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dats100.j2l | Golradir | 8.05 kB | 25 Oct 2004 |
Odyssey01.j2t | Odyssey 01 | 120.00 kB | 30 Mar 2003 |
chapt2.xm | Chapter 2 | 537.28 kB | 28 Apr 2000 |
Hey everybody,
Felt like building a level – been a while. Hope you enjoy. :)
Thanks a million to Disguise who beta-tested this for me. Silly bugs suck. :D
And i named it dats100.zip purely because i lost count and didn’t want to clash..
[Edit : ugh – sorry forgot to include the tileset.. am re-uploading – apologies]
Finally! A brand new level from Cmdr Dats! It really has been a while since he released his last level but he has certainly not lost his skills and Golradir, though not one of his best creations, is a level you must take a closer look at.
Golradir (it’s a weird name – no idea what it means) is quite large with many open areas as well as some tight and closed tunnels to explore and battle in. The layout consists of loads of platforms that take up most of the level and a smaller area consisting of a tunnel-like place at the bottom. This is nothing new as otside and inside levels have been done over and over and over and over again…etc, etc. The platforms are nicely arranged so you will always be a rabbit hop away from each one and springs are in the right places to reach places quickly and easily. The level has a lot of places you can bump into if you’re not careful, but it is very open, as mentioned earlier, and Golradir lets you navigate through it with the minumum of pain. For even faster movement, easily reached suckertubes are placed all over the level, which gives you an advantage over those on foot. I think that the suckertubes will be vital for pursuit and escape. The bad things about these tubes are that they take up a lot of space and it seems to me that you tend to take the tube rather than travel by foot, much like today’s commuters :). Since you can’t really control your movement while in the tube, these suckertubes spoil the fun of running around and shooting, but not by much.
Weapons placement is good and you don’t have to take huge detours just to get some ammo and most stuff can be reached by spring or by one jump, which smoothens the flow of the level. One complaint I have, however, is that ammo is so widely distributed. There are no large concentrations of ammo in one sinle place, which forces you to scavenge the level for ammo, which is bad news for campers or those who tend to hang around in the same area. Some crates would be really helpful but I guess anti-campers would probably see the lack of ammo as a positive thing.
The eyecandy is, like the weapons placement, very good but, like ammo, is widely distributed. Cmdr Dats have puts a little of this and a little of that here and there but he hasn’t used much of the tiles of the excellent Odyssey tileset, which is disappointing. A big window showing Earth, some lightning effects or more use of foreground layers would be great. And by the way, those great-looking teleport tiles are not used, most likely because there are no warps in Golradir. It’s acceptable when a level does not have warps, but at least use all tiles for eyecandy or you won’t be fully exploiting the tileset.
Despite the sparse ammo and equally sparse eyecandy, Golradir is a battle level worth having, and more importantly, playing. Battle freaks should definitely download this and those that are reluctant to mindlessly blow stuff up should still download and play this because of its great gameplay.
Cmdr Dats has done it again. Download recommendation and a nice 8.2 rating from me.
Yes…. as GP said, maybe a crap level overrated, but its not that bad, its better than i thought. This level has the wierdest name…
Pickup Placement:
My Rating: 6.7
I hated the placement i mean, there were good powerups, but why do only pros like FS and EM put the pointless powerups, and give them a point like in distopia u can chase with RFs or peppermints. Well battle, u dont chase much. I like the powerup placement though, but it could be better.
Layout:
My Rating: 7.0
This level is very very platformy, but there is a really small exception. Who cares though, BlurredD’s E-prime kinda owns this, coz well mainly blur made it barely platformy. And… Really orignal. This level has barely any tactic, but when there was loads of thin platforms, bouncers and seekers can be shot through them. There are a few dead ends too, unhappily.
Eyecandy:
My Rating: 8.0
The eyecandy is really good, barely bugged, but nevertheless nothing original at all, the suckertubes looked nice. The background was excellent, but i do prefer stars and the planet, they look heavy, but so does this i guess. There is an excellent tileset chosen and used here.
Gameplay:
My Rating: 8.5
The flow here is great,however: dead ends, annoying parts, not too much tactic, easy to camp. But happily, how to anticamp/destroy campers. This level has quite a few parts that are really pointless. This level is great for duels and TB and even just battle.
Overall:
My rating: 7.7
Host this often: Yes
Host at all: Yes
Host for duels or TB: Yes if possible.
Learn from: Yes, this is a good example of a good level.
Download: Yes
Ok, it’s been a while I reviewed, but I’m back. :)
Introduction: Golradir is a level created by Commander Dats and uses the Odyssey tileset. The level name is weird, but I don’t give points for a levelname.
Gameplay: Good/Very Good
This level’s gameplay is pretty good. I liked how the springs were placed and you don’t have to jump alot to get to another place, so that’s a good thing. I liked the large tubes on the left and right sides of the level. The layout of this level looked good, at least it’s not a symmetrical battle level :P. I didn’t see any dead ends, so it doesn’t lower my rating. I don’t have any mayor complaints about the gameplay.
Eye candy/tileset use/layer use: Good/Very Good
This level’s eye candy looks good. I especially like layer 6. The tileset was used very well, there were also alot of animations. I saw layer 3, 4, 5, 6, 7 and 8 were used. That’s a good thing. Some places could use more eye candy like near 46,23, but still, pretty good.
Pickup placement: Good/Very Good
About the Ammo, it was good placed. Not too many at one place and it was also good spread. I don’t have complaints about it. About the Power-Ups, I saw 3 Power-Ups. There was also some Fast Fire which is Power-Up too in JCS. The carrot placement was fine. The Full Energies can’t be reached but there are +1 Carrots.
Originality: Good/Very Good
Yes, this level is original, because of the backgrounds and some animations. I have never seen the music file, so that’s original too. It’s a good idea to place Full Energies in a place you can’t go to.
Overall, I give this level a 7.91 = 8.
Download is recommended.
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