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Demonic Dilemma | 14.78 kB | 26 Aug 2006 |
This is the first level of a project I am currently working on. This levelpack will be titled Jazz Jackrabbit 2 ½. Don’t be turned off by the name. I will make sure it’s cool like Evilmike’s packs if I ever finish it. I am submitting this level because I want to give people an idea of what my level design is like (because it’s different). Please(!) give me as much criticism as possible. I’d really like to make a pack if this turns out well. This level took me roughly 20~30 hours to make. I hope you all enjoy it, because I’m tired of so many of the mediocre that I’ve watched as they pass through J2O over the years :/
Visual Appeal – 3 out of 5
Well uh yeah. This level didn’t really have any eyecandy. 95% of the time the player sees the background, which is hindered by the fact that the background layers are visible only at the bottom of the level. Therefore, most of the level just turns out bland and uninteresting. There was layer 5 set to align with layer 4, but it was used really rarely and didn’t have any real effect.Also, the walkable soil tiles could use some work, because most of the time there’s one ground tile used which just added to the blandness of the level.
Also, what’s with all the “pillars” on layer 1? They don’t make much sense moving slower than the layers behind it, and they just get on nerves. And on a closing note, the lightning didn’t help this level too much.
Playability – 3 out of 5
The gameplay itself also left room for improvement, and quite a lot of it. Firstly, I can’t say I enjoy the design of this level itself. The area with instakill lava and lots of seemingly random platforms was annoying, as they were too far apart of eachother most of the time, and the “pillars” on layer 1 just added to the frustration. Also, the spikes on the path leading to that area didn’t hurt me because you misplaced the Hurt events… The platform area apparently forks the level into two (or technically even three) paths, which is a nice thing and one of the few ones which are anyhow original.
The layout turns non-linear from that part, and the player has the ability to go for the nonobligatory areas and get stuff there. And here comes a complaint, why were all the pickups so sparse? I can understand that you wanted to limit on ammo, but the wide lack of food was just ridiculous. In the platform area, I had to destroy a wall of destruct blocks just to get two tacos?! Come ON. Also, the lower path becomes rather boring after a while, with all its random (and fairly ugly) bridges. Also, there are spikes in that path, and once again they didn’t hurt. Test your level before releasing next time.
Anyway, after one gets past the non linear part, there comes a challenge: the player has to RF climb up a tunnel. It’s been done before, and this time it’s not even moderately difficult. It becomes even easier after finding the RF pu in the non-linear area (what’s the point of putting such a powerup in the pack’s first level?) After that comes a rather generic area, with nothing outstanding (except for a big gem placed above a lava pool?) and with a few bugs (lizards don’t fall down when floor below them disappears).
Then comes another gimmick: Ride the rock. And once again it’s been done before (the unfinished TDI2 exploits the rock ride gimmick perfectly), except this time it’s not really as fun as it was in Moonblaze’s levels. After that comes some generic platform hopping, and the last challenge in the level: the player has to stompjump generating bats (which hang on platforms on layer 3… make the level less confusing next time). This is probably the most original part of the level, but still it failed to amaze me for two reasons, one being that I constantly do stompjumping in SP levels (and manage to run through some Invasion of Deserto/Rebirth of Evil levels in less than 5 minutes), and another reason being that in this level’s execution this was just frustrating. The bats end up being placed way too far off the goal, which made it difficult for Spaz (the author should’ve used a morph in the level), and they were also considerably too far of themselves in some places.
Anyway, after getting past that comes the end, and a fairly generic cutscene which explains the story which I’m not too fond of. And that’s the whole level really. Not too interesting is it?
SummaryOverall
This level is just average. Test your levels next time (make sure everything actually works in them, coughspikescough) and make them less frustrating. And I find this rather ironic, since I’ve seen you point out “this level was frustrating” in some reviews of yours even. Download reccomendation? I’m not sure. There are better SP levels to download out there, after all. Only download this if you’re extremely bored.
Well, it’s looking good so far. I can’t review the level yet as I haven’t finished it. JJ2 crashed on me for no reason.
How many levels are there gonna be in the pack? Is it just gonna use JJ2 Tilesets?
