ShockSheep… I don’t have any witty comment to put here at the moment.
Gameplay: Original
The level has a platformed lay-out, which means the level consists of mostly platform that connect through the use of vines, springs and solid bridges. ShockSheep is an average sized level, with a lot of space being covered (though the down right corner is basicly just ‘earth filling’).
As it is a battle level, it is good that there is a lot of space to jump in. Few low ceilings and large walkways make the ideal settings for a battle level this size.
The level has some ‘gimmicky’ power-ups. With that, I mean that you’ll automaticly grab them via a spring on the ceiling, if you take the correct route and speed. The PU’s in question are the Toaster, Bouncer and RF Missiles. Furthermore, Seeker ammo can be found as well, but the Powerup is either well hidden or missing. That’s a good thing. The level also counts three +1 carrots (if I didn’t miss any), which is good in a level of this size.
ShockSheep also has a very fun gimmick, namely a working ‘turret’. When you enter the turret, you get instructions on how to operate it. Using Wind events, you’ll be able to run inside the turret and not move. In effect, everything you shoot will be thrown away for tiles than you can imagine. When inside, be sure to have the Toaster PU. Normally, the only thing that this weapon lacks is speed. Inside the turret, however, speed isn’t an option. The awesome spread of fire with the Toaster will cover a huge area, which is basicly inaccessible after you start shooting. Take that with the fact that the Toaster doesn’t run out of ammo fast, and you’ve got a killing machine. However, the skilled player will be able to ‘knock the turreteer out’ with one well-placed seeker.
Atmosphere: Crowded
The tileset used is one of NOKA’s remakes of the JJ1 set Letni. Out of the pallettes available, Arti (or Camou) went for a darker setting. NOKA – JJ1 Letni 4 is the purple version of the tileset, and most definitely the darkest one.
While this isn’t such a big deal for people who can adjust their monitor brightness, the overuse of eye-candy kind of kills it. Don’t get me wrong, though, the level looks really sweet, but it can be confusing in times. For instance, sometimes solid tiles are used as layer 3 and 5 eye-candy. Normally you’d stop at these tiles (or bump into them), but it took me a while to realise that in this level, you have to walk through those. Same goes with the background tiles (the nearly black plates) used in layer 3… Those have knocked me off quite a few times.
Sometimes, layer 3 also features the ‘tubelectric’ wood tiles, which looks surprisingly good. Then again, sometimes I find that more annoying than pretty, for example in the left-bottom corner spring.
Now of course this review isn’t going to end up with just negative aspects. The background looks peculiarly awesome. Looking in JCS, it’s really simple, but it looks pretty nice, also because of the addition of the black plating in layer 6.
The sprite layer eyecandy is something else as well. Nice platforms with good eyecandy in the walls and edges make for a winner. Too bad it is sometimes blocked with too much layer 3.
Overall: Not bad
If you get to learn this level, it isn’t half as bad as I make it sound here. Though the eyecandy can be confusing at first, look past that (or use Low Detail you pussies) and you’ll have quite an enjoyable level.
Download Recommendation: “On the edge” yes
The lay-out can be quite hard to learn at first… and not everyone feels like learning levels. I personally would like to recommend this, though, as it can be quite fun to play in once you know how the level works.
Score: 7.2
ShockSheep is an entertaining level with fun gimmicks and can be used for an unsettled score with an arch enemy. The level is also really fun for larger games, because of the turret. That could result in a ‘Tower of Power’ kind of gameplay.
Nice eyecandy. Nice layout and useage of water. But the gameplay can be a little cramped. But anyway, I host this!
My first review after a long time xD
Eyecandy: Looks very nice. I like the little windows viewing the ‘ice’ on the submarine and the different look for both sides of the level (if you understand this x3). The large window at 44.4 doesn’t look very good though as layer 6 has a tilebug. You’ve used a lot of animations and scenery triggers which is good :) Especially the bubbles make me think that the submarine is broken and that’s why there’s water. Layer 5 is just a bit empty. Think the black tiles are fine (the ones you put in layer 4) but in the middle it’s such a large area that it feels a bit ‘empty’.
Gameplay: Pretty smooth. Springs placed to help you reach other platforms and levels. Warps at the top of the level that bring you close to the bases, but not too close. Like the use of the wind events instead of sucker tubes, allowing you to still have a bit of control while being moved. The bases are placed pretty close to eachother but you are delayed by the water.
There’s some spots where you jump and then bump into something, like in top corners. When you jump to pick up a group of gun9’s, you jump into a wall when coming from the middle. Not a very major problem though. As earlier mentioned, the bouncy pu’s seem to take care of camping at the bases a bit. I really do love the turrets there XD
Placement: Well placed and easy to pick up. I quite like the bouncy pu’s next to the turrets at both bases. The RF is quite nearby but only if you get gun9’s. In my opinion there is just a bit too much in the water between the bases. A few too much different kinds as well there, but it is fine in the rest of the level.
