You have to keep in mind that MLLE will not completely replace the original JCS, because what's missing there is the animated tileset. And that is particularly problematic if you want to work with 'Triggers & Blocks'. Unfortunately, I had to switch back and forth between JCS and MLLE for that. It's a pity that MLLE hasn't implemented animated tilesets. And the fact that the community doesn't mention this animated tileset problem surprises me so much, too. Because nowhere was I able to find an animated tileset feature or any way to do it. Even when I use CTRL and select a tileset, that doesn't even work in MLLE.
Players are not drawn at all when this mutator is active, so F8 has no effect on them.
Cool stuff! But F8 is also used to hide/unhide player names. Not sure if that is the most ideal hotkey.
Umm, I miss the Candion Secret Level in this pack…
A bit repetitive and claustrophobic but not bad!
I would advise a few things:
- At least one more carrot, for better duel suitability and FFA suitability.
- Some more very minor splashes of both color and interactivity in the eyecandy. Maybe a few moths, or something on those lines.
- Consider working with another designer to replace the AI generated clouds (and to fix the improper parallax scrolling).
This could be a new Garden Brawl for a new generation.
A bit repetitive and claustrophobic but not bad!
Now obsolete because of MLLE (Multi-Layered Level Editor). It was always a bit of a hassle to use aswell because there was no UI.
An amazing redux of "Scrapyard" deserves an amazing rating.
8/10
Excuse me, I can't seem to edit this upload anymore, no matter what I try. I’ve reached out for help, but it’s taking some time. Because of this, I can't update the URLs into clickable links, but you can just copy and paste them if you wanna take a look.
If anyone has an issue with me using this in ranked, please let me know here. However, I’m convinced it's fair; I've already asked everyone I’ve played with, including most who are very active in the scene. Furthermore, players who have been playing for years using traditional cycling methods or officially supported mutators still have a clear edge over me. When I have to think quickly, I’m still not fast enough with my cycling at the moment. I really need to practice and stay in shape to be good with it, which proves it’s not a cheap trick or a cheat to get an upper hand. It’s just an alternative method that I personally think is healthier for my hand position than other methods I've tried, and allows me to somewhat keep up with the pros in CTF.
And although for some players it's no big issue to use an auto-fast-fire / turbo-fire button because they might play more casually, I noticed it didn't result in more fun / fair matches when I used it. That's why I didn't include it and don't use it. After all, one of the reasons my name is jjTurbo9 is because I can do the turbo fire manually…
I couldn't finish it yet, unfortunately. I only played the unfinished version during play testing. But it was pretty good, the music annoyed me just before I stopped playing it though. I will finish it some other time probably, when it's on PN tests.
Here's another medium-sized CTF level by Loon called Erosion. This level comes with a unique tileset and a layout that has certain influences from other recent CTF levels.
The base design is definitely interesting and I'm happy to see that Loon kept the layout only partly symmetric. The layout is fairly easy to learn and I don't have much to complain about it, except that the upper carrot seems to be difficult to counter-camp from the right side, which would be trivial to fix with a spring that goes up to the same height I guess. Luckily it is open towards the left direction at least.
The flow here is a bit more on the quirky side that naturally favors Spaz a little bit, but not overwhelmingly so that's good. There are tactically placed springs here and there to help moving around the level and gain more upper ground quickly.
I'm uncertain whether or not the level is suitable for duels, mainly due to the way the tunnels behind the bases have been designed, allowing for hideouts and easy escape, but would have to try a game here to say for sure. Also the upper carrot might be problematic in duels, as mentioned. The level should definitely suit smaller team games though, at least 3v3 if not 2v2.
The visuals seem balanced and pleasing to look at. There is quite a lot of detail to the solid- and background-walls here, but nothing is too distractive.
There is plenty of ammo all around the level and the weapon choices are classic, except for the modified curly trajectory for Electroblaster. I'm not really sure about the purpose of TNT ammo here though. Maybe just to allow for more ways to move carrots around perhaps?
All in all, it's a solid CTF level by Loon, that has room for minor optimizations here and there, but it's definitely worth a try in team games.
That was a fun time!!! I like how you can pass the test with wall jump or golden jump! Good music! I could pass the test before it got boring!
I fixed that level.
https://www.jazz2online.com/downloads/9532/gemidonus-fixed/
I'm not really sure how to rate a test, but I appreciate that this test mostly picks one thing to focus on—sidekicks—and gradually ramps up the difficulty over time. The level with the frozen horizontal springs was particularly interesting. Annoyances included the primitive graphics, the small orange platforms you had to jump up (too much time wasted between challenges), and the fact that none of the blocks seemed to respawn.
SJ delivers another high-quality level. It's been a while since this was released, but that doesn't affect the rating.
