This is cute. It's not good as a Jazz 2 level, but you've got basic platformer ideas, and the springs are a nice touch. Your next step is still to work on picking tiles that look right next to each other, you're doing better (the pillars are good) but look for tiles for the SIDES of walls. Check the official levels to see how things should look.
A pretty simple mutator that should be the canonical way to play Head Hunters. Makes it even more intense to have a lot of gems.
I worried that being "stealthy" when you have no gems might have some odd gameplay consequences, but it wasn't a problem at all in the JDC event and that's good enough for me for now.
A quick "compare and contrast" about port levelpacks is that for example, at first glance: the MS-DOS Commander Keen games` levels seem to port more playably to Jazz Jackrabbit 2 than the Nintendo handheld Jazz Jackrabbit Advance game levels.
Although this level pack isn`t a 1:1 port, the ammo is not exactly the same either, which drastically alters the direction of the level layout design.
Haven`t really playtested the original Jazz Jackrabbit Advance battle levels on Nintendo or anything, so I don`t know how close to a 1:1 port is this levelpack, in terms of layout / graphic attributes.
Also the levels are designed for a much different Jazz character in terms of abilities, jumping and running; that means the balance between characters has a broader scope of bias — it`s practically like the layout is designed for the frog character instead of the jackrabbit characters.
The platforms are disproportionately close together and require short hops without any special moves to traverse across.
There aren`t any spring events in this whole levelpack.
Also, graphically the eyecandy kind of takes an abstract approach to visual clarity — the one-way tiles are masked in such a way that the indication of a one-way tile is not reflected by its masking properties; and also: sometimes the shading colouration of the tiles are meant to indicate whether or not it`s a masked tile.
Generally… the level in this pack that doesn`t have any carrots might work for a battle mode instagib duel… the levels with 1-2 small carrots could work for a 2-4 players battle mode game.
Personally, I won`t directly compare this levelpack to the original Jazz Jackrabbit Advance, in terms of it being a port — the battle mode in the original Jazz Jackrabbit Advance game is like, practially unrealistically unplayable given current technology — comparing a Windows game to a Nintendo game is conceptually enough to speak for itself.
The battle mode there was originally designed for the totally different control scheme of a handheld and/or console instead of a keyboard with/without a mouse compared to this levelpack port.
An admirable amount of effort – sadly it probably took tenfold more time to convert these to JJ2 than it took Game Titan to make these levels in the first place. They aren't really suitable for JJ2's fast multiplayer gameplay on account of being very small and barely having any pickups – perhaps with some extensive mutator work this could be interesting.
As mentioned in the description, the tilesets are not reusable because of JJA's tile size. Whatever artwork Game Titan had not stolen from JJ2 is also pretty poor.
It's nice to have this available as an interesting curiosity – very similar to the 3DBattle levels ( https://www.jazz2online.com/downloads/175/3d-battle-pack/ ) in fact – but a curiosity at most.
Instantly became a CTF gameplay favorite of mine with its gimmicks – antigravity, uppercutty stomp scenery, energy blast ammo to tempt you away from that fly carrot – and most of all, a carrot with a really fast spawn time that somehow just works. Turbo indeed.
And it all looks fresh to boot, with a record number of JJ1 tilesets mashed together!
Whoops, meant to review this last year. Great twist on LRS and Pestilence – like Pestilence you have to actually roast people to win, but like LRS the winner isn't known until the very end.
And unlike either, the amount of time a Condemned game lasts is consistent!
Rules are nice and simple, too. Highly recommended for any LRS-suitable level.
Well-designed vanilla JJ1 gameplay. Compared to the original levels, you can expect much better enemy placement, a more efficient layout, cleverer secret areas, more dynamic tileset usage, less ammo, and more fun.
While it's all well thought out and well made, it's also not that innovative or exciting. That enemy placement is REALLY good though.
Yes You Are Right Faw, I didn't Know I Should Upload them, Soon I will Fix them And thanks for your review
Your upload misses some files:
- You forgot to upload the tilesets DSM flames.j2t, Gothic 1.23.j2t and medevilmadness.j2t. Luckily I have the these already or I couldn't have played the levels.
- You forgot to upload the music files Fire.s3m, Forest.xm and TEMPLSUN.mo3
There's also a bug in Forgotten castle, spaz can jump out of bounds in the map and gets stuck.
Also, your other uploads today have no files. Please fix all of them.
Really fun duel level with good focused use of custom weapons. I like the background, but the foreground is underdecorated – there's nothing to see in the big blocky walls except the same tile repeated over and over.
An excellent showcase of recent JJ2+ features, as well as a big, fun, and balanced level. Did a Hard run as Jazz around release, and yesterday a Hard run as Spaz getting 100% of the skulls. The only downside I found was that after dying, enemies may get in the way of the Skyrunner's teleport locations (carrots also respawn though). Download this!
Some hiatus that is. My condolences for all the community members that died in between, waiting for the release :P
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This MOD is really cool! It's great to have everything Jazz 1 in one game! But since its release GOG did a lot of updates for the maps! Would love a updated version of this MOD by the author (Or anyone who know how to do it xD)
10/10
Super Cool!
An amazing, lengthy SP level pack that surprisingly flew under most people's radars. Give it a shot!
Okay! Here is a medium sized CTF level loaded with plenty of ammo for some great battles. It is very easy to navigate, but doesn't rely too much on flow. It has a "new" feel to it (if that makes any sense). The center of the level gets to be a bit of a maze, and it's easy to lose your way and fall off the level, fortunately being teleported back up. The level seems to rely entirely on camping, and is a paradise for campers like myself. The bases are right next to carrots and some ammo, making them ideal for sitting at. To counter this, there are a thousand ways into each base, making it hard to defend. Anyway, enough rambling. The background looks wonderful. GREAT JOB on the background. You'll really enjoy looking at the background when you see the way the trees reflect on the water. Anyway… Great level. It's like a 9.3 situation.
This level is a lot of fun. It is a medium-sized CTF level with a very old-school feel to it. The flow is very tight, and the level is easy to navigate. There are a lot of vines, but the way they are used helps speed you up when flying from base to base. The level is very fast paced, and despite its medium size, it feels a bit small because you're able to fly through so fast. There remain plenty of areas to explore. I really like that about the level. The eyecandy is great. Several different tilesets are put to use, making each area in the level a unique one. Visuals are not repetitive. The background uses a reflection that makes the most realistic ice I've seen in a level. Weapons are mostly new, but have familiar feels to them and are easy to get used to pretty quickly. If I had to be super picky, I'd say the only downside is the number of one way areas. It's not like they're overused, though. Overall great level. Highly recommended.
The crashing in this level when using Boomerang Gun was due to a conflict with a specific mutator enabled in Zeal Duels servers. In normal circumstances this shouldn't be an issue.
We tried to playtest this level while we were playing CTF over the weekend. Unfortunately, players started to crash, seemingly because they used the boomerang weapon. So we weren't able to playtest the level because of the crashes.
This is a nice showcase of the new texture related features JJ2+ has to offer.
And yes, it looks like something that came out of Doom.
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