Pls tell me next this is TSF only level THX!
I hate when I stuck in the wall .
Oneway or vine or any other events like these should not used on nofirelevels
I can fire some places on the level… this is not good for any nofire levels :(
The eyecandy is not bad :), but it can be better
I think it’ll never hosted in any server…
If you remove vines and oneways I’ll rate the level
I have played this level with a bunch of people in Ragnarok’s server and I was surprised. It was better than I initially thought. The good use of the tileset, as Toni said, led to good eyecandy (not anything special, but it’s good). The gameplay is great, it works well with a lot of people (a bit surprising for such a small level) and ammo is so conveniently placed. This level deserves a high rating, and if I forget I need the reward for a minute I can rate it 8.5 and give it a DL rec. Good job and good luck on the contest!
For the originality, gameplay and concept I give it a 8.0. For a good use of tileset I give +0.5. Nice idea. Good job!
[shall I say that I finished a lap once and it didn’t count ?]
Its a nice lvl, a bit small but that was the point. Btw i totally kicked ur ass in it >]
I can’t believe no one has reviewed this yet. It’s a travesty, I’m telling you.
This is an awesome pack. That’s all that needs to be said.
However, since people will undoubtedly want particulars, I’ll provide some.
After Apocalypse consists of two CTF levels, “Cast to Darkness” and “Post-Apocalyptic Office”. Each level is done particularly well, but I will highlight a few strengths and weaknesses in each.
CtD:
PROS
“I loved the way Jgke used the Desolation tileset here. Eyecandy is original and visually pleasing, and it looks pretty sharp. Weapons are evenly distributed, and the gameplay is smooth. Music was appropriate, and suited the level well enough.”
CONS
“It seemed a bit skewed, in terms of size. Don’t get me wrong, I’m not a hater on small levels, but it just felt claustraphobic to me. It was also pretty easy to get from base to base.”
P-AO
PROS
“The tileset is used PERFECTLY. The gameplay was terrific, bases were suitably far apart and challenging to travel between, and events weren’t too bad, either.
“The song for this level was divine. Simply divine. The ominous, pulse-pounding melody enhanced the level’s creepiness factor by tenfold. It’s one of the best level-song combinations I’ve seen in quite a spell. Well done!”
CONS
“Almost nothing. The blaster powerup seemed rather easy to procure, and the Red base was a little challenging to navigate in. Both are minimal drawbacks.”
In the end, I was wholly pleased by this pack. After Apocalypse delivers nicely on the expectation of quality levelbuilding, and I fully endorse its download.
This was a quaint little level. Not quirky, not queer. Quaint.
At the same time, that quaintness helps this collab to excel, if not fantastically, then at least moderately successfully.
Mystic Pond is well on the small side, with clumps of food and ammo lathered without restraint across the level and powerups in easy-to-reach places. Add to that a ridiculously short underwater segment with only one access point which houses fastfires and a blaster powerup, and you’ve got this level.
On the brighter end of the spectrum, MP has some good, solid eyecandy and a background song that helps create the mythic atmosphere of a serene, untouched lake in the middle of the wilderness. Kind of relaxing, which is no doubt what the level was intended to convey.
There weren’t really any problems with bugs that I could uncover, which is always good.
Should you download Mystic Pond and play it? I think so. It’s a well-built level with a handful of notable, drawbacks, and it’s worth playing, if there’s nothing else to do. So go ahead and download it. And just relax…
Collabs can be fun, and they can be brutal. They can go well, or they can tank.
This one was a little of both.
Visceral Tower had some great eyecandy and decently passable level structure. It was also extremely small and hard to manuever within. Granted, there were some good routes and it wasn’t the worst level ever created, but for a CTF level, it was pretty cramped. In my mind, it would’ve fared much better if released as a duel level instead. Maybe a 2-v-2 CTF.
The powerups were also kind of easy to procure.
That being said, VT was pretty clean bugwise, and the background song worked quite nicely. As I said before, the eyecandy was very impressive, and I thought the level had a great look to it.
The color-coordinated springs were a clever flourish.
In the end, Visceral Tower’s saving grace is its eyecandy. I flipped and flopped for what seemed like forever between grading it with a 6.2 or a 7.2, but the great visuals ultimately overcame the limited space, and I went with the higher mark.
Good work, and DL rec.
Heh. This was a fun level to play.
I really liked Sparks Factory for a number of different reasons. For starters, the gameplay was amazing. It’s a Boss Challenge map, where you have to navigate your way through a short level and break into a boss arena. Sort of like starting from the last checkpoint of a Jazz 2 level and going straight to the boss.
In SF, you are required to find twenty coins and activate a warp, which leads you into an arena with the Schwartzenguard. Easy enough, right?
Wrong. The whole time that you’re searching for coins, the Schwartzenguard is throwing flailarangs at you. Since you’re in a Sparks factory, Sparks are constantly being spawned to come after you. The eyecandy was quite whimsical, with Sparks parts moving through tubes and belts as if in a real factory.
The only thing missing from that is the factory ambient sounds…
SF is relatively free of bugs, and the music, while not terribly interesting, was nonetheless quite fitting.
My biggest beef with the level is that there’s too much going on. Don’t get me wrong, factories are USUALLY busy, and there SHOULD be plenty of activity here, but for such a concentrated are there seems to be an inordinate amount of eyecandy. It’s kind of distracting.
In any case, Sparks Factory is a good level, and it’s worth a download.
