I agree with FQuist,
i go make a short review becouse i have
to work:
Graphics+
Long short+
Poles+
Vines+
Tubes+ (becouse i see some wooden tiles that can be used for it)
Signs+
Spikes+
Use+
DOWNLOAD IT becouse eveything is good,
only e few things in the look can be
better, my rating is a: 8,5:-}
Good work Disguise:-}
And J2lc rules![This review has been edited by niek]
(Guess what? I don’t care about your work. Unsupported rating removal edit, please provide more detail in your reviews. ~Violet)[This review has been edited by Violet CLM]
Cool, i begin reviewing:
Graphics-
Long/short+
Poles-
Vines+
Tubes-
Background- ( the most are taken from orriginal JJ2)
Use+
This is a conversion of an old game, so the graphics are not realy nice
I played Keen4 so much before and
i don’t know where to see the standard gallactic alphabet, so thanks for making it in one of the tilesets,
In that story, i forgot to say the rating: a 7,5:-}
Good work for a conversion:-}[This review has been edited by niek]
(Unsupported rating removal edit. Please provide more detail in your reviews. ~Violet)[This review has been edited by Violet CLM]
A download recommendation.
BoredSet is quite a small tileset compared to Disguise’s other tilesets, especially compared to his huge Metropolis set.
Still, it is in my opinion one of the best tilesets Disguise has created. The style is different from his other tilesets, which is a breath of fresh air. Not that his other tilesets are not very good, mind you, but it’s still very nice. The big improvement the tileset looks much more organic than some of Disguise’s other sets. This makes levels look much more detailed and..organic.
There are enough tile types and eyecandy tiles to make a nicely detailed level with, and as is most of the time the case with tilesets by Disguise is that there’s enough things to work with in the background. There’s also all the special tiles you’ll need. Destruction blocks (as always with this author not copied from the official tilesets but home-made), vines, poles, signs and hooks – it’s all there. And the layer 8 background is quite pretty.
The example levels, the BoredSetCTFs and Grass Hill Citadel, made by BlurredD, show well how the tileset can be used and also how much you can do with it, since the biggest part of the tileset (the earth tiles) was not used in the BoredSetCTFs, and yet they’re still good, and very different from the battle level Grass Hill Citadel.
A few of the things up for improvement:
– The trees don’t look right. The leaves could have been much more convincing, now they look too much like spikes.
– If there had been more normal grass tiles (two for example), instead of just one, levels using this set would have looked much better. Still, it’s not that bad, since the grass tiles are very good and using just one grass tile doesn’t make the level look dull, because the tile tiles very well. But some variation would have been great. Even a few tiles that had the same shape but had small vegetation on them would have improved a lot.
– Some tile connections lack from the tileset, like a brick-grass connection, and connections between normal grass tiles (without dark background), and dark backgrounds (meaning: only part or half of the grass tile having a dark background, unlike the other part/half.). This means you’ll have to use layer 5 if you want to use connections like the ones mentioned, which very often you will want with the second.
– A tile to make rain with could have been usable. I don’t know why it was left out, since it’s in most of Disguise’s other tilesets.
But the tileset is good enough to overcome these flaws. To conclude: This is one of the Wisey’s best tilesets, even if it has a few flaws.
And now we will hope Disguise will make another one. ;-)
(*FQuist runs away, chased by a shouting Disguise*)
[Edited to make a correction to the part about the example levels.][This review has been edited by FQuist]
The name alone seems to denote the quality of the level.
GAMEPLAY:
I took a look at the layout, and I’m thinking to myself how crazy it looks. It consists mostly of very long and open areas with a few narrow passages in several places. When I said bigger is better, I didn’t mean extremely big with huge open spaces; I meant something around 130×70. A level sized 200×130 would be pretty frustrating to play with, even with a lot of players. I especially dislike the bottom right of the level with the large, open passageway down and the long tube ride back up. Try to avoid using long tubes and the squared off platforms as much as possible. Furthermore, too many areas were devoid of any events, which can take a lot out of the gameplay. I don’t even want to get into the balance. At a glance, it doesn’t look like it is, and there’s a good chance that it isn’t. With the bases placed at opposite corners, how balanced could this level be? Base placement like this usually makes the level harder to balance. The flow isn’t the worst part of this level, but it could be better. It would be easier to get around if there were more springs in several places. The only thing half-decent in this level are the triggers, but I can’t say they’ll always work.
