“An odd battle in Aztec ruins, how exciting…”
LEVEL 11/20
Works well, but is too small. Actually the things where you can walk on, would be even a bit more different than the backround.
EYECANDY 8/20
As the tiles were used correctly, it is good, but could have more visual and layerwork.
GAMEPLAY 4/20
This is awful!
“Looks like you just died! Wait until this round is over, then rejoin the server.”
REJOIN THE SERVER? Are you crazy?!
Why couldn’t there be used third party prog, just like Carrotade, to restart the level?
BUGS 7/20
The suckertube-junction-start-controller, or whatever, isn’t very well made, if you are Spaz it is possible to “die”. Just if you doublejump under the warp-randomizer-thing. (Darn, using these-strange-wordie-thingies…)
PICKUPS 14/20
There’s a little plenty of them, good…
TOTAL 44/100 = 4.5
Albeit good but a little buggy battle-survivor-level (crap, again the you-know-what…)
No download recommendation…
Level appearance:
Tileset usage: 7.0
The use of the Carrotus Fix Evening tileset was decent in some ways and a little jarring in others. I feel the tileset was used better than the standard Carrotus tileset was used for the official JJ2 levels simply because there was far better variation in the ground of each platform. On the other hand, there may be a little too much deviation between tiles, as there are certainly several locations in the level where adjacent tiles have questionable compatibility. One thing I liked, however, is the fact that the weeds coming out between the rocks actually helps cover up several of these tile compatibility issues, making the overall result much more pleasing to the eye.
The tile incompatibilities do not pose a significant problem when actually moving quickly through the level, however, as the screen scrolling makes this difficult to see. I suggest looking at older levels like Carrotus Squash to improve your use of Carrotus tilesets. That battle level had few tile clashes in the ground. However, the size of each platform was also smaller on average, making tile compatibility significantly easier for that level.
Overall graphical appearance: 8.0
The background is full of carrots, vines, and waterfalls, while the foreground is used mainly for the smaller vines and brush that hang off the visible side of the platforms. I like the fact that the foreground is not used to cover the player in any area. I also like how non-scrolling mountains were used in the “distant” background off to the right hand side and waterfalls were used on the left hand side somewhere in a similar fashion.
The varying widths of the closer waterfalls also lends the level’s landforms a sense of depth, as it appears that water falls off the side of the landforms far away and much closer. While there is a lot of depth in the background, the foreground appears to be much flatter, with no water flowing out from the front. You might be able to do this in a lower corner of the level so it does not obstruct any other important part of the level while still appearing logical. Overall, I like the fact that the level’s physical symmetry does not carry over into visual symmetry.
Level design:
Level navigation: Very easy
Flow: 9.0
This level’s greatest strength is its excellent flow. The springs were well placed, and most areas of the level where springs are used have enough distance between the player’s head and the areas’ ceilings, and most items are placed at ground level or in the paths of springs to allow reloading to occur at fast speeds. I question the use of the two warp points in the level. While they do not move the player far enough across the level to become part of the primary method of travel, I think many players might hesitate to use them most of the time because the warp targets are close to the center of the level, which makes the center of the level a very dangerous place for most players. This is actually a good idea because using the most straightforward path in a CTF level should also be very risky. While there is nothing new about the flow of this level, there is also nothing fundamentally wrong with it.
Gameplay: 8.5
At first, I questioned the base placement in this level. Both are in the lower corners of the level, which often leads to players neglecting the upper area of the level, as all the action is concentrated at the bottom. At the very least, however, there is a large difference in the type, power, and quantity of weapons you can get between the bottom and top of the level. At the very top, there are also powerups, which highlights this difference. You can certainly improve this idea even further by removing the seeker ammo from the bottom of the level. Players should have to go out of their way to acquire the ammo that makes the open areas toward the bottom of the level dangerous.
Another aspect I liked about this level was the existence of both highly open areas and relatively narrow areas close to one another as alternate paths to each flag base. This results in the narrow area being much better for those that possess bullet bouncers, while the open area is much better for those that prefer to use RF missiles. Both become dangerous paths when players are able to assess the situation and use the proper weapon. Similarly, there area areas with several branches (specifically toward the bottom) where seekers are very good to use, while RF missiles will instead hit the walls and ceilings and bouncers are generally less effective than seekers, but more effective than RF missiles. These design choices are very good to keep in mind when creating a level that emphasizes simple flow.
