The +1 carrots at the bottom are a bit campy. To add to it, if you go in there, you can get completely rekt because there is no other way out. The FullNRG carrot in CTF is the easiest JCS trick that generaly works well, so I’d recomend sticking to that trick in your next CTF level.
The teams are balanced when it comes to ammo in my opinion. That’s a good thing, of course.
By the way, it’s barely possible to get to the top carrots as Lori, you need RF to do it. But since you tagged this as a 1.23 level I wont let this ruin my rating.
First of all I’d like to mention how I’m doing a review exchange thingy, so I apoligise to EchoNox for this low rating even though he gave my level a high rating, which I thank him for.
Well first of all, the whole .j2e thing doesnt work for me. I have labrat3 but I dont see why would that be the first level of the episode since:
1. It’s not your level
2. It cycled to another level completely unrelated to this level pack (labrat1n).
Maybe it’s just my problem but I still dont see how to get past it.
Alright, the levels. Not sure how to properly review a single player level since Inever released one and all of my VIP single player levels are gone and they sucked.
Well, the levels are too short. It’s just ordinary lineral gameplay with a bunch of enemies on your way and much more pickups, there are so many pickups I was equiped for the rest of the pack even after level 1.
At least you made another path in level 1 that leads you to a gold coin, so you have to kill enemies on your way, making the gold coin a reward (the bouns warp needs 5 coins). This is a nice start. So, reward the player for going off the main path in future levels somehow.
The boss arenas are too big for bosses that are slow and easy to beat, you should’ve made a lot smaller arenas with maybe hurt events here and there to make the boss fights more instense, but here even the blaster ammo is enough.
Oh and Diamondust and diamondustN are basicly the same level with a diffirent tileset palette, i dont see why would they be in the same episode. Well actually after passing diamondust and cycling to diamondustN it took me a minute to realise i was playing the same level.
The levels dont have any tilebugs it seems, however, they barely have any eyecandy. It’s simply boring, you could’ve at least put something in layer7.
Well this is all I can think of ATM. I dont want to be mean or anything, but it’s just the way it is! Try looking up to some popular single player releases on J2O and find some cool stuff could try to use! No one got a perfect 10 out of their first try! Please dont let this rating stop you from JCSing!
i PLAYED THIS AND IT WAS WAY BETTER THAN I TOUGHT!!
Way easier to use than JCS and the features are more than useful.
That laser blaster reminds me of System Shock 2 game. The colors of Laser Blaster are the same as in SS2’s Laser Pistol: blue(normal mode) Red (over mode)
By the way 10/10 download recommended
[Please rate the level and not a custom weapon it features. ~cooba]
I didn’t forget about this civilization, because it balances game-play between flag carriers and non-flag carriers well in my opinion. The level is vertically oriented, but the top areas aren’t too advantageous in my opinion. The eye-candy looks nice, but with the exception of the bottom, it’s mostly the same idea throughout the level.
I think these levels are some good, with the amnesia error fixed in new JJ2+, I can play them without errors. 9.2/10 is perfect.
Download recommended
By the way, I’m translating text of levels to english using Google Translator.
I’m really not a fan of the infinite ammo script in lieu of traditional ammo pickups, because there’s literally no reason not to fire seekers like a madman at every moment; IGS levels at least encourage smart ammo use to an extent. The regular version is pretty much unplayable for this reason unless you enjoy complete and utter chaos. The Street Fight version doesn’t have this issue of course, though the upper part looks very campy.
While the EC tends to look slightly contrived in places, most likely as a result of FS’ desire to use every tile in the set, it has a solid overall look and a strong atmosphere that lives up to the theme of the tileset. Gameplaywise it’s perhaps not as tight as ARF but is nonetheless well made and suitable for games of up to 16 players.
The wide open paths make it suitable for events, and the custom weapons, especialy that bird gun, make this a whole lot of fun when a lot of people are playing.
Actually, nowadays the advanced strategy in 2on2/3on3 CTF is that all the players in a team report their health changes. This way a team can better organize their positioning. That is the only extra that could be implemented perhaps.
While technically competent, it’s a brief distraction at best. It can be finished in under 5 minutes and baring a couple of minor secrets, there’s not much exploration to be done. The level design is satisfactory for the most part and is rather reminiscent of the official levels, although it does not offer anything you haven’t seen before.
More frustrating than fun. I enjoy a good challenge but I found the majority of these levels too much of a slog to push through. There’s definitely some potential here though; don’t give up!
The level itself is good, layout-wise nothing very much out of the ordinary but quite solid, reminiscent of larger symmetrical levels like Medieval Skyscrapers with a few twists of its own like the pits at the bottom and the shields. Visually it’s a bit uneven; the background looks amazing and much of the rest too but the floating space ships (?) in the middle look less appealing.
The big gimmick of this level is obviously its superweapon, the Redeemer; a remote-controlled high-damage missile of which both teams get one and that respawns very slowly. It’s hard to say what its impact in a “serious” game can be as it is something you’d need to build new strategies around – my hunch is that it may be a bit too hard to outrun for how easy it is to control but maybe a skilled player will be able to deal with it more effectively, especially given the protection shields give. Either way it’s an addition that will make this level a lot of fun to play in JDC events and the like; it’s big enough for large teams and the redeemer adds a fun dimension to any game played in the level, though for extra mayhem you may want to make it spawn more often.
Worth checking out at least for the Redeemer, and also because it’s just a solid CTF level. Great work!
Simply amazing use of this (edited) tileset. I really like the purple rockets and it’s very fun to move around the map.
I’m not a fan of the campy placement of the Seek PU; otherwise this is a decent level with a rather surreal theme. Visually there’s some interesting ideas going on although it does look a bit contrived in places. The layout seems to work better as a CTF level as it’s more or less semi-symmetrical. I like how the base areas are designed.
Quite an enjoyable and good looking level that may have a good chance of making the ladder mappool next season. The carrot area especially is well designed with its multiple ways of attacking and defending it. The layout is solid although the red base seems to be at a favorable position in the level and is easier to defend. Regardless, try it out!
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Eat your lima beans, Johnny.