EYE CANDY:
I suppose it could be considered as average. I might have to blame everything I dislike about the eye candy on the tileset. I’ve only seen this tileset one time before, and the eye candy looked somewhat like it does in this level—maybe a little better. Still, the lighting effect gets in the way, and most of the level looks bland.
CARROT AND AMMO PLACEMENT:
The carrots used aren’t particularly useful for a level of this size, but it’s better than nothing. The full energy carrot should have been at least placed a little further up and not so much closer to the red base than the blue base. I can’t say the RF and blaster powerups were placed well, but I have no problem with the team-based bouncer and toaster powerups. The RF powerup should have probably been placed somewhere around top. Moving on, the ammo certainly could’ve been distributed more evenly. I didn’t like how the ammo was concentrated in random spots throughout the level. Of course, the huge size of the level didn’t help.
HOST THIS OFTEN?
Not a chance. This level doesn’t even loop to anything. I might have overloked something when I was looking at this monstrously huge level, but I’m not going to bother. 5.5, and use BETA TESTERS. Consider that rating me being nice.
Another level of The WINNER. Yay.
EYECANDY:
Hmm…. well, I can’t say that the eyecnady in this level is beautiful. I guess more the opposite, however the tileset has enough eyecandy but the most parts of the level are boring… Maybe that is because the level is too big. There are also a few errors in the eyecandy, for example the tiles in the upper right corner near the blue base in layer 3… where is that good for?
AMMO PLACEMENT:
There is a little bit too less ammo in this level, especially when you look how big it is. There are four PU’s in this level (of course no Seek PU) which is the least I expected for a level this size. Unfortunately, the bouncer and toaster are nearly impossible to get, in the first place because the EB is thousand miles away and in the second place because the walls around the PU’s don’t let the EB’s through. This is really a big fault! The carrot placemnet is so-so, there are too much of them.
LEVEL STRUCTURE:
Well, as I said few times earlier, this level is too big and empty. You have to walk around for ages to find something in this boring mess and the sucker tubes last ages. I recommend a much smaller size next time (more like 125×75 instead of 200×130) Now, this level is only meant for big games such as mass events and 4vs4s, but actually the level is too bad to qualify for such a thing.
GAMEPLAY:
Because the level is too big and empty, I never reall yenjoined the gameplay. If I didn’t have the red arrow, I would have searched for ages to find the red base. The music file is fine, but it doesn’t improve my bad view on this level.
————
RATINGS
————
Well, I have said it a few times now. This level is not good, but not really bad if you see what crap gets uploaded to J2O last weeks… I hold this level somewhere in the middel, and because a few good points in it, it gets a “sufficient” rating from me. 5.5 is what I’m giving this.; Perhaps use a smaller size next time, use a betatester or fix this level so it becomes good.
Score: a 5.5
Download: No.
Host: No.[This review has been edited by Niels aka ChippieBW]
I Just say that:
Most Times I hate Hotels because they are boring and so… At the Beginning it was the same with this, but then I saw the Rollercoasters, the Football and the Battle area.
This is an good example for How To Make Hotel Levels: AMAZING!
(Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]
hmm
Its a very nice lvl you had good idea’s i even couldn’t take a look at the wole lvl.
Maybe you could make the leaves dont move
Here u are a 9.2
Too short, try harder to write a good review.This review has been edited by Newspaz]
And now the real review Newspaz :P
Eyecandy; (9.5)
Very good i saw not [{ONE}] bug.
You could make it a kittle bit (overzichtelijker)better that you can see where you are better.
Gameplay; (9)
Good only a little small to walk in some tunnels or roads.
Ammo; (8)
I THOUGHT (but there is i say in a update of this review) i din’t saw ammo but this lvl doesn’t need that.
[This review has been edited by masterrokusho]
(Wait, huh? Unsupported rating removal edit. Also an HTML fix. ~Violet)[This review has been edited by Violet CLM]
Meh, might as well do a quick review on it.
The concept, double assault, is quite interesting and fairly fun to play. Basically, both teams are in a race to destroy the crates, and once they do they hit a trigger which allows them to access their opponents base (which you have to find). Personally, I’d just prefer that it would be to destroy the crates the fastest and then win like you do in regular assault, since the CTF part is really sort of confusing and I’m not too fond of it.
