olcrevelry.j2l | Rainforest Revelry | 13.79 kB | 05 May 2009 |
IC - Jungrock1.j2t | IC - Jungrock1 | 211.55 kB | 26 Dec 2006 |
an-path.xm | Path to Nowhere | 1469.01 kB | 03 Oct 2002 |
A collaboration.
Started at Christmas Eve 2008, followed by a month or a few of hiatus, it’s done and ready to be torn apart by critics and players and whoever.
Enjoy. We both are insanely proud of how this came out to be, so you’d better like this…
An okay battle level, a bit too holed for my taste. Eyecandy is fine. Could be bigger.
It’s been a while since I’ve written a normal review. This will be a short one.
Introduction
Two members of OLC have made a collaboration level using IC-Jungrock1. This was totally unexpected to me, so let’s see if the level is good..
Layout
This is a pretty small Battle level (with the size of 120×64) but it feels a lot bigger because there are different areas. The level has an interesting design, with lots of narrow passages. There are also some dead ends (like in the corners) but they are probably placed for tactical purposes. And there are also some pits (some people would say ZOMGPITS now) but these pits are very clear and well-placed.
Gameplay and flow
The level is pretty open at places (like at the top right) but like I said there are also some narrow passages. There are a lot of vines and a copter (that’s needed to get something, read more about that later) So the player is forced to jump a lot. There are not a lot of springs, but there are a lot of one ways. The green spring at 104,47 might mislead the player because you cannot use it but it’s still there. The flow is still good. There are some small platforms but you can just run over them without falling down.
Eye candy and theme
The tileset used is a bit underused (because I have used it and maybe 1 or 2 other people) but I think this is the 2nd finished level on J2O that uses this tileset. And this level has the best eye candy EVAR (with this set) It’s how Jungrock is supposed to be. The background is also really good.
Placement of stuff
The ammo placement is good. There are only 3 types of ammo: gun9 ammo, Bouncer ammo and RF ammo. So no Toaster, Seeker, Gun8, Freezer and TNT. There are 4 carrots, and they’re well-placed (one of them is in a dead end at the top) The level has a lot of food, which is also interesting but you need it to get the Seek PU (yes, a Seek PU) You need to get the Seek PU with sugar rush (correct me if I’m wrong) The delay is 90 seconds so only few people will get it.. There are three other Power-Ups. A Blaster Power-Up (delay 30 seconds, with initial delay), a RF Power-Up (delay 45 seconds, with initial delay) and a Bouncer Power-Up (delay 45 seconds, also with initial delay) So if this level gets played in an event no-one would have a PU until 30 seconds are over. There are also some fast fires, and they also have an initial delay and a delay of 30 seconds.
Further comments
This level looks like it’s built for events, and I can see that this level will be a lot of fun during the next JDC season. As a single level it’s really good, and I’d like to see more Battle levels like this. There were not enough good Battle levels last year, so hopefully there will be more good Battle levels like this one. I give this level an 8.4 and a download recommendation.
Ragnarok wanted more reviews for this, and I can see why. The level pretty much oozes polish and quality.
The level is notable for taking advantage of JJ2+‘s capability to have very long respawn times, as well as initial spawn delays. It’s also notable for not abusing said capability.
It’s a fairly typical level aside from that. Powerups, carrots, and ammo are all well-placed. Pits are present, but they honestly feel like they were added for flavor rather than gameplay reasons.
One unusual feature is the seeker powerup that can only be obtained by those with a sugar rush. Whether anyone will ever actually get it or not is anyone’s guess.
The level’s primary selling point is definitely its visuals. It is excellently and consistently decorated throughout, with quite a few creative methods of tileset usage.
What really caught me, though, was the level’s general lack of flaws. There are no usable camping spots, no spammable weapons, nothing of the sort.
Overall, this is a rare gem of a level, and should be treated as such.
I got to play an ffa here with some others.
I’m reviewing this through exchange.
What caught my attention first is the eye-candy. It’s quite varied throughout: Some places look solid, others look random and more natural. The eye-candy is well justified by the theme, which is about reveling a rain forest.
While the eye-candy is quite varied, the layout also reflects that. Is that a good thing? – While the level generally flows well with practice, the flow is quirky in some places, and I even got stuck near the seeker pu (you know the pos _ ).
Other game-play related things like carrots, power-ups and even food were placed well. I didn’t have much trouble gaining health; it wasn’t easy to become invincible, but not a struggle to stay alive either. The seeker pu, as far as I know, can only be obtained by using the copter to bypass a ceiling spring while you have a sugar rush. It’s not too hard to accomplish that, and I’m thankful such a power-up weapon takes some effort (and luck) to obtain, as seekers are quite deadly with this layout.
Not much else to say really. I encourage that players should try this level more in JDC events, public servers and ffa.
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Eat your lima beans, Johnny.
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