STORY: The story, as far as I can make it out, is that rabbits lost their ability to breed in a nuclear war, so now they clone themselves. However, someone called Ivan Somethingorother did something to the clones (I forgot what) and now they’re evil. You, being Jazz, have to stop this. Of course, that’s just the start of the story – later the author forgets about this entirely and it turns into random single player levels, with objectives such as finding christmas presents and entering dungeons. At the very end, you fight Devan, then become one with the universe and see an angel.
Pros: Interesting story.
Cons: Doesn’t have much to do with the levels, kind of same old.
Rating: 7.0
TILESETS/TILESET USE: The author uses almost all of the official tilesets (including Easter, Town and Haunted House) in at least one time of day. Also Mez01 and 02. With the exceptions of Carrotus and Easter, the tileset use is brilliant, and you may find yourself stopping still too look at things.
Pros: VERY well done, new and inventive tile uses.
Cons: Carrotus and Easter have lots of tile bugs, Medivo has some problems (like the rain), the new and inventive tile uses aren’t always good, a few masking problems (like in Castle).
Rating: 8.5
WEAPON/ITEM/ENEMY PLACEMENT: The pack doesn’t do quite as well in this field as in some others. Both enemies and items (paticularly food) are overused, and you may find yourself needing the second sugar rush. In several levels, enemies (paticularly skeletons) and food generate, so you shouldn’t have too much to worry about – unless you can’t find the way out and wander around.
Pros: Enough goodies and ammo to keep you going, some nice enemy uses.
Cons: A little too much of everything.
Rating: 7.0
ORIGINALITY: Some parts of this pack feast on originality, some are the same old thing. For example, the Castle level is very cool (despite having nothing apparent to do with the plot), while Jungle feels very seen-it-before.
Pros: Some things are incredibly original, and I must say I’ve never seen a religious pack before.
Cons: Some things are very ordinary.
Rating: 8.7
DIFFICULTY: Pretty hard. This gets kind of annoying at times, when you find yourself wading through a huge army of generating skeletons, or when you’re inside a huge area trying to find enough coins to continue.
Pros: Not applicable.
Cons: Not applicable.
Rating: 7.2
REPLAY VALUE: Like many of the fields in this pack, some parts of it have good replay value, some you wouldn’t want to see again.
Pros: Some parts are rather fun.
Cons: Some parts aren’t, feeding off of difficulty and lack of good tileset use.
Rating: 7.0
OVERALL (not an average): This is a VERY good and long pack, which should take you quite some time.
Pros: Long, good tileset use, high originality.
Cons: As anyone who has played it will tell you, this pack is FULL of profanity. After a few levels, I began to get the feeling the author does not even know what most of it means. I won’t give examples, but right before you fight Bolly.. gah. And there’s other weird stuff, like the Rabbit/Turtle marrige, and the lack of recognizable plot. And the religious part gets overdone.
Rating: 8.5
Average rating 7.7. If you remove the profanity (immature taunts), and lower the amount of enemies a bit, this rating will be doubtless raised. This pack has incredible potential, as does the author(s?)
Edit: This has nothing to do with the rating, but I thought it was interesting.. in the Haunted House level, there are three tombstones. One is for Jazz, a great rabbit. One is for Spaz, whose distinction is “Jazz’s Brother”. Wasn’t Jazz supposed to be a clone? And the third is for Lori, who is “Jazz and Spaz’s girlfriend”. O……… k.[This review has been edited by Violet CLM]
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I don’t like this. You’re not very good in making levels. If I could give it a 0, I would do that…
yeah!!is cool tileset as fanatic I love it!!The Space Under Carrotus is the best!!!!!!
(Rating removal. -Trafton)[This review has been edited by Trafton AT]
Ok, lets start.
The first leve is awesome, just in the beginning there were dozens of secrets and mind tingling puzzles. The puzzles rocked, they were simple yet complex, awesome. The tileset use is also cool, and i basically like the level, its interesting and fun to play, great work. Good place to put a save point, good use of eyecandy and stuff. I felt at one point there was a spaz biased(The part where you had to jump and reach the sucker tube) but it was just a secret with coins. Great music, and lots of secrets and puzzles in this level. Ony i think it was a bit to hard, which in a way was good since it made it more challenging. There was one part near the end i think that forced you to wallclimb with RF’s (i coudlnt find any alternative solution and It was in a room with hooks in a room around the top. Thankfully, after dozens of tries I got to the top, but this may lead to problems to people with few RF’s (I had 99, but was left with 42 after my attempts to RF climb) and few experience, but it was still ingenious and truly evil. Oh, and since im to lazy to edit my reivew, ill just mention this here. The part that i mistook for being spaz baised wasnt spaz biased, but actually a secret, sorry for the inconvenience. Boy this level is taking me a long time to beat. God its taking me like 20 lives or something :P Anyways, nice tricks with the falling save point and all that, great level, could even replace the original labrat ones. I think the coin warp should of been a 100 not 50..Nice boss scenario btw.
