Review by SPAZ18

Posted:
18 Dec 2006, 15:43 (edited 25 Jan 07, 14:03)
For: Carrotade v1.2
Level rating: 9.3
Rating
N/A

I’m also getting the same problem. I have both 1.23 and TSF but Carrotade can’t seem to find either of them.

Oh, thanks PJ7! :)

I have just tried it but I have no idea how to use it.

RecommendedReview by Superjazz

Posted:
18 Dec 2006, 15:28 (edited 21 Dec 06, 20:52)
For: Err.. CTF Levels?
Level rating: 8.8
Rating
8.5

A couple of older but very neat levels by Ragnarok, nice to see them being uploaded finally.

‘Technodus Cargo Station’ has a layout that radically differs from the usual symmethric or semi-symmethric layouts that levels nowadays use, or somehow it just doesn’t feel like them at all. The author had thought widely about what could everything go like in here, yet it’s all as balanced as possible.
And there’s actually a few minor original things put into the level, for example the frozable ceiling springs. The author took a good care about the overall flow along the layout, and it all just clicks. All the tubes(except the one in very right maybe) and warps are as well very, very useful. There is just barely anything left to be improved in this scene.

The level gives a really amazing lookout, that makes the level actually so interesting to be played also. The eyecandy is nearly the best you could reach with this tileset. The background differs from usual a little by having a diagonal layer-speed, which looks nice. The ambient lightning fits quite perfectly, though it could actually highlight the rather unnoticable animated pulse-lights going on the background ‘X’-tiles. In fact the solid wall has some weird randomness too.

As I mentioned earlier about the ceiling-springs, this is a level that for once has some use for the freezers. It was probably a better idea to limit their amount anyway to a certain box, than spread over the level. Except there’s a few hidden loose-freezers to be “shot down.” The other loose-ammo is still mostly fine, but some groups could be improved slightly. For example I don’t like a flock of 2x bouncer and 2x pepperspray. However, the situation and choice of PUs was great. Seeker-PU that is a more powerful one has a more outlying position, to be shot with electroblaster, while Bouncer-PU is above blue base, which you will likely buttstomp because of the entrance. However, most of ammo could have a longer respawn time, which is 10 at the moment. I didn’t actually notice this earlier.

The level might not immediately feel as good as it is(for me didn’t at least), but because the level is easy to be learned also, after for example a few matches it is really enjoyable. It is an underrated one after all, but that could be because it was yet now uploaded in it’s improved form, and used to be semi-public around 2005. It just looks so “professional-made.” Even the music fits, although it could be something different because it has been used several times already. In my opinion ‘Technodus Cargo Station’ is worth around 8.7 even, which is just ultimately high. Note the level is already around two years old(at least the original non-improved version.) Well done Rag.

‘Very Stupid Floating Castle’ is a symmethric level of some larger size, which we don’t have too many so that is just good. Anyway, what makes this not so good compared to ‘Technodus Cargo Station’ for instance, is the linearity that is probably noticed as first things in the level. Bases are at the very edges on middle-level of course, and that doesn’t really help it. However the bottom-level with just simple warps in pits, that take you to the current side’s bottom-edge are a nice add to the level. Pos. 131,51 is a very safe and annoying camp-spot(that I used in a match to hide, same on other side btw), and should be removed, even if the author meant them just for text signs. The level is quite easy to learn, but some players may have problems moving on the bottom-level at the first times maybe.

The level has a little empty/simple background, but it is full-visible only in the bottom-level. The other eyecandy, especially solid wall looks good, while something special could be still added, because this tileset is less limited. Eyecandy in overall is in fact kind of standard to what most people do with this tileset.

It probably fits to have some larger ammo-groups in a level of this size. The respawn-time could be still stretched by 5 at least. Carrot is placed rather unoriginally, to the top-middle, and it can be actually shot down all way to the bottom. What comes to the PowerUps, they are just fine.

As well the level could have some springs removed/replaced, though I’m not meaning exactly overuse of them. This is after all a decent big level that could be useful in a possible future JDC-event, but it could have been uploaded way earlier for previous season events definitely, if it’s old too. ‘Very Stupid Floating Castle’, grabs my attention once more, and I’m deciding to give it an 8 in overall.