Overall Concept: 8.2
Unknown Garden is a solid CTF level with excellent flow and decent design decisions in its graphical presentation and structure. While there are no new concepts to be seen in this level, it is a good example of a CTF level having both bases placed at the bottom of the level while still encouraging players to navigate the rest of the level to acquire more strategic and powerful weapons to roast the flag carrier. The optimal match in this kind of level would probably be a 2 on 2.
Good job.
~ Derby
to make custom bullets for monster-like-thingy, animate some tiles and use them with hurt.
[Nevermind this edit please :D/ ~cooba]
Short Review:
This version is a lot better than the previous one. The eyecandy was far better. No pixilating blocks, but still a few bugs, for instance, level 5 had a few, and where you stomp Spaz in level 1. My only point of improvment is that now you could prehaps experiment with the foreground, since I only saw backround and a little foreground eyecandy. Otherwise, great work with the JJ1 tilesets.
Gameplay has improved also. There was more gameplay in each of the arenas. The difficulty was alright, not easy, but not completely impossible either. There were more puzzles involving trigger crates, but could use a wider variety. Puzzle is either done by stomping or shooting some blocks to find a crate. If you’ve played the Hocus Pocus episode, you would find they have done combinations things with the trigger zones.
I think my previous rating may have been a 6.5. Anyways, your rating now is…
FINAL RATING: 7.0
RANK: 7 Good
DOWNLOAD: Download this if you’ve downloaded the previous version, because this one has fewer bugs. Plus, download this if you want a reasonable Boss Rush mode.
‘98… Yes, thats a long time ago :)…
I’ve played the level some time and it’s a typicaly starting builders level with some extra like a secret room leading from a long fast sugar tube, big and small rooms , layer 7 used.
Well the gameplay wasn’t good and the weapons placent uhum.. not good either i don’t gonna discus about that beqause it’s 9 years old :P.
Conclusion; a funny much colloring level that’s defenitly above average beginners levels, but not something to host and play online.
“Lagging survivor…”
LEVEL 12/20
Actually contains lot of useless space, wich could be deleted with better layer’s size. Actually the surviving part on the left hand side is made pretty well, but lags mercilesly.
+ long GF (ground force) area.
- long GF (ground force) area.
- wasted space
EYECANDY 4/20
There is no eyecandy. Actually it’s good thing, that the whole level isn’t made with one tile, but two is also too low :P ! Could have more layer-work.
- Made with only two tiles (except the mez-ad).
- lack in layers.
- more visual things needed.
GAMEPLAY 13/20
Aah. well made survivor. Except the lag, wich about we discuss later.
+ works
- too small info for the spaz-checking
- idea lacks in characters (as normally it is, so this doesn’t lower your low points.), I’ll need to create a survivor level for Jazz and Lori too… HINT, HINT!
BUGS 6/20
Lag is death. The lvl is so full of events, wich causes these things:
- You can’t sometimes shoot.
- Some of the crates are empty
- Sometimes the scenery doesn’t get destroyed.
PICKUPS 0/20
Full failure!
lvl only contains the needed, wich is low, too low, understood?
- No ammo
- no Power-ups
- no extra-thingies
TOTAL 35/100 = 3.5/10
Read this review carefully and you may succes next time.
Score is under 75, no Download recommendation, sorry.
I felt like reviewing this because I had nothing else to do.
EYECANDY
To start with, there are tilebugs in the ground in Layer 4 and the level looks empty because there are quite a few blank spaces.
Background isn’t that great. There is a BG in Layer 6 but I don’t see it until near the end. This level could use a better background as the Layer 6 one looks weird and confusing. It makes me think there are platforms there when there aren’t. A lot of the level looks repetitive.
4/10
GAMEPLAY
The level is short, I finished it in about 2 minutes. There are no checkpoints which is not good if you die in the level. There was only one Bonus Area which isn’t hard to access. The pole near the warp catapults the player up rather than across. This is because you have used the wrong pole event. You should have used the “H-Pole” event.
