Demonic Dilemma

Date uploaded:
27 Aug 2006 at 06:34

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Re-upload/Edit Download
Janus aka Jahari (More uploads by Janus aka Jahari)
Single player
Arjan, Brandon, and a couple others, I guess.

No screenshots yet. (15.14 kB)

File contents

OneAndAHalfLev2.j2l Demonic Dilemma 14.78 kB 26 Aug 2006


This is the first level of a project I am currently working on. This levelpack will be titled Jazz Jackrabbit 2 ½. Don’t be turned off by the name. I will make sure it’s cool like Evilmike’s packs if I ever finish it. I am submitting this level because I want to give people an idea of what my level design is like (because it’s different). Please(!) give me as much criticism as possible. I’d really like to make a pack if this turns out well. This level took me roughly 20~30 hours to make. I hope you all enjoy it, because I’m tired of so many of the mediocre that I’ve watched as they pass through J2O over the years :/


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User Reviews (Sort by Helpful Index or Date Posted) Average: 6.4

Review by SPAZ18

28 Aug 2006, 14:04 (edited 28 Aug 06, 14:08)
Spaz Slackrabbit (162 Points)
Number of reviews with ratings111 Featured reviews6 Average helpfulness73%

Well, it’s looking good so far. I can’t review the level yet as I haven’t finished it. JJ2 crashed on me for no reason.

How many levels are there gonna be in the pack? Is it just gonna use JJ2 Tilesets?

About the re-spawning Lizards, surely it should work. I’ve seen it happen before. Have you tried putting a generator on the Floating Lizard?

There is a really annoying bug somewhere in the level. When the character shoots, I see no bullets come out. Why is this?

EDIT: I have just tested the Floating Lizard with generator on in JCS. IT WORKS! The Lizard respawns along with the Copter too.

1 of 1 users found this a good review. Did you? Yes/No

Review by LittleFreak

29 Aug 2006, 12:40
Bee Boy Swarm (33 Points)
Number of reviews with ratings21 Featured reviews3 Average helpfulness96%

Quite challenging. Quite frustrating too. This level requires very good timing and strong nerves. That’s why it took me quite long to beat it, despite the level’s normal size.

Gameplay: 6.2

From one death trap to another. And that without a break, gets quite annoying after a while. The level’s design focuses on forcing the player to react fast and precise, because otherwise doom is certain. One wicked surprise hunts the other. So, traps are fun. But this level is something like a trap overload. The constant stress of trying not to die totally kills the flow. The very sparce collection of items obtainable adds to that effect. What’s left? An RF-jumping part, which annoys the unskilled player somewhat that resisting to type jjfly is more of a challenge than actually getting up there without getting thrown back down accidentally when you just reached the top.

Difficulty: 5.0

Overdone. Just. Too. Much. Stress. This level needs some breaks with less difficult parts thrown in between the utterly challenging ones, otherwise the annoyance factor just cranks up more and more. Some more items will help too.

Creativity: 6.5

Lots of unusual stuff, but unfortunately all done before. The sliding rock is obviously ripped off, the bat jumping has been done before too. Don’t get me wrong, using tricks and things others discovered is fine, as long as you give it your own personal note. Still, it doesn’t get boring, so that’s a plus.

Eyecandy: 6.0

Utterly dull most of the time. The possibilities of the tileset just haven’t been used enough. Sometimes, there’s some nice layer 5 work, and the occassional pillar in the foreground, but that’s about it. Add some stuff, be creative. Create some atmosphere. That’s the part I love doing the most when I design (which happens rarely though).

Design/Story: 6.5

The level starts right at the end of the last official one. I kinda liked that, though the story, which is revealed at the end, is kind of, weird. It seems Devan has survived, and is about to continue wreaking havoc and stuff. Okay I guess. The design could have some more of that “everything is lost” feel. After all you’re in hell. That’s just a personal opinion though.


This would be quite a fun level, if it wasn’t so.. overly harsh, for lack of better words. For me, the perfect challenging level starts with some moderately difficult part, then throws in something hard, then gets moderate again. That way, the player has time to relax a little, and, which is the actual purpose of the game, have fun. Difficult and frustrating passages easily get forgotten when you have a “winning experience”, or get some goodies or something. Overall, “Demonic Dilemma” has problems, but potential. I also suggest getting a personal beta tester to play your levels and give constructive criticism before you upload a level.

Rating: 6.2
Download Recommendation: Looking for some frustrating challenges? Hell, yes.


1 of 1 users found this a good review. Did you? Yes/No

Review by Janus aka Jahari

29 Aug 2006, 17:33 (edited 31 Aug 06, 11:33 by Cooba)
Bee Boy Swarm (31 Points)
Number of reviews with ratings19 Featured reviews3 Average helpfulness70%

Okay, so I see that no one really liked the difficulty of it. My original plan was as you said: keeping the player on his toes. I guess I could add more food to keep the player rewarded/interested, but I get so sick of playing levels where there’s clumps of food/ammo EVERYWHERE. I’ll add more food in the future, but I want to keep the ammo placement roughly the same for ammo (-)s like myself. The ground tiles…yeah, I got a little lazy on that. I didn’t want them to look cluttered, though. I’d like the player to die once in a while, so why don’t I just throw in more food and carrots?

Lets just say this was the nastiest part of Hell. I’ll work on making the levels easier, but it seemed appropriate to have lots of dangerous areas to add to the atmosphere. What else can I do to add eyecandy? I didn’t quite know what to do in some areas, as the tileset didn’t afford a whole lot of stand-alone background/foreground. It seems I’ll have to create some =x

[Filter bypass removal. ~Cooba]

1 of 1 users found this a good review. Did you? Yes/No

Review by TheKax

27 Aug 2006, 10:02 (edited 27 Aug 06, 10:10 by Cooba)
CTF Bug (8 Points)
Number of reviews with ratings8 Featured reviews0 Average helpfulness30%

Good CTF-trick!
But it gets sometimes too annoyinning…

“If you hav itchy slipperfingers, remove them now.” was wery funny.

PS: if ya like hotels wait a sec, so I can finish my Kax-hotel. Then I upload it.

[Rating (7) clearance. There was not enough support for the given rating. Also, don’t delete the admin note once it’s put in a review. ~Cooba]

0 of 0 users found this a good review. Did you? Yes/No

Review by Mikau

27 Aug 2006, 12:02
CTF Bug (1 Points)
Number of reviews with ratings1 Featured reviews0 Average helpfulness33%

The copter lizard didn’t respawn! Bad.

0 of 0 users found this a good review. Did you? Yes/No

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