olcgames.j2l | Games: Alive Sky-High | 7.97 kB | 26 Sep 2011 |
olctrf.j2l | Tyuka's Realm Forsaken | 5.93 kB | 21 May 2012 |
Jazz Paradise Lite.j2t | Jazz Paradise Lite | 115.41 kB | 28 Aug 2006 |
mezmerize.j2t | MeZmErIzE | 125.09 kB | 17 Jan 2000 |
IMPORTANT, PLEASE READ DESCRIPTION:
This pack is a sequel to A Two Level CTF Pack. That was back in 2003. The “2-nd” in the pack name is a reference to this being a 2nd installment with 2 levels.
Tyuka’s Realm Forsaken and Games: Alive Sky-High are included within the pack.
Tyuka’s Realm is designed mainly for duels, also for SJ’s DT Contest. It uses a variant of the “base system” I used in One Spot. Unlike the base system in One Spot, you cannot camp at the base area with absolute control, but you can camp at the base’s entrance with uncertain control, and you can also use the copter to camp at the base area for a brief period of time. This is a “pretty much” balanced ctf level with a varied layout.
Another notable aspect is the c placement: A +1 is placed directly above the other +1. To prevent the top c from being shot directly to the bottom of the level, it can be shot to the left or right side; If the +1 at the top is shot directly to the bottom of the level, then both cs can be camped like a full nrg. The c placement like a full nrg being “split”, meaning this can have a full nrg or 2 +1s, but not both at the same time. Depending on how this is played, it can cater to players who like “strong” c control, but also those who don’t want “strong” c control.
Fun Fact: The filename “olctrf” is a coincidence, since trf sounds like “turf”, which can mean things like territory or domain, hence the name “Tyuka’s Realm Forsaken”.
EPILEPSY WARNING: DO NOT VIEW THIS LEVEL IF YOU HAVE THIS DISORDER. I AM NOT RESPONSIBLE FOR ANY DAMAGE THIS LEVEL MIGHT INDUCE:
Games: Alive Sky-High has another variant of the One Spot system, but this one might be best described as more elaborate. There’s an entire symmetrical base “area” (like an entire level) that has an outer area. The outer area supports the base area, and is quite varied by comparison. While the level is relatively average in size, the design caters to very large games (at least 3vs3). This is a bright, colorful, celebration themed level designed for events. I am not sure if this is a suitable effort for them just yet though.
Ha, the re-occuring theme here is about things done in some way concerning twos. Total coincidence!
Please play these online before reviewing. I’d appreciate comments, short reviews, long reviews, ratings, no ratings etc. Hope you have fun!
Yay for releasing something again when I thought I’d quit jcs.
Haha, when I was hosting this, I thought that Tyuka’s Realm Forsaken was a battle level. I see where the bases are now. I like the idea in both levels. In this level I like the bases placement, and in another one I like the Inside-Outside system.
Has to be a quick review and my opinion isn’t as worthy since I haven’t properly duelled in TRF yet.
TRF provides fun and original gameplay possibilities and a great style of a level. The other level seems a lot more party based, and while easily criticizable, boasts rather fun and quirky gameplay too. Worth checking out.
I played both of these online with a couple of people, and thought they could use another review. So i’ll quickly state my impressions on both of the levels and how they played.
Tyuka’s Realm Forsaken
I had a duel in here, and it’s a really hectic level. The scores just kept piling up with both me and my opponent trying to out-rush each other in a really crazy way. When we both captured the map became a lot more strategic, with a lot of anticipating the opponent’s moves and hit and run tactics. I really liked the base placement, I think it adds a different element to the level and certainly makes for very unique tactics when playing. The fact that it only takes a couple of seconds to reach both bases, and that both of them can be camped simultaneously through the middle area makes it a pretty important area to control esp. to prevent rush tactics. It also makes the pacing of this level wicked fast, which I found to be a really good thing. The level of detail was also well done and I liked the method you’ve chosen to decorate the eyecandy with esp. with the use of the crystal shards. Music choice also boosted the level’s atmosphere and made it more aesthetically appealing. Overall, a nicely made level with a unique gameplay that’s fun as hell to play in. My first impressions were that it is deserving of an 8 or so, but after properly dueling in it I’m inclined to boost that up to an 8.5-8.7 range because of the playability of the level.
Games: Alive Sky-High
This level is substantially bigger than the former so I ran a 2vs2 in it instead of a duel. First impressions are that this is more of a party-based level than one for serious matches for a number of reasons. Although the level is fairly large, the bases are located a very short distance apart from each other. The powerups, shield and also the full energy on the other hand is located on the outside perimiter of the level, meaning that you are basically helpless to defend the base while you are collecting powerups/health. I’ve seen my team member score 3 flags in a row because all of red team was on the outer rim of the level and couldn’t get back in time :P.