Let’s say a few words about Evilmike’s CTF level, Helldome.
First off, the eyecandy was great. EM used the Where Bad Rabbits Go tileset to construct an environment indicative of the gates of hell (or at least, how hell is most commonly depicted), and it’s pretty wicked. No pun intended.
Plenty of various types of ammo. Springs are placed so as to help the player quickly move from side to side of the level.
The “deathpit” at the bottom of the level warps you back into the level. Now, I didn’t really like that for a couple of reasons. Firstly, it takes your flag away if you’ve stolen another team’s flag, and that’s very irritating. Secondly, if you (Evilmike) are trying to convey the image of a CTF gone to hell (literally), shouldn’t there be some…I don’t know…death involved?
I also wasn’t a big fan of the music. Sure, it provided an action-oriented environment and it was kind of a little spooky, but it was also a little too ‘technological’ for me. Didn’t fit very well, in my mind.
In the end, I think an 8.2 sounds about fair. Good job with Helldome, Evilmike, and a definite DL rec.
It sure seems like I’ve been reviewing a LOT of Ragnarok’s levels lately, doesn’t it?
Never mind, because most of his levels, including this one, are pretty danged good.
Dusk uses the Traditional Japan set brilliantly, with imposing Japanese palace-things on both sides of the level, a small handful of pagodas housing CTF bases in the middle, liberally distributed ammo pickups and a couple of powerups, namely the RF and Toaster ones.
Eyecandy was placed without qualm or reserve, and it really enhanced the overall appearance of the level. Take, for instance, the rock caves in the upper midsection of the level. Instead of just making a plain old flat wall, Rag punched a cheese grater through the back, creating holes left and right, some of which he placed waterfalls behind. It was the sign of what all good JCSers do, which is work with what they have and make something really good.
One problem I DID have with the eyecandy was that all of the waterfalls seem to be moving at the exact same speed. Seriously. I would’ve liked to see maybe some moving a little faster, some moving a little slower, but instead everything moves at an identical rate. Bummer.
Eyecandy aside, the gameplay was smooth, bugs were generally avoided, and the whole level rocked.
I didn’t download the song (since I’m paranoid about that because I got nasty spyware the last time I tried that), so I won’t include it in my rating. Knowing Rag, though, it’s probably also really good.
Therefore, it seems in the end that Ragnarok has continued his winning ways with Dusk of Serenity, building another champ level that just happened to take DL of the Month in its respective month. Great job once again, Rag. DL rec.
EDIT: Waterfalls fixed. Rating modified.
Nice eyecandy, gameplay is fine, music fits well. Download recommended.
I’ll give a short review of this level.
Even thought It’s small, It’s very fun and exciting to play, I don’t play DOM as much and I don’t like it that much, but I really enjoyed playing a bit on this map, nice job Ktos.
Rating, 9 ~ Skele.
It’s kinda hard to move here, idd. There are a lot of sucker tubes, and you don’t know exactly where will you exit on the end. I see, you fixed tilebugs and it’s a little better now. Maybe overloaded with ammo and warps, just like Ktos said. Eyecandy is good, and also OVERLOADED WITH CAKES! You get fat if you eat much cakes. DR!
This is good conversion!I see a good disaign!Sorry for my bad english!
[Review changed to quick review, see the review rules.
Nice story , and i’m waiting for the next episode ! The eyecandy rocks , my eyes are going INSANE !!! And the gameplay is nice . And i like that you don’t put much enemies like in the devres (EvilMike’s episodes) ! You own the JCS ,man ! Good luck on working at the second episode (of course if you are working)!
My favourite levels are the Woods of Light and Caves! These levels had nice eyecandy and they toasted my eyes !!! I hope that the next episode will be too .
And Gus is right don’t use Triggers and scenery events on mirrored tiles ! That really causes access violation .
By the way you’re using a TSF only tileset and you don’t mark the upload as TSF only ?
I like the eyecandy in this level and the PU concept is cool, although I also think a game in it would be too chaotic. Still, you’ll get a good 8.2 and a DL rec from me.
Good luck in the contest!
EDIT: I adjusted the rating a bit after playing it in a server.
Whoa. What a level.
I was very much impressed by what Ragnarok was able to do with the JJ1 Battleships tileset, taking it and building a race the likes of which are rarely seen.
Lost Luggage Landfill is expertly built. There’s clever Spring traps that can both punish and reward a player, depending on how they’re used. There’s loop-de-loop segments, where the racers go through one section, then make a return circuit through it. Like basically everybody else here has said, gameplay was completely on point, and this level rocks.
That being said, I was VERY confused by the segment at the beginning (which I am quite disappointed to find no one else addressed in their reviews) with the in-wall trigger crates, which although doubtlessly intended as a whimsical flourish of excellence, ended up frustrating the bejeebers out of me.
Which was too bad. I dunno, maybe I’m missing something important regarding the fancy sequence, but I’d be willing to bet that’s the bug that Daemon was talking about in his review.
Rabbit trails.
Contrary to what he insists in the upload description, Rag seems to have an uncanny knack for building race levels. Lost Luggage Landfill, once past the annoying intro, is a terrific race and a blast to play. Ragnarok’s good, and his levels even better. Download today.
It was cool testing this, the bouncers and electros make a nice gameplay, good music choice(by me xd) and eyecandy is decent too.
I’ve played this somewhere, and I liked it! It’s a good idea to use this tileset instead of “default” one, called Top Secret.
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