Rating AB Single Player pack pt 1 and 2
Placement:
Placement is good.
Rank: Good
Story:
No story!
Rank: Horrible
Eyecandy:
Well⦠it is pretty good. Nothing more to say.
Rank: OK/Good
Obstacles:
The most levels are pretty hard. But there are also levels that Iāve completed in less than one minute!!
Rank: Sufficient
Length:
What a lot of levels. Whew!
Rank: Very good
Extra score:
An extra score for āYourselfā
You said: āHave an evil router keeping you from the bash? Well look no further than this Solo Bash campaign! Inside youāll find a 4 poorly done(Hey I only had 24 hours) exlcusive levels(with 2 ācutscenesā), and 16 of the best SP levels found on the J2O and the J2C (with the emphasis being on the J2C).
Ahah! So⦠most of the levels are not created by yourself!!
Rank: Horrible
Final Rating: 5.3
Download recommendation: No
(N/A requires 5.5 and Yes requires 7.5)
Best wishes with your further episodes and do not use levels that you havenāt created.
Peter (JazzBuster)
(Rating removal. n00b has stated that āIf you want, you can review the exclusive levels, otherwise do NOT rate the pack.ā The rest of the levels are not being presented as his own work, just as a compendium of levels for a playing experience, much like the Anniversary Bash Battle and CTF packs, which are also not comprised exclusively of levels made by the compiler. ~Violet)
Something I forgot to mention, the exclusive levels made for this pack MUST be played in 8-bit, with low detail off.
After that, for the most part, you can play on whatever settings you have.
A Tip: put it together with the normal version in a pack*!!!!*
Eyecandy overall
Blablabla awesome/decent/good, or something.
Sacrifice
Carrots
There are two one heart carrots, accessed by warps, in a little room. I think that itās a good thing to have two carrots instead of one, since then chances arenāt so high that they will both stop respawning completely on a laggy server. You can counter camping inside the box by using gun9 from the outside, or camping where the warp out of the carrot box targets, therefore it isnāt easy to just take the carrot like that, which is good. Besides, if you try to get the carrot as flag carrier, chances are quite high that you get hit again when you try to get RTS, as there are often a lot of base/spawncampers at your base.
Power ups
The original part of this level is that you get seeker powerups each time you die or join the server. This adds a great tactical aspect to the level, as defending becomes very effective when you always respawn with seekers.
There are also pepper spray power ups, which can be quite useful⦠the placement of those are good, since you can get them on your way to base if you are taking the lower route.
Pickups
Ammo placement is good, along the routes so you donāt have to run away to look for ammo, which slows down the game and makes everything much more boring. A good thing is the piles of RFs that you can use for hunting complemented by the bouncers and powered up pepper there sre in the level. There are also quite a lot of toaster pickups, which can be useful for something I guess (this is not really my favourite weapon so I seldom use it, especially unpoweredup).
Bases
The base areas are great, easily defendable. There are three routes to them, I think. Camping the base can be countered quite easily with gun9, RFs and gun2. The fact that you can spawncamp the base area also adds an unusual aspect, since thatās not how jj2 normally works. Yeah, I like those bases.
Other tactical areas
There are a few tactical areas here. Mainly bases, carrotbox, above it⦠The bottom if the level tends to be come quite unused, unless the copters stop respawning.
Flow
Itās easy to navigate, the level is easy to learn, and everytihng is good. The only thing you can raise objections against is the use of copters, since those often stop respawning. The upper path is by far the fastest way to base, so if one team doesnāt have spawning copters, they have quite some disadvantage. There are a few places where you pretty much run into walls, which you must avoid to not get hunted down by RFs or gun8. I like those areas, as they are not really dead ends, but still dangerous. Same thing goes for the warps on top of the level targeting the carrotbox, where you can often get warpkilled, something I think is good as it adds another danger to the level. For example in really good games on bblair I never dare using warps, since I know someone will kill me as soon as I do.
Summed up
Nice level, I like it a lot. I am not sure what others think, but I give it a 9, the only thing stopping it from becoming a 10 is that copters can be a problem, it sucks for duels (no seekers for the one not dying) and that you can sometimes get stuck where you get seekPUs on spawn.
