|qzbattle072.j2l||Sandstone Ruins||5.64 kB||28 Nov 2008|
|qzbattle072lite.j2l||Sandstone Ruins - Lite||6.07 kB||09 Dec 2008|
|Temple.j2t||Temple||41.60 kB||17 Jun 2006|
|everlast.xm||Everlasting war||692.17 kB||09 Jun 2000|
My entry for PJ’s contest (and the Lite Version for the DITbtl-tourney).
It’s a battle level made with the Temple-tileset. Three PU’s (RF, bouncy – which you can only get with gun 9 – and toaster. Three +1 carrots, one warp.
The level is like a hill with some ruins in/underneath it. There’s also some water and well, just check it out..
*Uploaded wrong version, changed that. *Added the Lite Version (Dec 9, ’08)
Changes in the Lite Version:
1) No option to climb your way up in the upperright corner
2) The spawntime of all 3 carrots is now 30 seconds instead of 20
3) Improved flow at [40.64], [102.64] and [72.66]
4) The new brick-EC near water
5) The slope at [58,56] which makes double jumps easier
6) Some other minor- and not that important changes
The Lite Version’s really better when playing duels and maybe even 2on2’s. The old version is better for larger games. Later I might add the new EC in the old, normal version, as well.
Minor update on 14 Jul 2010 at 15:39
I hadn’t got a chance to play this online as of yet, so I might be a little off. I’m still confident I’ll state the facts about this level though. I promised Quickz I’d review this yesterday but I was a bit busy so be happy! :)
Quickz seems to be getting into a phase of making battle levels lately, with Fields of Gold and this level here. Now for such a small size as 127×68, you would think this is one of those extremely fast paced and chaotic levels, but actually the layout makes good use of the size and there is a semblance of a well thought-out design where you aren’t forced into single paths like normal slow paced levels (battle1 as an example) and are allowed a few choices in some areas. A negative side effect of this is it makes it harder to predict players in exchange for more options on defense. Since the layout isn’t built to be fast paced yet still retains more ‘choice’ of which you’d think would be a common attibute to fast paced levels, this level is amazing in that aspect. The gameplay has a personality and the aspect of ambush seems to shine the most here. Ambush encourages hit and run, which is a hate it or like it aspect of gameplay.
Another cool thing is the theme of this level fits perfectly with the ambush style gameplay, I can imagine running around sand dunes, being sly and jumping out at my opponents. Then againl as I stated above I’m not completely sure if this level plays quite that well but I’m pretty darn sure of it. I didn’t think the theme was enough to support the rather bland looking eyecandy though.
Lastly, I thought it was really cool how the right side of the level had tricky areas that seemed to merely be walls, but were really climbable; especially the far right side a skilled player can climb up the sand and hide up there to frustrate a rushed opponent in a timed match.
Ok I’m done. Download this level, host it often, hope to have fun here next bash. Cya.
6 of 7 users found this a good review.
Gameplay: The gameplay in this level. It runs smoothly on the ground, BUT, I must point out the dunes get very annoying, or sand you could call it. The masking is very bad, so it is a chance willing to take using the tileset. Anyway, the level, around position 50,23 you can get stuck very, VERY easily. I would recommend not having a dead end there but that is in my opinion. Overall the level runs smoothly except for the walls, and spot 50,23.(annoying)
Eyecandy: Lets see, in this level the eyecandy isn’t exploding, but it also has more than average. I like how you use the dunes all around the level, in layers 3 perhaps. It makes the level fit, I guess you could say. I also think, in this tileset there isn’t much eyecandy but I must also say that Qz did a very good job using it. All the tiles fit, seems good.
Ammo/Carrot/Powerup placement: Let’s start off with ammo. The placement of ammo is pretty good, but I am seeing in yours that in the underground part(Left) it gets empty. Also near the bottom right(By the Rf pu) it is also very empty. This can be an issue, having no ammo. And it can slow down the pace of the level. Carrots.. There are 3 +1 carrots, and they are also placed in I guess okay spots, in the corners and on a specific platform, so the carrot has it’s own spots. And the powerups.. The Rf powerup at times can be hard to reach. The bouncy powerup I have no opinions about. As for the toaster, it can get a bit buggy getting up to there but it is placed well.
Positives: Good eyecandy, placement of carrots
Negitives: Tends to be a bad flow
Overall this level is well built and it deserves to be played a few times. As there aren’t many battle like this, I think I will host this often when doing battle.
[Edit: Added more ammo, fixed spot 50,23. +.3 added.
3 of 6 users found this a good review.
Running is hard…
0 of 3 users found this a good review.
Jazz2Online © 1999-INFINITY (Site Credits). Jazz Jackrabbit, Jazz Jackrabbit 2, Jazz Jackrabbit Advance and all related trademarks and media are ™ and © Epic Games. Lori Jackrabbit is © Dean Dodrill. J2O development powered by Loops of Fury and Chemical Beats.
Original site design by Ovi Demetrian at GotToSeeIt.com. DrJones is the puppet master. Eat your lima beans, Johnny.