Review by mikeejimbo

Posted:
Posted more than 20 years ago
For: Chrome Territories
Level rating: N/A
Rating
N/A

Not a rating, but good job on actually creating a new game mode!

Review by American

Posted:
Posted more than 20 years ago
For: Chrome Territories
Level rating: N/A
Rating
N/A

Here is the player’s manual without all the formatting and such for those who are unsure of whether to download or not:

..:: Player’s Manual: Domination ::..

Setup
You need at least 6 people; two of which will be scorekeepers, the others will be actual players
It is recommended that you play on a stable server – timeouts are annoying.
Set the game on CTF, one point to win.

This is where the players will all start off, including the server and the scorekeepers.
This is the scorekeeper’s box. To get in here, go through the warp, which is just above it in this level. If you can’t find it in other levels, ask someone.
This is the crate that locks the entrance to the crate area. Simple enough.
This crate lets the scorekeepers through first. Scorekeepers must make sure that they fall on your designated point or they won’t end up where they should be. (Below the box, there are different coloured blocks that have a warp just above. No two scorekeepers should have the same warp!)
Lastly, this is the Start Crate. Note that this crate is NOT Jazz-friendly.

During Gameplay
Player’s Objective: locate the domination points and guard them against the opposing team
The way you achieve points is to be on that point by yourself or with your team. Only one team must remain on a point in order to rack up points.
For every 5 seconds since you made the claim, your team receives one point. The first team to come up with exactly 60 points on one domination point wins the game.
If at least one player from both teams occupies one point, counting stops until only one team remains there once again.

Guidelines
If a player gets stuck/disconnected, counting stops (no points awarded) until (s)he is freed.
If a tie is declared, the first team to get a +3 streak in kills wins. Or, you can play a next game tiebreaker.
Part seconds don’t count. (ex. 3 seconds doesn’t count for one point)
Every so often, scorekeepers must say who is winning, and by (approximately) how much. (ex. “Red is winning by about 10 points.”)
If a different team dominates a point, the scorekeeper is obligated to say which team currently has that position. If no team occupies a point, it is considered “open”.
Finishing the Game
One or both scorekeepers will pick up a gold coin in the starting box. In the area they warp to afterwards, there will be a coin warp. Note that this warp is only to be taken when a winner/tie is declared.
The coin warp takes the scorekeeper to a little area where they will then score one point in CTF, starting the level switch.

Notes
It doesn’t matter what team the scorekeepers are on – just as long as the players are happy with teammates and opponents.
To make it easier on scorekeepers, man made writing utensils and paper for them to use in the game. (Ticks or numbers – take your pick)
It is important that the scorekeeper is worthy of everyone’s trust, as he/she will be the only one keeping track of points for that specific domination point.

From the Author (of this document)
You may not edit this document without my permission.
Contacts: MSN Messenger, Email: Fire_Pokemon__@hotmail.com (I’ve had this mail since I first started playing JJ2 – in ’98. I never bothered to change it since. Stop laughing.)
I don’t own this gameplay – don’t sue me!
Feel free to make your own Domination levels (you can also include this document).
Last updated: April 14, 2003

================================

First off, I would just like to say that I am reviewing the level and not the gametype. I am debating whether or not to include a rating, but for now I will not. Since the gametype does decide some of the elements of the level (notably its size), the level would probably get a fairly low rating (six point something or other). So I will not give it one for now.

