Sorry, but this level does not match my definition of “high level design.”
EYECANDY
There is a pretty nice background use here. You can see waterfalls and carrots which look good. Unfortunately, the Layer 4 eyecandy is VERY repetitive. You have used about 2 tiles for the ground. The cave looks OK with the lighting event. But it is impossible to miss the repetitive Layer 4.
3/10
GAMEPLAY
There is not very much gameplay in this level. You start of in a cave and then jump up some platforms and come across a puzzle using a pushable Rock. You are then told to save the game, however there is no point as this puzzle is far too easy and the level is very short. Also, you can get through it without even trying to solve it by using Spaz’s double jump ability to get through.
Star blocks have been used as Buttstomp Scenery which can confuse players as many would think they are shootable blocks.
The puzzle is a nice idea but it is executed poorly.
Once past the puzzle, you are then faced with a VERY TEDIOUS Queen Boss Battle. The gap you stand in is far too small as some of the Blaster bullets kept on hitting the ceiling. This lasted me about 4 minutes which is boring for many players.
After getting through the Queen, you then have to defeat a Schwartzenguard boss along with one respawning Lizard that takes too long to respawn.
Then that is the end of the level.
2/10
PICKUP PLACEMENT
First off, there are absolutely NO CARROTS whatsoever. There is about 14 or 15 pieces of Food which is not enough. There is also a box containing 15 Bouncer ammo which is not a lot. At the start of the level there is some useless TNT.
After the puzzle, there is a Freezer PU which serves no purpose as it is useless on the Queen and Schwartzenguard.
1/10
ENEMY PLACEMENT
There are not enough enemies to kill me. I think I saw about 10 in total. They consist of Normal Turtles, Helmuts, Bats and Tuf Turts.
Hard mode is also no better. All that is different is that a few Bees have been added.
1/10
OBSTACLE PLACEMENT
As I said before the puzzle is executed poorly. There is some Buttstomp Scenery which some players might confuse with Destruct Scenery as the blocks have Stars “*” on them.
1/10
TOTAL SCORE: 7/50 (1.4)
DOWNLOAD?
No. However, don’t let the low rating put you off making levels, DarkHell. Just keep trying and you will get better.
Ooh, my ranking has just gone up to Spaz Slackrabbit.
Sorry but a bad start.
Eyecandey:
Nothing new. The background looks nice and it’s done properly. I like the giant carrots but that’s more of a foreground thing. The sky isn’t textured and you used 1 tile for the ground! Use a verity of tiles for the ground and use some srubag. There was no use of foreground whatsoever. All the things like shrubs, plants that could have been put into the foreground to boost the score was put in the main sprite layer. The cave place look decent but the tile’s for the ground are to repetitive. Overall the background looks good but the lack of textured backgrounds and the repetitive sprite layer really bring the score down. This is NOT true. “DarkHell offers a high level design.” Also use some different tilesets other than the ones that come with jazz 2. This one is overused to death. If you insist one using carrotus use something like carrotus fix.
3/10
Gameplay:
Little to no gameplay. Run around killing enemies, go over a bridge to a switch box, change into spaz, jump the wall, fight a couple more enemies and battle a queen who is way to far from the end of the ledge, fight the tuf boss. The fighting enemy part is about 2-3 minutes long and the queen part is about 4-5 minutes long. This level is to short I got bored out of my mind fighting the queen. Also at the wall part it says to save because of a puzzle but you can jump the wall as spaz rather than moving the rock. that’s about it.
2/10
Enemy placement:
Bad. There little enemies and there’s not enough to kill you. Al this level had was bees on hard mode, turtle tuf turtles, helmets and bats. The bat is placed in a way were it’s impossible to no get hit. There’s also a respawning tuf turtle at the tuf boss but that adds very little. so to little enemies.
2/10
Pickup placement:
Bad. There little food, I’d say about 15 pieces of food. Some tnt at the begining, a box of 15 bouncer bullets, 6 frostbit ammo, a frostbit powerup that’s in the open and no carrots. This doesn’t cut it.
1/10
Final score:8/40
Rank: F
Score: 1.5
Dr/No. Look at some successful episodes like the invasion of Deserto or the frogey quest.
Very short comment:
-very short
-boring.
My rating is: 4.2
[Review changed to quick review. For more information, see \Review Rules\. – Cooba]
Please make them zip files, not rars!
There is a major bug with the tree, it doesn,t have one ways.
Why there is large number of useless events on top of the level?
Albeit quite okay level, you have become better level maker since I last time loaded your levels! Way to go! Just little more practise, and thats it!
Fancy level =P it gets 4.5!
“DarkHell offers a high level design.”
No it doesn’t. The bosses of the level were annoying, the level was too short, and there is nothing new in that design, we have seen many carrotus levels before, the tileset is overused!
Thats why I gave 3.
Firsly, I’m not just saying this because you’re in my clan.
This song is incredible! I love the way it starts, with the instruments kicking in one by one. The end is kind of funny.
I am giving this a 9. I think this was just a bit too repetitive for a 10.
[Review changed to quick review. ~cooba]
This is a nice remix. It’s mysterious, and great! Beat builds up to about the 23 seconds, with more and more “instruments” playing. It has a good melody and is energetic.
I hope you make a LOT more songs like these :D
DR: Get it, Get it good.