Bugs: The background bug from earlier. That’s all :p
Comment overall level: Very nice level :) I don’t know about any recent levels from you except this one so yeah. I like the music choice as well. And overall it’s a solid ctf level which is fun to play in.
Even though your using a better tileset, I didn’t find much improvement.
First of all, It takes more then 2 days too make a good level. Try a couple of weeks.
Eyecandey:
I’m not sure if I like this one better then the first one. Background is boring. No layer 7-5. No foreground. The layer 4 looks wierd as there’s tilebugs. You only used about 40 tiles in the entire tileset. There’s so much you can do with Top secret. I’m going too have to give you a one just because there’s so much you could have done with the tileset.
1/10
Gameplay:
Again almost no improvement. Ammo is clumped up in HUGE areas and the seeker powerups are in the open. One carrot isn’t enough for a battle this big. Also the layout is a mirror image. This type of layout is better suited for ctf. Re-spawn still has too fast of a delay. Try 8-15. Again all this adds up too mindless weapon spamming and not good for matches.
1/10
Final word
Again needs lots of work. Spend lots of time on your levels. Look around the website for tips or post on the JCFs for advanced help.
Final Score:2/10
Rank:F
Score 1
D/R? No
sorry cuoldnt find the tyleset TOP SECRET ]|[
Yay, my 1st “long” review :)
All tiles are perfectly done. This tileset can bring us at medieval times.
I can’t say more about it, because it shocked me.
Finally:
This tileset looks realistic, so I rate it 10 (I love gothic things <33)
Download recommendation: YES, OF COURSE!
Wow the first time I’ve written a full review in a long time.
One look and i had my score.
I’m not good at reviewing MP levels so this is how i think you review them.
Eyecandey
Now I’m not blaming you for the tileset, but even so, the eyecandey is average. The Background is a complete mess. the blue stuff by itself would have been better. The windows just repeat themselves. (Again not blaming you) Not foreground. At least there are animations. I know a lot of these problems are not your fault, but the whole thing is you shouldn’t even be using a tileset this bad. I would have used a different tileset that had more opportunitys.
2/10
Gameplay
this level is pretty small. It has a battle look, but the gameplay and flow are just non existent. There are DOZENS of respawning fastfires and non of them have a delay. This means players can just spam bullets which defeats the purpose of strategy. There are also seekers and bouncers that also have no delay. There’s a seeker powerup with no delay right in the open. 2 full energy carrots near the top of the arena which again have no delay. This means it’s easy just too keep going back for health.
1/10
Final word
I’m sorry but i would never host this. There’s no strategy too this arena and the respawning fastfires and carrots bring everything down too just weapon spam and carrot camping. The powerup also breaks this a little. I don’t really see how you can have a good match, never mind a clan or tournament match. Put some more time into your work. Use a better tileset and get some more know how on JCS.
Score
3/10
1.2
Rank F
D/R? No
I’ll give you a 1.2 just because I’m feeling nice and because it at least looks like a battle level. Well, somewhat.
I am rating it 1 but it deserves a -100
NO DOWNLOAD RECOMMENDATION!!!
[Review changed to quick review. – cooba]
City of the Snooze… I’ve seen this a few times. Now, also on behalf of the Review Exchange, I’ll review it.
Gameplay: Good
City of the Sn00zE is the kind of level that you could see in all kinds of places; JDC, tournaments, etc. I can see how lots of people could like this level.
The level is non-symmetrical. In some cases, this could disrupt the balance of the teams. For example, the shortest route from blue to red base could take you a little more than four seconds and requires you to jump once (from base, jump up, run into the warp and land on the base). The Red Base has a warp closeby the base as well, but it’s right below it. Blue only has to hold right and celebrate (sounds like a Sonic game), while right has to make a timed, perfect drop into the warp if they don’t wanna lose speed on the way to base. The Full NRG carrot is also more accessible when you approach from the left, rather than the right (you can jump into it without losing speed from the left, but right-siders will have to slow down).
The carrots in this level are all accessible with ease. The two +1 Carrots in the level, near the bases, are behind a barrel, but when coming from above, they’re hard to miss. The Full NRG carrot can be found in the middle of the level. As said before, it’s kind of under a ledge, so coming from the right, it’s easy to miss. Then again, if you know that it is there, a simple press on the down button can get you +2HP. ;)
The level is divided in two “routes”. One of those is the Underground. Down here, there are warps up and the famed Seeker PU. Also, running down here could give you an advantage, as it is not littered with obstacles. The upper route (or actually just everything except the underground) consists of roof-platforms and little tunnels, routes and balconies, all waiting to be walked. For a non-symmetrical level, the platforms are divided in a really nice way and there are only few points that disrupt the flow (i.e. by bumping into the edge of a platform, forcing you to a sudden halt).