TILESET/TILESET USE: Blade’s “Space” is used fairly well. There is not an increadible amount of eyecandy, but it is suitable for a level such as this. The theme seems to be, unsurprisingly, a space station, and it looks pretty good. I found no eyecandy errors, and nothing I could find looked questionable. The level is small, and that probably does make eyecandy a bit easier. All of the different tile types were used and everything, and generally everything was quite well-done. Nice job.
Pros: Everything seems to fit together, and looks quite nice.
Cons: Not all that surprising, considering the level’s size.
Rating: 7.7

WEAPON/ITEM/ENEMY PLACEMENT: Again, this factor was not bad. All of the ammo was not powered up, but that is not a fault. In fact, for a level of this type and size and gamemode, this is probably a good thing. All off the basic ammo was positioned well where players could access it without too much trouble, and it was not that hard to find everything. Overall, this meter was very good.
Pros: Very nicely done.
Cons: No major ones.
Rating: 8.2

ORIGINALITY: It is a new gametype, so it definitely is original.
Rating: N/A

GAMEPLAY/DESIGN: Gameplay was generally good. The only real complaint I had involves the fact that the level is sometimes hard to navigate. That and teaching players who join what the gamemode is, but that is not a level flaw. Too small, though.
Pros: N/A
Cons: N/A
Rating: 5.7

REPLAY VALUE/FUN FACTOR: This would involve rating the gamemode, which I am not going to do. So nya.
Pros: N/A.
Cons: N/A.
Rating: N/A.

OVERALL (not an average): This is a solid, but small level, that is well suited for the gameplay. No rating, though, since this does not deserve much of a rating as a demo level of sorts.
Pros: Solid level for the gamemode.
Cons: Small. Not good for any other gamemode.
Rating: N/A

GAMEPLAY: B
Flow: B -
Layout: B
Creativity: A
Bugs: A

EYECANDY: A -
Tileset use: A -
Eyecandy look: A
Creativity: B+
Bugs: A

PLACEMENT: B+
Weapons: B+

THE FINAL GRADE: N/A

THE FINAL RATING: N/A

+ PROS: Good for the gameplay.
- CONS: Nothing much, that is, if you are playing this level in its true gamemode.

- Trafton

Review by *Fireball*

Posted:
Posted more than 20 years ago
For: Domination - Public Release
Level rating: N/A
Rating
N/A

since this is a test pack, reviewers are free to tell me about how i could improve the whole thing,,

again, i know its a little difficult to set up, but i couldnt help that,, am currently in the process of making more, better levels, and suggestions of improvement are welcomed,, (should i make the rules more vague?)

Review by ~[GpW]NinjA

Posted:
Posted more than 20 years ago
For: Domination - Public Release
Level rating: N/A
Rating
N/A

You just need people like Ninja, FireSword, Violet, Dizzy, KRSplat..only KRSplat and Fireball had seriously diffrent ways of counting seconds. o.O

I would rate this 10, because any new gamemodes are welcome, and help improve JJ2..but I don’t know what Fquist would think. :/

Review by Strato

Posted:
Posted more than 20 years ago
For: Domination - Public Release
Level rating: N/A
Rating
N/A

Ahhhh, the good old domination from UT. You have to control points for a long time. Sounds like fun yes?It would be great, but the server control is too high to imagine. You must allllllways watch, and that gets boring. I would sugest a hole in which you slowly fall thorugh and hit Trigger Zones until you make it through. Could work I guess.

Good points: :/
It’s domination

Bad points: >:(
Server control
Hard level design. Really.

Overall: N/A( :| )
Well people aren’t rating it so… Well anyway, a good rendition of domination. Work more on teh system and make teh lvls less cluastrophobic.[This review has been edited by Inf. Spaz]

Review by American

Posted:
Posted more than 20 years ago
For: Domination - Public Release
Level rating: N/A
Rating
N/A

Well, this is an interesting new gametype. I will not rate it since the levels are not exactly designed great, and I really would rather not rate it by the gamemode it used. For those who can not download it, the documentation file’s contents (I will edit this and link instead once I can get this uploaded somewhere):

How to Play Domination

Setup

(Server)
Playing Domination is relatively easy, actually. It’s only that you must understand how to play it first. First off, you need at least 6 players and a good server to play on. Two of these people will be scorekeepers, and the others will be players. Also, you will want to set the game type as CTF (one point to win), as there will be two teams (at least two players on each).
(Scorekeepers)
Once you get into the level, the two scorekeepers will rename themselves according to where the domination points are (Left Corner, for example. It’s recommended, but isn’t required). Furthermore, there will be an area where the scorekeepers will warp into, right beside the normal players (see picture).
After teams and scorekeepers are set up just right, the server will start the game!

