lets rate this,
eyecandy,
This is just like Formely a Prince,
No orginally ideas,
Sometimes bugs,
Gameplay,
Good much space you can walk good arround the lvl.
Donât you think this is a lvl for In-Trainigs?
Ammo
Good on good places
Grades:
Eyecandy: 5
Gameplay 6
Ammo 7
âââ
My rating 6.2 (i add 0.2 ponts becouse people that doesnât use other title sets have to get a chance)
A dungeon level. It starts good, finishes bad. No balance of goodies no eye candy. There were some foreground and background mistakes and on the 3. layer there were tile bugs! And some of the places were look like the orijinal jj2 level âDungeon Dilemmaâ
Anyway, the gameplay was fine wasnât boring.
So, a 5.7
I am the first reviewer, letâs begin:
background +
Foreground -
Eyecandy -
Long/short -
Ammo +
Food +
Enemyâs -
Tilelook -
Text +
Other items -
6 mins, 4 plus. with everytime a extra point
The rating is a 5.7, sorry,
but you learn of your foultz.[This review has been edited by VooDoo]
CTF review number 1 : Capture the sun by masterrokusho
First Impressions:
Very well. its little bit too small for a CTF level in my opinion, and you could use another tiles in this tileset too, because this tileset ( McKinley, by mirrow ) offers you much more tiles than orange ground. in my opinion, tileset was misused. balance and ammo placement was fine, but it still could be better. now, lets me continue with my review.
Eyecandy:
well.. one word: boring. you used some ground tiles, nothing else. there is no good eyecandy at all. only ground tiles, which is a bad thing.. it makes this level look dull. use more eyecandy tiles in future.
Pros:atleast there is ground.
Cons:everything else.
Rating:1.7
Tileset Use:
Heh.. like i mentioned in first section tileset was horribly misused, since tileset offers much more tiles to use than ground tiles.. i donât like tileset use at all, because it looks dull. No more comments.
Pros:At least you used ground tiles correctly.
Cons:Everything. ;P
Rating: 1.5
Gameplay:
Could be better. there is some platforms, which makes the gameplay little bit less linear in my opinion, but this level is still horrible, no matter what.. and base placement is bad too, because there is dead end next to them. ( i hope i spelled that word right )
Pros:Some platforms.
Cons:linear gameplay no matter what..
Rating:2
Weapon Placement:
Poor.. i donât like ammo placement at all. just some seekers near bases.. there should be more ammo and 4-2 powerups.. ammo/PUâs are needed if you want to make good CTF levels. no more comments.
Pros:some seekers..
Cons:thereâs not enough ammo or powerups
Rating:1.5
Conclusion:
Poor level. could use more ammo and powerups.. and eyecandy too. no download recommedation this time, sorry. this is a 2.
Rank: poor level
Download recommedation:no.
Rating:2
EDIT 1: i forget to add rating. sorry.[This review has been edited by NiQ]
The graphics suck WHICH I COMPLETLY LOVE GUYS THIS is just oldschool and rules
The animations suck
There are spelling mistakes
there are too much from the same enemies just doing the same
Not much changes between the Lvls
Or better rating
The graphics are animated with 3 !!! cooool frames so it lets the rabbit seem to walk !! WOWFX!!
also the landscape in the level is well chosen with its GREEN background which lets it all play grass which is in my opinion again a excellent chose it seems more realistic. The idea that you have to collect ammo and have only a few lifes makes the level harder and also more realistic you almost think you are the bunny the lifes graphics are real Jazzjackrabbit graphics I first thought it would be a real Epic game!! The gameplay is amazing the levels are like a maze and you have an easy and obvious view over the level which makes it easy to move arround.And again a masterpiece of the creator is the placement of the enemies. the donât move just to the right ,left,up,or,down NO it almost seems as if they have their own AI !!! RESPECT nice done!
I am really impressed by the this first good JJ2 RPG!!!
Besides the Storyline is a new idea where you have a new character introduced XAN (i think i even know him)
and get 49 of 50 Points because of the spelling mistakes..
oldschoololdschoololdschoololdschoololdschoololdschoololdschoololdschool
Man I love this :p and you finally build that game and realeased it.. does it mean you are now active again ? :p
HAHA this game rules oldschool.
It was so obvious that you would make it like this just 10000 enemies you can shoot :p
*Donât edit this review i gave valid reasons..!!!
(You.. eh⊠supported the wrong rating. So this is.. uhhh⊠being removed. Yeah. ~Violet)[This review has been edited by Violet CLM]
What the heck is this if i canât commit my own opinion ??? Or does everyone has to think what the âmastersâ do ?? ,.. sorry this is reviewing if i ve got a different taste !!!
I think this has style even though it has the bad things i named.
I gave this a 9!!
For OLDIES A CLEAR DOWNLOAD RECOMMENDATION!!
(Content clearance/Rating removal. You are approaching reinitialization of offense level. I cannot see how with all those negatives you arrive at 9. If you want to keep this rating, you will need to provide a much longer review to support it. -Trafton)[This review has been edited by Trafton AT]OK OK There you go [This review has been edited by mirrow]
(I kind of vote we keep this. I mean, Iâd probably let it go normally. ~Violet)[This review has been edited by Violet CLM]
Eh?
eyecandy,
In a lvl whith that colors and that space you should remove the rain.
