Now I can edit atacks and bonus levels.Thank you Newspaz!
I’m sorry for my bad english!
Crimi: It’s supposed to loop to the first level: http://www.jazz2online.com/downloads/3195/olc-battle-pack/
By Marinata:
Nice job!Thank you very much Project *that *Team!
The last level doesn’t loop. Just wanted to let you know.
The second Pezrock level doesn’t start…
Many bugs, low originality and difficulty level which didn’t bring me even close to death. Eyecandy and music choice are good but don’t really make up for kind of annoying gameplay with many hidden or generated enemies. It attempts to be non-linear but still forces to find certain passages, or visit all of them. Nothing special, just an SP pack.
Heh, I played the original Team Battle endlessly back in the days, but never realized it was based on battle1. Nice idea to remake it.
Please, don’t use any of the Triggers and Scenery events on mirrored tiles.
THAT causes access violation!
Why not give 10, fools? It’s teh best episode i’ve ever played.
This was quite an enjoyable episode. Whilst it’s not particularly innovative and suffers from a few bugs which I didn’t get enough time to mention whilst testing, the levels are well designed for the most part, look great and above all are fun to play. Sometimes, that’s all that matters. Give it a go.
It’s fine enough. The story is fine and the levels are alright, though there are eyecandy and text string bugs.
Hell yeah! Now i can finally begin a new SP pack :D
Making of “Caves” level was really fun.
I just love the map. The strategy, weapons, eyecandy, PU’s, everything. For me this is a complete 10.
Wow. Has no one seriously written a halfway decent review for this thing yet?
Allow me to put you out of your misery, Dodges.
This is a great level. Not perfect, but great nonetheless. The color palette is oddly reminiscent of Inferno Day, but that’s okay because it’s a good color scheme. Not too many bugs with the tileset. Example level is promising as well.
There’s a lot of good eyecandy present here, which is every levelmaker’s dream. No particularly ugly tiles, no serious gaffes.
Overall, I think it’s worth a download. Blizzard has good eyecandy, agreeable colors, lots of options and a load of design potential. Snarf it up, kids.
Keep in mind that this is a (relatively) older level, and that it’s been God only knows how long since I’ve made a decently memorable battle level.
Impressive!!
Enough said…
One word.
Awesome.
Keep up the good work :)
Next generation of amazing Battle levels just got uploaded on J2O. Download this now!
Some good eyecandy ideas all around (I dig the waterfalls), shame that the level looks rather amateurish as a whole (very repetitive tile work on the bottom and in the indoor backgrounds). Why put a black tile on layer 7 and then a textured background on 8? Beats me. The ambient lighting is a tad bit too dark. The music wasn’t too bad but the sample quality was grating (and also loud).
The layout doesn’t look like a lot of effort went into it. I can imagine dueling here would be boring. I was hoping the Devan shrine (which I mistook for a well) would have some use, even as just another way down. With no powerups, little ammo, and no room for using special moves effectively, it’s going to be a slow game. I recommend studying Moonlit Harbor and Triton Armory to see how to make a duel level. Can’t quite pinpoint a rating.
Since duels are one of my favourite things when it comes to JJ2, I decided to rate this ’1-vs1 battle level’ by PT32.
Okay, the first notable thing of this level is the size. The playable area is about 70 × 20, which is pretty okay for a level designed for duels. The problem is that this level consists of only 2 large platform, which results in no gameplay at all – or at least very, very little (in the whole level, but especially in the upper half). A good thing about the design is how the area near the carrot is pretty cramped (which adds to the gameplay).
I however think the Seeker-ammo kinda ruins the carrot-area (it makes the area too easy to defend or to camp there) and the other ammo seems pretty randomly placed. Perhaps you could’ve put the Seeker-ammo where the Toaster-ammo is now, since it would be more risky to get it – and the Toaster-ammo near the +1 carrot. At least the ammount is okay (lots of Toaster and just 4 Seeker-ammo). Also – I think the carrot-area would’ve been better without the ‘rail’ above it, since this makes the area even more campable. Another thing to note is the fact that this level has no springs at all – which is a nice idea. It however does make the level very Spaz-biased, which obviously is a bad thing. Finally, there are no PU’s in this small level – which is a good thing.
About the eyecandy.. it’s pretty decent and definitely the best part of this level. I like how PT32 used the unmasked ground tiles (meant as background-EC) at layer 3 to give the level a darker cave-look. I also like the ‘crystal’ in combination with the Flick Light-events. I however don’t like the lava-falls behind the crystal (kinda ruins the effect. I would’ve liked an orange lava-fall in the level to ‘break’ all the white- and blueness. Finally, the background-eyecandy divides the level in areas, which is a positive thing.
So, to summarize the things above: some of the ideas are okay, the eyecandy is okay – but the level overall is just way too simplistic. I think especially event placement needs to be improved dramatically. Since there are lots of other better battle levels suitable for duels out there, I unfortunately don’t recommend this.
Rating: Size (70) + Eyecandy (60*3) + Gameplay (32,5*3) + Event placement (20*2) + Theme (75) = 462,5.
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Eat your lima beans, Johnny.