I can add playing s3m modules and sound effects from sounds.000 by FMOD library ;)
Jarno, read before you post .
This is a stupid level :P I got stuck in the beethingie in the beginning. Maybe post a link to it from an tutorial or something to show that this is a bad ample? But anyway, nice job on fitting so much stuff in there and showing it like this.
I have a question : why do you upload files when you already know that its bad?
Arti : Some admins said please dont upload things here if you know its bad.
Enough?
~Jarno
No it wouldnāt work as an article. I can say āDonāt use straight rows of enemiesā but it doesnt mean much unless you have to waste time having to destroy a row of hatters.
Also the error came from having one of each boss, and then some enemies to boot.
But you shouldnāt do that anyways so its all part of the lesson.
I couldnāt run the level; apparently there were too many enemies or something.
Also, this would probably be better off as an article with a link from the JCF.
Jarno: n00b wanted to show people like you why you donāt do certain things in SP levels.
come on somebody plz rate this D:
or at least review
Sick in Christmas is the amazing story of Jazz saving the town of Carrotlyn(get it, itās a rabbit-fied Brooklyn) from a diesease. You see everyone in the town is too weak to go to the pharmacy for some cold medicine, so the Mayor gives Jazz some money to run the errand.
I donāt know about you, but a town with only 2-3 houses seems more like a tiny neighborhood. Anyways, you then get to visit the Carrotlyn Mines and Forest. Thereās also a rocket factory where you can buy ammo. But you dont have enough money. From there, the level plays like a nifty chain of events, and since his level is fairly decent I wonāt ruin what that chain is. The level is unforutantly, very short. I would have liked to see more puzzles. On a plus, there is less random stuff to collect(which was seen in Iluzās earlier levels) and there is no Bilsy boss(who is the cliched boss of choice for Xmas levels). On the negative side, there are a few instances where you have to destroy mass enemies placed in a linear row. Honestly, the only time this works is with flying enemies, and that should be used sparingly(like one time a pack), since sometimes the action is intense, and other times itās lame.
The level itself is split into two levels, the second one is basically the same as the first, but empty. Iād would have liked some more challenge in returning the medicine to the village.
All in all though, this is a fine holiday level that should make for a quick diversion.
Another thing is that Iluz is improving, one thing that I especially like is that he takes the comments from reviews and actually listens to them.
DR-Yes
Final score- 6.4
Ok, so Iām a month late.
Anyways, this here level is a sequel to a pretty bad test level. It seems Illuz took ALL of my suggestions. Gone are the lush, open, elliptic spaces. They are replaced by green, small, linear areas.
The level starts with 3 routes(there may be more I couldnāt tell) each on easier than the last. I found a frog route, which was near murder, because the frog canāt attack and heās bombarded by air and land enemies. Which isnāt too bad on paper, but since the air assault is from bees, and the areas are too small to actually jump over anything, itās pretty bad in execution.
An alternate route turns you into a hip-hop and you go to an area that is rather open, but stuffed with float lizards and spike bolls, so it doesnāt matter. I think I only lost two hearts there.
The final route I discovered, was Jazz/Spaz/Lori(the ideal character being SPaz, more on that in a sec) falling down a pit with lotās of dragonflies. If you buttstomp, theres no challnge. All 3 routes lead to a warp where you have to copte ear down another pit with more spike bolls. The pit leads to a water sequence where you dodge fish in linear tunnels. The water sequence leads to some overly long sucker tube finale, which then leads to the exit. This seems like it was built with the original flashing blocks, because the ending says āAh my eyes, the madness is over!ā Which leads to a normal looking Tubeelectric level.
The ending screams āNO SEQUEL!ā And I say good riddance. The level design went from Open to Claustraphobic, and the eyecandy went from Flashy(literally) to dull.
But hey, itās better than the original.
Iām gonna make this as quick as possibleā¦
This is a CTF remake of Battle 1. The changes are very dramatic, however. In fact, when I first saw this level, I didnāt know it was a remake, and I didnāt realize and resemblance at all, but after replaying it and knowing that it was based on Battle 1, I could easilly see references to the level throughout.
This level seems to flow very nicely. It makes you have to jump a lot and maneuver yourself manually while still not making it a pain to get around. Thatās a big plus in CTF levels. The layout is very creative, there are a number of ways into each base, but youāll probably usually be using a respawning copter to get onto the platforms that the bases sit on. The level is mostly symmetric, so itās not too hard to learn, yet at the same time the layout seems complex enough to keep games exciting and chaotic. Itās also constructed in such a way that a two player match here would work just as well as an eight player match.
The eyecandy is very creative, Iāve never seen the castle set used quite like Blacky used it in this level. It seems very nice. Maybe a bit confusing at first as some of the pillars and blocks are in the foreground and you may expect them to be solid at first glance, but you should be able to adjust to it. The background works great, thereās plenty going on in the foreground to keep the level interesting, and the music fits perfectly.
