The levels aren’t interesting, but I enjoyed Titanic Tube Tussle and Heck’s Pinball. They also have too much ammo/enemies piled together. I’d only recommend this pack for the final boss, as it’s one of the coolest bosses I’ve ever seen in JJ2! And thus the rating.
Cool level, I like the tileset and the music is lovely. Enjoyed the text strings and the gimmicks such as shooting the trigger crate with bouncer. The level isn’t linear which is cool gameplay-wise, but at some point i got lost and had to jjflyjjnowall somewhere. It also has some nice secrets. The boss is just… wtf?
While the excessive visuals do lead to problems such as fps drops and distraction, the gameplay is nonetheless solid despite a few minor flow issues. I enjoyed the design of the base areas and the carrot area very much, as they offered quite dynamic gameplay with a variety of tricks and tactics to deploy, and aren’t overly campy. Give it a try!
Personally I really like this map and think it should have gotten more recognition.
Great use of a small layout with pretty quirky gameplay.
Uses semi-symmetry in a way that everyone can enjoy!
Great amount of ammo for the level too, although I’ve never liked gun9-ing powerups.
This didn’t get as much recognition as it should have;
by far one of the best uses of Orbitus I’ve seen, as well as a very unique use of the diagonal tubes + custom weapon.
a highly innovative layout that doesn’t have a single spot that i’d call out for being more boring.
my only complaints are probably only nitpicks that id care about
great level, but i dont approve of simitry.
nice level, but you can only do so much with perfect simitry.
great level, but you cant stand on the lower branches of the trees. should be able to, its a bad tilebug this way.
Besides mainly opinion based stuff, Orbital IV has a very solid layout. I think the Update deserves a higher rating.
Nice level, although I think a touch too big for purpose, and I think the pickup placement could have been ever so slightly more intuitive!
I think if the top layer was removed this would actually serve as a pretty good 3v3 level. Nonetheless, I look forward to seeing this in a JDC event.
Pretty much agreed with FS, the layout is decent but the level itself suffers from poor flow in areas, and the bottom section feels very closed off from the rest of the level. The powerup corners are a bit lame since they’re a spot for seeker ammo.
I did however very much enjoy the use of RFs off slopes here, something you don’t see much of!
Pretty innovative level; the anti-grav takes a lot of getting used to and can feel very slow at times. It is very fun in general and definitely a concept I’d like to see more of. I still feel like this level could greatly benefit from more ammo, and a few minor flow tweaks. – All in all, 8.2!
Definitely one of the more interesting levels I’ve seen. I’d give this a much higher rating if it was a tiny bit less evil, as this is an incredibly daunting level the first twenty or so times you play :D
But once you get past that it’s ace, and pretty one of a kind. Kudos SE!
There are a few issues pertaining to over-shooting springs and some questionable balance, but this is an all-around solid ctf level, with a few rf-climb tactics etc. This is one of the best jj2 ctf levels I’ve ever seen.
As promised, the fixes warrant this an 8+ rating in my opinion.
Overall solid level.
Please be careful with background scrolling speeds though.
TDE has a few quirks, like solid invisible surfaces and a few minor questionable balance issues pertaining to the C and base placement. However, the layout/item placement is technically very solid. The eye-candy/theme also satisfy.
this level had lots of bad springs, but all the worst got removed, ok level now, nothing remarkable.
It’s simply perfect, it feels as if it was an official level, and it implements a feature that i’d like to see more of in multiplayer matches
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