A very atmospheric level with a cool background mixing rain and thunder , The level is big thanks to its width. Running from one base to another feels like a marathon, but the abundance of carrots compensate for that. Fireworks and its weapon placement are great, I also like how the Roller PU places you at a risk of drowning (If you’re slow)
I Like these title set, i take it!
[Review changed to quick review, see the review rules.
SteFan I really like your super-hard training level, the edgy sides and lack of eyecandy is the main problem, however, the pack doesn’t seem bad. I’ll give you 8 of 10. Also Bloody_body made a mistake – there are 2 main levels in each planet. That means there will be 24 main levels and 3 secret ones – 27 in total, all of them super-hard.
Download recommended
Also, you could use MLLE to insert more layers or tiles from other tilesets. This editor will be useful to you. Also, transitions of level’s colors in boss battles are also useful, because Bloody_Body and I are fond of recolors.
Good luck!
EDIT: The first castle level (Castle2-SH.j2l) is very good! Keep it up to the end and rest of the levels will be released.
Hey this j2s web is working! Guys remind me cuz it works on JJ2+, not non+. Like!
A very challenging level. Or, probably, it seems so to such a butterfingers as me :D
Well, the level is challenging and at the same time it’s rather small so that’s why it isn’t tiring. What I loved most of all is a new gameplay the level offeres. You have to climb the mountain in spite of the strong winds. Obviously, it would be pretty easy to accomplish if there either were no pits or no wind. However, lots of wide platforms would prevent your falling from the top of the level to its bottom.
When I finally reached the top of the peak and encountered a boss I was surprised by the fact that boss restores his health after you fall down from the battle area. I wondered whether it was a bug or a feature. Only after accomplishing the level I took upon myself to read the readme file that explained everything. Anyway, it is clever and inventive usage of game’s limitations of the distance where the object can be active.
Nice, original and challenging level. Download recommendation!
Definitely one of the best levels using Tubeelec tileset, tunnel Background is cool, combined with the other eyecandy. Fireworks fits the layout pretty well (combined with the level theme) Layout is good. Fun level overall, download recommended.
Actually a very solid level in my opinion, because of its satisfying eye-candy, game-play and use of custom weapons. My favorite aspect is the use of energy blast, which goes well with the quite vertical and open layout in my opinion.
I was really confused by zzaj’s review since Smoke’s levels are usually of a good quality. Even though I usually don’t review MP levels, I’ll make an exception this time because I feel like 6 is an exaggeratedly low review for such a great level.
Eyecandy [10/10]
First off, the visuals are absolutely stunning. I’ve played Sonic Mania and I really liked the Press Garden acts but never expected it to look so damn good in JJ2. It really does, I played this level all by myself for like 15 minutes just because of how good it looks. That, plus the custom weapons which I’ll talk about later.
Music [9.3/10]
The music is good but… well, I’m not saying that it’s bad but it’s just not the kind of theme you want to hear for longer than 5-10 minutes. I love the track itself but it gets really irritating after listening to it for too long. Maybe it’s just too tense? Hell if I know. Suggestion: If you want to keep it Sonic Mania related, you could use the Metal Sonic Boss theme, the final boss theme or even the Press Garden Act 2 theme, even though it’s a bit too calm for a battle level.
Level Design and Weapons [9.6/10]
The level design is top notch. As zzaj mentioned, it’s got an overall vertical layout. This, however, is not a problem as the custom weapons are made specifically for this kind of level. The tornadoes and the fireworks are designed to hit the opponents who have the higher ground and the thunder makes vertical navigation much much easier. The ammo placement is just fine, maybe there’s a bit too much ammo in some areas (or at least that’s how I feel about it). Oh yeah, also it’s one of those levels that are much easier to play as Spaz. It’s a common thing but always brings me down.
Overall rating: 9.7
It’s not flawless but really solid level nonetheless. I haven’t play tested this with a friend but I can tell that it’s really fun to play. Great visuals, great music, great level design, great level overall.
(Had to change my previous review because of some issues.)
Now that a missing file was included, the level loads and works perfectly for me as well (had problems before). I really like the moving background and the custom weapons, the level looks very cool! Layout problems are also fixed and it works smoothly.
I love the recolours, but the contrast is too high in this one.
Over all the font looks pretty neat, thou I question the dissension of making only an outline font.
Especially since most modern programs have an outline function so it would be more useful to have the inside filled and one can just apply there own outline with what ever colors they wish.
but it does look exactly like the in-game font.
By no means a bad level, but very plain in every meaning of the word. The winding S-shaped corridors are overused and having to go through them all the time gets tiring fast. I dislike both carrot placements but the top one is particularly bad. Lastly, it’s not atmospheric enough. No parallax layers. It feels like a soulless collection of blocks.
Fun level, the middle area including the 2 carrots and the Pepperspray is cool especially when you fall from the top to the bottom. Though some “zigzag” areas (6 of them) are kinda bouncer biased
Let’s review this!
Cons
I think I should start with cons. Won’t you object?
First of all, all the events work only on hard difficulty. Was it supposed to be like that? Yeah, I’ve noticed your warning, but what’s the point of depricating medium and easy difficulties?
The usage of tiles is decent but far from perfect. There are edgy sides here and there and I also feel a lack of eyecandy – pots, ruined walls, armours, cannons, ect. But it’s not a pity, the more experienced JCSer you will become the better you’ll be in this.
And one more thing. You forgot to upload music files. That’s why the levels are mute.
Pros
The gameplay is fine. There are well-placed secrets and spikes (damned spikes!) Probably the level is easier with Spaz – he is good in avoiding them. You don’t have to solve damned puzzles in order to proceed (many JCSers out there overdo this) you just run and shoot. Or, better to say, ran, fall into spikes and shoot. :D
Conclusion
Well, I sence a potential of a great levelmaker in ya. All you need is practice. And a proper feedback. So, I’m looking forward your future works. Let’s see if you’re mad enough to make all 12 levels!
Sorry, but I don’t think one can call mere changing of the music and tilesets a “remake”
While a bit uneven in terms of flow and aesthetics, there’s definitely an appeal to this level. It’s action-packed with plenty of pickups to facilitate large events, and I enjoy the vibe that the visuals in combination with the music choice gives. The Orbitus tileset has been used very creatively in some areas.
Despite its small size and relative simplicity, this is a solid CTF level with franatic yet tactical gameplay. The top part is fairly campy, but also quite open which leaves players open to long range Fireball shots. The real star of the show here is the theme and the eyecandy; FS masterfully uses the PK2 tileset to create a convincing environment.
A pretty small level compared from what we’ve seen from blacky. Though the visuals are still pretty neat to look at. Though it’s really hard to navigate in this map since it’s dark. That’s the main reason for me not to rate this higher. Though it’s layout and gameplay is decent. The background looks wonderful with the scripted additions.
I really enjoy the coin concept as it adds a layer of tactical depth not seen in many other levels. While visually the sprite layer is quite spartan, the atmosphere crafted with careful attention to colours and small motifs is nonetheless incredible. The layout is also well crafted and facilitates intelligent play as opposed to mindless ammo spam.
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Eat your lima beans, Johnny.