As for the level, its alright. It’s a bit small for an assault level, and looks sort of bland. The lack of eyecandy didn’t really bother me when I was playing this, infact I barely noticed the fact that this level lacks it. But bob said leaving out eyecandy was for the better, and although I dont really get a noticable difference in FPS when playing this in a populated server and playing another assault level such as the 7th lava fall one in a populated server, some people with a slower computer might. Like I mentioned before, I’m not particularly fond of the CTF thing after you hit all the crates, but the CTF bases where placed in crates which was interesting to see. Overall, this level is fairly decent, but it could’ve been greately improved by being expanded a bit, and perhaps (imo) having a different ending for this other than a basic CTF game. Overall, this gets a decent 7.2, since it’s a nifty new concept level which you can play when you’re bored from the usual, but there’s a lot of room for improvement in it. Good job and download reccomendation. 7.2.Review time.
‘Jungle’s Edge’
First impressions: A level created by FS of OLC and DM, just like the other one in this 2-level pack.
Gameplay: This is an almost symmetrical level, with a nice spring placement. The level is quite big, and there is some one way at some places too(actually in alot of places). There is no complete border around the level, but it’s mostly closed, but I never saw a flag bug in this level. Both layout and flow are nice, the level is not too hard to learn and it’s easy to get around. The level is quite open, though, which isn’t a bad thing here.
Conclusion gameplay: Nice gameplay here. Good layout, flow, spring placement, easy to learn, easy to get around, thus everything.
Eye candy/Tileset use: This level has very nice eye candy. There is alot of eye candy in layer 3, which makes the eye candy here r0x. The background is very original, and I like it a lot. The tileset is used very good, and I love that.
Conclusion eye candy/tileset use: Very nice tileset use and eye candy. Alot of eye candy in layer 3.
Placement: The level’s ammo placement is very good. PU placement is as good as it needs to be. There is a bouncy PU at the left side. The RF PU is at the right side. The Seeker PU placed in the middle. The gun9 PU more close to the right base, but gun9 PU is not too useful here, so it doesn’t really matter. There is a full energy, of course placed in the middle, and you can shoot it down in this level, makes it easy to camp. There might be too little ammo in some places, but other places make it better.
Conclusion placement: Very nice ammo placement and PU placement. Carrot placement is as good as it needs to be.
Originality: This level is very original, first the music. Second, the wasy the tileset is used. Third: the background. Nothing else, but it are enough reasons to show the level is original.
Conclusion originality: An original level.
Fun Factor: The level is quite open, and there are alot of ways to the bases, I like that. The way to the base is a straight way, but with jumping.
Conclusion fun factor: A quite fun level.
‘Termite Haven’
First impressions: read what I said for Jungle’s Edge.
Gameplay: The gameplay here is excellent. The level is not symmetrical, has a nice spring placement and uses tubes to make it better. There is one place in the level that leads you completely from down to up for the most part. You take a spring, one way, spring, one way, spring, one way, spring, one way(you can go right if you are at the left side), spring, one way, spring, one way. You don’t have to do anything in that place, only go right. This is very nice. There is use of triggers too, and it works good. The layout and flow are again, good.
Conclusion gameplay: Very nice flow, layout, spring placement, trigger use.
Eye candy/Tileset use: This level’s eye candy is very nice. It uses all layers, which is a very good thing. There is alot of stuff in layer 3, with something else in layers 5 and 2. Layer 1 has something too. Layer 6 and 7 have a very original background, and I like that. The tileset is used very nice, too.
Conclusion eye candy/Tileset use: Very nice layer use and tileset use.
Placement: This level has not too many ammo, but it’s nice placed. Some ammo is close to the ground, other ammo is placed in the air, so you get them only by falling or taking a spring. The placement of the full energy is very interesting. It’s placed like it’s more close to the left base, but one way makes it very original. There are 4 PU, Seeker, Bouncy, RF and Gun8. The Seeker PU placed at the top-middle. The bouncy PU placed more at the left-bottom. The RF PU placed at the right-bottom. The gun8 PU is placed closer to the right base.
Conclusion placement: Nice ammo placement, nice PU placement, very interesting carrot placement.
Originality: This level is very original. First: the carrot placement. Second: the layout. Third: the way the tileset is used. Fourth: the music.
Conclusion originality: A very original level.
Fun factor: This level is fun to play. It’s again quite open, and the way to the base might be a straight way, but you fall to the base instead of just running to it.
Conclusion fun factor: A very fun level.
