UwU love the levels dont really like the inf ammo script :D a solid 8.2 from me,
From contest feedback:
+ Good usage of the tileset, visually decent and no distractive elements
+ Solid layout
+ Well placed platforms and ledges that allow diverse skill moves
+ Quite balanced for all characters
- The level seems slightly imbalanced regarding open/closed areas, there is only little room for safe play
/ Works only in 3v3 probably
Not rating it because we’re in the same level group.
Copy pasted from contest feedback, note this is rated on its suitability for 2v2/3v3
+ Really fun carrot area
+ Atypical PU scheme, and also very rare to see RF PU being a superpower in a level
+ Very fun to DD at bases with flag ;P
- I feel the level is too horizontal, and could be shrunk ever so slightly to reduce reaction times
- Sad that you can’t get RF PU with gun9 from below
- I think the gameplay is quite rigid on the whole
Other comments:
I recommend 3v3 ONLY
Edit: +0.6 for updates, making the level feel a lot cleaner in general.
Nice map
Was nice to see this played on the CDF server. Probably my favourite of all entries.
This is COOOOOOOOOOOOOOOOOOL CTF MAP GREAT JOB JELLY AT MADE IT
YOU MADE GOOD CAPTURE THE FLAG MAP :D :D :D!!!!
really cool layout in some aspects, and fits in line with the needs of modern level design and what is good for 3v3 maps etc.
HOWEVER, I am irked by the imbalance of the tornado gun! Somehow it makes the lower base feel like a much more powerful position than the higher base. Sadly, that happens without a tornado gun too for higher bases
Played a duel with Jelly here. It suits duels far more then you think. Great eyecandy, music fits, nothing to report there. Tornado gun also works well, not too op in this map. The gameplay is quite fast paced. Download recommended!
An experimental layout is the basis for this map. Which is well done since it feels balanced. The eyecandy is also nice and not distracting. Though it feels that that Tornado gun offsets the bouncers.
Definitely the best work from Jelly so far in terms of gameplay.
Download recommended!
My most favorite level from Jelly Jam so far, the tileset is used creatively to create this ancient roman theme, the lake, the pillars, etc, with nice visuals overall. The level involves a nice mix of water and land, it has two power-ups under water which makes swimming in there fun and worthy. Plus you cannot stay underwater for too long since you have limited oxygen. Personally I’m not a huge fan of the pinball bumpers but I got used to them after a while, I guess.
Overall the level plays and flows well. Download recommended.
This is an enjoyable level that’s somewhere between old-school and modern battle design. Despite having a lot of small platforms, it forms a very coherent layout. At this size I’d like to see some PU types repeated though, or faster spawn times. The tileset is used creatively and supports a strong theme, but not without tons of tile bugs.
This map has quite a few interesting things to offer. Bouncer is extremely powerful here to wreck your enemies in these curves. RF on the other hand gives an extra boost for more speed in those curves. This map is actually quite fun once you have played a couple of games here. I’d like to see more eyecandy here, though it’s not a big deal I assume.
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
Quite a solid level, which means it’s not very chaotic unfortunately. Bouncer pu doesn’t really offset RF pu with this layout though.
i PLAYED THIS AND IT WAS WAY BETTER THAN I TOUGHT!!
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.
good battle map overall, nice use of the eyecandy and background
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