About the re-spawning Lizards, surely it should work. I’ve seen it happen before. Have you tried putting a generator on the Floating Lizard?
There is a really annoying bug somewhere in the level. When the character shoots, I see no bullets come out. Why is this?
EDIT: I have just tested the Floating Lizard with generator on in JCS. IT WORKS! The Lizard respawns along with the Copter too.
Quite challenging. Quite frustrating too. This level requires very good timing and strong nerves. That’s why it took me quite long to beat it, despite the level’s normal size.
Gameplay: 6.2
From one death trap to another. And that without a break, gets quite annoying after a while. The level’s design focuses on forcing the player to react fast and precise, because otherwise doom is certain. One wicked surprise hunts the other. So, traps are fun. But this level is something like a trap overload. The constant stress of trying not to die totally kills the flow. The very sparce collection of items obtainable adds to that effect. What’s left? An RF-jumping part, which annoys the unskilled player somewhat that resisting to type jjfly is more of a challenge than actually getting up there without getting thrown back down accidentally when you just reached the top.
Difficulty: 5.0
Overdone. Just. Too. Much. Stress. This level needs some breaks with less difficult parts thrown in between the utterly challenging ones, otherwise the annoyance factor just cranks up more and more. Some more items will help too.
Creativity: 6.5
Lots of unusual stuff, but unfortunately all done before. The sliding rock is obviously ripped off, the bat jumping has been done before too. Don’t get me wrong, using tricks and things others discovered is fine, as long as you give it your own personal note. Still, it doesn’t get boring, so that’s a plus.
Eyecandy: 6.0
Utterly dull most of the time. The possibilities of the tileset just haven’t been used enough. Sometimes, there’s some nice layer 5 work, and the occassional pillar in the foreground, but that’s about it. Add some stuff, be creative. Create some atmosphere. That’s the part I love doing the most when I design (which happens rarely though).
Design/Story: 6.5
The level starts right at the end of the last official one. I kinda liked that, though the story, which is revealed at the end, is kind of, weird. It seems Devan has survived, and is about to continue wreaking havoc and stuff. Okay I guess. The design could have some more of that “everything is lost” feel. After all you’re in hell. That’s just a personal opinion though.
Overall:
This would be quite a fun level, if it wasn’t so.. overly harsh, for lack of better words. For me, the perfect challenging level starts with some moderately difficult part, then throws in something hard, then gets moderate again. That way, the player has time to relax a little, and, which is the actual purpose of the game, have fun. Difficult and frustrating passages easily get forgotten when you have a “winning experience”, or get some goodies or something. Overall, “Demonic Dilemma” has problems, but potential. I also suggest getting a personal beta tester to play your levels and give constructive criticism before you upload a level.
Rating: 6.2
Download Recommendation: Looking for some frustrating challenges? Hell, yes.
~LF
Okay, so I see that no one really liked the difficulty of it. My original plan was as you said: keeping the player on his toes. I guess I could add more food to keep the player rewarded/interested, but I get so sick of playing levels where there’s clumps of food/ammo EVERYWHERE. I’ll add more food in the future, but I want to keep the ammo placement roughly the same for ammo (-)s like myself. The ground tiles…yeah, I got a little lazy on that. I didn’t want them to look cluttered, though. I’d like the player to die once in a while, so why don’t I just throw in more food and carrots?
Lets just say this was the nastiest part of Hell. I’ll work on making the levels easier, but it seemed appropriate to have lots of dangerous areas to add to the atmosphere. What else can I do to add eyecandy? I didn’t quite know what to do in some areas, as the tileset didn’t afford a whole lot of stand-alone background/foreground. It seems I’ll have to create some =x
[Filter bypass removal. ~Cooba]
Good CTF-trick!
But it gets sometimes too annoyinning…
“If you hav itchy slipperfingers, remove them now.” was wery funny.
PS: if ya like hotels wait a sec, so I can finish my Kax-hotel. Then I upload it.
[Rating (7) clearance. There was not enough support for the given rating. Also, don’t delete the admin note once it’s put in a review. ~Cooba]
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Eat your lima beans, Johnny.
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