3/10
ITEM PLACEMENT
Coin placement is poor as too many of these can be found out in the open. They need to be hidden so that the player cannot access the Bonus Area to easily. The Bonus Area has far too many items. There are TONS of Tacos. There were 5 1UPs in the level in total. Too many of these were found out in the open. There was a Shield right NEAR the end of the level with lots of Extra Time events which do not work. You need to use the “Stopwatch” event in Environment -> Objects for extra time on Shields though there were too many placed here. The Shield was useless as it wasn’t needed near the end of the level. The grouping of the weapons was too big. There were lots of Toaster weapons in the open. I would think a maximum of 6 items per group would be better. Also, don’t place them in square forms as this may look boring to some players. Overall, the item placement is not good and there are too many weapons & 1UPs in the open.
3/10
ENEMY & OBSTACLE PLACEMENT
There were enough enemies to kill me in this level but placement of some of them wasn’t that great as the player could jump over them. Obstacles were OK but I think you could have put in some puzzles like Trigger Crates or Trigger Zones.
5/10
TOTAL SCORE: 15/40 = 3.75 = 3.8
RANK: F = Bad
DOWNLOAD?
The eyecandy is not good in this level. Tilebugs are everywhere and there is only one background which is in Layer 6 and looks confusing.
Items are poorly placed and there are too many of the weapons and 1UPs.
Your other level (The Middle Ages) was better so try making your levels like that. Since the score is lower than 5, my DR is NO.
hmm… I find it ok, but not the greatest xD
Well, since this haven’t been reviewed, I say something about this.
The song were very good. It sounded groovy and dancy… Funky, yes. Everything were like it should be. I didn’t hear any errors there, either. Too bad i can’t say much more since I’m not a professional in reviewing stuff. ;(
Your songs are great. This song should be downloaded, listened and maybe used in a level. Hope you make more ;) Download recommendation!
Hmm… This Race pack wasn’t really that great. There were tilebugs in the Carrotus levels. Foregrounds in Carrotus were annoying as I kept seeing the same Carrot about 3 times a second. There wasn’t much gameplay here either. No items or weapons anywhere except for the MILLIONS of self detonating TNT everywhere. :O Mostly you were just running, spinning on poles and going through TONS of speed destruct scenery.
If I were to rate it, I’d probably give it about 4 or 5 as it’s a bit too repetitive but the eyecandy was quite original in some levels.
Fix the tileset name, example lvl uses Castle Diam(4).j2t, but the set is Castle Diam.j2t !
Anyway, good set!
Wow, this tileset looks really nice, Good job! =)
Only the masking could be improved and the example-lvl is, excuse me, (not good). Anyways, nice tileset!
[Negativity removal ~cooba]
EYECANDY
This is the only conversion of Crysillis available right now. Although it has most of the JJ1 Crysillis tiles, it’s missing the flashing arrows which a JJ1 level really needs. Everything else still looks fine though.
7.5/10
USABILITY
Not all the tiles are masked correctly. The bright yellow crystals are not masked meaning that they cannot be used as platforms. Even with this problem, you still do have enough tiles to make a good level (which I’m making with this set right now). There is no textured background though you do still have the original JJ1 style BG. Text signs are added but the JJ1 signs are also missing. Also in the set is the scenery blocks which every level needs. This set could also do with the V & H Poles as there isn’t really anything to use for them.
8/10
TOTAL SCORE: 15.5/20 = 7.75 (ROUNDED TO 7.8)
SUMMARY – GOOD POINTS
*Great looking Crysillis tiles.
*Contains enough tiles to make a good level.
*Contains all the scenery blocks.
BAD POINTS
*Some tiles are missing including flashing arrows, V & H Poles & JJ1 Signs.
*Bright yellow Crystals not masked
RANK: C+ = VERY GOOD
DOWNLOAD?
While this set is missing some tiles, there are still plenty of tiles which can be used to make a good level. As I’ve given this way over 6.5 my DR is YES!
OK, now this is the FIRST TIME I EVER reviewed a CTF level so I hope this is all right, I spent 3 days typing this up.