I recommend both for hosting at times, and the first one a little more in fact. They aren’t useless at all. I’ve decided 8.5 could fit as a final rating for the pair. Also I would like Rag to create some more as good, or why not even better levels in future. And I hope I didn’t miss anything important while carefully reviewing this. Do download this!

SJ

Review by BattleSpaz

Posted:
18 Dec 2006, 14:56
For: Carrotade v1.2
Level rating: 9.3
Rating
N/A

One think to be uptaded ASAP: Carrotade should also look for JJ2 from folder it is in, not just “C:/games/Jazz2”, ‘cause mines JJ2 is not there for example. This stops the whole program from functioning…

Review by Grytolle

Posted:
18 Dec 2006, 06:51 (edited 19 Dec 06, 06:47 by grytolle)
For: Carrotade v1.2
Level rating: 9.3
Rating
N/A

What? I’m in credits :D Great job on this, though, blur.

Forest should work just fine aswell, for that matter – I find it quite unlikely that the few CRT funtions it uses should be a matter anyway.

Review by Olsen

Posted:
18 Dec 2006, 06:44 (edited 18 Dec 06, 18:12)
For: Carrotade v1.2
Level rating: 9.3
Rating
N/A

I can’t get this program to work, it says “Version of JJ2 not supported.” (I have 1.23)

There’s nothing about it in the readme.. :/

@cooba: Yes, ofcourse I have. :|

Review by fearofdark

Posted:
17 Dec 2006, 17:48 (edited 17 Dec 06, 17:50)
For: TSF Episode and WinterStuffs
Level rating: N/A
Rating
N/A

Nice sense of style with the Haunted Xmas.

A christmas version of Townhouse would have been quite cheerful.

Review by Technopauluz

Posted:
15 Dec 2006, 19:15
For: 3 battle levels of Great Pinguin
Level rating: 4.5
Rating
4.5

Well here is my review i hope you can do something with it..

Gameplay:
Weapon placement can be a lot better beqause this give a lot of camping…
I dont like the place for floating, sucker tubes & warps. Lvl 3 is a bit vage under the lava… And in lvl 2 I become stuck at 87, 16.
2/5

Visual:
The levels where’nt very animated i miss the eyecandy & the lvls look the same.
2/5

Fun Factor:
Mmm not frustating. But not one to play for ours
2/5

Orginality:
Nothing Special..
N/A

Music:
I did hear new music, that was good, but i didnt like the song to much..
2/5

I give a 4,5 for it. Dont be mad, just inprove your battles and the points will be rise!

Review by Xan aka Drokz

Posted:
15 Dec 2006, 19:07
For: Possessed Xmas
Level rating: 6.5
Rating
N/A

Hi Technopauluz,
about the get stuck..
This Tileset is quite buggy when you
look at the mask you will see,so i didnt had any choise placing the tiles.
but thanks anyway great review :)

about the music I randomly typ in limewire “s3m” and a few came out so i downloaded and picked the best one :D

Review by Technopauluz

Posted:
15 Dec 2006, 18:08 (edited 15 Dec 06, 18:10)
For: Possessed Xmas
Level rating: 6.5
Rating
6.5

Ill be the first to review your brand new game.. Its more difficult beqause u password it.

Gameplay:
Weapons & carrots are placed well, There are some other upgrates but that is eyecandy? i gues… I didnt like the lot of pooles togetter.
sometimes u can get stuck..
3/5

Visual:
It looks not bad, not bad at all, there are some things that could better like the layer three at some pieces, some stuff looks the same, and a bit layer 3 work.
3/5

Fun Factor:
I can play this game for some hours before this bored me.
3/5

Orginality/Special effects:
Noting special here
N/A

Music:
The best at the last! I liked this one.
i dont now where u get it, but its a good choice.
5/5

Yes i look critic, and give u a 6.5 for this. Succes!

RecommendedReview by DennisKainz

Posted:
15 Dec 2006, 11:49 (edited 5 May 07, 08:04 by I AM A DISGUSTING PEDOPHILE PLEASE CALL THE POLICE IF YOU SEE ME)
For: Tomb Rabbit v1.23.2 (updated)
Level rating: 9.3
Rating
8.5

This rocks! I finished the game with saving. I am now making a continuing of this.