Overall, this level gets a 9/10 and a download reccomendation. On a closing note, please donāt ask me to review your levels. I reviewed this because Blackyās special. Not that youāre not, but Blackyās just really special, okay? Heās like heroin sipping through a little glass. Understand?
Everyone find a way to make this your ringtone for yuor cellphone even if itās not christmas.
Why? Because when you answer your phone with this as your ringtone, you didnāt just answer your phone:
You answered your phone AND ROCKED TO THE MAX.
That is all.
Download now.
The tile set was alright, but too hard to figuer out if something was thee or just a background. The levels were way too easy, I could just run through them getting hurt and make it to the end. The short films I though were ok, but too short. And you could have done much more with the plot you were using. The reason why Iām not give a 3 is because of the tile setting, the short videos, and one of your levels was one of the best levels, and that would be when you run away from the dinasure. That was the coolest thing, and would be better if made longer, or more diffacult aka more obsicules.
Sounds like a great campine, but after I downloaded the levels my game never picked them up, so I canāt play any level. I recommned looking this over.
Update: After chandie kindly guided me how to fix my problem I played the campain and it was very good. The levels are long but entertaining, it\ās diffacult but not unbeatable, and I thought it was alot of fun with the frog. I wish the campain had more levels, but there could alwas be a part two. Highly recommend this campain.
The music was good, and the levels were all puzzles, which is fine if you like playing puzzle games, but I like some fighting in my games. The end was disaponting. But still the tileset was very good I liked it alot, and all in all is was good
oh, it stills doesnt work on my computer⦠if i would know HOW to fix itā¦
I thought the levels were too easy for anyone, but still ALOT of fun. Everything was great and I liked the last level the most, that was very cool.
Iām the 100th downloader :)
Eyecandy ā reasonable
You did fine for the standards of the tileset, but I wish you had chosen a less overused and more challenging tileset. No major eyecandy bugs.
Gameplay ā average
A flow is missing. When you are down there, there isnāt a lot of room for movement. Those poles are irritating as well. Next time you should concentrate on what the player would like to experience; obstacles arenāt generally welcome in battle levels. Secrets were ok, except you have to know them; theyāre difficult to find, e.g. the āfloatingā warp and the secret area up there. Goodie placement is ok, but donāt give an unfair advantage to the players who know where to find the golden coins⦠you placed the ammo generally well, I think. Remove the respawning crate in the secret area; causes lagggggā¦
Overall rating: 6.2
This is quite a creative and interesting program, IMO, and Iām testing it right now.
One recommendation:
When CashKeep is activated, I recommend warping the player ONCE to 2, 2. Currently, the program warps you to 2, 2 for an indefinite number of times, so if you have not completed the level, you can never get out again until youāve clicked āEnd Keepā and jjnowall/jjfly your way out of there. This can also be a big problem if you do not click āEnd Keepā before the next level loads, since youāll just warp immeditely to 2, 2 and get stuck thereā¦
Perhaps you could reupload an updated version? ;-)
EDIT: In fact, the program warps you so quickly to 2, 2 that it doesnāt even allow you to fall down into the Exit event. The player must click āEnd Keepā, then quickly āStart Keepā, and finally āEnd Keepā again.
EDIT 2: The program seems fully functional in TSF. The method I had to use was different from the one Cash Keep told me to use, but it still works twice, and I was impressed enough (and kinda forced) to run through all 3 Cash Keep levels twice. Even though this is still v0.1, it works well enough and people can already start making levels with it. I will rate this when a newer version comes out, however.
ā¦and I just found out you canāt recommend an upload without rating it. Well, I donāt care! DOWNLOAD RECOMMENDATION!
EDIT 3: Well, the program is now more easier to use, and works just as well in 1.23, but things have taken a turn for the worse, as the program sets singleplayer to co-op, meaning that you can no longer use any cheats, and you will not be taken to the Game Over screen when you run out of lives. Instead, you will have no choice but to start the levels from the very beginning, rather than from the level you died in, which is a problem for big level packs.
RoW_Odin314:
āI also hereby copyright the above idea. Use of it is prohibited until I use it in a level pack. Or something.ā
You canāt copyright ideas, only finished products (http://www.whatiscopyright.org). :P
By the way, it would be quite selfish of you to stop other people using CashKeep in the way you suggested. Funnily enough, I thought of using it to make powerup stores as well. I feel that everyone should be able to use the program in that way.
Finally, I can get to work on that JJA remake.
I think it has a great story behind it, but the levels are very confusing for playing the first time. In some levels you have to die if you do something worng, or it seems as if that is your only optionā¦overall through I still think it can be alot of fun.
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