Bonus level: Has an obvious music choice, and it was great. The funnest bonus level ive ever played actually, greatjob here mike!
Deserted Diamondus: Cool eyecandy and tileset use, was a bit crowded at times though. Good music choice, nice spring and pole combinations. Great idea with the water slowly dropping forcing you to hurry up to avoid being killed. Funny text ^^ saying Now this is annoying, good idea and ememy placement and all that, another great level. Great collapsing bridge and trigger crate falling out of the sky idea and all that. The next level setting shouldnt be that though, it should just be an end.
Anyways my review is nearly finished. I just want to congratulate EvilMike and his Alien Chemistry pack for taking up an hour of my time. The 3 levels are all great, and im giving this a big fat 8.7! Nearly a 9, if there were more levels and a story line, it would have been a 9.5. But for now, it stays an 8.7 and one of my absolute favorites.
This level is definitely a good effort. It shows that there was some hard work put into making it, and it did translate fairly well. Still, this level just lacks the polish of more refined levels, which brings the score down. If the level was to be edited and improved just slightly in a few ways, it would make for a really, really, really good Capture the Flag level. Reviewing time.
GAMEPLAY: Gameplay is where this level seems to run into problems. While the layout is more or less good, the flow needs work. I found myself often hitting into the walls and sides, which is OK in a battle level, but just does not cut it in a Capture the Flag level. If this flow was to be improved even marginally, my score would be higher. Gameplay was fairly enjoyable, save for the flow quirks. This is definitely the level’s weakpoint, as bumping into things in Capture the Flag is frustrating and should not happen often by level design fault.
EYECANDY: The eyecandy in this level actually looked pretty good. Heaven is used a lot (especially lately, it seems) and the eyecandy in it looks simply astounding. Of the Heaven levels that I have reviewed lately, I have to say that this was the weakest in eyecandy, but then again this was also the weakest overall. Still, some more could be done with the Heaven tileset to make it look a little tiny bit more spiffy. Eyecandy was still more or less good, though.
LAYOUT: Layout was alright. There are not a huge amount of complaints here, though the level layout should have been adjusted slightly to improve the flow. The symetrical quality of this level did not translate into balanced sides, though; one team definitely had a small advantage over the other, which was moderately noticable during play.
TILE PLACEMENT: Tileset placement was good, but again, nothing special. This is a fairly simple and classic Heaven tileset-based level tile placement-wise, and there is little that makes this level different from the others in the eyecandy field. Still, the tileset was not used badly, and that definitely is worth something. It shows that this level does in fact have some time put into it, which is nice to see.
PICKUP PLACEMENT: Pickup placement was alright. The carrot was in the middle of the level, which balanced it slightly. The “House of Knowledge” as it seems to be called was indeed a bit unbalanced (whatever it actually is. I’m not sure). The creative story line was interesting, though did not make sense beyond it being a “ancient battle of knowledge (blue team) versus power (red team).”
OVERALL STATEMENT: Despite the flow quarks, this is a pretty good Capture the Flag level. This would have made a good submission for BlurredD’s Capture the Flag level contest, in fact. It is good to see that levelmakers are not just resting while this contest happens and are still making other Capture the Flag levels. For the brief pause there is during the contest in Capture the Flag level making, I was expecting to see very few quality levels. Fortunately, this is one. Download recommendation for Capture the Flag fans.
+ PROS: Good-looking Capture the Flag level. Good weapon placement.
- CONS: Slightly unbalanced. The flow has a few kinks that could have been worked out before release.
VERDICT: This is not a bad Capture the Flag level at all. Overall, I give it a 7.2 and a download recommendation for Capture the Flag fans. Nice work, Fireball.
You know what? I have nothing to say…. I hate being so late to review things!
Regardless of how good you consider the tileset, this just is not a good level. It is not only increadibly linear, but it shows very little effort. Here goes the semi-quick review.
