|A Generic Readme File.txt||4.69 kB||31 Oct 2016|
|AGenSP10Year.j2l||A Generic Single Player Level||290.07 kB||31 Oct 2016|
|Xargon Diurnal2.j2t||Xargon (blackyedit)||143.83 kB||05 May 2016|
|Xargon Gloaming.j2t||Xargon (Gloaming)||106.15 kB||26 May 2004|
|AGenSP10Year.j2as||53.46 kB||31 Oct 2016|
|Neve.s3m||Neve's Crossing||687.78 kB||06 Aug 2001|
|112-le_gran_luxe.mp3||4227.70 kB||22 Sep 2010|
|1405.mp3||421.91 kB||30 Apr 2002|
|09 Dying City.ogg||1507.42 kB||26 May 2016|
|AARmx-iSWM.ogg||3834.07 kB||26 May 2016|
|BogglyWoods.ogg||2823.34 kB||26 May 2016|
|Terrible Fate.ogg||11547.61 kB||23 Apr 2016|
A remake of a level of the same name I uploaded 10 years ago. What began as my biggest level ever at the time became the biggest standalone single player level ever released. Requires JJ2+ and made in the TSF JCS. Playable with Jazz/Spaz/Lori and uses difficulty modifiers
Although all the credits are listed in the readme, I want to mention here also that this release would not be possible in it’s current form without the support of Violet CLM and Salamander.
Please read the readme file for more information, and have a Happy Halloween!
Minor update on 31 Oct 2016 at 23:02
Probably one of the best levels ever made for JJ2, and I don’t say that lightly.
While I could argue that some parts are confusing almost to the point of frustration (especially towards the end), I’ve not had a single JJ2 experience to date which was this immersive and rewarding. It was almost metroidvania-esque.
This remade level truly competes for the title of the best standalone single player level ever made for the game in my opinion. The visuals are top-notch, although sometimes probably even too excessive, the gameplay very versatile along with the scripted features that make it even more original. The musics are well chosen too. Download recommended.
Took ages for me to complete this entire level, haha.
Tired of dying, and died really a lot.
Even Easy and Normal is hard for softcore player like me.
Tileset pick is pretty decent. Some scenery music was good but did not like the general ambient.
Entire level is total great work, but surely this map is not for newbies.
Good level but not without issues. There are a lot of obscured hazards and often it’s very unclear where to go. One area requires you to collect an item but gives it only barely distinct looks and doesn’t provide any feedback when you get it. The introduction of pits is accompanied by fake foreground pillars and the last checkpoint is far behind.
As said by Blacky, this level follows the core design of it’s predecessor but modernizes everything else. Everything has been enhanced by neat AngelScript tricks and modern design ideas, as well as entirely new areas being added to explore.
Overall, this feels like a traditional single player level with the basic elements of an original JJ2 level present. You run and jump finding crates, collecting gems and coins (for the biggest coin rewards ever!), exploring some hidden paths, and enjoying the vast amount of carrots. Ammo progression is quite natural too, starting off with Bouncers and moving up to more Seekers and RF’s near the end. The enemies are largely untouched by AS, aside from things like a cool boxing glove trap and stronger (ice) turtles and crows. All in all it’s definitely a generic single player level, a very cleverly designed one that is.
The real standout quality here is it’s sheer size and how it tries to form a ‘world’ by interconnecting various areas with different atmospheres and music. The way of progression in this level feels both rewarding and surprising. It’s probably the biggest single-single player level to date if you count just the amount of gameplay. Also a nice feature is it’s excellent use of JJ2’s difficulty setting, which is not even a scripted feature by itself. Not many JJ2 maps have such meaningful differences between Easy, Normal, and Hard even though it’s a feature for events programmed into the game! I lost on Hard pretty early in the level due to the Cheshire Cat part, but got through Normal twice (once without losing a life) in about 1:45 on my first run and 1:15 on my 2nd (those are estimations). And by the way, the boss is very original, funny, and well made too!