This episode is MARVELLOUS! (I follow the crowd) I advice all users to make Tomb Raider related Jazz Jackrabbit adventures. I am now making a continuing named Campaign Mysteries, hoping noone forgets that marvellous game named Tomb Raider.

I finished Campaign Mysteries. I hope someone likes it. Campaign Mysteries sucks compared to the original TR/JJR game Tomb Rabbit. 150 versus 9800.

Errr… Rating? Ofcourse!

Graphics:
Good. They make it look like a real Tomb Raider level. They’re very various and spotted.
B

Difficult:
Heavy.
One moment… If Tomb Rabbit is great BECAUSE FRUSTRATING, WHY ARE MY EASIER EPISODE BAD FOR THE SAME REASON? Anyways, this is challenging and fun. It is nice, like a real TR level. This makes the level even longer. Good.
B

Lenght:
Perfect. It’s almost 2 hours. I never stop having fun. I have made my Campaign Mysteries 2 hours long too.
AA

Original Stuff:
Boo. Something like a vehicle or a dialog with people or something else would make it better.
C

Sound:
Great. You added realistic sounds to custom objects.
A

Music Placement:
Great. They’re placed well. They make the levels fun.
A

Objects:
Good. There are food and gems. But there are few guns. In the Tomb Raider games there were plenty of guns. They just had to be found.
B

Rating: 8.5.
DR: Yes.

Review by NovaStar

Posted:
15 Dec 2006, 04:31 (edited 15 Dec 06, 14:46 by Cooba)
For: Two semi edits =D
Level rating: 7.5
Rating
N/A

Heh, I was watching one of the ep vids yesterday then I heard this today ;P. A la short review:

Mini Semi

Layout
Perfectly downsized. Way too cramped tho.

Eyecandy
Fairly good, no real changes.

Other
Makes it a bit easier for Jazzers and Loris, but too easy for Spazzers.

Score
6.5

Mini Semi 2

Layout
Pretty much the same but a tad bit poorer. Still good.

Eyecandy
A lot of things are added in, and to good effect. I liked the background the most because it looked 3D and complemented the tileset.

Other
Same as Mini Semi but nicer eyecandy than the first.

Score
7.5

Total Score: 7.2
Download Reccomendation: Yes
Comments: Suggested for all that find the original Happy Semiconductor CTF too open and spacious. Hilarious music choice as well – I’ve always thought of the Pokémon theme songs good JJ2 ones with all of the Pokémon-ish references taken out!

[Rating (7.2) clearance. Please give more elaborated reasons for your ratings. ~Cooba]

Not recommendedReview by PurpleJazz

Posted:
14 Dec 2006, 21:51 (edited 14 Dec 06, 21:54 by Purplejazz7)
For: Beneath the haunted sky
Level rating: 5.2
Rating
5.2

VISUAL
Not very much. When playing this level, you will see very little eyecandy. Just a lot of the same tile used over and over again. Where there is some eyecandy, it is too simple and nothing is new. There is a clock tower floating in mid-air! This looks incredibly stupid and ugly. I’d alos like to see something done with the background layers. I know that there is no defult BG tiles, but why not be creative with backgrounds like Dx?
3/5

GAMEPLAY
This is much worse than the eyecandy. I found about 8 dead-ends, this is dead-end city. There should have been someway of getting out of these places other than simply jump about 10 times on platforms to get moving. This level is pretty much made up entirly random platforms, placed without any thought whatsoever. The ammo is placed randomly as well. There are way too many PU’s for such a small level, I found 4, and they are all extremely close to eachother, and they are all on the left side of the level.
2/5

GOOD POINTS

*Eyecandy isn’t terrible at least

BAD POINTS

*EC was bad in most places

*Bad Layout

*Random Ammo Placement

*Too many PU’s

SCORE

5.2

No Download recommendation.

BTW, this is much worse than Roof Fight 1. I have no idea why you think this is better.

