in which you slowly fall thorugh and hit Trigger Zones until you make it through. Could work I guess.

Good points: :/
It’s domination

Bad points: >:(
Server control
Hard level design. Really.

Overall: N/A( :| )
Well people aren’t rating it so… Well anyway, a good rendition of domination. Work more on teh system and make teh lvls less cluastrophobic.[This review has been edited by Inf. Spaz]

Review by American

Posted:
Posted more than 21 years ago
For: Domination - Public Release
Level rating: N/A
Rating
N/A

Well, this is an interesting new gametype. I will not rate it since the levels are not exactly designed great, and I really would rather not rate it by the gamemode it used. For those who can not download it, the documentation file’s contents (I will edit this and link instead once I can get this uploaded somewhere):

How to Play Domination

Setup

(Server)
Playing Domination is relatively easy, actually. It’s only that you must understand how to play it first. First off, you need at least 6 players and a good server to play on. Two of these people will be scorekeepers, and the others will be players. Also, you will want to set the game type as CTF (one point to win), as there will be two teams (at least two players on each).
(Scorekeepers)
Once you get into the level, the two scorekeepers will rename themselves according to where the domination points are (Left Corner, for example. It’s recommended, but isn’t required). Furthermore, there will be an area where the scorekeepers will warp into, right beside the normal players (see picture).
After teams and scorekeepers are set up just right, the server will start the game!

This is where the players will all start off, including the server and the scorekeepers.
This is the scorekeeper’s box. To get in here, go through the warp, which is just above it in this level. If you can’t find it in other levels, ask the server.
This is the crate that locks the server in the crate area. Simple enough.
This crate is what lets the scorekeepers through first. Make sure, scorekeepers, that you fall on your designated point or you won’t end up where you should be. (Below, there are different coloured blocks that have a warp just above. No two scorekeepers should have the same warp!)
Lastly, this is what lets all the players (and server) through to start the game. Note that this crate is not Jazz-friendly. Get a Spaz to do crate duty if the server is Jazz.

In the Game

Once you have started the game, your objective is to find the domination points and guard it against the other team. The way you achieve points is to be on that point by yourself or with a team member. For every 5 seconds since you made the claim, you receive 1 point (Scorekeepers record both teams’ points for that one area). If the other team comes, blows you off and claims it for them, then they are getting the points instead. The first team to come up with exactly 60 points on one domination point wins the game (if the server/players wish to set the score number differently, it is up to them).
(Or, as another option, you could keep adding up both scorekeepers’ points and play until they equal 60. This is the way we did it while beta-testing, but it took too long to do so.)

Rules

If a player gets stuck, the game is paused, and (s)he is freed. Then, the player(s) who freed the stuckie goes back to their spot(s), and the game resumes. Other players, during this time, MUST NOT MOVE, GET WEAPONS, OR HEALTH. It is unfair to everyone else if you do. (The same goes for when a person times out or is disconnected)
You must be in/on the domination point in order to acquire points.
If a tie is declared, the first team to get a +3 streak in kills, wins. Or, you can play a next-game tiebreaker.
If you win, you have full rights to celebrate. If not, don’t be a sore loser. Practice more. Take revenge later.
Only the server may go in the crate area – anyone else who goes in there will have consequences (up to the server to decide). Or, if the server wants, (s)he may have another person do crate duty.
It is more convenient to make this a passworded game.
No killing/hurting others pre-game time.
Scorekeepers must know how to count. Well. (Count and type simultaneously).
(When counting, go “1-one thousand, 2-one thousand, 3-one thousand, …”)
Part seconds DON’T count.
Scorekeepers must say the scores every few minutes, more often towards the end of the game (say in colours, or “R(#), B(#)”).
When at least one player from both teams is in one domination point, counting stops and no points are awarded until only one team remains there once again.
Scorekeepers may NOT tell a team anything about the other team (stats, etc).
When a different team dominates a point, the scorekeeper is obligated to say which team currently has that position (type R or red, or B or blue). If no team occupies a point, it is considered “open” (neither team gets points for an open point).