1. THE DEATH FACILITY III
EYECANDY
Tileset used for this level is Odyssey 04 which is one of the overused tilesets but this set has been used really well in this level. All 8 Layers have been used. Backgrounds and Foregrounds are original and look fantastic. Tiles have also been made translucent. Every layer has eyecandy. Tons of animated tiles have been used in lots of the layers. The whole level looks like one big machine. The background in Layer 7 also moves. The whole level looks much better than the original Death Facility. The eyecandy must have taken months to make and to get working correctly. There are masses of animated tiles in Layer 2 & 3. I love the way everything moves. There are absolutely NO tilebugs present anywhere. Nothing looks repetitive. Everywhere you go you will see all this amazing eyecandy.
Overall, there is absolutely NOTHING wrong with the eyecandy so this deserves a 10!
10/10!
GAMEPLAY
Layout is great, there are no places for the player to camp. There are Float Up events used to get to higher levels. Three PUs can be found in the level. 2 of these are Seekers and RFs which can only be accessed by shooting a Bouncer at them as sucker tubes stop the player from going down to the PUs. The other PU which is a Bouncer can be found at the top and I didn’t find this on my first playthrough. Flag placement is good, I couldn’t find the Flag Bases at first as they were hidden well. Weapon placement is also great, the are not placed in the usual broing 2×2 square forms and are scattered about the level.
In some of the tubes, Springs and Wind Left/Right events have been used instead of Sucker Tube events. There are 2 +1 Carrots and there’s one Full NRG carrot too. The Carrots also have a delay so that the players cannot pick these up too easily.
There aren’t any secret or Bonus areas to access here but the gameplay is still excellent.
9/10
LV 1 SCORE: 19/20 (9.5)
2. DEMON RAMPART
EYECANDY
Tileset used for this level is Windstorm Fortress. Eyecandy in this level is not as impressive as DF3, no animated tiles are used but the eyecandy here is still awesome. Layers 3-8 have been used. Nothing looks repetitive, there are no tilebugs. This level has fantastic backgrounds, the Layer 8 BG has been made translucent.
9/10
GAMEPLAY
There are 5 PUs here. 1 RF, 2 Bouncer, 1 Seeker and 1 Toaster. They are easier to access than in DF3 but they do have a delay so that the players can’t just camp there shooting PUs. Weapon placement is great, but there are some RFs placed on both sides and they are impossible to pick up as there is no spring to bounce up to them. Only the useful weapons are here. No useless ones like TNT or Freezer. Also, they are not placed in the 2×2 square forms so that they don’t look boring.
Flag placement is good, sometimes I don’t notice the Bases as I run through the level. There are 2 “+1 Carrots” and 1 Full NRG carrot. The Full NRG carrot can be quite hard to get which is good. Carrots are not placed on the ground. They are also have a delay so that players can not easily re-gain any Hearts. There are no Bonusses but there are hidden warps which go back up to the top. Overall, this level has some great gameplay but it’s not as strategical as DF3.
8.5/10
LV 2 SCORE: 17.5/20 (~8.8)
3. DISTORTED RESEARCH SITE
EYECANDY
Tileset used for this level is “Labrat P” which is a Palette edit of Labrat. The Layer 8 Textured BG has been cut in half which looks good and is original. Some might not like it. All Layers except 1 have been used.
Again, everything here is original and does not look repetitive. I like the moving background in Layer 7.
The platforms look great, Layers 2 & 3 have been used to place more eyecandy on the platforms.
8.5/10
GAMEPLAY
I would recommend using Carrotade/JJ2+ for this level as there are Death Pits here which can be opened by using TNT to blow up a Trigger Crate at the bottom. There are 3 PUs in this level, Bouncer & Toaster are two of these. They can only be accessed by shooting them with the Electro Blaster. Belt Left/Right events are also used to make the EB shoot further to reach the PU. The other PU is for the Blaster which can be found at the bottom near the Death Pits.
There is a 25 Coin Warp which contains a Fire Shield. As you are bounced down from a Spring that counts as Buttstomping it meaning you only get 15 seconds of use. This will be useful when you are trying to get your Flag to the other Base.