Others: This 2 level were awesome.
Host these: Yes.
Download: Yes.
Final rating: 8.5.
- DarkSonic of XSÐ, CC and XLM was here -
[This review has been edited by da man]
nice!! level!! (mn hotel is bijna af;)
——————————————————-
Too short, try harder to write a good review.[This review has been edited by Newspaz]
Oh, no review yet? So be it.
First impressions: A level by JazzSpazJP, an unknown level maker for me.
Gameplay: This level is something new for me. The level is hard to get around, and that’s not a good thing. There are not enough springs, there is alot of one way, though. There is not a whole border around the level. That causes the flag bug. The level’s layout is bad, so is the flow. I just don’t like the level’s gameplay, and that’s all.
Conclusion gameplay: Bad layout, flow and thus the level is hard to get around. There aren’t enough springs in the level, which makes the gameplay even worse.
Eye candy/Tileset use: The level’s eye candy is the strongest part. I kinda like it, but because the level is so open, the eye candy is nothing special. The tileset use is good, no complaints. There are things in layer 3 that are unnecessary, like that tree that is at the place of the left base. There is way too many one way there too, but let’s continue with the eye candy now. That could be taken out, but it doesn’t really matter(of course).
Conclusion eye candy: Good eye candy, but the level is so open, it could be much better if the level was more closed. Good tileset use, too.
Placement: The level’s ammo placement is questionable in some places, there is not too amny ammo. There are fast fires placed somewhere, but they’re secret. It’s never a good idea to make them secret. Actually, there is way too less ammo. I don’t understand the carrot placement, there is a full energy way too close to the right base. This is a very bad thing. There are 4 PU, Seeker, Bouncer, RF and Blaster. I don’t like the placement of them. The Seeker PU is placed close to the right base, the RF PU placed at the left side. The Blaster PU placed more close to the left base too, same to the Bouncy PU. There is ice too, only put ice when it’s necessary. There is 1 crate, and it’s a ice crate. I don’t like ice too much, but that’s probably just me.
Conclusion placement: Too less ammo, Bad PU placement, some ice. 4 PU is too many imo.
Originality: The tileset isn’t used alot, but there are a few I know that are created with it. The layout is original, but bad. The music is unknown for me. No other things to say here.
Conclusion originality: Not too original, original layout(but bad) and music, tileset isn’t overused, but I know a few more levels created with it.
Fun Factor: Actually, the level is fun to play. It may sound weird, but it’s quite fun. The way to the base is very interesting. The level is too open, which is worse. If it was not too closed and not too open, it would be a very fun level.
I don’t give it a rating anymore. It’s already been rated. So, no rating.
- DarkSonic of XSÐ, CC and XLM was here -[This review has been edited by da man]
If you could make a 1.23 version, i’d be happy to review it.
-ThO
Edit: I know a guy named Labratkid. If you ask him, he might convert your file from 1.24 to 1.23. Or, you could do a google search for a program that converts 1.24 files to 1.23.[This review has been edited by RoW_Odin314…]
…Or has it?[This review has been edited by RoW_Odin314]
O, I’m forgotten to tel, BUT DONT USE THE PASSWORD TO LOOK WHAT THE GOOD WARP AT THE CASINO IS!!
THE PASSWORD IS: whlAM
This review has been edited by Wadledee
sorr row, but I cant make 1.23 from it, because I installed 1.24 over the file from 1.23! I was planning to fix it, so I can make 1.23 file from it!
Now I found out how to get it 1.23 Row, so I’m working on it![This review has been edited by wadledee]
Review..
EYECANDY
The eyecandy gives the level alot of rain in it beackround.
It`s makes the level little bit scary.
AMMO placement
The pu`s hiding very good and the pus are very good for the level.
Other ammo placement is good too.
GAME PLAY
It`s very confused level.
Again the bases are too close so the rivel would easlly score.
====================================
EYECANDY: 7.0
AMMO PLACMENT:8.5
GAMEPLAY:7.2
===================================
~Skull[TF]
Time to review again!
First impressions: A level by NiQ of OLC and TF, which is quite small again, but here I go on with the review.
Gameplay: Here is an almost symmetrical level with a good spring placement. The layout may be confusing sometimes, but I like it. The level is quite easy to learn. The level’s flow is also a strong part, the level is quite easy to get around in. It’s quite closed in some places again, but it doesn’t really matter alot, the level makes it a bit less fun. The level has a bonus with 1 seeker PU in it.
