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Carrottus Square | 6.20 kB | 01 Feb 2005 |
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Deserted Paradise CTF | 12.18 kB | 01 Feb 2005 |
This pack was supposed to be released in 2004 during the summer but due to the lack of finished levels the deadline was not met and after two levels were finished it kind of took a while before I decided to upload it finally. The levels both use summer tilesets, so it’s kind of weird to upload it during the winter, but waiting until the summer would also be a bad idea, so here it is.
The pack contains two levels, Deserted Paradise CTF by Snooze (not J2LC anymore) and Carrotus Square by FQuist. The fact there are so little levels is due to the fact J2LC is mostly dead at the moment.
Enjoy and hope you enjoy the summer :-)
- FQuist
Edit
You can download the tileset here. I’ll find the music file later.
Deserted Paradise CTF
Bleh….no music. Anyways, the eyecandy here is good. Lots of things to look at while running. Flow was alright except a few times a spring jutted me into a ceiling corner while running. Layout is alright, although it sorta looks…puzzling. Like one of those level layouts you have to play over and over many times to understand. Ammo was creative, but I think you used too much different types of it, and the ice is sorta useless..Powerups are ok. The level in general is decent, but I think its one of those levels like Battle1 and Garden Brawl that you have to play over and over to really enjoy.
Rating: 7.5
Carrotus Square
K. Firstly, the blue base faces the wrong way =P. So is the red base, depending where you come from. Several places in the level I though could’ve used some floatups or springs, since I had to slow down to avoid crashing into things/jump a lot. There were a few tile bugs, and the eyecandy was dull in a lot of places, and could’ve used more originality. The coinwarp imo gives too much stuff, and people could easily just camp there (with a seeker powerup, another blaster powerup, and a full energy within grasp, who needs to run around? =P). I might like the layout (except for a lot of things that could’ve been fixed with the flow, and the coinwarp) a bit better than in the last level, at least on first impression. I also appear to be missing my vital earcandy for this (\o/ new word).
Rating: 7 (almost a 6.9).
Average: 7.25 ~ 7.3. I might’ve expected a bit more from J2LC, but at least they released something, and the levels aren’t bad. I’d suggest downloading this Especially if you want some hardcore gameboy-eating action
Some fast review. Too lazy to write a long one.
Introduction : J2LC finally released something again. This is a 2-level pack with one level by FQuist, and one of ex-J2LC member Snooze.
Carrottus Square:
FQuist used the Carrottus tileset for this level. This tileset has quite much eye candy, but I find it quite boring and it’s somewhat frustrating to use it sometimes. Or that’s what I’m thinking. The eye candy in this level ain’t the best, but it’s better than the EC in alot of levels I’ve seen with this tileset. It’s pretty basic, but I can’t say I’m too fond of it. The backgrounds are pretty basic as well…. just decent eye candy here.
The level is 110 × 50, but the layout doesn’t make me feel like the level is small. 110 × 50 ain’t that small ; many levels are smaller. The level’s spring placement is good enough, and there are some obstacles between the way to the base. I don’t want to go into further details, so I’ll just continue the review. Btw, there are also some warps.
The level has quite much ammo, and alot of power-ups. It has a bonus as well ; with 2 power-ups and a full energy. There is a +1 carrot in the level, though. You’ll need 25 coins to get the bonus. The coins are well placed. The ammo placement isn’t very bad. I found 4 PU’s in the level. 3 PU in the main part of the level and 2 in the bonus. Yes, there are 2 Blaster Power-Ups in the level. I don’t understand why, though. Everything else is just fine.
There were some funny textstrings in this level, and the level uses a system alot of CTF levels don’t have. I don’t have the music for this level, so that’s too bad.
Ratings :
Eye candy : 7
Gameplay : 7
Placement : 6.8
Originality : 7
Overall : 7 + 7 + 6.8 + 7 : 4 =6.93333 = 6.9.
Deserted Paradise CTF
The level has interesting eye candy. This ain’t the easiest Disguise tileset to use, but Snooze made alot of nice stuff in the layers and also some in layer 4. I don’t have serious complaints… this tileset is hard for me, even. (not that I’m perfect) =P The eye candy ain’t that overused, there’s just enough of it. Nice background(s), btw.
The level is 145 × 53, but doesn’t use all tiles of that(well, duh). It’s quite balanced but not symmetrical. It’s quite easy to get around,like with tubes. The springs do their job. So, this means that the flow is good. The left side of the level is quite irritating, though(the part with the vines and small paths) The layout and stuff is fine, and it’s original compared with other layouts of Snooze(and especially compared with my layouts)
The level has 3 Power-Ups. The ammo placement is good enough in my opinion. I don’t really care about the freezers that much. The full energy placement is good enough ; no complaints. Some groups of ammo are a bit like a rectangle or square, though. There is some food in the level ; no problem with that.
The level uses a tileset that isn’t used that much. I think I only saw 2 levels with this tileset before. Too bad I also don’t have the music for this level. This layout isn’t really like Snooze’s other layouts, like I already said. So that’s a good point.
Ratings :
Eye candy : 8
Gameplay : 7.5
Placement : 7.5
Originality : 7.2
Overall : 8 + 7.5 + 7.5 + 7.2 : 4 = 7.55 = 7.6
6.9 + 7.6 : 2 = 7.25 = 7.3
0.1 bonus. So final rating is 7.4.
Yep, don’t have the tileset from the level of Snooze. Include that please.
“I like how no one bothered to replaceJazz Start with a MP start in Deserted Paradise for something like six months.”
..dont go offtopic please
Satan right, i dont have this titleset too, little mistake huh? :OO but the maps are NICE, but i think, J2LC can create BETTER Maps ;)
(Unsupported rating removal. Care to say anything other than the levels being “nice”? Why are they nice? What makes them nice? Did you notice anything in particular? If better levels could be made, what could be improved? ~Violet)
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Eat your lima beans, Johnny.
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