Introspection
Carrots
I think there is only one carrot here, so I assume itās a fullNRG one. (No I refuse to use JCS to check, and I didnāt have anyone playing with me.) It is placed quite fairly. It is within sight from the blue base, but not from the red, on the other hand itās a bit easier to reach it from the red base (from blue you need to do a quite tricky doublejump, if you are Spaz, to get there). In order to get to it you need to use a spring which is placed in an area where there should be a lot of people all the time, as it is quite close to both bases, meaning it has its risks to try to get there. The same spring is also really useful for attacking the red base with RFs. So nice carrot placement.
Power ups
There are two power ups, RF and toaster, which are placed in really dangerous areas to go to if you are hunted (since you have to either fall down to your enemy again after you took them, and the only other way to flee is by a copter, which you can never be sure of when or if it spawns). I like it. >) The fact that there arenāt any seekers makes the play around bases a lot more interesting, as they at first sight seems very easy to defend, but once you notice you donāt have seekers, you quickly become way more vulnerable to attacks from above.
Pick ups
It seems quite easy to find the ammo, and most of it is along the lower route between bases, which is good since that could possibly make that area of the level more used, as the higher road is way quiker. (same way as Sacrificeās)
I would like gun9 to make the left base area a bit harder to defend.
Bases
Quite alright. As I said, they seem not to be too easy to defend⦠Itās also quite easy to fall off when you are RTS or R, which can add to both frustration and fun. The left base seems easier to defend than the right one.
Other tactical areas
I think the bases and the carrot are the only tactical areas here. Perhaps the power up-places too, but the power ups are really far away, and that could be bad for the gameplay, as it becomes way slower, which sucks. I donāt think I would bother with power ups most of the time, perhaps on my way back to get RTS or if I donāt have to R so fast.
Flow
Itās nice, apart from the power up areas where the helicopters are annoying obstacles, but I guess you can adapt to that, so nice job here too.
Summed up
For some reason this level seems not as good to me as Sacrifice, and it was also a bit harder to learn. A work well done, it gets an hmm⦠7
Greed
I hate the coinsystem. It was probably a nice thought, but it just didnāt turn out to be fun. I wonāt review this levels, Iāll just subtract some from the total score because of it.
Sadness
Carrots
There are 3 of them ā one fullNRG carrot and two one heart carrots. The full NRG carrot requires that youhave a key to reach it, and if you take it you can be pretty sure that you will lose your health again afterwards, since there will always be campers at the target of the getting out of carrot area-warp. Itās not a good idea to stay at the one heart carrot of your teamās waiting for it to spawn again either, since the 1 heart carrots are sort of placed in dead ends. Also, the fullNRG carrot can easily be camped by simply shooting it down and standing at it shooting upwards. In other words, itās risky to take carrots, which is good when your level only has oneā¦
ā¦Power up
The level has a toaster power up in the middle of the level, as I mentioned before only centimeters away from the warptarget out of carrot area. It seems to respawn quite quickly, and for using a one power-up system, I must say that toaster is a good choice, as it isnāt so easy to run out of.
Pick ups
The pick ups are obviously placed with thought in this level, and are mostly around the bases. The red team however has an advantage over the blue one, since there are toasters above their base instead of bouncers as there are by the blue base (bouncers being very effective for damaging the opposing teamās RTSer.
Bases
The base areas are great. They have only got one way to be reached from, but that doesnāt make it completely impossible for the attackers to get to the RTSer, since there is a turret where they can spam bullets from. As I mentioned before the ammo supplies are good around bases, which is a good thing in my opninion.
Other tactical areas
I canāt find any other tactical areas.
Flow
Itās quite easy to move around and the level is easy to learn (with the possible exception of the locked doors). In this level, as opposed to for example in Sacrifie, itās fatal if the copters stop respawning, as there is no other way to reach base. This, of course, reduces some from the total rating.
Summed up
Good level. I give it an 8.
Sanctuary
Iāll, surprisingly enough, start off by commenting the eyecandy on this one. Itās much sexier than the othersā IMO, but maybe I just like the tileset because I am so m*ickng dark side.
Carrots
There are two fullNRG carrots in this level, placed right next to eachother with gun9 pickups near them, for extra camping/carrotkilling fun! I like it.
