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Whantil | 7.30 kB | 26 Jul 2005 |
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JJ1: Industrius 2005 | 93.67 kB | 30 Apr 2005 |
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- One Must Fall! 1 - | 79.41 kB | 05 Jun 1995 |
Umm… not too much to say, really. This is a fairly big CTF level using my Industrius set. I experimented with putting a lot of useful items in the middle of the level to draw attention away from the bases in large events where people will have a tendency to camp a lot.
Beta testers: FireSworD, EvilMike, Sciz CT, Blackraptor, Ragnarok, Strato, BlurredD, Bobby, and R3ptile… And I think there might’ve been more that I forgot. If I forgot you, yell at me and if I’m not too lazy I’ll edit the list.
Layout: Layout is kinda basic, nothing really original in it. The level forces you to jump more often instead of using floatups and springs (Which can be good or bad depending on your taste). I dont like the masking of the sucker tubes though, they seem to jut out more than the ground and you crash into them while running. 5,28 could also use a bunch of one ways (right under the red spring). The top passages to the base also force you to go into 1 tile wide sucker tubes, which gets annoying especially if you were chased or rushed or something.
Rating: 7.7
Eyecandy: Kinda basic. Lots of places are left empty without any layer 5. Poles are an interesting way to mimic antennae except that the first few times or so it feels like there is a pole event on them. Otherwise, there doesnt seem to be anything new or eyecatching about eyecandy. Lightning also gets annoying, especially if its in the foreground.
Rating: 7.5
Placement of Stuff: Interesting. 5 powerups. 4 out of the 5 are behind masked tiles, and 2 out of the 5 are only attainable by Electroblasters. 5 pus seems kinda crazy for this level, but the carrot placement gets even better. A full energy in the center and two +1s surrounding it, interesting idea. I’ve tested through the level and found nothing bad about it, and I’ve never seen carrots placed like that before so =D. Ammo is placed nicely enough.
Rating: 8.2
Gameplay/Flow:
Floatups are placed nicely, springs are placed well for the most part. The ground underneath the two red springs at the very side needs one ways. On second thought, why are those springs still there? They seem kind of pointless since the green spring + floatups gets you up to the base itself. As I mentioned before, sucker tubes jut out more than they should. The parts that force you to jump sometimes get on my nerves, but lrk calls them “obstacles” =P.
Rating: 7.5
Overall (Not an average): A good level, but it could use more things to make it stand out. I don’t particularly like the tileset, and the eyecandy could use more work, but the level plays alright except for the few annoying things i mentioned before. This level also seems big enough to handle large amounts of people, meaning it could be hosted in JDC events in the future.
Rating: 7.9
Final Rating: 7.76 ~ 7.8. Download reccomended.
~Blackraptor
This probably excited me as much as BR’s level. LRK obviously tried making a successful level, and guess what? He did. Anyway, the level is a bit big, consisting of 5 PUs. 4 are different. There are 2 Blaster PUs. Can be a bit campy at middle and loads of ammo. A while ago, it used to just be loads of bouncers and RFs. Now a bit more fair. 3 carrots quite cramped together.
Eyecandy
Rating : 7.7
Comments
Well, not many exciting eyecandy effects but at least the places arent cramped with lack of eyecandy, or too much eyecandy. Anyway, the level is quite normal. All the shadows were dealt with. Loads of tubes and nice buildings, this level almost has the feel of a bit of a city.
Gameplay
Rating : 8.2
Comments
It actually is fun to play in. Doesn’t suit duels at all, but anything else + is good. There is good flow, and adequate springs, some tubes are a bit hard to get into, but not if you have a brain. The powerups are moderatly easy to notice and get. There isnt much tactic at all in this level, apart from firing weapons at right times. A few RF chases are good. I cant say much.
Layout
Rating : 8.5
Comments
Well, the layout is pretty solid, and pretty campy. The flagholder has like 2000 ways to never be hit muhahaha, but but but, if you are smart and familiar with the concept of the brain, you should be able to prevent it. Peppermints arent ever used enough, you can chase up slopes with it. Bouncers = Vice versa. Anyway, you can also fire seeks through the tubes or something, double attacking always helps! It’s pretty easy to navigate around here, and it has a city-like layout. Good enough for me.
Placement
Rating : 8.2
Now that LRK editted it, enough toasters to attack with. Before there were one billion bouncers and RFs. And like 6 toasters? Not even at all. Anyway now that it is changed, a bit better. A lot of camping due to the where the PUs are and the ammo is, but I guess that is how LRK planned it. Anyway GJ
Overall
Rating : 8.2
Comments
Download or I get shaney to DWWS with you.
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