This is a tribute level to the legendary QoB, which is just as frustrating as the original piece, but instead of being a huge maze, it has been made hard with the gameplay difficulty. For example puzzling boss fights, challenging races against the clock, fatal canyons, and much more. Eyecandy is average, but pays tribute to the original level.
Prelude
Surely not the first level but the first upload of Plumbe, Crystalline. The word itself means something consisting or made of crystal. Hm, the most logical story I can imagine behind this, is a spaceship, gathering minerals from planets. Sounds cool, even fits the level that way.
Eyecandy
The easiest thing in making a level, still it takes a deal of time. This tileset is quite popular, what to say, i didn’t ever try it, guessably it’s easy to use. Basically it differs from the exisiting levels, is natural and not chaotic, not overdone. With the lowest detail it don’t get way too bad, so it is okay, but probably the one thing you could improve in it, to optimize it for low detail (put all layer 4 backgrounds to layer 5, put layer 3 eyecandy to layer 2). It’s not that important, don’t misunderstand it. I didn’t find any tilebugs, so in my opinion it deserves a high rating.
Rating:23/25
Gameplay
Due to the big amount of ammo, in lead with the seeker crates (EDIT: well i think the seeker crates were fine, you shoudln’t have modfied that thing) and 2 damage PUs the game is full of action. Followed by a relatively small size (as it’s designed for 3v3 and more), but after a 4v4 and a 3v3 i can state that it is pretty much fun. I will mention certean places. To begin with, there is the Toaster PU’s area. it’s kind of campy but can be a trap too. The problem isn’t with that anyway. The trig scenerys block you from shooting in seekers (from the last version it’s partly fixed), and if want to prevent people from going in with tricks, you just need to make the walls of the entrances sharp like this . About the carrot: it’s hardly campable which is definetly a nice thing. Anyway if you shoot it, it usually sets to be in different places for different players. The place under the base is a little weird, there is a fly carrot for going up, which is only acessable for the team of that side. It’s possible to RF climb/WJ up there. Despite its only for the team it doesn’t help, it’s not faster than going up with the springs 15 tiles away, not even put you to the base instantly, you can still be shot easily. The flow is generally fine, yet needs some time to get used to, i rarely find myself hitting the walls, from certean springs. One note about the Team triggers, if nomovement is on and someone uses GMR to get to the base, he can avoid to touch the trig zones, this could be easily changed like this .
Rating:28/35
Layout
To start off, The bases are placed in the sides of the level in the middle height, connected with three main ways. The question of balancing is just a piece of cake, with the symmetry. Yet if look at it, every important thing is in the higher half. This doesn’t mean that the lower half is useless though, you may use it for your adventage, to hide, because people less likely come there. In the middle, the tube with the blaster PU and coinwarp is unique, i like it, even though it isn’t a crucial part of the level, you can access both the carrot and toaster with orher (faster) entrances. Well i don’t know if i missed anything, i already mentioned several parts of the level above.
Rating:12/15
Pickups
There we have RF and Toaster at each side, they are quite close to the base, as with that the spawns. If you died, you have a good chance to begin with a PU. More as a fact, than a bad thing, The PUs aren’t controllable as they are spread out in the level. The type choices are great, no upgaded Bnc and Seeker, the bouncy wouldn’t have too much use and the seeker one would be too strong. The rest of the 2 damage dealers are there, making the survival a little extreme as there is only one full carrot, which is in the center of the map (considering that the warps are the bottom lead to it). The seeker crates are pretty useful what to say, they usually fill your pockets on your way. You rarely have to care about running out of a type of armour, i think its a good point. However the bottom of the level doesn’t have much in it, it could keep some pepper spray, which is a great weapon in linear maps. I can’t deny anyway, RF is superior to pepper in chance of hitting. Each of the pickups are takeable without any tricks, although with electroblaster, you can get the blaster and the RF from below.
Rating:20/23
Music
Fits.
Rating:2/2
Ending
Well deserved to be in the national tournament mappool. Nicely done!
Playing a 4v4:
[13:59:20] [GpW]Kenny: if id rate this it would be 10
[14:03:26] KrytGpW: EPIC MAP
8.5/10
~RabidRabb
i live in montenegro so this is my language
Very Nice!I Added This As My TradeMark Level!
No copyright infridgement
Copyright 2004 Tiberious,Trademark level to Me
Visit hidden-palace.org
This Is A Great And Useful Tileset!
The Pallete Is Great For 256 Colors,You Really Use Your Imagination!Houses Are OK,But You Can Change The Mountains.It Would Be A 10 if there were Vines
[Review changed to quick review, see the review rules.
Now This Is Just Ridicolus!
There Are 7 Major Flaws That Ruined The Tileset:
1. You Ripped jj2 characters with a terrible pallete,and they are ripped like a sliced-in-half n64 texture.
2.You Completely Messed Up The Spaz Icon,You Were Using MS Paint To Draw Graphics Instead Of Careful Tileset Making.
3.With This Tileset You Cant Really Make A Hotel,Maybe A MS Paint World.
4.The Collision Detection Is Like In Green Hill Zone In Sonic 2 Nick Arcade
5.Its Almost Impossible To Make A Background.There Are No Background Tiles.
6.Why Did You Put Enemy Tiles In The Tileset,did you ever use events
7.You Didnt Even Try To Make A Tileset.Why Didnt You Just Name It “Test Tileset,If You Can,Please Give Me Ideas”
Overall Score:3.8/38
Score:1.5
Rank:D-
Recommendation:No
this sux there are more tilesets!Its A Pile Of Dumb poop!