Power ups
I think there are two powerups in the level. Seeker and Toaster. They are placed nicely in the bottom corners, and they donāt really give any team any advantage over the other. Oh, wait there are pepperspray powerups too, at the carrot area⦠doesnāt matter, but I guess they could be useful for attacking the bases, which are in quite open areas. Also the carrots are placed in a way which could be ideal for attacking with pepperspray.
Pick ups
The ammo placement is very good. Most of the ammo, if not all, is played along the major routes between bases and carrots, which is good as anything that could possibly lessen the quickpacedness of a level is negative.
Bases
Great base areas. Open and accessible form three directions with springs for inspired bullet dodging. There are also quite a lot of pick ups around them, which is good as NA-fights suck.
Other tactical areas
Canāt really find any. Itās the normal: bases, carrots, powerups.
Flow
Very good! even if you donāt know the level you will easily reach the other base just by running where your nose points. You still need to do a few tricky jumps to find the fastest way to base, though ā which is good since atleast I myself would like to have a little advantage over my opponent if I bother learning a level throughly.
Summed up
I like this a real lot, and I would like to give it a 8.5 for being almost as awesome as Sacrifice (which has more orignal, yet entertaining gameplay, giving it a higher score ā Sanctuary is only entertaining, not really original).
Twilight
This has one of those sucky SILWI-like falling systems, which sucks, so I will just substract some from the total score of the pack, instead of making a proper review.
Total score
Sacrifice 9
Introspection 7
Sadness 8
Sanctuary 8.5
Average 8.125
Minus Twilight 8.0
Minus Greed 7.9
TOTAL: 7.9
In other words ~8 6Tees and a downlioad recummandation for CelL!
Fearofdark, if you donāt mind, my lad, I will steal a bit of your reviewing system for this pack.
STORY-
Eh, not really described much ingame. The bits that are sometimes in bad english. Perhaps ask a fluent speaker to go over the text beforehand?
EXOTICUS:
This planet has some devent levels going on. While not exactly fresh, it was slightly challenging, and very fun to play. While I slightly dissapointed by the inside bits, this part of the pack was for the most part good.
INDUSTRIUS:
The first level in this was a blast to play, however the same cannot be said for the second. It seemed you were running low on design ideas, and used the Skyscraper idea twice. And the second time was EXTREMELY similar to the first, and they were extremely close together. Bad design choice. Also, Why canāt people make secret levels that actually fun like the ones in JJ1? Oh, and I enjoyed the false items. It was neat eyecandy feature, and I hope you use it in more of your levels :)
MUCKAMOK:
Once again, Stellar first (although not as stellar as other levels in this pack), lacking second. What was wrong with the Metal Muckamok remix? I see no reason why it couldnāt be used twice. Especially since I think the music choice tried to create too epic of a mood for the level. I know you want difficulty for a last level, but putting a player in a gauntlet of reflex tests isnāt the best way to do it. Thereās stuff thats difficult, and then theres stuff thats frustrating. This is defiently the frustrating kind of stuff.
Also, whats up with recylcing the bottomless pits again? Was the idea for challenges that lacking?
Final score- 6.7
DR- yeah
Closing comments:
The final levels get way to repetive and derritive, and suck out most of the fun I was having on Exoticus.
ā¦
I am blown awayā¦
Words cannot describe this packā¦
Itās that bad.
Challengeing? Hardly.
Simple? Incredibly yes.
Jazz must sneak around some Medivo base or something, I couldnt figure it out. But thats cool with me, whats not cool with me is the annoying quips I assume is being blasted by an intercom throughout the level. Especially one that tells me the ājourney ends hereā after I āmade it this farā. Coicidently, thats also next to the exit sign. An area you non cheaters will never see. Why? Simple answer: Theres a put you cant get out of. Even worse-entering that pit is essential to contiue the level. The enemies are placed linearly, and arenāt challenging. Neither is the Bilsy boss battle which is extremly easy thanks to a full-health carrot and multiple fastfires.
Final score- 1
Keep trying, and have someone betatest your packs. Trust me, itāll make thing smoother and better.
DR- Yes. You have to experience the Intercom!
NeoBeo thank you, this will be very helpful at my new level!