Codes for Domination

Code Meaning
Stats? What’s your status? (Reply H/D or A/1 or 2/[GR]) (Health/Defend or Attack/Which Point/GR if you are)
D1/D2? Which are you attacking/defending? (assign numbers beforehand)
-> Domination 1 or 2 (usually two points in one level – may be more)
BU! I need backup!
GD Gonna die
GR Weapon/Health gathering (Gaining Resources) —> Any others from CTF or whatever may be used as well, such as “h” for health.

Finishing the Game

One or both of the scorekeepers will get a gold coin in the starting box. In the area they warp to first (when the game actually starts), there will be a coin warp. This warp is only to be taken when the game ends. The warp will take him/her to a little area where they will score a point in CTF and start the level switch. The next level starts, and you start all over again (if you want to, that is).

Notes

The final CTF point doesn’t count towards anything – the team who won the domination march beforehand has already finished the game. This is merely a way to switch levels.
It doesn’t matter what team the scorekeepers are on – just as long as the players are happy with team-mates and opponents.
To make it easier on scorekeepers, man made writing utensils and paper for them to use in the game. (Ticks or numbers – take your pick. While you add up ticks, you can write the number; cross it out, write the next one, etc, and when the time comes to read off the scores,
It is important that the scorekeeper is worthy of everyone’s trust, as he/she will be the only one keeping track of points for that specific domination point.
The difference between “defending” and “attacking”: when you are defending, you are currently on a domination point; when you are attacking, you are going to go blast the other team off one of the points, and claiming it for your own team.
It is helpful for Team Chat to actually be working – otherwise your opponents know what you’re doing and how you are as far as health and weaponry go. That’s not very fun, now is it?
There may be more than 4 players in a server; the above was used as a minimum.
In every level, the domination points are made like a “room”. A player must be in this “room” to be able to get points.
Ex. In “Darkest Hour”, the domination point consists of the entire top platform. There are two exits for each. The little “bump” just identifies the main spot of the domination point.
You may not edit this document without my permission. (Aside from erasing the purple.)
Contacts: MSN Messenger, Email: Fire_Pokemon__@hotmail.com (I’ve had this mail since I first started playing JJ2 – in ’98. Stop laughing.)

When It Comes Time To Rate…
You can’t fully rate this, really, until you’ve played it for yourself.
Feel free to create your own Domination levels. Including this document is also allowed, so that others may know how to play if they don’t. I don’t own this gameplay, so don’t sue me.
The levels are cheesy – I KNOW. They were made in 3 days. Better ones will be made later, so go easy on these ones! Rate on how well you think the gameplay goes in JJ2. It does take a while to set up (gathering ppl, server, etc), so don’t flame me there.
When putting this document into another level zip file thingy, erase the stuff in purple. You may leave some of it if you like, like the first couple points.
———————————————————
The concept itself is fairly complicated compared to many other gamemodes. Also, it’s hard to get enough people who know how to play in order to play. I can see that this gameplay could cause certain “OMG OMG OMG OMG OMG OMG THAT WAS NOT A SECOND YOU ARE A LYING LIAR FACE AND YOUR FACE IS LYING AND FACE-LIKE” disputes, and it would be a good idea to find a group of patient people who are able to work with eachother. Beyond that, this gameplay requires little more than a good method for keeping time and patience – lots of it. The playing manual is frankly a bit confusing if you have not first seen the level, and judging how to play entirely on it can really mess up a game. Try playing the level a few times yourself and getting used to it before playing it online. The rules are a bit too strict to be a viable gametype for JDC, but I can see this being a good game when a lot of capable players are together in one server. As challenging as it is to set up, it is also pretty fun to play (this is based on playing with only a few others, not a full roster of players). I can not lend a rating to this, nor a standard review, but the bottom line is that it is fun but challenging to organize. If you are able to organize it, however, this is great fun.

