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OLChigh.j2l | High Volume CTF | 5.75 kB | 24 Jan 2003 |
song_revenge_of_cats.it | Revenge of the Cats | 623.08 kB | 08 Apr 2001 |
A somewhat small, quick level I designed out of boredom and of lacking other ctf levels to host for mainly duels, 2vs2s, and maybe even 3vs3s, but beyond that it gets pretty intense.
Hope you have fun!
A CTF level by firesword. Lets review it shall we?
The music choice for the level is common, but fits. It would of been more interesting if a new tune was used, but the music fits. The backround of this level was interesting. At first, i didnt like it much, but as i played more i noticed that it added feeling and excitement into the level, unlike those dull orginal tubelectirc levels with those overused backrounds etc. The level was hard to navigate at first, but the more you play the more you get used to the layout. The eycandy sometimes annoyed me, but was well done. The ammo placement was good, al though i reccomend the seeker powerup should of been in a wall like the other 2 that i found, or you should of switched spots of the bouncer and seeker pu, because its hard avoiding powered seekerz. Anyways, the ammo was placed creativly and i have no problem with it. The full energy carrot was well placed, in the middle of the level. The bases were placed well, but i feel blue has the advantage(all the powerups are more quicker accesible by the blue team, in my opinion). Other than that, the level is fun to play, and i reccomend it to you. Great job firesword.
Good level for duels and 2 on 2s. Nice gameplay and carrot placement… Not so much eyecandy… an 8.2.
HoLLa.
Firesword…..You did a good job. ;p I like it. It would be great for 2 on 2 duels. ;p GJ. Peace EaZZiE.
Probably FS’s best level so far. I’ll explain:
GAMEPLAY:
Even though this level has bases at opposite corners, it’s balanced for the most part. The warp near each base helps balance it. The layout is simple and easy enough to get from base to base. It almost reminds me of Happy Semiconductor CTF, which is a little strange since FS doesn’t like that level a whole lot (though IMO it still owns). Nevertheless, I’m not going to go into much more detail, but the gameplay’s good and that’s all that really counts.
EYE CANDY:
Definitely above average. I liked this feature the most in this level. The 3rd and 4th layers looked good, but the BG layers were a break from the ordinary. You can definitely tell some effort was put into the eye candy.
CARROT AND AMMO PLACEMENT:
There’s a full energy carrot placed somewhat between the two bases—nothing wrong with this. And for some added strategy, you could jump down to get it from above, or swipe it from beneath with a copter. There’s also some good ammo and powerup placement, not to mention TNT for a little bblair feel. Everything is good here.
HOST THIS OFTEN?
I would say so. I enjoyed the brief time I played this level online (even though I was losing the whole time). 8.2 is my rating.
I had a big, long review written for this and my computer, as it often does when I am writing reviews, crashed. So I’ll have to write a semi-short review on this level. This is a very good capture the flag level by FireSworD. It uses the fairly often used tileset Tube Electric Night in a way that you would not expect to see it used. It is hard to describe in just a review, so I won’t. You’ll have to play the level for yourself to get what I’m trying to say. Level flow and navigation is one of the absolute best aspects of this level. The level’s flow is outstanding. I rarely found myself bumping in to anything and nearly never wished that something was located elsewhere. There were a few minor qualms I had, but none were major enough to deserve mention.
GAMEPLAY
Flow: Flow was, as I mentioned, excellent. The springs were used very well in conjunction with the natural ground-based navigation and flow, and everything was very good here.
Layout: Layout was fairly standard with bases at opposite diagnol ends of the level and a warp at each end. The layout served the level well.
EYECANDY
Tileset use: Tileset use was good. There wasn’t a huge amount of “new” uses, but it was different enough to hold my attention.
Tile errors: I did not notice any plain tile errors. There were a few things that looked slightly off, but again, there weren’t enough to make much difference at all.
CTF ONLY
Balance: Balance was very good. Neither team had any unfair advantage that I could tell.
Flag Bug: The level sort of looks like it could have flag bug, but I could not cause it in testing.
CONCLUSION
This is an excellent level with great flow and good eyecandy. This level should be hosted often and probably will be. I can see that it will become a “classic” level of sorts.
+ PROS: Excellent flow, good eyecandy, all-around a great level.
- CONS: The eyecandy wasn’t ultra-amazing or new, but there isn’t any major con to speak of.
VERDICT: An 8.7 and download recommendation. This is simply one of the best Capture the Flag levels out there. I recommend everyone download this immediately. A fantastic level that is sure to become a classic.
This is a excellant form of CTF! I have seen it many times in JJ2. This is avery good level but a few things:
and thats about it!!
Good job
Ok, I want to review this.
Gameplay: Good/Very Good. I like it, spring placement is very good, only the level is quite small, if it was that big with this gameplay, it was very good.
Eye candy: Very Good. I loved it. This is how you need to use this tileset. I don’t care about that it’s overused.
Pickup placement: Good/Very Good. The ammo placement is really good, but you must get up again to get the ammo at some places. There are more levels which have that. The amount of ammo was very good. The carrot placement was also good.
Others: Well, this wasn’t a long review, but this level does rock, and FS also does. I give this level a 8.5.
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Eat your lima beans, Johnny.
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