Also, the carrot placement I find kind of strange. The Full NRG is easily campable and is kind of awkwardly placed, imo. I’m assuming its there to counter-balance the seeker powerup but the entire area it is in is just a bit strange. The tileset choice is interesting, and very quirky with some quirky eyecandy and a quirky theme. Can’t say I love/hate it like some of the other reviewers but it’s definitely interesting in the fact that its strange and different. I’m not sure what to rate this level, its not bad in larger servers but I would definitely never play a duel or even a team game in this that would be taken seriously. This would probably score around a 7 if I were to critique it as a serious, balanced map meant for 2vs2s or larger.
Finally, I just wanna say that despite of what my comments may sound like I did have fun playing both of these levels, especially Tyuka’s Realm Forsaken, and would certainly rather see them hosted instead of all the overhosted crap like semi etc. that people just play over and over. I really hope you do decide to make more levels in the future as well, FS.
-Blacky
FFS, how to review this.
First, I’ll say that I’ve played both of these levels online using the ingame download function everybody knows (I did not download it at J2O). I’ve duelled Jake at TRF and it was quite an intense duel (lost 6-10 btw). I played the other level in some open servers recently.
Tyuka’s Realm Forsaken:
Music:
Sheer awesomeness. I’ve no other words for it.
10/10
Eyecandy:
It is great, almost flawless while unique. It goes very well with the music, even better than most other levels.
10/10
_________Gameplay:
Layout: Quite balanced and the base concept works. There aren’t any campy places and this level is, due to the relatively fast carrot respawn and the fact there are two small carrots, a very aggressive one… camping means your opponent regains health, and both C’s are in uncampy area’s. It is however, possible to camp the RFPU, though it isn’t useful in duels.
There are two RFjumps, one of them is avoidable with a Lizard Copter (while not too difficult), and one of them is almost impossible with Jazz/Lori and still hard with Spaz.
9,5/10
Pickup placement:
Almost perfect, though Bouncers/Seekers are laggy weapons, if this is played on ZD. There is a Bouncy PU, which might lag if shot in the tube, but otherwise Bouncers are very useful in this level. There is a patch of Seekers in the upper left corner (no PU, which is a good thing). The main downside but also upside is that ammunition is very grouped: usually there is only one place in the level to get a certain kind of ammunition. This could be horrible, but in this case it doesn’t matter: The level is small and very uncampy (though the RFPU is campable if the other player has no RF PU, but you might end up being blown up in some cases)
9,5/10
Replay Value:
Hm, what to say… Seeing the level made me speechless, playing it was awesome. It is certainly one of the best levels I’ve ever seen.
10/10
49/50
Penalties: Zero
9,8/10
The other level? If you insist. In terms of liking it/disliking it, this level is totally opposite to the previous one. So here it goes, for ASH or whatever it is called.
Music: Not so awesome, and a sheer contrast with TRF.
It hurts enough to mute it, something I hardly ever do…
5/10
Eyecandy: The tileset chosen made me refuse to take this actually even serious. Feels pretty bland, even worse than the Forest tileset for example because of lack of detailing in the tileset (and being downright unnatural)
5/10.
_________Gameplay
Flow: It works, but the base placement makes this a VERY rushy level, especially taking the two Spaz-only RFjumps into account. It makes the PU’s bloody useless being too far from the bases, (takes too much time to get them)… I actually think it is impossible to retake control back if you lost it. It might also end up in a cat-and-mouse game in the outer circle of the map…
4/10
Pickup placement:
You don’t need them with the bases so damn close to eachother… the PU’s are placed close to eachother but one camper is enough to kill you if you want to get back to the base area.
4/10
Replay value:
Playing a serious round here is a total fluke…
4/10
22/50
Penalties: none.
4,4/10
9,8 + 4,4 = 14,2 = 7,1
DR: Yes, the first level is downright awesome… without a doubt. It is a great level to play at, especially in duels and I think it is the best entry to the duel level tournament until now.
I’ve heard the second one can be either found great or be disliked, with me being in the second group of disliking it. Therefore, you might like the second level WAAAAY more than I did.
On the otherhand, you might find it pretty dissappointing or downright horrible like I did.
Jazz2Online © 1999-INFINITY (Site Credits). We have a Privacy Policy. Jazz Jackrabbit, Jazz Jackrabbit 2, Jazz Jackrabbit Advance and all related trademarks and media are ™ and © Epic Games. Lori Jackrabbit is © Dean Dodrill. J2O development powered by Loops of Fury and Chemical Beats.
Eat your lima beans, Johnny.
Post a review
You need to log in to post comments on this download.