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Panic!! | 12.73 kB | 19 Jan 2009 |
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Exciting Scenery | 11.40 kB | 12 Oct 2007 |
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Innovation | 12.67 kB | 13 Oct 2007 |
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Botanizer | 9.55 kB | 12 Oct 2007 |
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Rooms | 8.84 kB | 08 Oct 2007 |
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Big Landscape | 201.46 kB | 24 Mar 2007 |
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IC - Jungrock1 | 211.55 kB | 26 Dec 2006 |
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IC - Letni2 | 146.66 kB | 01 Jan 2007 |
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IC - Pezrox1 | 175.07 kB | 01 Jan 2007 |
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wisetyness | 179.76 kB | 20 Jun 2003 |
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16.00 kB | 13 Oct 2007 |
Here it is, the sequel to Impressions called ‘Impressions Z’ or ‘Impressionszzzz’ The pack was going to have 6 levels at first, but I decided to let the pack have 5 levels. There are 3 CTF levels and 2 Battle levels. The readme file gives some more information about the levels from the pack.
The levels have been tested by people like St. Louis, Snooze, Superjazz, Quickz, Eigus, Purplejazz and Cooba. The levels were often hosted in St. Louis’ server.
Get the music here: http://chaos.foxmage.com/cooba/xlmimpreszmusic.zip
EDIT: Due to popular request, I’ve added a third carrot to Panic!! so that’s why I re-uploaded the pack.
good
This pack contains some of DS’ better work, such as Panic! (in the brains), and Botanizer. Exciting Scenery is not a bad level either. Innovation was okay but nothing too special, and Rooms, although still not bad was by far the worst level of the pack. Download reccomendation.
Flow and stuff
The level flows nicely – without making it ridiculously easy to move around. There are most often several ways to take, which I see as important in a battle level. I also find the level to be of a rather nice size.
Ammunition and powerups
In the top left corner, you can find a seeker-powerup. Looks like a fun campspot to me, and for that reason, it’s nice to be able to get 50 seekers by kicking it. We all know how addicting camping a seeker powerup can be <3.. atleast this one isn’t by a warp target.
In the bottom left corner, there’s an RF powerup, which you have to stomp, and while trying to get a hold of this weapon, you’re an easy target for any attack. Good, interesting area.
In the top right corner, there’s a toaster powerup, which you, too, can kick. It’s in a rather spacious area where I can imagine myself and my opponent hunting eachother around. Good job.
It’s obvious that DarkSonic placed his powerups with thought, intending to make sure the whole level comes to use in the games played in it.
Regarding the amount of pickups; there’s a nice amount of them. Enough not to render you compeltely helpless when you don’t have any powerup, for example after dying – but not so much that you don’t feel a need to get powerups in order to stand a chance.
Carrots
This level has one carrot, unless I missed some :o And it only gives one heart. This isn’t necessarily bad, and it certainly doesn’t make for any unfairness… It’s just that this means that this level maybe isn’t the best level to duel someone if you want to try to get a perfect score. If you go to the carrot while being hunted, you will die, unless you play with a version of carrotade which makes you invincible for a while after taking it. Caution, thus!!!
Rating
Never rated a battle level before… I’ll think about it.
lol why does the grass kill me hehe :P :P
(No, really, I can’t be bothered to review two battle levels… but it’s definitely worth playing, if you’re into battle. Both his levels are definitely good Battle server material, or bash material.)
Innovation
Flow
Blablabla, the level flows nicely etc etc. This is a DarkSonic level, the flow is good by default. Some areas are spacious, others are not – more about that later. There are warps that take you from bottom to top, of those can be made good use when fleeing, unless you get a warpkill. :* In all, I like the level in this aspect. Learning to find my way around in the level wasn’t hard. That’s a good thing^^
Ammunition and powerups
There is one powerup placed close to the start positions and base of each team. By the blue one, there is a bouncer power up, and by the red a toaster. I’ll come back to those under Base areas.
The third and last powerup is one of seekers. It’s located in the center of the level, and you can only reach it with the copter ears, that you take low below, under the carrot. Taking the seek powerup is complicated by springs. I know from playing this level that hitting people that are trying to take it is evil fun. Needing to take a risk to get hold of such a good weapon is a nice element in a level, in my opinion. It also takes a fair amount of time to do it, which adds even more action to a CTF game, for example when you urgently need to get ready.
There is a nice amount of pickups. The level is designed so that all ammo kinds can come into use. In the more “closed” areas, you can make good use of seekers and bouncer, while the RFs (and to some degree bouncers) become effective when you are hunting in the more open areas. And Grytolle saw that this was good.