Conclusion gameplay: Nice spring placement, flow and layout. Layout may be confusing sometimes.
Eye candy/Tileset use: This is nice, there are translucent walls in layer 3, layer 2 has something too, and layer 5 has some other translucent thing. Layer 4 has nice eye candy, and I like it. Tileset use was good, there are alot of things used out of the tileset.
Conclusion eye candy/tileset use: Nice eye candy, good tileset use.
Pickup placement: This level has alot of ammo, probably too many. There is alot of gun9 here. There is way too many ammo close to the ground, which makes the level less original. But, let’s continue. There are 4 PU, if I don’t make a mistake. There is Bouncy, Blaster, Seeker (in a bonus) and Toaster. The Bouncy PU is placed at the right side of the level. It’s again placed in a wall, so you get it with gun9 again. It becomes un-original now, and the Blaster PU has the same. The Toaster PU is placed somewhere, you get it when you go in a warp right next to the blue base. The red base has also a warp left next to it. It leads you to the Blaster PU. The level is not too big, so 4 PU is too many in my opinion. There is a full energy placed in the middle.
Conclusion pickup placement: Alot of ammo, too many is close to the ground. PU placement is un-original, seeker PU placed in a bonus, that’s nice.
Originality: This level is not too original. The tileset isn’t overused, that’s a good thing. The music was nice, never heard it. That PU placement was un-original, like I already said. The idea to put a seeker PU in a bonus was quite original. The idea to make some walls translucent was original thinking.
Conclusion originality: The level is not too original.
Fun Factor: This level is not too fun to play. Here is it again, a straight way to the base. Also, another quite closed level. Some tubes make it more fun, if there were no tubes, the fun factor was bad.
Conclusion fun factor: A level with a straight way to the base, and it’s quite closed. The tubes make the level not un-fun to play.
Others: Well, this level could be better.
Host this: Maybe if you like it by yourself and you are good in it, or else not too often.
Download it: Yes, sure.
Final rating: 7.2.
- DarkSonic of XSÐ, CC and XLM was here -
P.S: SkulL, 7.2 + 7 + 8.5: 3 is not 7.2. It will be 7.5, just saying it.[This review has been edited by da man]
Yay, a new level of NiQ aka Snooz aka The Chair! Let’s see:
EYECANDY:
The eyecandy in this level really gives it a haunted atmosphere, thanks to the rain and the thunder in the background… The eyecandy is mostly good but sometimes hard to play in, because the stone tiles are as well placed in layer 4 (where they should be) as in layer 3 and 5. NiQ found a good solution for this problem by making the bricks in the foreground a little bit translucent, so you can see where you can walk through and where not.
AMMO:
Four PU’s in this level: Toast, Blaster, Bounce and Seeker. The first three are directly accessible, the Seeker can be found by getting 25 coins. It’s really good placed, when you jump into the warp you get the PU and in one second you are transported back to the level. The coins are placed nice, and most of them are easy enough to grab. The Powerups and the other ammo are placed well.
LEVEL STRUCTURE:
Perhaps there are some problems here, but they are not so bad. One big point is that if you want you can directly run from one base to another in one long run, you don’t have to jump. However, this is not a big problem, because if you want to have some Powerups you have to move around the level, especially for the Seek PU, which is hidden.
GAMEPLAY:
This level has a nice flow, and after you get used to the bricks in foreground and background (it took me a few minutes) the gameplay becomes better and better. It really has the atmosphere of a corrupted castle, because of the BG eyecandy and the mysterious paths…. The music is OK, fits to this level.
————
RATINGS
————
A good level of NiQ, which has really not much problems, but sometimes is a little bit annoying to play. With a little bit improvement this level could get a 8.0 from me, but not now.
Score: a 7.5 from me
Download this: Yes
Host: Maybe a few times, don’t let it get too overhosted.
Interesting filename. The “1a” is a nice touch.
GAMEPLAY:
The layout is mostly balanced, aside from some questionable powerup placement (I’ll get back to that later). The flow is decent, but since the level is restrictive, there isn’t much place to go. The close base placement and start positions will probably make this frustrating for duels since it won’t be too hard to capture. I wouldn’t trust this level enough for a duel or a 2on2.
EYE CANDY:
The tileset was used in a slightly new way, but the transparent bricks in the foreground might get in the way or add confusion at first. The eye candy is mostly average, though some of the wrong brick tiles were used in various places.
