I’ve always loved this song. I love this one better then the original. The epicness is through the roof.
Same deal as episode 1 for me.
After the first 5 levels, I started too get bored and the levels got crappier. Too many pickups. Average pack. Can’t say a DR.
Edit: I sorry! I just got bored! the story made no sense and the level design got crappy when you started to only use the buttstomp and shot blocks! Sorry but I just like seeing more quality them quantity.
a little below average. the eyecandy just seemed all messed up to me, and irritating. a bit to random placed. the level itself is a bit open and could be more gameplay wise.
Good lvl: 8/10
[Review changed to quick review. – cooba]
good… 6/10
[Review changed to quick review. – cooba]
No screenshots? 1/0
[Rating (1.0) clearance. wth? – cooba]
bad level… 2/10
[Review changed to quick review. – cooba]
BAD LEVELS :(
[Review changed to quick review. – cooba]
cool
[Review changed to quick review. – cooba]
Hi, Eragon!
this is good level! ;)
hmmm….
[Review changed to quick review. – cooba]
nice, i love this levels =D
[Review changed to quick review. – cooba]
Make this proportionally bigger and I will review.
This level has clever ec ideas, and cool looking designs. However, the layout does not flow well, and the overall design is too simple for a level. In other words, the level is just one big circular pattern.
Still, DL this. I hope to see more levels by this author.
plunK showed me this level after a couple hours of work when only a couple platforms were created, and later again in the late stages of beta-testing. It’s a nice, symetrical level with a fairly dark atmosphere.
Gameplay: 8.5/10
This level has a set of powerups that can be accessed only through shooting certain tiles. The triggers are global, which means everyone gains access to the powerups at the same time. This gives the fighting a cool, dynamic aspect. There are a few little places where the tunnels feel a bit constricted, and the level doesn’t flow perfectly in a couple places. Overall, this would definetely be a fun level to host, probably with about four to eight players.
Eyecandy: 9/10
This level has a very good atmosphere, and lots of nice details. It even looks like an eye on JCS when zoomed out. The only reason I don’t give it a perfect ten for eyecandy is that in a few places, walls or platforms can almost blend into the background.
Bug-Free-ness: 5/5
I didn’t find any bugs. There could be some, but everything looks good to me.
Event-Placement: 8/10
The powerups are at the center-top and center-bottom of the level, and cannot be accessed immediately. The rest of the level has a few carrots, and ammo scattered about. The ammo is fairly sparse, which can be a good thing, because people will have to conserve their ammo, adding an extra factor of strategy. The carrots are maybe a hair too easy to access, although with enough players, this wouldn’t be a problem. The biggest potential problem I see is that the blaster powerup is right next to a pile of fastfires. Since the other ammo may be hard to conserve, whoever got this powerup could dominate for a while. However, once one person can get the powerup, so can everyone else, which should cancel this out by the end of a battle.
Total: 8.7/10
This is a very cool level, and definitely should be downloaded and hosted frequently.
Little to none creative gameplay. This shouldn’t be uploaded, yet hosted on occasion.
Hey, Ragnarok… *King Ragnarok… I’m gonna get my account name changed. Anyway, King Ragnarok here for a review on a level which I feel is somewhat underrated. I was reluctant to try the level out to be perfectly honest, because the screenshot looked wierd (haha, yeah wierd reason, but I’m wierd like that). Anyway, CrimiClown brings J2O his latest CTF (as far as I know) and it will NOT dissapoint; or at least it didn’t dissapoint me. I’m adding this to my levellist.ini! This review is not biased because I am in relations with Mr CrimiClown, I swear. Anyway, here goes!