EDIT: I do not think making the rules more vague is ever a good idea… ;-P

[This review has been edited by Trafton AT]

Review by Violet CLM

Posted:
Posted more than 21 years ago
For: jj1-Industry
Level rating: 6.3
Rating
7

MISSING TILES: The author uses the Industrius tileset that comes with JJ2 as a base, which might not be the best idea. As it is, the author included the tiles in the original JJ2 conversion, but not many others, and we all (I hope) know how accurate the original JJ1 tilesets were.. anyway, I’m not going to bother listing all the missing tiles, but there are several, most notable the ceilling spikes, city type background, the background itself, and the thing for where sucker tubes meet.
Pros: Enough tiles for a good level, as the example shows.
Cons: Pretty much nothing from Industrius that wasn’t already there.
Rating: 6.2

ANIMATIONS: Ouch ouch ouch. Industrius the JJ1 planet had a lot of animations (though not more then Nippius, I do believe), and this tileset gets none of them. Indeed, the only animation in the tileset is a not-perfect quality rip of the flashing thing from Tubelectric and Labrat.
Pros: None.
Cons: Everything’s missing.
Rating: 2.0

COLORS: The colors seem pretty good, except for some transparency bugs and some of the windows. The author also included a pretty well done Night version.
Pros: The night version isn’t hideously garbled, for the most part the colors are good.
Cons: A few problems.
Rating: 7.5

ADDED TILES: The author has added a ripped animation from Tubelectric/Labrat, a working (!!) textured background, text and exit signs (from JJ2), */!/bouncy blocks (from JJ2), and some stuff I can’t figure out. (I still don’t know what they’re for…)
Pros: Some good stuff.
Cons: Not enough.
Rating: 7.2

MASKING: Masking’s not too good. Bumpy walls, automasked parts.. oh, and there’s a mask message in the textured background, by the way.
Pros: Few.
Cons: Things for the most part aren’t masked right.
Rating: 5.5

OVERALL (not an average): This is a decent JJ1 conversion with a background and stuff, but it misses so many tiles (in paticular the animations) that I can’t give it too much of a recommendation. If you liked Industrius, get JJ1: NeW’s Mayhem.
Pros: The night version is pretty well done, some nice added stuff.
Cons: Not very good masking, not enough original stuff.
Rating: 7.0

Review by blurredd

Posted:
Posted more than 21 years ago
For: Blue Core CTF
Level rating: 7.8
Rating
7.7

Looks like Cell made another semi-laggy level. But what do I think?

GAMEPLAY:

It’s a little orignal and symmetrical from what I can tell. It’s easy enough to get from base to base; nothing wrong with the flow. The only thing I didn’t like about the layout was at the bottom middle where there is the bouncer and toaster ammo. You could have done something more than just make straight paths from one side to another. That’s the only thing I found wrong.

EYE CANDY:

This level has some of the best eye candy that I’ve seen with this tileset. The background makes the level a little laggy and can be a little confusing, but that isn’t that much of a problem since Hardware Acceleration and/or Low detail can be used. It’s also a shame that the level can’t really live up to the name in 8-bit as it does in 16-bit.

CARROT AND AMMO PLACEMENT:

The full energy carrots in this level were placed slightly differently from what I normally would see. One is placed at the bottom left and the other bottom right. Near each carrot, there are springs that lead to a warp to the top middle of the level. On top of that, there’s a seeker powerup near that warp target. This could lead to some interesting gameplay. Anyway, ammo placement was overall alright and no complaints with the placing of the powerup.

HOST THIS OFTEN?

Maybe. Decide for yourself. I’ll rate this a 7.7 since it’s a nice level but could be a little better.

Review by blurredd

Posted:
Posted more than 21 years ago
For: Townsville ][ Night
Level rating: 8.3
Rating
8.5

Heh, nice! Thanks a lot!

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