|face.j2l||Facing worlds||4.05 kB||07 Oct 2008|
|Desolation03.j2t||Desolation 03||148.72 kB||02 Aug 2008|
|Foregone.it||Foregone Destruction||1945.89 kB||06 Oct 2008|
Inspired by the UT map Facing Worlds.
But not a try for exact conversion at all!
Minor change #1
Found the music for the original UT map.
So I changed.
Btw ambient lightning on
Minor change #2
Moved warp from over base to under base and tubed.
Minor update on 8 Oct 2008 at 09:37
A very small level, based on one of the most played UT maps, good idea! It may not be completely like the UT map though, it does give the same feeling. A small and very standard level, I recommend it for duels, and for download! But don’t expect any serious fun..
I played this map many times and I think the gameplay is fine. I don’t like the 2 +1 carrots because there is one Full NRG. Area with pits is original,but I think it’s easier to play this level with Spaz so it’s easier to avoid falling in when using Spaz. Anyway,this will get 7.8 from me and a download recommendation.
Despite being incredibly simple, the fun factor is incredibly high in this level, which makes it worth playing alone. It captures the adrenaline pumping feel of the original UT map, and is a fairly well designed level. The routes are limited though, and unless you’re Jazz it’s hard to avoid damage while crossing the bridge between the bases.
I changed my mind about this level after having played it a few times in Zeal Alpha.
Some places in ‘Facing Worlds’ lack ammo, for example the area between bases and the carrot. But it’s a small level and it has 4 Pu’s, so I guess that’s okay. The EC isn’t impressing, but it’s decent enough. I quite like the light towers.
The center area is a bit full (2 PU’s and a Full NRG really close to eachother), although the pits make this a tricky area. It’s also Spaz-biased since springs, next to bases, are missing which makes it quite hard for Jazz to reach certain platforms.
The warp-placement makes this level really campy, since all warp targets lead to the base. This can be a positive thing too, but the ammo-rooms are a huge problem. You don’t have any other exits and your opponent could just keep camping the target.
Anyway, this is quite fun to play, if you avoid the ammo-rooms, and also fast paced, which is always a good thing. I like the idea of two bases, like in MS and well, since it’s a remake (I don’t know the original however) I think it definitely deservers more than the 5.5 I gave earlier. Also, since the fun-factor is high, you should really consider downloading this.
3 of 3 users found this a good review.
After playing this in his server, I looked it up on J2O and started writing.
Gameplay: Not bad
The level is based on the UT map “Facing Worlds” (the first one, I guess, with the huge rocky straight and two buildings). The level plays a bit like that. After it’s father, the level is very (if not completely) symmetrical. There’s a hole in the middle of the level (more on that later), there are two building-like structures on each side providing a flag and lots of ammo. Also, when you get to the top of the level using a warp, you can stay on the roof and Bouncer-spam everyone to death. Falling back behind the building will provide you with a warp back inside.
The buildings are littered with ammo, which you need if you want to make it on the straight end to the other side. The hole in the middle of the level grants access to a Toasty power up and a RF power up (if I remember correctly) which are both quite handy in this level. The catch it that this hole is located over a pit, which is very easy to fall in. Being shot here will mostly result in an instant death, making little use of the oddly placed Full NRG here.
The level uses lots of ammo-types, which can make the gameplay vary a lot from game to game. You can choose to hit the roof and start spamming Bouncers, or use the Toaster to defend the base by protecting the narrow hallway leading to the flag. Variation is always good. Be sure to make the TNT do some damage, though, as there are few TNT to be found and can’t otherwise be handily used.
As with the original UT level, Facing Worlds gives you that spacy vibe it needs. Instead of a circulating Earth, this tileset – Desolation – has provided us with a moon instead. It moves slowly on the star spangled background (not banner you patriot!).
The level gives off a clean view, with average eyecandy and few objects blocking the view of the player. Yet still, it doesn’t look bland or unoriginal. Maybe it’s the tileset Blur cooked up, but it certainly looks good. Facing Worlds looks entirely different than it’s original counterpart, but that is, in this case, not a bad thing.
The music is pretty self-explantory. To give you more UT memories, Z (mind if I call you Z?) has provided us with the original music. Not a bad choice, of course, but I’d rather see more originality on this part. Not bad, could have been better.
Eventing: Not bad
The level (especially the buildings) are built upon using warps to enter rooms. This is just like the UT version, but less camp-able. In the UT version, one could Snipe across the map to get all those warpers with a single shot. In JJ2 however, one has to stand near the warp target, which is always in the base itself, secluded in walls. Good job.
There are a few power ups, like the Toaster and RF mentioned earlier. There’s also a Bouncer PU to be found, which gives you the perfect ammo for when you’re on the roof. The rest of the level is filled with ammo for all sorts of guns, ranging from Freezer to TNT to Gun9. Be creative and use the guns appropriate for the situation.
The bases are not too far apart, but not exactly close either. While there is a huge straight part inbetween them, it doesn’t seem like long before you’ve crossed it.
Bonusses and substractions
Overall Fun for a while
This level is certainly not bad, but it can get a little repetitive soon. While the diverse ammo can provide a little strategy, most people will just go RF-spamming after using five TNT’s. The theme of the level, however, is not bad and well excecuted, but maybe a little bit enhanced by the tileset. All in all I’d like to give this level a 7.1, the 0.1 because I think a 7 is nearly worth playing, and this is CERTAINLY worth playing a few times.
I would love to see some more UT remakes, for instance Hydro Bases or (in case of a Battle level) Morpheus.
2 of 3 users found this a good review.
Another good pack to play! Dzeal’s CTF level, “Facing Worlds”, is a fairly well designed level, although the distance between bases is very small. Not a super-heavy amount of eyecandy, which detracts as well. Add a multitude of warps, a symmetrical design and a fitting music track and you’ll get Worlds.
Buggage was pretty small, although appeal flagged after the first couple minutes. The level was well designed, but could have been better, and so gets my DL rec, but could benefit from 5 minutes of fixing up.
0 of 1 users found this a good review.
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