Yes, how to start? Hmm⦠Boring stuff first I guess. The level looks great, and it sure looks a bit better than version one. (thats all for eyecandy review)
Flow
Itās great. Itās easy to move around, but not too easyā¦
Learning time
You can learn this in no time. Mostly thatās because it is a quite small level. There is nothing I hate as much as big/too hard to learn levels.
Powerup placement
The powerups are practically placed, in places where itās never safe to go. If you go to the ones in the left corner you risk getting cornered byt your persuaded and killed since its a bit dead endish (which is good :)). The seeker powerup is placed close to a major campspot, so itās never safe to go to it.
Pick ups
I find myself not running out of ammo here, which rocks.
Carrot placement
Fair, and it can be camped, but there are many ways of coumtering the camping. And carrotcamping isnāt much of a problem in 2on2s, and duels are unimportant, soā¦.
Bases
Nice basearea, open so you can be attacked, and have a hard time dodging, but still not so hard that you get killed immidiatly as soon as you are around base.
The way to run from base to base is good too, as there are 2 ways that are asbout as quick and a longer one⦠adds lots of tactics too it, as fast kills are really fun to do.
Tactical areas
There are no spaces in the level which you donāt have any use for. Good good good. I wonder if itās just dumb luck, it a great sense of levelmaking.
Final score
I canāt find anything Iād like to change about the level, itās awesome, and I played a lot of games in the last version of it, and so I will continue now. It is a action paced level with good ammo supplies and tactical areas ā just the way I want it. Ideal for 2on2ās which is my favourite game mode.
A NINE AND DOWNLOAD RECUMMANDATION!!!!1
Well, time for little review (that credit is for testing). which I promised.
The level is simple, semi-boardy, semi-symmetric, small ā medium sized, really easy to learn (even to master, btw), with nice āmainā idea (the tubes). Itās especially good for duels, and time-by-time, some 2v2s.
The level contains one only full carrot, in the middle. Cool place for camping ;(. It also contains three classic power-ups, seeker, bouncer, flame. On pretty good positions, I have to admit.
Ammo placement⦠Well. I donāt like it. All ammo is as easily accessible as possible, itās all on the ground. Which doesnāt add a lot of action. The second thing is that thereās lot of ammo and I think youāll never suffer by NA syndrome ;)
The ground ammo placement also helps to whole level emptiness, the eyecandy is⦠Pretty simple ;). I canāt help but most of the level is really, really empty and itās not good. Bad, I should say.
Flow, after some major upgrades is okay, I could say very good. No bigger problems.
(+) Simple, easy to learn level
(+) Flow
(+) Nice tube idea
(-) Ammo placement
(-) Emptiness
(-) THAT campy place
Final verdict? Download it, yeah. Donāt expect something ultra extra professional, donāt expect JJ2WC quality, expect just nice level which gives you fews hours of okay fun ;)
Thanks for giving me a copy of this before the release Neo.
Iāve edited more tilesets than the average JJ2 player =D
But seriously, if you ever played in a tileset and said āThis would be excellent for my fangameā or āThis would awesome in a different shade of colorā orāNeed this for 1.23!ā
Then this prog is for you.
Wow, this is way TOO much, great work neob.
Here are a cople of good CTF levels. Anyway, the review:
LAVA DOMAIN:
This level was obviously meant to be dark and filed with lava. That has been successfully done. The eyecandy with the backround is mostly rock but strangely with a sky in the backround to signal the top of the level. The gameplay ideas are nicely used in this level. The main idea is the lava at the bottom so that if you fall down, you are warped back where you started. There are also hidden warps that act like traps in the walls too. The let down is the that there is an area of two powerups and a shield in one area. You and the opposition could easily get those. Overall, this level is good.
RATING: 8.3
THE GALLERY:
This level was completely different. This one had a mansion/garden theme to it using a rather difficult JJ1 tileset. The gameplay was rather different. This time, the warps can take you anywhere. The Powerups are also harder to get to. My only concern is that the backround could have a little work and looks quite ugly.
RATING: (a rather shamefull) 8.4
AVERAGE RATING: 8.3
BONUSSES:
MUSIC:
Two good XM files but the one used for the gallery is kind of distracting.