Some parts are definitely a bit confusing, such as finding the exit in ‘White Hell’ and finding the cheese (play and you know what it is, lol). Another strange thing is that you are being warped to a ‘hub’ at some point which makes you think you need to backtrack to earlier areas, while in fact you need to find an entirely new area that just happens to be accessible through this hub. Also, Normal mode could use an extra savepoint or 2, getting set back so far at times might demotivate some players.
I happened to get stuck once, and because it’s underwater I had to use jjk to get out: https://s20.postimg.org/vdjqhm0ql/Jazz2_AGen_SP10_Year_000.png
Overall one of the most amazing levels ever released, and unless anything better comes out in December, this will be the clear winner of the JCS Awards. Download recommended? Of course! Lay down your work and play it now!
2 of 3 users found this a good review.
It’s easy to dismiss Jazz 2 as just a multiplayer game, because its default single player campaign is so easy (at least if your age is in the double digits), but that’s not really fair. Jazz 2’s single player is easy but there’s still something undeniably fun about it, and many levels over the years—Agama’s Night World comes to mind here as an example—have succeeded on the basis of giving you that gameplay with all the ingredients measured out just right. Keep changing up the flow of things, but not too much, not too frequently, and yet not too infrequently. Ammo pickups, springs, enemies, crates, coins, carrots, on and on and on for as long as Jazz (or Spaz if you’re nasty) can run and jump. It’s a proven formula for success.
Blackraptor does not quite follow that pattern to the letter, despite the level’s name, but instead treats it as a template to add just a little bit to here and there. Enemies feel tougher and more demanding of strategic handling. Health feels more rewarding. Change in level design is accomplished by mixing in and out different parts of the tileset across the course of a single level, rather than employing level transitions to use entirely new tilesets. Obviously the xargon set gets a lot of credit here for offering so many possibilities in the first place, but blacky uses those possibilities to immense effect, liberally covering the screen with layers and eyecandy that somehow rarely (though not never) obscures the level design more than it should.
I played through this level a number of times while it was in development… I’ll confess I haven’t actually played through (or even downloaded?) its final release, which hopefully cleared up some issues I had with unclear design elements, so I can’t comment too much there. One way or another though, there are times when the level becomes less clearly linear than others, and at its extreme that can become frustrating. The level shines when it’s basic JJ2 gameplay with that added bit of polish/heft/zest/shine to it, and conversely falters when it wanders too far off in another direction. The White World is an example of this—it feels very blackyish, to be sure, but it doesn’t seem to totally fit in with its surroundings.
I feel somewhat the same way about the scripted enemies, despite having rather contributed to their existence… the fact that they’re fairly back-loaded, appearing toward the end of the level but not the beginning, gives off the impression that the level was designed linearly and those enemies were a late addition. (Fun fact: basically true.) Obviously I’m not complaining about scripted enemies on their own, but I think a more balanced distribution would have worked better in this case, to prevent the impression that the level loses confidence later on in its ability to please without bringing in bells and whistles. There’s nothing wrong with games getting better or more complicated with time, but it’s important for that progression to feel natural, rather than to give the impression that the earlier parts of the game simply didn’t get much editing after they were first designed. (A similar problem applies in blacky’s JJ1 pack as well.)
Nonetheless, I don’t want to give the impression the above complaints are a huge deal. It’s just that we’re all very familiar with the standard JJ2 gameplay, and when most of the level is that—albeit implemented very well—it’s only natural to talk about the handful of deviations from that pattern. But really, the level plays and looks great. It’s huge and majestic, hard but not impossible, pretty but not incoherent. There’s always stuff to do. There are plenty of secrets to find. There are no obvious places to skip ahead. It’s a great level that sometimes strays outside its wheelhouse but is mostly more on point than can be managed by some entire packs.
0 of 0 users found this a good review.
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