Dude if you’re using a TSF only tileset in a couple levels then it would make some sense to mark the upload as TSF only, I think.
You may want to obtain a copy of 1.23 and test the levels in that before releasing levels under a 1.23 label. Most of your releases cause Jazz to ‘run out of animations’, and as such we can’t all play them. It might also be why you constantly get very few reviews.
Missing tiles, miscolored tiles, no black tiles at all, pinball events broken, lazily converted animations, lots of filler, ugly textured background. This set didn’t age very well I’m afraid! :(
Clear good levels. Some leves have bugs, but it’s okay, and i liked it.
But, don’t forget it, trigger zone doesn’t work in 0. :p
Either I don’t understand why a jcs.ini is included in this upload, or you don’t. A jcs.ini file affects only JCS: which events you can place, what they’re called, what you think their parameters are. It has no effect on JJ2, and you do not need any specific jcs.ini — in fact, you do not need a jcs.ini at all — in order to be able to see blue ghost enemies in TSF.
I suddenly realized this is the Land of Maps and Treasure.
Both the tileset conversion, and the map are awesome. I don’t know how to describe this but awesome. Good job.
The map is very nice (aldo those flying things gave me a headache :D ). The eye-candy is very nicely done, and I liked the weapon placement. I also like the way you’ve combined the carrots with the death pits. Overall the map is very interesting (at specially the background). It will be interesting if this map makes it on some of the servers.
PS: Somehow i don’t think this is a perfect 10 (sorry, but keep up the good work)
What is this version,Evilmike!?I’m sorry for this bad english!
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Good job,Evilmike!Good pack!Sorry for this english!
[Review changed to quick review, see the review rules.
Good tileset,good level,ThundarWhalker!Excuse for my bad english!
[Review changed to quick review, see the review rules.
Good!
[Review changed to quick review, see the review rules.
Good,Ktos!But level must have name in properpies.Sorry for my bad english!
This is my level uses Storm carrotus by Duke,Crazy rabbit;music by ? and jcs.ini by Nicola.Sorry for my bad english!
Good Ninja dodo!But you don’t write why work!Sorry for this bad english!
[Review changed to quick review, see the review rules.
I just came back from my trip to Ðx’s cave swamp, as I played this because the level is another one of the SP nominations in the 2011 JCS awards. So let’s review!
The first thing that got my attention were the deathpits. It took less than 10 seconds to notice that the whole level is based around one huge deathpit. In this case it’s a river, and the player has to cross it. This requires focus, planning, and precise jumping.
This level is clearly meant as a good challenge rather than a rollercoaster ride. It consists of short ‘tests’ with savepoints inbetween. There are some lives and carrots scattered and there is plenty of ammo to help you roast the flying enemies. Some gameplay elements included in these tests are moving platforms, precise platforming in low space, and stomping enemies to extend jumps. Most gameplay appears original to me, but some elements are just well known ways to make SP levels harder (or more annoying?).
The eyecandy is simple and effective, which is good for a level that lays focus on gameplay challenges. The whole background is covered in a dark brown color, and the green vine tiles are used to cover enemies. This all including the music are very fitting for a cave level.
I recommend download only if you want a good challenge. It took me 1 gameover and after that I used (or abbused?) the first part of the level to stack up extra lives. Worth 8.0 for the inventive gameplay!
Aha! I see my betatester has been rather busy himself.
Scorpio Key had some great colors, tons of potential-packed tiles, and the example level was cool. I was pleased that the tileset was so well organized, and a lot of new, inviting tiles from other JJ2 sets were provided, i.e. the rope bridges and sunken ship blocks.
The song totally fit, too.
I also thought that Violet’s gravity-defying vegetables were pretty fun.
Perhaps the only reason this upload suffers is because it’s yet another remake of Carrotus, easily one of the most overdone planets on J2O. For the most part, Carrotus remakes drive me crazy, since so many people make inferior and (honestly) poor quality versions.
Not so here. This is a refreshingly clean tileset, it’s redefined how I see Carrotus remakes, and I heartily recommend its download. Somebody’s gonna make an amazing level with this set.
9.0 does sound like a good number after all.
This was a very interesting level.
On the one hand, Blas7er did a lot of things right with this level, providing some nice, visually satiating eyecandy, a few tricky challenges and some classic Jazz2 segments that remind you why they’re called “classic”. The music track, while not very original, was nonetheless appropriate, and gave the level a nice aura. The length was just right for a singleplayer level, although a bit long for a mere demo.
In these regards, Classic excels quite nicely.
Unfortunately, the level also suffers from some rather Classic mistakes, most notably the TSF cats, the extremely limited boss arena and the “Dragon Tower” segment (for lack of a better name) that requires an uppercut/double-jump move to access which leaves poor Lori (for TSF users) out in the cold.
The choice of baddie elements was also questionable, with such strange creatures as lab rats and devil dogs making their presence known here.
In an aside, the Blast’em Block segment at the beginning is very confusing. If you (the author) are going to make it a Bouncy-only block, could you maybe make that a little easier to divine?
Most of these problems can be easily fixed. Add an extra floor tile at the bottom of the Dragon Tower. That way, Lori can get in. Change the Blast’em Block animation at the start to a Bouncy Block picture (the tileset SHOULD have one, but if it doesn’t, then maybe use some combination of text strings to let on to the player that that’s how to get past the blocks).
Change the baddies to Lizards, Tuf/Normal Turtles, Float Lizards, Dragons, and (maybe) Dragonflies.
Take out the coin warp, or at least make it into a side route. I forgot to mention this before, but it was very frustrating to get there and find out I didn’t have enough coins.
Remove the TSF cats (Addon Sparks), please. That way, non-TSF users can play this level. While you’re at it, make sure the level itself is compatible with 1.23 (standard Jazz 2…just download the J2L convertor on this site and use it).
Revamp the Boss Arena. I’m not sure how to give you advice here, since there’s no real baseline Boss Arena rules that one needs to follow, save that there’s plenty of room and that it’s quality gameplay. Just be creative.
On the bright side, I WAS impressed by how clean the level was of bugs. You did a good cleanup job, and I tip my hat.
In the end, I think 6.1 sounds like a decent grade to hand out. Classic, while it suffered from a few sizable errors, was still a pretty fun level to play, and for that reason I recommend a download. Despite the low grade, I see hope for it.
EDIT:
-Warp is fixed
-Baddies are better tailored, although the TSF cat is still there
-Boss arena is slightly improved
-Dragon Tower is fixed
-Bouncer wall at the beginning is slightly better elaborated, though still a problem. (Try using text strings)
Revised rating: 6.9
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