This is where the players will all start off, including the server and the scorekeepers.
This is the scorekeeper’s box. To get in here, go through the warp, which is just above it in this level. If you can’t find it in other levels, ask the server.
This is the crate that locks the server in the crate area. Simple enough.
This crate is what lets the scorekeepers through first. Make sure, scorekeepers, that you fall on your designated point or you won’t end up where you should be. (Below, there are different coloured blocks that have a warp just above. No two scorekeepers should have the same warp!)
Lastly, this is what lets all the players (and server) through to start the game. Note that this crate is not Jazz-friendly. Get a Spaz to do crate duty if the server is Jazz.

In the Game

Once you have started the game, your objective is to find the domination points and guard it against the other team. The way you achieve points is to be on that point by yourself or with a team member. For every 5 seconds since you made the claim, you receive 1 point (Scorekeepers record both teams’ points for that one area). If the other team comes, blows you off and claims it for them, then they are getting the points instead. The first team to come up with exactly 60 points on one domination point wins the game (if the server/players wish to set the score number differently, it is up to them).
(Or, as another option, you could keep adding up both scorekeepers’ points and play until they equal 60. This is the way we did it while beta-testing, but it took too long to do so.)

Rules

If a player gets stuck, the game is paused, and (s)he is freed. Then, the player(s) who freed the stuckie goes back to their spot(s), and the game resumes. Other players, during this time, MUST NOT MOVE, GET WEAPONS, OR HEALTH. It is unfair to everyone else if you do. (The same goes for when a person times out or is disconnected)
You must be in/on the domination point in order to acquire points.
If a tie is declared, the first team to get a +3 streak in kills, wins. Or, you can play a next-game tiebreaker.
If you win, you have full rights to celebrate. If not, don’t be a sore loser. Practice more. Take revenge later.
Only the server may go in the crate area – anyone else who goes in there will have consequences (up to the server to decide). Or, if the server wants, (s)he may have another person do crate duty.
It is more convenient to make this a passworded game.
No killing/hurting others pre-game time.
Scorekeepers must know how to count. Well. (Count and type simultaneously).
(When counting, go “1-one thousand, 2-one thousand, 3-one thousand, …”)
Part seconds DON’T count.
Scorekeepers must say the scores every few minutes, more often towards the end of the game (say in colours, or “R(#), B(#)”).
When at least one player from both teams is in one domination point, counting stops and no points are awarded until only one team remains there once again.
Scorekeepers may NOT tell a team anything about the other team (stats, etc).
When a different team dominates a point, the scorekeeper is obligated to say which team currently has that position (type R or red, or B or blue). If no team occupies a point, it is considered “open” (neither team gets points for an open point).

Codes for Domination

Code Meaning
Stats? What’s your status? (Reply H/D or A/1 or 2/[GR]) (Health/Defend or Attack/Which Point/GR if you are)
D1/D2? Which are you attacking/defending? (assign numbers beforehand)
-> Domination 1 or 2 (usually two points in one level – may be more)
BU! I need backup!
GD Gonna die
GR Weapon/Health gathering (Gaining Resources) —> Any others from CTF or whatever may be used as well, such as “h” for health.

Finishing the Game

One or both of the scorekeepers will get a gold coin in the starting box. In the area they warp to first (when the game actually starts), there will be a coin warp. This warp is only to be taken when the game ends. The warp will take him/her to a little area where they will score a point in CTF and start the level switch. The next level starts, and you start all over again (if you want to, that is).