+0.2
TILESETS:
You used raging inferno OK but Marblara better.
+0.2
BONUS: 0.4
FINAL RATING: 8.7
RANK: 8 Great
DOWNLOAD?: Yes
FINAL COMMENT:
These are two very good CTF levels. Good work!
Whats the point of telling us the password?
I couldnāt load Forest war night so iāll review the day version.
This is a very good remake of B1, lets review.
Eyecandy
The eyecandy is allmost perfect there are only a few tiny things you could make better like at the left bottom of the level the ground youāre walking on stops when thereās a wall. And just below that you place 2 titles that you shouldāve put there.
Gameplay
Quite good its B1 with some better gameplay, but with one less point which iāll explain in Size.
Placement
Allmost like in battle one (and thats good) only you placed some more things and changed the bubble shield for a bounch powerup.
Size
The size of the level is good, but there is not enough space between a lot of titles which make it more difficult to pass.
Eyecandy: 8.5
Gameplay: 7
Placement: 8
Size: 7
FINAL GRADE: 7.7
UPDATE 05-04-2006
You changed some things in your level Iāll give bonus points for that.
You listened to the reviewers by placing the good titles and making more space in the level and also you added the ForestWar Night title set.
EYECANDY: +0.1
GAMEPLAY: +0.1
PLACEMENT:+0
SIZE: +0.3
*TOTAL BONUS*+0.5
Thats an 8.2, Good job.
(This test is now ready)??Finished!
Eyecandy
There are no foreground titles in your level, make them you can do a lot of things with them.
You have a background without bugs, but you allmost didnāt used layer 5, 6 and 7.There is no music!
Gameplay
These tests are too hard.
Have you tested it yourself.
Start with some easier levels and make them harder along the way and dont start with very hard levels and make them more harder.
Size
The size of this level is ok however the warp blocks are with too many in one place why these levels are so hard.
Eyecandy: 3
Gameplay: 5
Size: 4.5
FINAL GRADE: 4.2
I am technically more than a year late with this but whatever >O. Since the SP levels included with this arenāt really the forte of this pack and since theyāre more of a bonus than anything, my rating for this pack will not include those levelsā quality in account. Anyway, here goes:
Theming and Eyecandy ā 5 out of 5
The levelsā atmosphere is possibly what Blacky excels on, and it shows. Those levels are a real pleasure to look at, I have found myself stopping running to look at things; and given that I am really picky on eyecandy, that should mean something ;). Thereās a lot of detail everywhere, many original and interesting effects⦠not much to say here. Best marks for the eyecandy.
Gameplay ā 5 out of 5
The gameplay is for the most part as good as the eyecandy. As an experienced levelmaker, Blacky obviously knows how to lay out a level well; none of the levels will get too crowded nor too empty. The flow is also really close to perfection ā it (as the author says) finds the balance between a sloppy flow and a fully automatic one. Also the levels are good enough in their size⦠not much to say here as well. This is just some very very good gameplay.
Eventing ā 4 out of 5
Rating placement of events gets really annoying when you need to sum up 15 levels ;|. Anyway, nothing was too wrong with the eventing in the levels. No amateurish stuff like a 40 second shield put in all the open, or Jazz starts in a ctf level. However, there wasnāt anything overly original about the eventing either (aside from the SP levels, but theyāre not mentioned like I said), so thatās why the eventing doesnāt get a 5/5. Sorry blax ;D
SummaryOverall
This is a pretty much pwnage pack which you all OUGHT to download and host. Blablabla my head hurts Iām done with the review now >O
There is really no point in these Jazzbusters things. There is nothing to bust in JJ2. Make forum topic for this. Dont upload all the levels here. Or Fquist comes and does something evil named⦠BAN
SHORT COMMENT:
Thanks for using my tileset.
LONG COMMENT:
Thanks for using my tileset. With this level many beautiful things are happppened. I had known a very pretty girl. I and her became good, GOOD friends playing this level. She hadnāt never played Jazz, and you can guess who is the winner. You made a wonderful job. I hope that I and my new friend will remain good friends forever cause of this level.
ppl can test this for theirselves, andā¦THEY ARE EQUAL!
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Eat your lima beans, Johnny.