Coins are placed well and are not placed in 2×2 square forms which don’t look boring and are spread out so that they are not too easy to collect.
There are 3 “+1 Carrots.” No Full NRG carrots so that players cannot re-gain health too easily.
Overall, gameplay is very good in this level.
9.5/10
LV 3 SCORE: 18/20 (9.0)
TOTAL SCORE: 19 + 17.5 + 18 = 54.5/60
BONUSSES
*Awesome music in all levels +0.2
FINAL SCORE: (9.5 + 8.8 + 9.0) / 3)) + 0.2 = 9.3/10
SUMMARY – GOOD POINTS
+Excellent eyecandy in all levels.
+Death Pits used in LV 3
+Flag placement good in all levels.
+Items not placed in 2×2 square forms.
+Excellent layout for all levels.
BAD POINTS
-Eyecandy in Level 3 may not appeal to all.
RANK: A = SUPERB! :D
DOWNLOAD?
Do you really think I would not recommend this if I gave it over 9? This is also the FEATURED DOWNLOAD of May 2007 so why would you not download this? Obviously I’m saying YES! :D
I get an error that I’m missing Phoenix1.j2t
THE DEATH FACILITY III
This level uses Odyssey 4 Tileset. The layout in this level is symectrical.
Gameplay is nice and strategical. Well it’s not amazing but it’s nice. Moving between bases is fast and easy. There are sucker tubes in some places and they are placed well. There are float ups also in this level. With them you can get upper level. Springs are well placed. There are no dead ends in this level and that is a good thing (of course =P) The flow is good so
you can get easily in every place. Ammo placement is good. There are 3 PU’s in this level and that is enough. There are 1 Full NGR and two 2 Carrot+1 and I think that it’s too much. Those Carrot+1 could be removed.
Eyecandy is nice. It looks realistic in some way. Backround in this level looks original. I like the way that you have used layers 5, 6 and 7. Also I like the way that you have used layers 2 and 3. You have used all layers, but still eyecandy looks simple. Eyecandy looks massive also, because there are so much stuff in layer 2 and 3. I didn’t notice any tilebugs. Nice job with the eyecandy.
Overall this is really nice level with massive eyecandy and good gameplay.
I give a 8.7 for this level.
DEMON RAMPART
This level looks like a prison or something… It uses Windstorm Fortress tileset.
This level also looks symectrical. First I have to say that spring placement is bad in some places because it’s hard to get in some springs. Moving between bases is very easy. It’s even easier than in level ‘‘The death facility III’‘ There are sucker tubes in some places. Gameplay is not very strategical
or tactical, but it’s still really nice. Ammo placement is good, but there are too much fast fires I think. PU’s are placed well. There are 1 Full NGR and two 2 Carrot+1 in this level and, well, again it’s too much.
Eyecandy looks amazing. Everything fits perfectly. You have used all kind of tiles for makin good eyecandy. Layers 5, 4 and 3 are well used. I didn’t notice any tilebugs and that is good thing. Well I can’t say much about eyecandy, because it’s so perfect =)
This is really good level also with amazin eyecandy and good gameplay.
I give 9 for this level.
DISTORTED RESEARCH SITE
This level uses Labrat P tileset. Palette edit looks really nice.
Layout in this level is very different than in those two other levels. Layout looks platformy. Layout looks really open also. Moving between bases is easy. I like the death pit idea. You can open those dead pits with TNT. Level looks more strategical with those dead pits. Flow in this level is ok. Springs are well placed. Ammo placement is nice and PU’s are in good position. Coins are also well placed. With them you can get a fire shield.
Eyecandy in this level is really cool. It looks creepy. You have used all layers except layer 1. The backround is original. Textured backround is half cutted and I don’t know does it looks cool or weird. (or both =P) There are
few nice details in this level. After all eyecandy looks simple, but it’s really nice. And again, I didn’t notice any tilebugs.
This is really nice level also.
I give a 9 for this level.
Overall this is really nice CTF pack with amazing eyecandy and nice gameplay. Nice job! I give bonus points for music and theme.
Rating: 9
Download Recommendation: Yes
-TripleJ
It is a very nice game!
(Unsupported rating (10) removal. ~Violet)
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