Notes

The final CTF point doesn’t count towards anything – the team who won the domination march beforehand has already finished the game. This is merely a way to switch levels.
It doesn’t matter what team the scorekeepers are on – just as long as the players are happy with team-mates and opponents.
To make it easier on scorekeepers, man made writing utensils and paper for them to use in the game. (Ticks or numbers – take your pick. While you add up ticks, you can write the number; cross it out, write the next one, etc, and when the time comes to read off the scores,
It is important that the scorekeeper is worthy of everyone’s trust, as he/she will be the only one keeping track of points for that specific domination point.
The difference between “defending” and “attacking”: when you are defending, you are currently on a domination point; when you are attacking, you are going to go blast the other team off one of the points, and claiming it for your own team.
It is helpful for Team Chat to actually be working – otherwise your opponents know what you’re doing and how you are as far as health and weaponry go. That’s not very fun, now is it?
There may be more than 4 players in a server; the above was used as a minimum.
In every level, the domination points are made like a “room”. A player must be in this “room” to be able to get points.
Ex. In “Darkest Hour”, the domination point consists of the entire top platform. There are two exits for each. The little “bump” just identifies the main spot of the domination point.
You may not edit this document without my permission. (Aside from erasing the purple.)
Contacts: MSN Messenger, Email: Fire_Pokemon__@hotmail.com (I’ve had this mail since I first started playing JJ2 – in ’98. Stop laughing.)

When It Comes Time To Rate…
You can’t fully rate this, really, until you’ve played it for yourself.
Feel free to create your own Domination levels. Including this document is also allowed, so that others may know how to play if they don’t. I don’t own this gameplay, so don’t sue me.
The levels are cheesy – I KNOW. They were made in 3 days. Better ones will be made later, so go easy on these ones! Rate on how well you think the gameplay goes in JJ2. It does take a while to set up (gathering ppl, server, etc), so don’t flame me there.
When putting this document into another level zip file thingy, erase the stuff in purple. You may leave some of it if you like, like the first couple points.
———————————————————
The concept itself is fairly complicated compared to many other gamemodes. Also, it’s hard to get enough people who know how to play in order to play. I can see that this gameplay could cause certain “OMG OMG OMG OMG OMG OMG THAT WAS NOT A SECOND YOU ARE A LYING LIAR FACE AND YOUR FACE IS LYING AND FACE-LIKE” disputes, and it would be a good idea to find a group of patient people who are able to work with eachother. Beyond that, this gameplay requires little more than a good method for keeping time and patience – lots of it. The playing manual is frankly a bit confusing if you have not first seen the level, and judging how to play entirely on it can really mess up a game. Try playing the level a few times yourself and getting used to it before playing it online. The rules are a bit too strict to be a viable gametype for JDC, but I can see this being a good game when a lot of capable players are together in one server. As challenging as it is to set up, it is also pretty fun to play (this is based on playing with only a few others, not a full roster of players). I can not lend a rating to this, nor a standard review, but the bottom line is that it is fun but challenging to organize. If you are able to organize it, however, this is great fun.

EDIT: I do not think making the rules more vague is ever a good idea… ;-P

[This review has been edited by Trafton AT]

Review by blurredd

Posted:
Posted more than 20 years ago
For: Angelic Chaos
Level rating: 7.3
Rating
7.2

Not a bad level. A little simple, but ok.

GAMEPLAY:

I can’t say I hate it. It’s a little simplistic and balanced for the most part, but the flow could use some work. There’s nothing horribly wrong with the layout except for a few empty spaces around the level. Like in the top corners, I know you were probably just using that area for eye candy but you could have put some ammo there, too. The gameplay is nothing extraordinary, but decent nonetheless.

EYE CANDY:

I would say it’s alright. A little innovative but not too spectacular. It’s a tad plain in some places, but that just might be the tileset. Let me just say I’m glad that the clouds aren’t transparent, because it sometimes creates lag when played online, especially with the lighting (yeah, I know I could just turn it off, but I generally play with Hardware Acceleration off).