GAMEPLAY: Gameplay was boring. You walk along a pretty much straight path, and there are only two routes, with a bit of ammo on them. Not very interesting at all. This level is about as linear as it gets. There is not much room in this level, and it is fairly small overall.
EYECANDY: The tileset use in this level was not that good either. It is ugly and does not match. There are no interesting parts eyecandy-wise to this level to speak of. It is just a flat platform and little more than that. I can not explain it in much depth, for it lacks much depth.
LAYOUT: Not exactly layout…it is just a flat platform. There are two routes, and tubes. The tubes do not go the direction the arrows on them point to in many instances. Layout overall is poor, if existant. This just is not much of a level at all.
TILE PLACEMENT: Ugly. Really ugly. The entire level is just one platform more or less, so there is not much tileset placement to rate. Those tiles that are there are placed badly, with many tile errors. This level looks and plays badly.
PICKUP PLACEMENT: Pickup placement was probably the overall highlight of this level. The basic ammo was placed more or less well, though it is not hard to place ammunition in a level of such diminutive size.
OVERALL STATEMENT: Spend more time on your levels. Much more. This just is not a quality level. It is too small, too ugly, and lacks effort. Maybe you should concentrate on going slow and making your levels larger and of betting quality. Otherwise, you will probably get more of these sorts of ratings.
+ PROS: Good ammo placement, sort of.
- CONS: Ugly, small, linear.
VERDICT: My final rating for this is a 1.7 and no download recommendation. I can not see much effort in this level at all. Spend more time on your levels and you will get much better ratings. I just can not think of anyone who would want to download this level. Sorry.
This level is almost entirely symetrical, but still, i ended up hitting constant hiccups preventing a fluid motion from area to area. Weapon placement is pretty good, but the knowledge house is slightly unbalanced. There is a warp to a seeker powerup on there side, while the house of power has nothing. The carrot is in perfect center so thats balanced.
Good:
Good Weapon placement
Level looks nice
Bad:
Semi unbalanced sides
Minor hiccups in moving
Ugly:
None
Conclusion: A good level. Just needs a bit more refinement. 7.5
Ok, since i heard lots of good comments about this, I decided to check it out.
ill start by reviewing the levels in the order they are in WinZip.
Happy Hell CTF: Strange, but interesting music. I liked the backround, dont know why, but it looks cool. Layout sometimes bugged me, but it was good, easy to navigate and roomy. I thought the blue base was more easier to reach, because the red base has all these things around it which distract you, while the blue base is in an open space. This was a normal level overall, deserves an above average mark.
Happy Castle CTF: Feindish level, seen it hosted to death. This was also the level where box(the person) has claimed he has been defeated by Salamander in…Anyways, good music choice, nice eyecandy and layout, except for some pointless dead ends. I like the use of the medivo2 tileset here, looks interesting. I’ve said enough on this, though its a fun level.
Happy Canyon CTF: Despite the eyecandy being confusing here, I loved it. Stripe has used labrat in a whole new way. I just love this level. Some major downfalls that lowered the mark of this was that the crate idea, although strange, made the level look a bit screwy, and there was tons of places waiting for you to get stuck in. The layout somehow offended me(just dont ask), and it had some unfortunate dead ends. The bottom part of the level I despised, didnt look as good and easy to get stuck in. The ammo was sparce as well, and the bases are a tad bit to close. Music was awesome. Ingenious idea, but a so-so level.
Happy Jungle CTF: Good music. The eyecandy and layout was too confusing at times, and the level was a bit small. Not much more to say, but i didnt like this one as much as the rest.
HappySemiconductor CTF: This is also a fiendish level overhosted to death. I couldnt hear the music here for some unknown reason i dont have time to investigate, but it makes the level more fiendish. Layout was ok, some parts i had trouble getting out of (liek the place where the RF powerup is)The tileset use is…..amusing….I dont have much more to say about this level, since a level without music is hard to get “hooked” to. Note: After some extensive research, i found out the sound of my jj2 was somehow automatically turned off…wierd. The music was interesting. I also liked the backround here, and the tileset use.
Happy Desert CTF: Strange music choice,
i also remember this level being hosted a number of times (not as much as castle and semi-conductor though), at the top of the level it feels “empty” since the backround eyecandy appears in the bottom where it may get a little confusing for some people. Im pretty sure you can get a flag bug here ,but im not entirely sure, and im unable to play online and check. I liked the bottom eyecandy, though confusing, it attracted my attention. The layout was confusing at times, but ok. Im not to fond of base placement, but i dont know why.
