WOW, Violet, I never thought you could make a remake of the original JJ2! Nice.
10/10 Hype
You have to keep in mind that MLLE will not completely replace the original JCS, because what's missing there is the animated tileset. And that is particularly problematic if you want to work with 'Triggers & Blocks'. Unfortunately, I had to switch back and forth between JCS and MLLE for that. It's a pity that MLLE hasn't implemented animated tilesets. And the fact that the community doesn't mention this animated tileset problem surprises me so much, too. Because nowhere was I able to find an animated tileset feature or any way to do it. Even when I use CTRL and select a tileset, that doesn't even work in MLLE.
Players are not drawn at all when this mutator is active, so F8 has no effect on them.
Cool stuff! But F8 is also used to hide/unhide player names. Not sure if that is the most ideal hotkey.
Umm, I miss the Candion Secret Level in this pack…
A bit repetitive and claustrophobic but not bad!
I would advise a few things:
- At least one more carrot, for better duel suitability and FFA suitability.
- Some more very minor splashes of both color and interactivity in the eyecandy. Maybe a few moths, or something on those lines.
- Consider working with another designer to replace the AI generated clouds (and to fix the improper parallax scrolling).
This could be a new Garden Brawl for a new generation.
A bit repetitive and claustrophobic but not bad!
Now obsolete because of MLLE (Multi-Layered Level Editor). It was always a bit of a hassle to use aswell because there was no UI.
An amazing redux of "Scrapyard" deserves an amazing rating.
8/10
Sorry but I can't seem to edit this upload anymore, no matter what I try. I’ve reached out for help, but it’s taking some time. Because of this, I can't update the URLs into clickable links, but you can just copy and paste them if you wanna take a look.
If anyone has an issue with me using this in ranked, please let me know here. However, I’m convinced it's fair; I've already asked everyone I’ve played with, including most who are very active in the scene. Furthermore, players who have been playing for years using traditional cycling methods or officially supported mutators still have a clear edge over me. When I have to think quickly, I’m still not fast enough with my cycling at the moment. I really need to practice and stay in shape to be good with it, which proves it’s not a cheap trick or a cheat to get an upper hand. It’s just an alternative method that I personally think is healthier for my hand position than other methods I've tried, and allows me to somewhat keep up with the pros in CTF.
And although for some players it's no big issue to use an auto-fast-fire / turbo-fire button because they might play more casually, I noticed it didn't result in more fun / fair matches when I used it. That's why I didn't include it and don't use it. After all, one of the reasons my name is jjTurbo9 is because I can do the turbo fire manually…
I couldn't finish it yet, unfortunately. I only played the unfinished version during play testing. But it was pretty good, the music annoyed me just before I stopped playing it though. I will finish it some other time probably, when it's on PN tests.
Here's another medium-sized CTF level by Loon called Erosion. This level comes with a unique tileset and a layout that has certain influences from other recent CTF levels.
The base design is definitely interesting and I'm happy to see that Loon kept the layout only partly symmetric. The layout is fairly easy to learn and I don't have much to complain about it, except that the upper carrot seems to be difficult to counter-camp from the right side, which would be trivial to fix with a spring that goes up to the same height I guess. Luckily it is open towards the left direction at least.
The flow here is a bit more on the quirky side that naturally favors Spaz a little bit, but not overwhelmingly so that's good. There are tactically placed springs here and there to help moving around the level and gain more upper ground quickly.
I'm uncertain whether or not the level is suitable for duels, mainly due to the way the tunnels behind the bases have been designed, allowing for hideouts and easy escape, but would have to try a game here to say for sure. Also the upper carrot might be problematic in duels, as mentioned. The level should definitely suit smaller team games though, at least 3v3 if not 2v2.
The visuals seem balanced and pleasing to look at. There is quite a lot of detail to the solid- and background-walls here, but nothing is too distractive.
There is plenty of ammo all around the level and the weapon choices are classic, except for the modified curly trajectory for Electroblaster. I'm not really sure about the purpose of TNT ammo here though. Maybe just to allow for more ways to move carrots around perhaps?
All in all, it's a solid CTF level by Loon, that has room for minor optimizations here and there, but it's definitely worth a try in team games.
That was a fun time!!! I like how you can pass the test with wall jump or golden jump! Good music! I could pass the test before it got boring!
I fixed that level.
https://www.jazz2online.com/downloads/9532/gemidonus-fixed/
I'm not really sure how to rate a test, but I appreciate that this test mostly picks one thing to focus on—sidekicks—and gradually ramps up the difficulty over time. The level with the frozen horizontal springs was particularly interesting. Annoyances included the primitive graphics, the small orange platforms you had to jump up (too much time wasted between challenges), and the fact that none of the blocks seemed to respawn.
SJ delivers another high-quality level. It's been a while since this was released, but that doesn't affect the rating.
First of all I would like to point out that the +1 carrot area is crafted nicely, eventhough it might end up being the centerpoint of all the action during a match. The Electroblaster in combination with bouncers are super effective and makes you think twice before taking the +1, as you might end up dying even from taking the +1 as the powered up version of Electroblaster does 2 damage. This affects the rest of the layout which isn't particulary bad but rather unfortunate. The bottom right and bottom left are moslty affected by this but there a power ups placed there to cover for that.
The eyecandy is above average and has natural shifts. I'm not quite fond of the diamondus mashup as the contrasts between the beta and official Epic tileset are a bit too high in my opinion. I believe that the SJ managed it quite well and didn't go full ham with eyecandy shifts which is certainly a plus here. It's also nice to see the newly (or refurbished) background mountains from the Beta version.
Overall a fun experience and I can see this getting plentiful of playtime during casual matches. I also believe that it was quite well received during JDC and the previous Bash.
Download recommended.
Rating: 8.4
I'll update my review later, no time now. But all I can say for now: it's a very fun level!!! The moonwalk is very funny, and a lot of original parts. I recommend trying it in sp as well, so you can use f10 to try everything you want.
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Eat your lima beans, Johnny.