RecommendedReview by Grytolle

Posted:
14 Dec 2006, 21:08 (edited 15 Dec 06, 14:40 by grytolle)
For: Err.. CTF Levels?
Level rating: 8.8
Rating
9.5

Technodus Cargo Station
Looks, high detail
The level looks good enough to be nice on the eye when playing. I am too used to the level to be stunned by the eyecandy, since I’ve played this level frequently over the past year – loving it.

Looks, low detail
On low detail, the level looks, so-so. It doesn’t look really bad, but the fact that the suckertubes look horrible, makes the impression not as good here. On the other hand, you don’t play on low detail for the looks. Seeing the level in low detail really simpliefies learning aswell.

Base-areas
Red team
The red teams base is located at the top right corner of the level, being quite a good place for defence. However – staying there with flag is not that easy since it’s pretty much a dead end, if you disregard the suckertube that brings you all the way to the left side of the level if you fall into it… What I’m trying to say is, that the attackers are likely to force you to run away, and then you will have problems getting ready to score again, since the base is such an easy-to-defend spot.

Blue team
The blue base is, not very surprisingly considering the placement of the red base, situated at the bottom right corner of the level. Or well not really, more like a bit from the right of the middle of the bottom. In any case! It is not at all as easy to defend as the other base, but on the other hand, getting to it isn’t as hard, so you might be able to score without being RTS, also there’s more ammo around it, including a bouncer powerups, which’s room can be handy for variating your defence (or attacking fastly, but I’ll come back to routes later).

Carrot placement
There are two, well placed carrots in the level – one FullNRG, and one normal carrot. The normal one is placed at the exit of the aformentioned suckertube from the red base, and can be quite useful, especially for the red team’s flagcarrier. However, taking it isn’t entirely riskfree, as there is a turret facing it, from where you can quickly be killed.

The FullNRG is placed right between the two bases in a truly tactical area, with lots of “trix”. It can be shot down into the place beneath it – it can be shot down pretty much all the way to the blue base. It can be shot down to the ground and left there, while you camp safely underneath it with RFs (a truly annoying move). Also, there are several interesting routes around it, but more about that later.

Powerups and ammunition
The level has four powerups – seeker, bouncer, RF and electroblaster. All of them interestingly to moderately interestingly placed.

The seek powerup can be somewhat hard to find, but it’s in the bottom right corner, and is accessed only by electroblaster bullets. The placement is good, because that gives the players atleast one reason to ever go to that area of the level. (Overall all of the level is used a lot when playing – which of course is good level making).

The bouncer power up is placed right under the actual exit of that suckertube I’ve been going on about, and as I said before it’s placed in an interesting place. Because going to it is one of the fastest routes to the blue base – not to mention a cunning way of attack. Also, it’s the only powerup you are able to sidekick (unless the powerup is there, because then you stomp it automatically to obtain more shooters!). When in the small powerup room, having taken the powerup, you can quickly choose to go either down to the blue base, or go left and get shot up pretty much all the way to the one heart carrot. Also, the really cool people, like me can use ice, to shoot the spring that pushed you down and then quickly change to real fast missles and climb up again.

The RF-power up, you access through a warp in the top right corner (in the same place where that turret facing the 1h-carrot is). That warp, after having given you the power up, takes you to the area between blue base and carrot, and is therefore quite a fast way to quickly move around in the level, aside form providing you one of the mightiest weapons around. Especially nice is to immediatly bounce to the right and mutilate people standing at the base with your newly gained missiles^_^.

The electroblaster powerup, useless as it may appear at first sight, is placed in the sucker tube back to the red base from the 1h-carrot. Personally I don’t think it’s a very nice placement, because no one bothers taking it in game – on the other hand the usage is quite limited to getting other powerups, since the walls are mostly to thick for effective gun9-use, and otherwise the areas are too open to make other weapons than seekers, RFs, bouncers and possible pepper spray useful.

Other ammo: “there r many shooters i like that”. There is a suifficent amount of amunition pickups, simply.