CARROT AND AMMO PLACEMENT:

The full energy carrot is placed in the bottom middle of the level and there’s nothing wrong with that. The ammo, on the otherhandm is placed scarcely around the level; it could be placed in some other places. As for the powerup placement, I can’t say there’s anything wrong with it, but I probably would have made two warps to the seeker powerup on each side and the toaster powerup somewhat in the middle or something like that. Overall, the placement of everything isn’t bad.

HOST THIS OFTEN?

I wouldn’t say so, but you can host it once in a while. A 7.2 is what I’ll give this.

Review by American

Posted:
Posted more than 20 years ago
For: Angelic Chaos
Level rating: 7.3
Rating
7.2

This level is definitely a good effort. It shows that there was some hard work put into making it, and it did translate fairly well. Still, this level just lacks the polish of more refined levels, which brings the score down. If the level was to be edited and improved just slightly in a few ways, it would make for a really, really, really good Capture the Flag level. Reviewing time.

GAMEPLAY: Gameplay is where this level seems to run into problems. While the layout is more or less good, the flow needs work. I found myself often hitting into the walls and sides, which is OK in a battle level, but just does not cut it in a Capture the Flag level. If this flow was to be improved even marginally, my score would be higher. Gameplay was fairly enjoyable, save for the flow quirks. This is definitely the level’s weakpoint, as bumping into things in Capture the Flag is frustrating and should not happen often by level design fault.

EYECANDY: The eyecandy in this level actually looked pretty good. Heaven is used a lot (especially lately, it seems) and the eyecandy in it looks simply astounding. Of the Heaven levels that I have reviewed lately, I have to say that this was the weakest in eyecandy, but then again this was also the weakest overall. Still, some more could be done with the Heaven tileset to make it look a little tiny bit more spiffy. Eyecandy was still more or less good, though.

LAYOUT: Layout was alright. There are not a huge amount of complaints here, though the level layout should have been adjusted slightly to improve the flow. The symetrical quality of this level did not translate into balanced sides, though; one team definitely had a small advantage over the other, which was moderately noticable during play.

TILE PLACEMENT: Tileset placement was good, but again, nothing special. This is a fairly simple and classic Heaven tileset-based level tile placement-wise, and there is little that makes this level different from the others in the eyecandy field. Still, the tileset was not used badly, and that definitely is worth something. It shows that this level does in fact have some time put into it, which is nice to see.

PICKUP PLACEMENT: Pickup placement was alright. The carrot was in the middle of the level, which balanced it slightly. The “House of Knowledge” as it seems to be called was indeed a bit unbalanced (whatever it actually is. I’m not sure). The creative story line was interesting, though did not make sense beyond it being a “ancient battle of knowledge (blue team) versus power (red team).”

OVERALL STATEMENT: Despite the flow quarks, this is a pretty good Capture the Flag level. This would have made a good submission for BlurredD’s Capture the Flag level contest, in fact. It is good to see that levelmakers are not just resting while this contest happens and are still making other Capture the Flag levels. For the brief pause there is during the contest in Capture the Flag level making, I was expecting to see very few quality levels. Fortunately, this is one. Download recommendation for Capture the Flag fans.

+ PROS: Good-looking Capture the Flag level. Good weapon placement.

- CONS: Slightly unbalanced. The flow has a few kinks that could have been worked out before release.

VERDICT: This is not a bad Capture the Flag level at all. Overall, I give it a 7.2 and a download recommendation for Capture the Flag fans. Nice work, Fireball.

Review by Strato

Posted:
Posted more than 20 years ago
For: Angelic Chaos
Level rating: 7.3
Rating
7.5

This level is almost entirely symetrical, but still, i ended up hitting constant hiccups preventing a fluid motion from area to area. Weapon placement is pretty good, but the knowledge house is slightly unbalanced. There is a warp to a seeker powerup on there side, while the house of power has nothing. The carrot is in perfect center so thats balanced.