[Review changed to quick review. ~cooba]
Will be a lot easier to do this with perfect result as follows (I made the latest, still unavailable, version of Castube this way):-
1) Get 1.10o JCS from whereever you can get it
2) Screenshot the tiles and place them in some drawing program like Mspaint (you may want to rearrange the tiles in the JCS layer view if you like and add tiles to them to suit JJ2’s needs)
3) Screenshot the masks the same way and recolor them so that anything that must be unmasked is black and all masks are a color that doesn’t even come close to black
4) Get the palette by making a screenshot in the game with F12 and load that palette into the screenshotted tileset (and masks! those palettes should be the same) with a tool like Jasc Paint Shop pro (be sure the JJ2 palette is correct and that transparent stuff is either plain black or this one weird color)
5) Optionally, rearrange the palette colors for better use of palette events
6) Compile the tileset ^^ yer done
This will get a perfect tileset with awesomely full support for JJ2, as you must remember BC lacks any event tiles. Also the palette events and other stuff will look exactly how you want it.
Nice work anyway ^^
J
P.S. You may want to start converting JJ2 tilesets into 1.10o ones already as BCCS is coming up ;p
All the masking is inverted
I didn’t know the rain one was already done, no harm :p
Once I added the header, the CRC inside the .j2t was no longer valid. This meant that the tileset was now visible in the 1.23 JCS tileset list, but gave a ‘file size incorrect’ error when I tried to load it. To solve this, I rebuilt the tileset. This was impossible before the hex editing, because Tileset Extractor could not load the tileset until the header was in place.
EDIT: Violet, I consider my method to be easier.
…wait, why did you debuild and rebuild them? Isn’t that redundant? (the Rain set was done years and years ago, btw.)
RE: Look, it’s simple. If the CRC filesize long is incorrect, just replace it. If you don’t know how to calculate it, make another .j2l file of the same filesize as your product and take the (working) CRC filesize long from there. That’s what I did for Lost Levels.
Very boring battle.There are only bouncer ammo the level.Not good.
[Review changed to quick review. For more information, see \Review Rules\. – Cooba]
I think, it’s a good tileset but you created it very easy! There aren’t special blocks or objects in the tileset, only carrots on some castle blocks.My rating is 6.2.Dowload recommendation!
[Review changed to quick review. For more information, see \Review Rules\. – Cooba]
You forgot to credit the original author – ScionFighter.
MIDI Files is way better than MP3 Files!
[Review changed to quick review. For more information, see \Review Rules\. – Cooba]
Kubububa you level are getting a lot better.
Eyecandey:
The eyecandey is some of the best I’ve seen you do but that still doesn’t cut it. The background looks great and it’s nice that you used layer 3 for some of the plugs. But you used one tile for the ground in most of the level and it looks pretty repetitive. And sometimes you used a tile that just didn’t fit together. You also used a metal tile tile over again and it looks weird and repetitive. Also the level looks empty. Don’t make you levels huge. For something like this you only needed the standard 256 by 64. When you make you levels that are 700 by 700 not only do the levels look empty but you can’t save in them. plus some of the animations didn’t animate properly. So the background is great but the repetitive tiles and emptiness really bring down the score.
5/10
Gameplay:
The gameplay is good. There is a switch box at the beginning because you need Spaz or Lori to complete the level. There are some puzzle elements to the level and the level is open ended. But the level is confusing. I didn’t have the patience to complete the level but I got the basics of the level. There a couple of traps and she made it so you can’t fall off the level. There are also cases were if you miss a jump you fall down to a past part of the level which can get anowing. There are some nice secrets which add to the gameplay but a coin warp could have been placed. You really know what the meaning of Maze is. But I got so lost that I got board with the level after about 5 minutes. One thing. Please take the time to translate the text. I’ve seen you do it before so please do it again.
6/10
Enemy placement:
Great. The enemys were not clumped together. They were nice and spread out and in some cases you’ll go flying into one if your not careful. They were used as guards in some cases which is a good idea. There were enough to kill me but some of the enemy choses were weird.
8/10
Pickup placement:
bad…. THERE“S A TOASTER AND SEEKER POWERUP RIGHT AT THE BEGINNING!!!!! Same thing later in the level with a RF and Seeker powerup placed in the open. Sorry but they were to easy to get to. Don’t put powerups is the open make them hard to get to. Ok. Food placement was good. It was nice and scattered and there’s enough to get a sugar rush (I think) Gems were nicely placed as there’s not to many. Same for extra lives. But the carrots.. THERE“S ! CARROT! I ONLY FOUND 1 CARROT! Plus with the great enemy placement this level is very hard to get by without dyeing. Plus there little ammo in the level. keep working one it. You’ll get it right.
2/10
Final Score:21/40
Rank C: Average
5.2
DR: I’m sorry but the bad ammo placement and frustrating gameplay means it’s just not worth a download. Keep trying though. Your improving!
This is the very tileset that Jam used in his hotel. Now this tileset is going to bring 1.23 and TSF together.
This is a good tileset.
This tileset has everything a tileset need s to make a good level. (Belt’s poles ect)The tileset looks interesting and is drawn well. All the tiles fit together properly and I can’t thing of anything else to add to this. Even though it has littles animations the ones that are included look good. With this you can make really good looking casino. The letters look good and so do the elevators. It’s very colorful and I’ll deafently think about making a level with this.
DR: Yes
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Eat your lima beans, Johnny.