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|GenericReadmeFile.txt||14.26 kB||31 Aug 2006|
|shoggoths.txt||0.04 kB||31 Aug 2006|
|BlackyGenSP1.j2l||A Generic Single Player Level||56.35 kB||15 Aug 2006|
|BlackyGenSP2.j2l||A Generic Single Player Level||58.68 kB||15 Aug 2006|
|Xargon Diurnal.j2t||Xargon (Diurnal)||106.18 kB||26 May 2004|
|Xargon Gloaming.j2t||Xargon (Gloaming)||106.15 kB||26 May 2004|
|Neve.s3m||Neve's Crossing||687.78 kB||06 Aug 2001|
EDIT 2016: This level has been recently remade and is much better, bigger and modernized now. Check it out instead of this one.
Just a rather large level you can kill time playing on a rainy day. In fact, it’s large enough that 1.23 refuses to play it and it has to be TSF instead. Lots of relevant information in the readme file (the larger one…). This didn’t take me long to make at all, and the majority of the level was made in under a week (betatesting took about an extra month or so, and being lazy took about…a year?) and I’m finally releasing it.
Try to enjoy, I guess. I’d appreciate reviews as well though.
I started playing, like, three hours ago. Now I’m finally finished with it. Oddly though, reaching the first checkpoint made up about two thirds of the total playing time.
Very fun. Interesting enemy placement and fresh ideas kept me playing. There are lots of secrets to be found, challenges to overcome and enemies to slaughter. Even though the level is very long, it always offers something new. Crate puzzles and different sets of enemies throughout the whole level keep it from getting boring. The second part was a bit dissapointing, because it ended surprisingly early.
Hard as heck. The first part until you finally reach the checkpoint, that is. I died again and again until I did it, strangely, after that it became a lot chillier. This is probably due to the fact that I had fully powered fast fire at this point, and enough weapons to kill whatever tried to make my life harder. I only died once more, and that was right after I reached another checkpoint. It still wasn’t easy of course, seeing as I had to keep myself on constant alert throughout the whole game to make it through. A safepoint right before the vine part would have helped a lot to balance it out though.
Very very creative. Other people would create a whole pack with the ideas that have been implemented into this huge level. You travel through a lot of different environments, from the hot jungle to an ice cave to some kind of underground dungeon. There are many gimmicks to keep you playing, like the possibility to get a fire shield with lots of clocks nearby, lots of secrets and bonus areas and little puzzles involving the finding of crates. I would have enjoyed something like a great final at the end. Maybe a boss battle or something similiar.
Beautiful. The level uses a tileset which looks like one from an old 2D platformer, though I don’t know which. Still, the rather shabby graphics of the tileset don’t hinder the view at all, it still looks great. Every area looks different, and some nice effects have been used. I especially liked the underground dungeon, which had nice lighting.
No story. That reduces the fun a bit, but it’s not ultimately needed. Awesome design. There really is a nice atmosphere while playing. Everything looked realistic too.
This was, despite it’s shortcomings, a very fun level to play and a huge challenge. Also, it gave me something to do this afternoon, which is always a good thing. Once you get past that annoying vine part and reach the checkpoint, this can give you a fun time playing. Some may be scared away by said part though.
Final Rating: 8.5, download recommendation
That’d mean, I’d have to replay it all on hard? XD
Too bad I have no time today. =b
Seriously, I’m looking forward to replaying it on hard sometime.
Granted I played in hard mode, but these levels were a bit frustrating. I didn’t finish them.
Eyecandy 4/5: Pretty good. I liked the cave areas, but some of the walls seemed plain. The food was well placed decoration-wise.
Gameplay 3/5: There were a few too many enemies, and some of them were placed in annoying spots (edges of cliffs, under the foreground layer, above springs). The part with the vines was simply frustrating. Once you get to the final vine and try to jump up to the next one, you end up jumping off completely because you don’t quite “Stick” to the next vine. There could have been more food/ammo, but that was used mostly for scenery purposes.
Originality Bonus: I didn’t get through much of the second level, but the design was nice. You did a good job making the player backtrack.
Fun Factor: I really thought I was going to like the level until I got frustrated and gave up. I may play it again someday, though. Good replayability.
times 42 divided by the speed of light and ground into pie shell crust = 7.7. You put some good effort into these levels, but I think you should use less enemies and more pickups to reward the player. You might try making the level design itself more challenging rather than putting enemies in tricky places.
Oh, one other thing: ADD CHECKPOINTS D:
Edit: You know, I keep playing this level, and it’s fun each time. I’m raising the rating for leet replayability.
OK, I finished it. So here’s the review.
A GENERIC SINGLE PLAYER LEVEL REVIEW:
EYECANDY: Tileset is from a fantastic game called Xargon. Backgrounds and foregrounds look like they would in Xargon. The lighting effects are cool. I love the use of the “Flicker Light” events. 10/10
GAMEPLAY: There are just 2 levels but these levels are HUGE and LONG. First one took me about an hour to finish. 10/10
PICKUPS: There’s not that much food but it was used for decoration to look like the food from the Xargon game. There was lots of coins in the levels. Finding them all would take you to a Bonus Area and they were hard to find. Not too many 1UPs and they are very well placed. 10/10
ENEMIES: There was a bit too many placed everywhere. Especially, in annoying places such as on end of cliffs. 8/10
OBSTACLES: There was 4 Trigger Crates to find in the first level and they were very well hidden. The doors opened EXACTLY like they did in Xargon. But there was a bug with 3 of the doors in the first level. When I was in that area with the trees and went into the warp, the first 3 doors didn’t seem to open. There was a problem with the Trigger Zone. But all the others opened correctly. 9/10
DIFFICULTY: I was playing this on easy and I still found it REALLY HARD. So that’s good. 9/10
MUSIC: Even though there wasn’t Xargon music, the music used here went very well with the levels. 9/10
TOTAL: 65/70 (9.2857142857142857142857142857143)
Rounded to 9.2 since scores like that are impossible. I would have done a 9.3 if I could.
[Rating edited to 9.3 upon review author’s request. You’re able to give such ratings with selecting Use a textbox for ratings in your user profile. ~Cooba]
Rating A Generic Single Player Level
Splendid level with all my requirements to be for good level: nicely, long, not too easy and with sufficient bonusses.
Eyecandy: (20 pts)
Although I didn’t see it in the levels, but this level does have a forefront. The paths are beautiful, but most beautiful nevertheless the context, it has been decorated with for example water falls, mounts and a splendid sky.
Result: 18 pts
Gameplay: (20 pts)
The level is gigantic. It is 700×175. in this level you must climb in trees, walk through caves and swim. At that last two you must really go through mazes. And enemies will make it very hard. That are the best levels!
Result: 19 pts
Story: (10 pts)
There is no story. So this factor does not count your end figure.
Obstacle placement: (20 pts)
The enemies have been well placed. There are a bit many enemies, but not too much. Especially for experienced jazz Jackrabbit-players this is a real challenge.
Result: 17 pts
Bonus placement: (10 pts)
In difficult levels you need many bonusses. Well, and there are many bonusses. From food to extra lives. There are also lots of secrets hidden…
Result: 9 pts
Total points: 63
Maximum number of points: 80-10(story)=*70*
Thanks for the review :). If you find the difficulty challenging, play in easy mode as there’s more carrots available to you. If anything, I’m happy that it turned out to be so hard because I didn’t want the level to be beaten in one try.
Eat your lima beans, Johnny.