I give it a
0%
F-=F**KBalls
Plus:Zasto Bi Iko Pravio Vista Tileset Sa
256 boja
[Review changed to quick review, see the review rules.
@FlameWitch I agree ill give it a 8.7
[Review changed to quick review, see the review rules.
if you dont fix this
ill give it a 1.0 out of 10
[Don’t do this ~cooba]
readme is awsome!The program itself is veru useful but i hate the black screen of death
[Review changed to quick review, see the review rules.
AHAH! GREAT! LETS DO IT AGAIN!…
THIS GETS A BIG DL REC BCS IT IS THE BEST (N)EVER LEVEL POSTED TO JJ2 COMMUNITY! CONGRATZ!
Gameplay
The best gameplay I’VE EVER SEEN!
THE TUBE THING IS GREAT…….
Eyecandy
EYECANDY LOOKZ GREAT TOO CUZ ITZ SO BLAND THAT IT MAKEZ ME SOOOO HAPPY CUZ I LIKE RANDOMNESZ…
FINAL RATING:100000 AKA 1.0
Wow! what a nice level!
I can’t even see where am I going and why am I going!
Well nobody would like to Dl this… Sorry
[Quick review (also no marquees) ~cooba]
Enough talk. Finely produced and put together, Another OLC Battle Pack is definitely worth your time. Both JCS expertise and creative prowess are exhibited. OLC clearly understand not only how follow the standards, but also how to experiment successfully and push the boundaries without going overboard. Highly recommended.
episodes like this are very inspiring to me. :)
iam sorry but this level have no value i hope you upload agood level please
thank you This is what I needed to help me in making tilesets
[Then you probably didn’t mean to rate it a 2? ~Violet]
A flying star above us… certainly isn’t a bad level. It uses the tileset nicely and is balanced. Ammunition seems to be placed evenly across the level.
I’m being too kind?
A flying star above us… is also somewhat campy, it’s quite easy to camp the carrot and just jump to the carrot tube if someone approaches from the side.
Another thing is that there are several places where after jumping I frequently slammed myself to the ceiling. [38, 8], [55, 10]. When going up the sucker tube next to the PUs, a Jazzer/Lorier cannot get to the [58, 23] space, because the tube boost is one block short. I also quite often bumped into the block in [55, 23]. After going up the one ways in [37, 25], a Spazzer can use the double jump to get up to [43, 18] while a Jazzer/Lorier needs a pause to get the second jump.
I’m also unsure whether the music fits or not. It feels a bit too happy for this particular level.
But in the end, A flying star above us… is a nice ‘basic’ CTF level that one should check out in his/her free time.
Snorted when I read the part about the official levels being bad. I think that’s mostly a point of view thing; in my opinion those levels provided gameplay fitting a platformer game, perhaps not the best but definitely not bad.
thank you i like all this levels and tilesets
[wrong rating (1.0) ~cooba]
Hm. A full review.
Story: Nonexistant. Just two Diamondus levels. No points, thus 0 / 0 .
Eyecandy: Well, very few EC. The levels however, did meet what they were intended to be; namely that they remind me of the official levels, but with JJ2, you should not forget that the official levels are BAD, both eyecandy- and gameplay-wise.
5/10
Music: Hrm. Seems like remixes of JJ2 music. A fine choice though, but nothing non-JJ2, therefore.
A bonus because the orginal JJ2 feeling is intended after all, and the music helped accomplish that while not being vanilla AFAIK, though, like the orginal JJ2 music, I did not notice it after… about three seconds despite not turning it off.
8,2/10
—-Gameplay—-
Level layout: Fine. Though 1.23, I’d like to note the levels were unplayable with Lori.
Otherwise, the levels worked OK.
I disliked the lack of secrets however, which were abundant in the orginal JJ1 and also in JJ2 (though to a lesser extent) but almost completely absent here, and those which were there, had only Extra Lives.
Oh, and I did not find a save spot in the first level. Dunno if that is intended or not, though, but again, I felt it had to be mentioned.
7/10
Enemy placement.
The enemy placement was OK. Some enemies were played quite creative, but most did not form a real threat. However, absolutely no difference between Medium and Hard, which is an obvious flaw.
Also, the witch was easy to kill with the Seek ammo and some RF’s because the witch area was way too open.
6,6/10
Pickup Placement:
Pickups existing were fine.
However, the variety was absolutely lacking especially in the ammo department. Also only one PU, the Bounce PU, in the coin warp.
Also not much creativity with gems and stuff except for the gem stomps near the Save Point in the second level.
No creativity with secrets hurts again.
(and again, no difference between Easy and Medium)
Oh, I’d like to say that I had way too many lives after I finished the second level.
4/10
Replay value:
This point of my review talks about if I want to play this level again after having played it once.
Lack of creativity, secrets and lack of difficulty levels too, hurt badly in the final part of my review. Really badly.
I’m sorry to say it, but it are levels I played once and deleted it afterwards; which means the replay value is perfectly zero…
1/10
31,8 / 60 divided by 6 is 5,3 / 10
DR: You can either download it once and delete it afterwards, or decide to not download it at all. Or just play the orginal JJ2 levels.
The exception to this rule being that if you love the vanilla JJ2 levels, then this is certainly worth a download as it is pretty much equal to those in quality and playability, except for the lower amount of secrets (which is made up for better enemy placement though).
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Eat your lima beans, Johnny.