No screenshots yet. Add some!
|FNATURE.j2l||Familiar Nature - Day||9.44 kB||02 Nov 2007|
|FNATURE2.j2l||Familiar Nature - Evening||9.45 kB||02 Nov 2007|
|FNATURE3.j2l||Familiar Nature - Night||9.44 kB||02 Nov 2007|
|SwampsD.j2t||Swamps Day||196.30 kB||11 Nov 2001|
|SwampsE.j2t||Swamps Evening||196.33 kB||10 Aug 2007|
|SwampsN.j2t||Swamps Night||195.30 kB||11 Nov 2001|
|dkc2bramble.IT||DKC2 Brambe - From:RPGC||335.12 kB||18 Mar 1998|
This is version 2 of my battle pack.
-Added Rain in Layer 1
-Changed order of Shields
-Placed Full NRG Carrot in coin warp
-Birdie for suggesting order of shields in the Shield Shop
-Eigus for suggesting the level name
-Everyone who reviewed the previous version
-Everyone who reviews and rates this.
My next project is a CTF level. First time ever making one.
Minor Edit – Made Gun 8 (Pepper Spray) re-spawn.
There isn’t going to be a V3.0. This is my last edit on this level.
Minor update on 2 Nov 2007 at 19:05
Unless you live in an alternate universe where trees grow rectangular or square shaped leaves; I don’t see the big deal with the eyecandy. If anything, the placement of it is ok.
Once again, as has been stated at least twice before, Pyromanus already made a swamps battle1 version.
Ok this version is much better. Better eyecandey and gameplay. Download this if you downloaded the last version. I’m going to host this in the future.
Okay, so this is the second version of SPAZ18’s Familiar Nature. Since I reviewed the last version I decided to review this one as well.
To start with, you removed the bug at [4,124] and the repetitive eyecandy a few steps to the right is also gone, so that’s good! There was a +1 carrot in the water there (didn’t notice it last time), but it’s gone now, another good change. The vines aren’t bugged anymore either. Also, the ground beneath the destruct blocks is fixed.
You definitely improved the eyecandy in this level. First of all, there are more leafs and combinations of them. A great example is the ‘center area’ which has had a gigantic make-over. There is so much more eyecandy there now. Same for the bouncy PU-area. And you added the rain in layer 1 for some extra eyecandy, nothing wrong with that. A negative point: when you use the dark grass, also use the dark ‘bottoms’, f.e. [13,57]. So you improved the eyecandy, but it definitely could’ve been better. Maybe next time have a (better?) look at levels using the same tileset. [EDIT: FireSworD is right. The shape of the leafs (squares etc.) isn’t really natural, which ruins the atmosphere of it]
However, the best improvement is the fact that the Full NRG is now in a new coinwarp. It’s still a problem for duels, but it’s probably okay in just a public server with lots of players.
My comments about the size and layout stay the same, since it’s almost the same as in the original battle1. I still think it wasn’t needed to add all other PU’s, but well.. (the Gun-8 PU doesn’t regenerate by the way). The plamement is okay, well-spread carrots (2 +1’s and the Full NRG in the coinwarp), lot’s of PU’s spread through the whole level and enough ammo.
Finally, the concepts I liked are still there, like the timeglasses, the coinwarp-shield and the shoot-to-find-blocks.
Conclusion: this is much better than the last version. You’re learning quite fast, so I’m looking forward to future levels!
5 of 5 users found this a good review.
“Review successfully changed to Quick!”
I’ll start with the atmosphere.. firstly, this level, by using a highly one-themed tileset, suffers from having highly unoriginal eyecandy. Wherever you go, it’s got the “it’s been done before” look so often present in levels using Agama’s tilesets. And if that wasn’t enough, a (superior) swamps battle1 edit has been already done by Pyromanus, rendering this level as more or less pointless.
What bothers me is the three versions of the same level, only using a different tileset palette. What’s the point? It’s not like I don’t know what do the palettes look like. Besides, the three levels don’t even loop to themselves (as a matter of fact, they don’t loop to anything).
As for gameplay, this is probably one of the least conventional battle1 edits I’ve seen. There’s quite a few of complaints I’d like to address, and I’m definitely not going to explain all those in great depth…
Anyway, this level features coins and like three coinwarps, effectively turning a battle level into a gold rush of sorts. Then come the Frostbiter and TNT (??), the more or less questionable powerups and their questionable placement – especially the Bouncer, the destruct scenery was not the best idea (and one can get stuck in those easily), destruct scenery not removed, blahblah, generally a lot of things which make the gameplay slow(er) and annoying.
Summing up, this is pretty far from “the best remake of battle 1 there is”. This level doesn’t fix much and breaks quite a lot, and thus I’d think twice before hosting (downloading) it. Play this only if you want a battle1 hotel. And by the way, don’t bother making a “V3.0”.
0 of 2 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.