Carrots
There are three carrots. Two one heart carrots (to the sides), and one full energy (central placement).
The one heart carrots are place in two one-helluva-tubes (which made me laugh so hard the first time I saw it). As fun of a gimmick this is, this means that people that follow you to the tube start can turn around, run to the end of it and start camping for a fun kill :-D Nice-nice.
The fullNRG can be reached either by RFclimbing (which seems plainly stupid considering the spawntime of the copterears) or by copterears. Taking the carrot takes concentration, which is fun. Yet another risk you need to take. And while you’re at it, someone might follow you and spam you with seekers, or you get shot through the walls by electroblasters. And if that wasn’t enough of a risk, someone might be camping above it. There is a carrot close to it, however – but there’s no guarantee that nobody won’t kill you trying to take that! Yes, I like this area a lot.
Base areas
The bases are located in the bottom corners, and as the level is symmetrical I can save time by mostly discussing just one of them o/.
It’s not easy, but not impossible to stay RTS or R at them – there’s no “safe spots”, atleast not really close to them. As long as you have seekers, you’re relatively safe to attacks… but there is a (hopefully intended) lack of seekers around the bases, which unables you to do this forever. Escaping upwards with bouncers works though, which there is ammo for in the actual base area. There are one powerup close to each base. They don’t pose an unfairness, being different, but they do force you to adjust the way you play. The bases are designed so that both of them can be useful when holding a defensive position of any kind. The areas are rather spacious, which is good for the sake of dodging, but there’s also a tighter passage towards the center of the level, which is nice if you have ammo better suited for that. It doesn’t take long to get to the carrots, but long enough to make you miss scoring chances. This, too is good \o/
Rating
I really have problems rating individual levels today, but let me say like this: I like it, and it seems to really be worth playing.
Panic!!!
This level owns. It owns so much that I attempted to make a “tactical map” or something over it. White arrows are warps. Circles and squares are spawn positions and bases.
Eyecandy
This headline is online here because I really like the eyecandy/tileset!
Flow
lol mby ill fix this when i’m home from belgium
Ammunition and powerups
lol mby ill fix this when i’m home from belgium
Carrots
lol mby ill fix this when i’m home from belgium
Base areas
lol mby ill fix this when i’m home from belgium
Rating
:-D
This level fails. The colors hurt my eyes, the bases are frustrating. It simply doesn’t live up to your standards DS :( It’s nice of course, but not worth playing. Maybe if the bases were less “wtf” and a better tileset was used. It does feature nice elements though, like the camping friendly seeker area. The general flow is very nice too. The problem is that base areas really matter in CTF. Better luck next time :-)
I M P R E S S I O N S Z
Impressions Z (probably you should read it Impressions 2) is the sequel to DarkSonic’s Impressions. I waited for this pack… I guess I have to review it. (w00t i’m on the betatesters list) AND FIRST REVIEW FOR THE PACK WITH A RATING DAMMIT! 8D 8D 8D
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CTF LEVELS
I N N O V A T I O N
ABOUT
Innovation is the first CTF level in Impressions Z. It’s a not so wide but high level using Wisetyness. It’s also symmetrical.
MUSIC
The music simply fits. It may not have quality like A. Brandon’s, Necros’ or Awesome’s songs, but it certainly isn’t bad. You know, it’s important for it to fit. And it does. (hoo-hah)
EYECANDY
Eyecandy’s good. Layer 7 has a faraway, pretty weird (but good) hill thing that for me looks like someone with some weapon of mass destruction. Layer 6 has hi-tech platforms. They look good. It’s also good that the textured background doesn’t have stars – it gives a cloudy feeling. However on the top of the level, near the column with suckertubes, it’s bright. So what – the sun or whatever other light source can shine through clouds, and it’s natural-ish, besides there are torches there. Also, the leaves in the center of the level remind me of a face. hahaha
GAMEPLAY
Nice, of course. Good ammo placement. Flow’s good too. Same about base placement. And what’s so fun about this level? Well, it would be a bit boring if it wasn’t for the long and fast suckertubes! They make travelling easier. I quote:
“I present to you: one HELLUVA tube.”
Anyway, to sum up, it’s good.
OVERALL – Very good.
SIDE NOTES – N/A
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B O T A N I Z E R
ABOUT
The second CTF level in Impressions Z. Unlike Innovation, it is unsymmetrical. It uses the first Jungrock tileset from the unfinished Impressive Flashback.