First of all I would like to point out that the +1 carrot area is crafted nicely, eventhough it might end up being the centerpoint of all the action during a match. The Electroblaster in combination with bouncers are super effective and makes you think twice before taking the +1, as you might end up dying even from taking the +1 as the powered up version of Electroblaster does 2 damage. This affects the rest of the layout which isn't particulary bad but rather unfortunate. The bottom right and bottom left are moslty affected by this but there a power ups placed there to cover for that.
The eyecandy is above average and has natural shifts. I'm not quite fond of the diamondus mashup as the contrasts between the beta and official Epic tileset are a bit too high in my opinion. I believe that the SJ managed it quite well and didn't go full ham with eyecandy shifts which is certainly a plus here. It's also nice to see the newly (or refurbished) background mountains from the Beta version.
Overall a fun experience and I can see this getting plentiful of playtime during casual matches. I also believe that it was quite well received during JDC and the previous Bash.
Download recommended.
Rating: 8.4
I'll update my review later, no time now. But all I can say for now: it's a very fun level!!! The moonwalk is very funny, and a lot of original parts. I recommend trying it in sp as well, so you can use f10 to try everything you want.
Yep, this level is indeed quite weird. It's still a battle level through and through, no novelty Angelscript gimmicks, pickups, or whatever, but most notably, the layout is definitely unorthodox. This level has pits that are very easy to fall into. The pit on the right side leads to a coin warp that I'll come back to in a moment, while the pit on the left has a powerup that can really only be taken with Electroblaster while on a copter, and frankly, throughout the entire Anniversary Bash battle rotations I never managed to grab it and live. Skill issue on my side, perhaps. Copters are almost necessary to get back from the bottom of the level back to the rest, especially if you don't play as Spaz, which can result in some mean fights over who gets to ride one (they take a while to respawn, but fortunately not too much). There's also an odd open space over the left pit, but just on this side. Weird, but kind of memorable, and rather irrelevant to combat.
One of the custom weapons available is the ELEKTREK SHIELD, and there's some fun spots to abuse it, particularly a thin floor on the right side. Most of the wall structures feel rather cramped, which is convenient not just for this weapon, but for the overall selection here (well, maybe besides Firework, but there's some neat spots for it too). There's also a bunch of food in the level, so catching others with a sugar rush in here is actually doable.
All floating ammo is placed in rings, which means you either grab the whole cluster, or you don't. You can get loaded out very quickly, but if you're unlucky or just facing players who manage respawns better, you'll be quite starved for resources. In fact, I have a feeling the whole level is built around an all-or-nothing philosophy. Bouncer PU is placed on a platform that's reached by springs spring mushrooms (I really like their sound effect!) through very tight shafts. It's really tricky to get there because of how JJ2 Medivo walls are designed, and that's without anyone making it harder. But since it's a Bouncer PU, it's really easy to just stay there and defend the position from anyone trying to get there, and there's not much you can do to punish this camping spot. Not much of a problem in group games such as AB, since the player will likely fall behind on roasts just sitting there, but doesn't seem well suited for duels.
And now I should go back to the coin warp. It costs a whopping 130 coins. Sure, all the coins in this level are gold, and there's quite a few of them, but still, in a relatively small MP map that's a lot. If you do somehow manage to amass such a fortune and enter the warp, the reward (2 PUs!!) is made accessible for you and you only freely until the rest of the game. If you managed to survive that long to collect 130 coins, you're likely already way ahead of everyone else, so this is simply a way to stomp your opponents even harder. Personally, I like comeback-leaning designs more, so I'm not a fan, but you could treat this solution as a sort of game closer / sudden death, I suppose.
Graphically, well, it's a very Cooba-looking level. There's classic JJ2 tileset graphics, but mixed around and with some little fancy bits. Bricks overlayed as an alpha texture on top of original Medivo walls are a neat idea, but I do admit this looks weird to me, since this ignores shading and perpective. Foliage doesn't have any shading or something like that that'd glue them visually to the underlying terrain, but at this point I'm just being picky… This has been standard practice for many years before JJ2+ made us spoiled. It's fine, the colors vibe together well. I might be biased since I just like purple and orange a lot.
It might sound like I'm complaining a lot, but mostly I'm just rambling. Truth be told, I'm not much of a pro MP player these days, so I don't even feel that competent in rating this level, but it stuck in my memory after having played it during Anniversary Bash 28, so I wanted to do something about it having no reviews. It's an interesting experience, so if you play battle, you should try it! It's weird, so it might not be your cup of tea, which is why I think a rating of 8 to bring it just over the recommendation icon threshold will be perfectly suited.
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Eat your lima beans, Johnny.