CARROT AND AMMO PLACEMENT:
With the way the layout is, the full energy carrot at the top middle can offer the first person to score a major advantage. I liked the powerup placement the least out of everything. This is what hurts the level the most. I simple don’t see how it could work. On the right side of the level, there’s the bouncer and toaster powerups, while on the left there’s only the blaster in the wall. The coin warp, which leads to the seeker powerup, might be better with a few less coins since the level was designed for a low number of players, though it’s not bad as it is. The ammo seems too easy to access in places, but I can live with it.
HOST THIS OFTEN?
I know I wouldn’t. It’s too small for my liking, although that isn’t the biggest problem. I’m rating this a 7.2 for all the reasons I’ve mentioned.
Darksonic i betatested this level also.
Finally, a new level of DarkSonic! Let’s check it out:
EYECANDY:
Quite good, the eyecandy is OK for this tileset, maybe a little bit boring sometimes, but the most of it is decent. Background layers are also OK. Maybe a few errors in the layer 3 foreground, in example at the grey stones upon the grey wall in the background.
AMMO:
There are somre problems here, in example that there are 4 Powerups, which is really a bit too much for a level this size. It are Seek, RF, Bounce and Toast PU, the four best weapons in the game, and so it is a little bit unoriginal to place them all in one level. If you had removed the Seek PU in the upper part of the level, then it would be a little more fun, because you would then involve the rest of the level more into the gameplay. The Full NRG carrot is placed on a good place.
LEVEL STRUCTURE:
As I said in the ammo point, the strcuture isn’t really good. What I didn’t had in hte beta-version were the sucker tube pipes which actually directly transport you to the base where you can score. And as Reptile said, this makes that you don’t really involve the rest of the level into the gameplay. I also don’t really like the oneway gates, but it’s good to see you removed those annoying blue springs out of there.
GAMEPLAY:
The flow is OK, partially thanks to the sucker tubes which lead you to the bases, this gives the level a good flow which is really one of the better parts of the level. The rest of the level also contains a good flow, so it was better if those sucker tubes were removed, because you then would have a complete level to play in, now you only play in the upper part. The music in the level is good for a few moments, but then it gets a little bit annoying (everytime: poo-poo-poo-pwie) which gets annoying after 3 seconds.
————
RATINGS
————
Not really a bad level, but you really made better levels before.
Score: 6.7 from me
Download: Yes
Host: No
Hmm…might as well review this.
Layout/Gameplay: I dont like it too much =/. Some stuff feel a bit too platformish, and I find myself bumping into too many things. 71,8 and 43,8, there should be a ramp/float up there. Jumping is annoying and slows you down. I feel as a lot of the springs should be better placed or have a keep on them, especially the ones underneath the seeker (or that platform could of been one wayed). The bases are also sorta a dead end (coulda been a sucker there). But the gameplay is alright in a few places, so it brings up the mark a bit. To conclude this, its a bit bumpy and I’m not very fond of it. A lot of stuff need one ways as well, since I got stuck in one place when I was playing this (96,13) and couldnt get out.
Rating: 6
Eyecandy/tileset use: Not so good. Some tiles are chopped off (42,8, 71,8, 69,36, 45,36 etc etc), and it doesnt really look original, just plain average eyecandy, with a few bugs (layer 3; 69,6 and 43,6).
Rating: 6.
Placement of Stuff: To start this off: 4 POWERUPS!!2422. This level is barely 115, 60 (something around that, I didnt feel that I need to waste time to accurately check JCS for it), and 3 of them are nearly right next to each other. The toaster and the seeker would of been enough. Other than that, ammo is placed in boring rectangular shapes and doesn’t really make the level any funner. Carrot placement isnt too bad, but it could of been better, and in a less crowded/platformish area.
Rating: 5.7
Overall (not an average): I’m not really fond of this level. It’s not really original in any way, the layout is buggy, the eyecandy is just average, and the ammo could of been a lot better. It reminds me of the levels I made two years ago (but they probably sucked a lot more than this ;( ). On a positive note, it isnt really bad, and it could of been a lot worse.
Rating: 5.5
Final rating: 5.8 (-0.2 for the evily annoying music D=). Which brings it to 5.6, still rounded to a 5.7, though. Don’t worry about the low rating, you’ll improve. But for now, 5.7 and no download reccomendation.
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