Good:
Good Weapon placement
Level looks nice

Bad:
Semi unbalanced sides
Minor hiccups in moving

Ugly:
None

Conclusion: A good level. Just needs a bit more refinement. 7.5

Review by Death Shadow

Posted:
Posted more than 20 years ago
For: Trigger Addiction
Level rating: 7.8
Rating
8

Yeah, I like it.

You made good use of the tileset.
Good weapon placement, good base placement.

Nice work.
Download recommandation.

Review by >>Møønblãzé<<

Posted:
Posted more than 20 years ago
For: Trigger Addiction
Level rating: 7.8
Rating
7.5

This level HAVE to be well done
Eyecandy is okay, space, and so more godies
This is a so good level that I don’t belive it’s your first CTF
Don’t ask about mine =P

Review by sebzero

Posted:
Posted more than 20 years ago
For: When Fire Strikes
Level rating: 7
Rating
7

Like spotty sed, its a nice, original lvl, you could fill the empty space a bit and add some more ammo (so it would realy become a battle level)for more fun (and even more: getting lost)

Keep up the good work fireb@ll

Review by Spotty

Posted:
Posted more than 20 years ago
For: Operation: Underground
Level rating: 5.8
Rating
6.5

hehe another Fireball level (yay)
I looked around and found it. I remember this level from very looooong ago.
I like the level but I wouldn’t post it to be rated for its theme is having fun and some levels like that can’t be rated to high. Anycase its a cool level from long ago and if it was submited when first made I am sure the rating we all would be giving it would be quite high,
none the less you submit it at a time of strict marking because level
making has become ..easier for people to understand
and to do so the rating becomes more strict. Anyhow the level is good and fun and the birds are always cool
(hehe)-Hi is a noun

Review by Spotty

Posted:
Posted more than 20 years ago
For: When Fire Strikes
Level rating: 7
Rating
7.2

…….ok time to review……(yes now I begin)
Defitnely a more original level that i’ve seen in quite a while.
I did dock some marks for a few errors
mainly the fire lookin strange, but the level is fun (a.k.a. higher marks) and it was big so you could go around and get
lost and fun stuff like that ;p. Getting lost in a new lev is cool.
Anyhow a good level with good “stuff” and a defenit Recomment to Dowload by me.

Review by *Fireball*

Posted:
Posted more than 20 years ago
For: When Fire Strikes
Level rating: 7
Rating
N/A

i didnt edit it,, it was a friend of mine, but the tileset was needed so you can see the lvl!

Review by Super Saiyan

Posted:
Posted more than 20 years ago
For: When Fire Strikes
Level rating: 7
Rating
N/A

Are you NUTS!?
You edit a custom Tileset and post it on J2O!? Dont edit custom Tilesets!

Review by Taz

Posted:
Posted more than 20 years ago
For: When Fire Strikes
Level rating: 7
Rating
6.7

I like it idea for a destroyed Carrotus (:P), and i like the tileset.
But the level is not good to battle.
I give a 6.7.
Tazzy

Review by TrunksDBZ91

Posted:
Posted more than 20 years ago
For: When Fire Strikes
Level rating: 7
Rating
7

this lvl is cool

the tileset to :D

Review by White Rabbit

Posted:
Posted more than 20 years ago
For: Operation: Underground
Level rating: 5.8
Rating
5

This thing gets an…er…maybe for download recommendation…
It can be quite fun sometimes… ;-)

Review by *Fireball*

Posted:
Posted more than 20 years ago
For: Operation: Underground
Level rating: 5.8
Rating
N/A

Yah, I have to say,,
There is a sequel to this coming,, is being made with the Vitorian tilset (2nd one) and will be made much larger than the OU lvl,,
but, it may still not be the best since i have just returned from a jazz 2 recess in august,(or somewhere round there,,)

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