Eyecandy
Rating: 8.0
The eyecandy of this level is fairly simplistic, and does not get in the way of the gameplay itself. In other words, it’s very easy to understand what’s where and all that. It follows the standard use of the test, but oh no, there’s a twist! The level’s set in a submarine encased in ice, as you can see from the background. I think it looks really original, and quite clever. I even felt the illusion before hearing what it was supposed to be. I mean, it felt like there was some form of ice blocking something which I assumed to be the water in the background. I think it was way too fast before, and it’s better now that you slowed it down. Moving closer towards the actual level’s layout itself, the level is set out by a series of pipes, water, interesting motifs and backgrounds and many chains. Loose chains. Instead of as full on background, the skyscraper tiles are used as simple walls, and to me it looks quite good, especially in the water, and especially how it creates a feel of depth in the use of the shadows. On top of this, the level isn’t perfectly symmetrical in terms of eyecandy, which is also always a good thing because then it doesn’t look boring [and you put more effort in it then, although I think its actually harder to put Eyecandy perfectly symmetrically, I’m just a control freak though- ignore me]. There’s a random floating cloud of smog in front of one of the bases. It kinda annoys me because it’s just there, moving at the sprite speed. I would have loved it if it was at a slower speed so it looked like it was actually in front. Woulda looked nice. Oh well, it’s not that bad. The author cleverly made use of shadows using certain tiles and also, there are some very pretty aspects of the level, including the middle. Some areas I couldn’t imagine being made out of this tileset, but I guess this tileset always surprises me in terms of usability. No major tilebugs, so I’m happy there too, and the water really fits, even though it probably wasn’t placed entirely for eyecandy, though I dunno if water goes with the theme of the level, I mean, if you’re in ice, wouldn’t the water inside it be frozen too? o_o Okay sorry I think about things too much, but yeah. D: I liked the eyecandy, I really did. I keep saying that. Don’t I keep saying that? I keep saying that. I keep saying this too, and this, and this, and this. Okay Ill stop. stop
Gameplay
Rating: 8.7
Yeah, I really liked the way the level is set out, and also, partially for filler and navigation: This review will be set out in this order: bias, strategy, layout, flow, defense/offense, and of course fun-factor. (like with all my other reviews, heehee) (heehee) (heehee) (hee gets shot)
There’s no real bias between the teams since the level is basically symmetrical in every aspect, although, since the floatups don’t act perfectly naturally in JJ2, on one side, (I think the left), the floatups are gonna have a bigger range than on the other side. That can be resolved by moving it over one tile, as I think floatups work in a certain side of the tile. Anyway, no real bias between the teams. With the rabbits however, there are minor things that are more easy to do with Spaz than Jazz, not to say there aren’t others to reciprocate especially around the middle. Jazz’s movement is very nice across the middle, while Spaz can just double jump in necessary situations. No major issues.
In terms of tactics and strategy, I think this level fulfills this purpose quite nicely, especially the base area. You are susceptible from attack from three directions, but they can only enter from two. I always like this sort of thing, and the defense is quite easy to set up, unless you have a “running-man” to help you out through the tube area. In addition to this, TNTs are very effective in this level in the narrow areas as they effectively can create a barrier which will just act as a trap to any unsuspecting/suspecting idiot who runs through. TNTs however aren’t so great in the open areas, but they work nicely in the water too. I think people should play with /extendedtnt on for optimal TNT fun. The bouncers and RF powerups are quite useful in this level, moreso the bouncers I think though, as this level is a lot more slopey and open than narrow and passagey, except for near the bases, in which case bouncers or seekers are clearly the better weapon. This has no real bias as the powerups are both placed on either side and they are the same. There are no major camp spots, except I think the top carrots are quite easy to camp, but I think they’re easily bombardable with RFs from the middle area. Seekers however are pretty dang good in the middle because of how the level is laid out. The warfare in the bottom [water area] is really fun because the certain guns are all at different abilities and some of them really shine, as well as the vine area’s allowance to shoot bouncers constantly. Some people might think the bottom area is just slow, in which case it would probably be better to take the indirect route to the other base, but otherwise, I think it’s probably the best way to move around, and avoid getting hit/hitting others. I’m good in the water :]. The level in general is quite uncampy, and there are many areas in which you can use the power of height [bouncers] really effectively, including jumping into attacking the base area. I only wish there was a way to gather enough speed in the small narrow areas on the side of the bases in which TNTs are good for defense/stopping pursuit for bouncers to go through the small 2tile wide walls with ease. You can do it from the other side, but I wish it could be done both ways. Oh well, it’s still good.