MUSIC
And I thought techno-ish tracks wouldn’t fit in a jungleish level! (I’m not counting Luigi Elettrico’s JungTec) But. It. Fits.
EYECANDY
Very nice! There’s variation in ground tiles, and that’s good. A lot of waterfalls there! There’s also your typical bay with hills, and in layer 6 a block of leaves with nine windows. Looks good. You can actually see the bay and the texbg clouds floating around near pos 50,20. Other places are usually filled with cave tiles and waterfalls. Overall eyecandy’s very nice.
GAMEPLAY
Also nice. Flow, ammo placement, base placement good, BUT! There is one warp that is much closer to the red base than the warp near the two arrows is to the blue base. Or at least I haven’t found a closer warp :P
OVERALL – Very good.
SIDE NOTES – N/A
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R O O M S
ABOUT
The third CTF level in Impressions Z. Also unsymmetrical. It uses Impressive Creations’ IC-IF Pezrox1.
MUSIC
I won’t rate this one because I suggested it :) But a side note, I always thought Crystal Cages would fit Pezrock.
EYECANDY
Ah, eyecandy. We have one layer of faraway palms and two heavily used supporting the sprite layer. It looks very nice! Fun tidbits:
- spikes used as thorns on grass (at least it looks like that to me)
- bushes made from palm leaves
- bg hills used as mud-like piles
Also the level is very colorful. Also, there is variation in the ground tiles (but not as much as in Botanizer).
GAMEPLAY
Duh, very good. All your typical aspects (ammo placement, flow, base placement) are good. And there is one interesting thing – you must buttstomp to grab the flag because of the float up events. Almost everyone says that this thing should be removed, but I think that it makes the level more original.
OVERALL – Very good.
SIDE NOTES – IMO this wouldn’t look as good as now in Pezrock 2.
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BATTLE LEVELS
P A N I C ! !
ABOUT
The first Battle level in Impressions Z. It uses the second Letni tileset from the unfinished Impressive Flashback.
MUSIC
It uses Electricdrug, a MOD music file I didn’t hear before. Fits well, but is a little bit too happy for the title (I rather imagined Panic!! using Purple Motion’s Panic [probably the second version].) and as a side note has nice drums and sounds like something you would hear in that fun but forgotten KD Labs’ game Spanking/Moonshine Runners, except the tracks from that game overuse trumpets and saxophones. Enough about the music.
EYECANDY
Panic!!’s eyecandy is sweet, like in all levels in this pack. Now let’s look closer. On layer 7 we have a column, and on layer 6 a chip wall with a few holes. Layer 5 is a sprite layer supporting layer and we have some nice stuff on it, like translucent static screens, other chip walls, or walls made from the same tiles that are on the column in layer 7 (BTW it is from Tubelectric), except the layer 7 column uses lighter tiles. Other than that, we have layer 3 loaded full of stuff and layer 2, but there are only 5 tiles placed on layer 2. Anyway, sweet.
GAMEPLAY
I’ll just say good. Because I don’t see anything that is bad.
OVERALL – Very good.
SIDE NOTES – I guess this is somewhere on Carrotus/Earth/whatever because of the fade color.
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E X C I T I N G S C E N E R Y
ABOUT
And here we have the second Battle level in Impressions Z. It is not only the last battle level, but also the last level in the pack and the last one that I will review (:P). It uses Gus’ Big Landscape (the normal version, not 2 [the sunset one] or 3 [the night one]).
MUSIC
Exciting Scenery uses Alexander Brandon’s Carrotus Forest. It’s the same track as in Significant. Fits!
EYECANDY
WOOOOOO! Now this is the most impressive eyecandy in the whole pack! Exciting Scenery really deserves its title – it uses various kinds of blocks, from snowy mountains and windows to other variations of the texture background to look really good. In layer 7 there is a wall with a hole and in layer 6 there is some kind of a building. Overall – eyecandy is really awesome!
GAMEPLAY
Of course, Exciting Scenery’s gameplay is good too. Nice flow and ammo placement, and it also uses pits. So, again: it’s good.
OVERALL – Very good, AWESOME eyecandy.
SIDE NOTES – N/A
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So, now I end my review of DarkSonic’s Impressions Z. It’s a great pack – 3 sweet CTF levels for a Capture The Flag maniac and 2 Battles for a roaster. I’m going to rate it pretty high – here, DarkSonic. Take this 8.5.
Download Reccomendation: Yes!
Host This Often?: Yeah!
Bonuses and BOO!nuses: N/A
Final Rating: 8.5
So yeah. Download this. NOW.
~Eigus
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