Routes
Some people have said that this level is biased to the blue team, because moving to their base is so much quicker. However there are quick routes to the blue base, there is no such biasedness. Firstly, there are fast routes to the red base aswell, for example the sucker tubes – and secondly, teams have to move in both directions anyway. What is most awesome about the level is the speed, and the tricks. You can move very quickly in most areas, and once you’ve learned the level there are always so many options – most of them good in certain situations. For example there are no less than three routes away from the carrot, effectively taking you in any direction you want to go. One way not as easy to realize away from there is through the springs above you, using ice (you can see those on the picture above). I can’t be bothered to write more about those, just take a good five minutes and explore the level before playing a serious game, and you’ll do just fun – hopefully having atleast half as fun as I do when playing here.

Overall rating
This level is in essence awesome. I love it. It truly catches the true spirit of jazz2 – speed and a big gun. (The big gun being the plentitude of powerful weaponry). The only thing I can think of that would make it not be a 10, is that it doesn’t look so good on low detail. It might seem a bit unfair to an artist like Rag, but I am not always all too nice – so he only gets a 9.9 for this level. Oh, and the music suits the level too, but who cares?

Very Stupid Floating Castle
The second level of the pack, is one that I am not at all as familiar with. I did however play some really nice games here during the latest months, and found it to be nearly as awesome as TCS.

Looks, high detail
This level looks a bit better than TCS, in my opinion – but that’s probably just because I’m not as used to the level. In any case, it’s more than enough eye candy to satisfy my needs.

Looks, low detail
I am glad to say that the level looks just as awesome on low detail :D.

Base-areas
This level is symmetrical, which no doubt makes it balanced. Another out-of-game upside of that fact is that it saves me time when reviewing. The base areas are really nice, because they’re campable, but the camping can be countered. It appears to me that Saba put down some thought when designing them. The bases can be attacked from three directions – up, down and side. All of the ways are no doubt useful. Especially the lowest one, which is quite fast but with some luck allows you to snatch the seek power up on your way. When making the actual assault, however, I do prefer the side way – and just burst in with RFs and bouncers. Each base has close access to a good power up each (RF/bouncer), which of course comes in handy both when Aing and RTSing.

Carrot placement
There is only one carrot in the level – and that’s truly a good thing. Because in conjunction with the presence of all the three strongest powerups, this makes the level’s gamplay fast-paced and fun (same as I said before – speed and a big gun). The carrot is naturally placed int he excact middle between the two bases, and can be reached either from the sides or with RF-climbing (might be hard for jazz, but Spaz-bias makes levels more fun anyway:D).

Powerups and ammunition
As I mentioned the powerups are bouncer, seeker and RF, and I like this for reasons stated already. Well the seeker is at bottom middle (way down under the carrot) – but I’ve pretty accidentally much emptied this subject already in previous paragraphs, so I’ll just move on.

Routes
There are two main routes you can move between, as I see it. A top one, and a middle/bottom one. The bottom one is quite straightforward, but the top/bottom one is divided into three parts or something like that. I’ll just show you with a picture.

Overall rating
Overall, this is a solidly made level. Fun to play, well balanced and quite tactical – however, I don’t think I will keep liking it this much as long as I have with TCS, so it’s not worthy of more than a 9.

9+9.9=18.9
18.9/2= 9,45
~9,5

Of course with a downlioad recummandation

RecommendedReview by The Emperor

Posted:
12 Dec 2006, 15:59 (edited 12 Dec 06, 16:00)
For: Atmospherical
Level rating: 8.3
Rating
8.7

Eyecandy: 9

This is likely the best eyecandy I’ve seen in something made with this tileset.
It’s also very creative, although just a slight bit unoriginal.
The water at the bottom and the fade color are what I like the most.

Gameplay: 8

Gameplay is good all around, although there were some (in my opinion) misplaced springs somewhere.
The layout of the level is a bit simple, but it looks good and works well.

Flow: 9

There’s no mistake about it that the flow is very good, except for the top of the level, whatever. No-one could possibly mind having two or three places where you gotta jump.

Tileset: + 3/5

I’ve faced some problems in the past using this tileset, but you made using it look like nothing to worry about at all. The scenery in this set is a bit easy to use, though.

Overall: 8.7, good job, download recommendation (duh)

Review by Technopauluz

Posted:
12 Dec 2006, 15:48 (edited 12 Dec 06, 15:52)
For: Shade Castle
Level rating: 8.8
Rating
6.5

My first review here…

I did play the game and it was pretty good but i didnt get all the coins maybe it was beqause i played Lori.