The layout of the level varies in different areas. For instance, the base is quite cramped to some extent, as is the water area, but at the same time, the middle of the level is very open, and the water area can be seen as quite open too, depending on your view on cramped/open. Personally, I love the water area: [see how I keep going on about it?] OMG IM ON LETTER 6666! SATAN IS COMING AHHHHHH hide. Anyway, the layout of the level offers various tactics as well as interesting gameplay with clever abilities to lay traps easier with TNTs. The layout provides very smooth movement and is quite tactical for use of different guns, at least I think so.
Ah, this part. The flow is quite nice in general, as there is fairly smooth movement everywhere, with the exception of two things, (four things since the level is symmetrical). The red springs at [28,25] and [96,25] are good for getting up, but they require a jump into the wall to get over when you are approaching from the middle. While this isn’t really that problematic, and obviously there are alternate routes, I would prefer if it wasn’t really like that, or at least easier to get past, while of course the spring is useful to get up. Also, the far right and far left bottom sides seemed kinda non-flowy, I mean, you have to perfectly land yourself in the middle to get as many of the pickups as you can. Personally I think they should all be on one side, as this affects the flow least then and you can easily gather them all, or leave them all. Although this may have been your intention. Now that I think of it, the springs are placed really nicely otherwise. Hmm, oh yeah, another thing! The suckertubes at the bases which prevent movement are nice, but probably a more suitable and more agressive alternative would be strong winds that prevent your movement both ways. I know its somewhat unnecessary but it would have been nicer to go attack through like that especially with bouncers/rfs. Nice guns they are.
What I really like about the bases in this level is that they are equally easy to attack as defend. This gives noone any advantage, while there are slight benefits to defense [as you already have the position to do certain tricks to prevent their advance]. I really like however, that you can attack quite easily through the tubes, and from the water (EBs/Seekers) diagonally or vertically at the base area. It’s quite nifty. However you can counter this with bouncers down into the water, although this doesn’t always win. I like it anyway. Also you can defend the bases easily with TNTs and seekers through the top and the sides which don’t have tubes. I think I’ve stated this all before. I would like to experience an intense game here.
The level is generally quite fun to play in I think, as you can play in different styles in the different areas as the layout provides handy use with the different guns. Personally, I think the water area is really fun as well as the vines and the many escape/entry routes. I really like it in general. The quite smooth movement throughout the level makes this level all the more enjoyable to play in. I think it’s very fun, which is why I like this level so much.
General Placement
Rating: 8.6
This level isn’t lacking anything, and everything is very cleverly laid out. On the top area, you’ll generally find carrots, and along the bottom you’ll find the more offensive gear [such as powerups]. I think the powerups are placed fairly and nicely, and can quite easily be occupied (which can be very fun, although annoying when you’re playing against someone like FS in DW). Anyway, I also like how the springs are all nicely put out in such a way that they all let you go to certain areas smoothly. The main issue would probably be the red spring which causes you to bump into the wall. I just noticed also, the vine area is a nice camp spot, even though you can attack it somewhat easily too, I guess it’s not really an issue. I like it a lot still. The ammo is placed fairly nicely, and some of the useless guns in this level aren’t placed, for example freezer, peppermint and toaster. Great placement, especially how the electroblasters are so useful. I’m really impressed to be perfectly honest, as the carrots and powerups are all evenly and greatly placed. I’m more than impressed.
The warps are somewhat annoying (because I hate warps xD), but they fit in the level quite nicely, and add a nice escape route to the top, especially if you’re trapped. =]
Originality
This level has various original traits, like the background, the use of the water and the clever eyecandy. I’m also very impressed by the TNTs being effective on the way to the base from behind. I really like it to be honest. Four original things I noticed I guess. The chain use is really good but I think I’m pushing it if I like that too. For every original thing, +0.05, giving you +0.2. Congratulations.
Conclusion
Final Rating: 8.6
I really like this level and I hope it gets played in some 3v3s or bigger games. Some changes would really help too, but I like the level the way it is, and think everyone should download it and add it to their levellist.ini. Thumbs up CrimiCrimi. Great level.
~King Ragnarok out, with over 11.5k characters. :]
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