Conversionbattlepack

Rating
6.9
Reviews:
3
Downloads:
393
Date uploaded:
15 Nov 2002 at 05:00

Download details

Re-upload/Edit Download
Author
Blackraptor (More uploads by Blackraptor)
Type
Battle
Credits
Violet CLM for the conversions
Version
1.23
Satisfaction
N/A
Screenshots

No screenshots yet.

File contents

Candionbatl.j2l Sweet tooth 4.59 kB 14 Nov 2002
Desertobatl.j2l Dune battle 3.59 kB 13 Nov 2002
Nippiusbatl.j2l Frostbattle 3.64 kB 11 Nov 2002
Jazz1Candion.j2t Jazz 1 Candion 98.84 kB 25 Oct 2002
Jazz1Nippius.j2t Jazz 1 Nippius 93.94 kB 28 Sep 2002
JJ1Deserto.j2t JJ1 Deserto 76.77 kB 25 Aug 2002
Deserto.s3m 95.66 kB 08 May 2000
Nippius.s3m 91.16 kB 07 May 2000
Xmas2.s3m 130.31 kB 13 Sep 1998

Description

Well, I decided to make a small battle pack out of some conversions that i chose, it’s just a basic battle pack, nothing that special. Download it if u wish to do so.

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User Reviews (Sort by Helpful Index or Date Posted) Average: 6.9

Review by Turtleslayer

Posted:
Posted more than 20 years ago
CTF Bug (2 Points)
Number of reviews with ratings2 Featured reviews0 Average helpfulness0
Rating
7

Let’s see…I’ll start with candionbatle.j2l.

This level, named Sweet Tooth, is a decent level in the JJ1 christmas tileset. The eyecandy is fine for the tileset—you’ve got your gingerbread men, your lollipops, your chocolate, and your oreos—who could ask for more? There are two powerups and two carrots: a bouncy powerup, an RF powerup, a full energy carrot, and a +1 health carrot. I don’t see anything wrong with weapon placement.

The main flaw in this level is in the flow. The RF powerup is situated at the end of a hidden passage on the right side of the level. The room it is in has no exit other than the entrance, basically leaving the level as a circle with a line going off it at one point. I don’t know if there’s anything wrong with that inherently, but in this case it seems to make the level a bit restrictive, IMHO. The layout might also be more expansive, and easier to navigate. There are a few dead ends in other places, too, such as the bouncies at the left.

I’ll rate this level a 6.5-7.0. Before rating it I looked at some other levels with average ratings of 7.0; it seems battle levels have a lot to stack up to in terms of competition, so I would say a 7, or even a 6.5, isn’t a bad score at all.

Next level: Dune Battle, filename desertobatl.j2l. This is a fun level with some nice secrets. The bottom part of the level seems fairly jazz friendly; however, it is difficult for either character to easily navigate through the dunes at the very bottom where one’s view is blocked by a foreground layer. I found this an annoyance while playing this level. Enigma noted that some of the hooks can be replaced by vines; I echo this. There’s a passage in the upper middle that can be annoying to climb through because of the hooks.
Rating: 6.8

Last level: Frostbattle, filename nippiusbattle.j2l. Probably the best level of the pack. The flow is very nice; the level is quite easy to navigate. I see no spaz bias; if anything, the level slightly favors jazz (which isn’t bad). With just powerups (plus ice), the level’s three +1 carrots seem to be enough. Rating 7.2.

Oh, yes, I forgot: the music. All of it blends quite nicely with the levels. I haven’t played JJ1—is this the original JJ1 music? In any case, the 3sms are very nice additions.

Overall pack rating: 7.0. A nice battle pack; download recommended.

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Review by American

Posted:
Posted more than 20 years ago
I might as well work here (708 Points)
Number of reviews with ratings577 Featured reviews5 Average helpfulness85%
Rating
7

Well, since I’ve played this pack several times, I feel that I am obligated to rate it. So, here I go.

The first level in this pack is one by the file name of candionbatl.j2l, entitled “Sweet Tooth.” The first thing I noticed with this level is that the flow of the level really needs work. While the layout (in JCS) is not bad at all, the author seemed to only use springs in areas where it was required. I tested it with Spaz, but I can’t imagine trying to play it with Jazz and having to uppercut whenever I wanted to get anywhere. The lack of springs damages an otherwise fairly good level. Weapon placement, contrary to navigation, is very good. There weren’t many gripes I could find. Powerups weren’t overused, but the bouncy powerup was in an area that was hard to get to with Spaz, and I could imagine almost impossible to enter with Jazz without taking up time that could be spent battling the opponent. The spoons in the level have one way applied to most of the spoon, but the part connected to the wall is as solid as a brick, which makes it hard to tell where you should jump and where you shouldn’t. This level features a lot of dead ends which subtract from the gameplay. Many corridors are small, making navigation often annoying. Eyecandy was good, but in some parts just looked off. The tileset served up O.K. but usually redundant eyecandy that could have been used better. The background looked like it would be better off in a low-quality Microsoft Powerpoint presentation than a level. It’s a level that suffers from small annoyances that build up, but still not a bad level.