Visuality: It looks good nice layer work and tileset placement but sometimes i dindt see if it was ground or not and things are a little bit vage 7/10

Gameplay: I did play a few minutes on normal, but restart at hard, that was not easy at all so hard=hard=good!
I cant get ride of the last 2 coins i saw them but cant get them i run away the whole lvl but no succes at all.
And when i did shoot on te enemy’s i hit the spring crate and cant get above anymore. Killing some enemy’s is was sometimes very hard and u walk in some enemy’s to in some case.. 6/10

Fun Factor:
No waste of time, but not a level to play again & again. 6/10

Orginality:
The coin system is well known by me, but there were some nice actions thats you need for getting te coin. 7/10

Music:
Thats fitting the game, but isn’t very outbalanced. 6/10

A give u this points beqause i am a critical person. Succes!

Not recommendedReview by SPAZ18

Posted:
11 Dec 2006, 08:52
For: the ultimate rabbit hotel
Level rating: 1.9
Rating
1.7

Sorry, but there is nothing “ultimate” about this.

EYECANDY

Poor. The same tile is used too often to make the buildings. Other tiles are also used but they are used incorrectly. Everything looks the same which therefore makes the level repetitive. The Garden is just the Carrotus pole and all the other poles placed in one area. They look rather ugly.

1 OUT OF 10

PLAYABILITY

Poor. There is a Bank with 130 RE-GENERATING Coins which do absolutely NOTHING. There are all these shops which have lots of ammo and lots of PUs which are FREE. Why call it a shop, if everything is free? There are also all the usual things you would find in a Hotel.

2 OUT OF 10

FUN FACTOR

Not much fun is to be had in this level. There is a Pinball Table but it is WAY TOO SMALL. Ice skating is interesting but Jazz gets stuck at the first spring. There is a Quiz but there are only 3 questions with just 2 answers to choose from. Win the quiz and you get some pointless Gems. The test is far too easy, get through that and you get a useless Water Shield.

2 OUT OF 10

TOTAL: 5/30 (1.6666666666666666666666666666667)
Rounded to 1.7

DOWNLOAD RECOMMENDATION?

No

GRADE: U

Review by Jazz-Les

Posted:
10 Dec 2006, 19:45 (edited 4 Jan 07, 15:54)
For: Xmas Carrotus
Level rating: 7.8
Rating
N/A

yeah, well ill review it sometime…..
sorry again BS7

Review by PurpleJazz

Posted:
10 Dec 2006, 19:05 (edited 10 Dec 06, 19:07 by Purplejazz7)
For: TSF Episode and WinterStuffs
Level rating: N/A
Rating
N/A

Yeah, where are they? Also, the Xmas Haunted House looks good.

Review by Olsen

Posted:
10 Dec 2006, 16:25
For: TSF Episode and WinterStuffs
Level rating: N/A
Rating
N/A

Just one thing regarding the Diam B Xmas version, where’s the christmas lights? :D

Not recommendedReview by PurpleJazz

Posted:
10 Dec 2006, 15:01
For: the ultimate rabbit hotel
Level rating: 1.9
Rating
2

Please stop making hotels. Hotels are boring and 99.9% of them suck. Rarely are good hotels made. This isn’t one of them.

VISUAL
Terrible. In this level it is just one of the same tile just used in shapes to make a simple level. When other tiles have been used, they have been used badly and in the wrong places. There is quite a lot of good eyecandy in the hotel dream set, which could of been used. Use it.
1/5

GAMEPLAY
This has what almost all hotels have: bad gameplay. There are things like “banks”, which have about 100 coins which regenerate the second you get them. And “ammo shops”, which have tons of ammo and power ups which don’t cost any coins. If it’s a shop, why is it all free? There are the other standard things, like discos, resturants, and the same old rubbish. There is one place where you can fall down to the bottom of the level, and you can’t get back up.
1/5

GOOD POINTS
None

BAD POINTS
*It’s a hotel
*Read the review…

SCORE

2.0

If you want advice just talk to me on MSN.

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