COMCLUSION STuFF: This isnt the best CTF levels i’ve seen, but i can tell that the people ave made these statements since this is only the 11th upload on j2o. The levels are fine and get hosted frequently (most of them), but they arent as good as I hoped them to be. Still, these are old levels worth a download by you ppl. Well, ill give these an 8.5 (may seem low compared to other ratings, but be glad it wasnt an 8)
Happy CTF!
Great idea and well pulled off :) I don’t play CTF much but it’s bound to help some people. Besides, I hate colours in names anyway :P
It’s not.
The level feels linear. You walk along a fairly straight path, with one or two alternate routes. There’s some sparse ammo placement, and a few tubes which don’t go in the direction their arrows say. The tileset use is kind of bad as well.
On the plus side.. ummmm…. there are a few interesting things.. and the ammo’s kind of ok.
Hmmm. Nice.
A medium sized Inferno battle level with an ok design and a textured background. The main defect for this level is the large amount of hurt events – never use hurt events in multiplayer, unless you’re Mike or someone who found out how to use them to improve the level.
Eyecandy’s all right, though a little sparse, and there’s a good amount of ammo and stuff.
All in all, this is one of those fairly good battle levels which don’t leave much to be said about them… except that this one is filled with hurt events (the fire, the snowmen, and those purple things).
ow yea its a beta so uh… just rate it;P
This is exactly what you see when you see new levelbuilders. And you might not be new, but it still is more than clear. The level is to much stretched out. It’s simply to big. Further I think the tileset could have been used better. Like actually using all layers. Because it feels quite empty right now.[This review has been edited by Newspaz]
I dont have much to say about this, since there are so many levels using this set. The music is good, although it is overused, someone should find some new music for this.
The eyecandy is good, but then again it usually is for a level made bythis set. The tileset use is…..new. I havent seen it like this in other levels, great work. Pickup placmeent is creative as well. There are coins, food and ammo all placed in different ways. The splash in one certain place is a bit off (the splash appears higher than the actual green watery liquid) Interesting spikes and all that foreground stuff.
Well, it is creative and I will give this a download reccomendation, but i wont rate it as high as the Marshland of Evil or Zaitox Station 67, this just doesnt strike me as much as it does to most of you. Its still a great effort worth checking out though.
Hmmm…some battle levels by BlurredD. Here goes my long reivew:
SC60feet:
The level name is 60 000 feet under, and im sure once you play it you can tell why.
Gameplay: A bit bumpy, and some springs in certain areas would be nice. Apart from that its tolerable.
Eyecandy: WOOT, i love it. SO creative, it certainly looks like its 60 000 feet under, great work BlurredD.
Placement: Tolerable, dont have much more to say.
Layout: A bit hard to navigate but tolerable.
Tile use: Great work here, very creative and imaginative.
Pickups: A bit sparce for some people, but they are done well.
OVERALL: Great and fun level, with some downfalls, but still fun.
SCdruins:
A.K.A dungeon ruins, uses BlurredD’s own tileset, Castle2. My first comment is on the lightning, even though I despise it, it was made well here and isnt very annoying.
Gameplay: Quite good, not very special or unique, but it lies above average.
Eyecandy: Its basic and good
Tile Placement: Well duh, its his own set, the placement is good.
Pickups: They’re good.
Layout: Yeah, no problems here.
Overall: A fun level to play and adds to the score im giving this pack.
SCecircuit(or something like that):
E-line circuit is its name, and I liked the music choice here, as I did in all of them so far.
Gameplay: Could of added some float ups for easier gameplay, but most people will think of it as average or above.
Eyecandy: The creativity strikes again, the backround looks cool, and good use of the tiles.
Tile placement: Great
Layout: Its ok.
Pickups: Fine…
Overall: A fun level to play, with great music and cool eyecandy.
SCForsaken: Forsaken is its name, and it takes place in an ancient egypt tomb.It also takes place outside a bit, where blurredD added a trig crate to open a wall (great animatiob+trigger use btw)
Gameplay: Except for that dead end withthe toaster powerup (it is a dead end depending on which way you come from) its fine.
Eyecandy: This shocked me, the eyecandy was near perfect. Great eyecandy, i didnt find any bugs, and great tile use.
Tile Use: Amazing what a person can make out of a top quality but hard to use set.
Layout: What I said in gameplay.Its good.
Pickups: A bit to much squares, but its ok.
OVERALL: Another fun level in the pack.
SCgfeed:
Galactic feed, it makes interesting use of the tileset.