The second level, desertobatl.j2l aka “Dune Battle” looked very good at first glance. The shimmering blue waterfalls were used well, and there were few tile errors in the dunes. Unlike in the previous level, it seems “Dune Battle” is often a little more friendly towards Jazz than it is towards Spaz. This is mainly because Spaz, when trying to get the seeker powerup, will often end up accidentally jumping through the bridge, or missing completely and falling down to an area where the player must go around the entire level in order to get another try. Jazz, on the other hand, can easily get it using helicopter ears. The tileset was used in an interesting way that I haven’t really seen before, but there are areas where this was annoying. The level was severely knocked by the bottom of it. Most of the level’s bottom is covered so you can not see it while you are down there. This tends to turn into a mad scuttle jumping trying to get out of this area. Also, there are a few platforms that are actually in the background that I often tried to jump onto. They look no different from all the other platforms, and this can be really confusing. Another eyecandy gripe would be the various spikes around the level. When I first saw them, I thought to myself “oh no. Please tell me he didn’t use the hurt event.” Fortunately, the author didn’t make the classic mistake of trying to use Hurt in a multiplayer level. However, menacing spikes that you can just walk through is a bit abnormal. It would be a good idea just to remove them entirely. Spring use was much better in this level, and there were fewer dead ends than the last one. However, weapon placement was not as good. The seeker powerup is a big advantage in this level. If you get it, you’re pretty much guaranteed to get a nice amount of kills before someone can kill you. The rest of the level features some clumped together ammo, a lot of it pepper spray (which is rarely used since most people actually favor the blaster above the far-reaching but hard-to-see and often annoying to aim pepper spray.) Eyecandy was otherwise good (including the only above average background in this entire pack), and navigation was better than the other level (except for the layer-covered bottom). This is still probably my least favorite level in the pack, but not bad.

The final level, nippiusbatl.j2l aka Frostbattle, which uses Violet CLM’s excellent Nippius conversion (Violet actually made all the conversions in this pack I believe), was probably my favorite level in the entire pack. Navigation was very, very good. I never had to backtrack, except to get into a hole with a powerup. There are fire, ice, and bouncy powerups in the level (one each.) Ice, while it certainally fits the tileset, is pretty much as useful in multiplayer as a stick is when you are about to be eaten by a pack of hungry leapords. Eyecandy was pretty much tedious and boring. The background, again, looks like a PowerPoint background (though it is the original background from the Jazz 1 level). A lot of the level features pretty much no eyecandy. Some parts may have some interesting items in it, but most of it consists of the ultra-boring ground tiles with little eyecandy to be seen. It may not be pretty, but this level certainally has great eyecandy, and is worth the download for that alone. My favorite level in this pack, I would say.

Rating the pack is hard. The pack suffers from many small annoyances, which brings it’s score down quite a bit. Still, this pack is definitely worth a download, especially if you are a battle fan or Jazz Jackrabbit 1 buff. It may have some bugs, but everyone can find at least one level they like in this pack, since the style they were made with differs in many ways. It’s a great pack if you are a battle fan, but otherwise you may not love this download. I’ll give it a download recommendation and a 7.1, rounded down to a pretty good score of 7. Not a bad effort at all. Keep up the good work. You have a lot of potential, Blackraptor.

-Trafton

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Review by EvilMike

Posted:
Posted more than 20 years ago
Jazz Jackrabbit (217 Points)
Number of reviews with ratings101 Featured reviews16 Average helpfulness84%
Rating
6.7

Note: This review has been kept short because trafton already wrote a big one, and I think he was comprehensive enough (plus I agree with him).

Sweet Tooth
This is a rather circular designed level using the Candion tileset. It’s fairly average in most respects. The layout is average, the eyecandy is average, and the flow is average. I’m giving it a 6.7. A few gripes I have are that near the bottom of the level there are certain areas of masked stuff that should be one wayed, and that the far right “secret area” of the level is basially on gigantic dead end. This level is extremely spaz-biased too. Finally, this level overuses green blocks and they look ugly.

Dune Battle
I think this level is the worst in the pack. It’s confusing, doesn’t look great and has a below average layout. There also isn’t enough ammo, and there are a few bugs. The most noticable bug is that there are events placed on the far right edge of the level. Events there do not work. Also, the left edge of the level is unmasked which means players can go over there and make themselves almost invincible. Finally, this level uses hook events, which essencially just slow down the player. Vines always work better. This level gets a 6.2.

Frostbattle
Although this level has many, many tiling bugs and looks a little ugly, it’s otherwise not bad. There are dead ends and stuff, but arrows allow me to know where I am going so I do not run into many dead ends. The level flows averagely, and the ammo placement is good. The layout is the best and most original in the pack, which makes this level my favourite. 7.2.

Overall this pack gets a 6.7 from me. Not bad, but it needs more work.

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