The level is cramped with ammunition for all kinds of guns. Separate from the Bouncer PU above each base, the upper floors also provide a Toaster PU and the Seeker PU, as mentioned before, rests in the underground. The ammo is divided nicely, and there is not too much either.
This level would be perfect for a 3vs3 or more. Maybe a 2vs2 would work, but the amount of ammo and carrots make for a larger, team based game.
Atmosphere: very scary how make you it Very nice
City of the Sn00zE uses the infamous “Colonius” tileset. The set itself has a few tiles missing and a lot of masking errors. Luckily for us (and PJ), Paul fixed those errors and created an improved version of Colon2.
Given the fact that this set is a pain to work with, we can safely assume that PJ is an experienced level builder. I could not find any tile bugs at all. Not only that, but PJ manages to use almost every tile of the tileset in order to create some very creative eyecandy. For example, the tileset contains an ‘arc’ at the top of it. Most people just use that because it looks nice, but City of the Sn00zE shows us that those can be used more creatively that one could imagine.
The eyecandy in general is nice. There are VERY few ‘bland’ areas, most of the level is carefully looked after.
The music is all right. It’s a bit too spacey for this level, if you ask me, but then again, it IS kind of serene and does fit an alley-ish setting. Combined with the yellow-into-purple fade on the background, this actually gives a calming feel in the end.
Overall: Good
As PJ stated himself, this is probably his best work as of yet. There is no reason why this level shouldn’t be in your folder.
Download Recommendation: Yes
Yes. Simply yes.
Score: 8.5
This level is worth an above average score. Treat her with respect.
So I had nothing to do late tonight and decided to play this while listening to some music.
…10 minutes later, I was back to where I started.
This level is pretty small, and there’s not much to do here. I liked the layout, tho it needs to be expanded on a much larger scale. There’s some pretty cool secrets here and it was entertaining throughout the extremely short time it lasted.
The eyecandy is oldschool, and uses the basics of Windstorm Fortress. Nothing here was too outstanding but it was all more or less solid in its own way.
The regenerating floating lizards got very annoying at the end, but regardless the level was very easy to beat despite rushing through it, and as a standalone it offers very little effort and challenge to get through imo.
However, nothing was particularly bad here and overall this is a pretty solid level that can provide some entertainment, at least for a short while.
-br
A solid level with good eyecandy that brings back a sort of nostalgic feeling. Incidentally, this level is the reason I recognized the Xargon conversion and inspired me to build a level with it, as it successfully blends several different landscapes together in a way that doesn’t seem forced.
The vertical approach resulting from the steep hills made maneuvering annoying at times, but that’s the only complaint I can put against this level.
Besides that, this is an enjoyable level that should’ve been released years ago. Download recommended, although i’m guessing most people, one way or another, already have this.
-br
Diablo: this is the translation.
I love the pack, I hope to make more, was very good
Very nice level
[Review changed to quick review. – cooba]
This was a great level when it was made and it still is a great level.
Save the few steep hills, this level should suit anyone’s tastes.
The present gameplay elements are nicely organized and form a well working, enjoyable system.
Eyecandy is above decent given the tileset, carrots and PUs are well placed and the flow is good where it needs to be.
I don’t see a reason why this wouldn’t be good for duels.
Simple, fun, exciting, this is a very enjoyable level for a wide range of players (except very large games as they can be a bit chaotic) and one of the best FR levels out there.
Ehh…this is the sort of level that people generally make before they know anything about making levels. There’s no eyecandy to speak of, confusing warps abound, and the layout makes no sense at all. And one room completely breaks it by making it impossible to die.
I can’t really think of any redeeming qualities. Don’t download it.
Well made level.
Eyecandy is especially good with use of layer 7,6 and 3 and those glowing diamonds have good use of Extra Live event.
Ammo is well spreaded too.
The music is well for this level.
Id say there is no problem in this level and its good.
8.0 from me and its wonderful for all players who like battle levels.
Your level is good,but not much.
Id say the secrets are well hidden.
The eyecandy is ordianary and the music gives the player the feeling hes in space well.
The music effects you put in make the player thimk hes in a real combat zone.
The rules aint as the real Couter-Strike is,but it looks like a Counter-Stike level.The ammo is well spreaded throught the level.As one of your first uploads,you did well.
For me,the rating for this level is 6.0
This level is good by my mind.
The background layers are well used.
For such eyecandy,its looking like a real forest.
The ammo is well spreaded troughout the level.
The thing that i really liked was the diamonds in the ground and that is good use of the Extra Live event.
The Water Shield is well hidden well in the level.
A lot of events are used for eyecandy in this level is what i saw.
The idea with that water event is really a good idea.
The tileset is really good too.
The arrangement of the tiles is good in this level.
I think this level is very good.
I also think the creator has thgout a lot to make this level.
For such a level,this deserves a 8.5
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