Gameplay: A bit confusing at first, but when you get used to it its cool.
Eyecandy: Ingenious, those flashing yellow bricks, and all that eyecandy, another well eyecandied level.
Pickups: Could use a touch of creativity. Other than that its suitable.
Tileuse:Very well done.
Layout: The warps may confuse you, and the size may make it hard to navigate, but its ok.
OVERALL ABOUT PACK: A great and creative pack, some very cool idea’s here, and interesting levels worth that space on your hardrive, it definately deserves a download reccomendation. THe levels are fun and detailed and these levels are definately more than just “alright”.
Pros: Lots of detail, great eyecandy, very creative, great levels.
Cons: Ammo could be better, layout sometimes needs work, but these are minor.
These levels rock and should certainly be downloaded by everyone.
I was going to review this entirely but my computer konked out due to an electrical outage (yes, I know, excuses, excuses.) Oh, well, here I go. I will borrow Blackraptor’s reviewing criterea since mine takes ages.
GAMEPLAY: Overall, gameplay was more or less standard. This is all in all a basic Medivo level and little more. Level flow was OK, though there were some quirks that made it not as good as it could have been. The passages were mostly small, and gameplay probably would have been a tad better if they were bigger. Still, gameplay is fairly fun, and the small passages are not exactly so small that they become annoying.
EYECANDY: The eyecandy needs work in a few ways. First of all, the rain is used in a strange way so that the rain’s rate of falling increases and decreases depending on how fast you are going in the level. This looks really weird. Also, the ugly red-tinted rain falls way too fast regardless of how quickly you are moving, and quickly becomes destracting. The “black lightning” is strange. It is one animated tile that is above everything else. Once in a while, the level flickers black once for just a milisecond. This is weird, as it adds no apparent atmosphere and is kind of annoying. The rest of the eyecandy, standard for a Medivo level such as this, is good but nothing amazing. There are a few small things that could have been changed to make this level look a lot better. Still, this is excusable.
LAYOUT: Level layout was pretty much a mixed bag. Some areas were nice and wide open while other areas made me feel claustrophobic. These areas were somewhat hard to get around in, though I eventually got used to them. If they were just slightly wider, it would have made for a better overall level layout. Unfortunately, this brings down the level’s score a bit. The overall layout seems to be a bit Jazz-oriented, though it was not that bad for Spaz (I have to disagree with Blackraptor on that one.) However, it sort of seemed like it was biased towards whatever character I was not playing.
TILE PLACEMENT: All around, this is a basic Medivo level with basic Medivo tiles. There is not much to distinguish it from other Medivo levels eyecandy-wise. There is not much creative use of eyecandy, but it still looks fairly good. Nothing special, but nothing bad either.
PICKUP PLACEMENT: Pickup placement is only slightly above average. The powerups are placed interestingly and there are plenty of them, so expect that a lot of the battling will consist of bouncy and seeker powerups. The seeker powerup is placed in the middle of the action, so a lot of battling in the middle room involves getting the seeker powerup over and over before running out. This is good to some people, and bad to others. If you really like action and powerup-filled battles, well, this level is for you, I suppose. The other powerup, the bouncy, is placed towards the right of the level, and probably would be used more during coordidor battles. Basic weapon placement was pretty good, as well, though there is not much to write home about there.
OVERALL STATEMENT: This is another case of a level that would have been very good a few years ago but just is not amazing by the standards of today. I have to say I enjoyed playing it more than the other level I reviewed (“Diamond Battle v1” or whatever). There are a few interesting things in this level, but there is not much to distinguish it from similar Medivo levels. Levels often do not age very well, and this is one of those levels that did not. Still, for battle freaks and those who like seeing old levels yet again, you will like this. Download recommended for those kind of people.
+ PROS: A solid Medivo level. Good for action-packed battles.
- CONS: Small cooridors, maybe too many powerups. Strange foreground eyecandy.
VERDICT: Overall, I give this a 6.7 and a download recommendation for old level fans and battle fans. It is not really a necessary download for anyone else. For the time it was created in, this was very good. Compared to the levels of today, though, it simply falls into the above average category. This and the other level VeggieMan uploaded are very similar in construction, so if you liked the other level, you will probably like this. Not a bad level, but by today’s standards, it is not anything amazing either.
One thing. My levels are never Spaz biased. I never use Spaz. My level has areas in it in which if you use Jazz to can mover around much faster. But Spaz, never. I make my levels for me. So it’s perfect in terms of my movements.
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