Gameplay,
Its a little strange for a race lvl like the plants you have to jump on
and its also too long for a race lvl.
Ammo,
quit ok
Rates
eyecandy: 3.5
gameplay: 4,5
Ammo: 5.5
âââ
Final rate: 4.5
Dont review my levels low because you (are) MasterRokusho
(Mild personal attack removal edit. ~Violet)[This review has been edited by Violet CLM]
Time for a review.
First impressions: Wow, this level seems to be the worst CTF level in Blurâs opinion. And I will find out if itâs really the worst CTF level. Here I go.
Gameplay: Bad. The gameplay is really bad here. The level is so small and there are only some platforms, but there are also things with bases. At least, the level has springs, but I donât like the placement of them. What was in this level, reminds me of DW. The level has no border around the level, and you know what happens if you donât have. Yes, the flag bug comes if there is no border around the level. Always put borders around your levels.
Conclusion gameplay:
Pros: Level has springs and platforms
Cons: Everythinâ else.
Eye candy/Tileset use: Very bad. This is horrible, no eye candy here. Only a background and layer 4. I can say the tileset is very misused, and I dislike it.
Conclusion eye candy
Pros: There is layer 8.
Cons: Everythinâ else again.
Pickup placement: Bad. This level has ammo, and there is a full energy too, but the bad is, that you can;t get it! Thatâs a very bad thing here. There is at least ammo, but too less. Add more ammo and types and it will probably be okay or something around that. There are no power-ups too, like blur said, you should add 1 or 2 in a level with this size.
Conclusion Pickup placement
Pros: There is ammo.
Cons: No full energy that you can get, too less ammo, no power-ups, nothing else.
Originality: Bad/Okay. This is where the level is the best in. This level is the worst CTF level, so thatâs original(jk). But, this tileset is probably used only one time before, thatâs also the only good thing of it. The level looked alot like DW, too.
Conclusion originality
Pros: The tileset is used only one time before(that I know)
Cons: Level looked like DW in some places, and everythinâ else again.
Fun Factor: This level is not fun to play in. There is a boring straight way to the base, there is too many space, the layout is bad, too. The level is almost symmetrical, I forgot to say in the gameplay section. The level is also impossible to get around fast, I also forgot in the gameplay section.
Conclusion fun factor
Pros: Nothing.
Cons: Everything.
Others: This level looked horrible, and I prefer that you donât download or host it.
Final RatingâŠ. 2.2.
- DarkSonic of XSD and CC -.
P.S: A border is that you put tiles around the level so there is not a flag bug. I canât really explain it.[This review has been edited by da man]
Admins!
Erase or Edit The Rating to the review abouve this!
IT IS Totally To Low and SOOOO DISCOURAGING!
I`fe Worked the Whole Winter Holidays with much love on it, that something like that can`t be!
(Note from administrator: No. The rating will remain; the 6.0 is less accurate, in fact. While we appreciate your effort, the intention of the rating system is to provide feedback. Labratkid did this. -Trafton)[This review has been edited by Trafton AT]
Eyecandy
Its avverage.Nothing to say about it.
Gameplay
Dx is not right becouse you can let bubba jump to you so you could put freeza ammo in there to freeze the queen.
Ammo
I already told about that.
Final grade: 5.7
[This review has been edited by masterrokusho]
hehe predator!http://www.jazz2online.com/jdcOLD/
look there is proof that i beated you :|
funny game.. poor graphics.. also a bit too hard.. way too many enemies :P but funny for a while
(Unsupported rating removal. Please provide a more detailed review. -Trafton)[This review has been edited by Trafton AT]
âNiceâ and âsmallâ donât really go together.
GAMEPLAY:
First and foremost, the start positions need work. Use Multiplayer Level Start events for each team instead (0 for blue, 1 for red). The flow is the worst Iâve seen in a while; the layout is mostly a bunch of poorly placed platforms. Itâs easier for Spaz players to get around than Jazz players. More springs would help a lot. I advise looking at some good CTF levels and seeing how easy it is to get around. The balance isnât particularly bad, but the level is simplistic and ordinary and extremely dull. The level needs a border of at least 2-3 tiles to prevent the flag bug (â
EYE CANDY:
Granted Iâve only seen one other level with this set, the eye candy is atrocious. Apparently only 2 layers were used. It might have been a little better if all of the platforms used all of the proper edge tiles. More layers should have been used.
CARROT AND AMMO PLACEMENT:
I couldnât find the warp (or whatever method Iâm suppose to use) to the full energy carrot. There are no powerups, so I have nothing to say about that except maybe add a few next time. Ammo placement is only the seekers near red base and the 3 crates I canât access. My advice would be to add ammo throughout the entire level instead of just two places.
HOST THIS OFTEN?
Never. I cannot possibly describe how much work this needs. I suggest working on battle levels before taking on making CTF levels. 2.2 is my (semi-generous) rating. This needs a next level setting as well. And try getting a beta tester next time.
Interesting choice of tileset.
GAMEPLAY:
It certainly was not what I was expecting, and thatâs not necessarily a good thing. The gameplay seems to focus on a lot sucker tubes and narrow passageways throughout the level. I never really liked either, especially the narrow passageways, but itâs not as bad as it gets here. I can get around easily enough, but I think camping may become too much of an issue. I can see myself getting frustrated with the tubes. But there are a few things (well, maybe just one thing) about this level that I really like (e.g. the bases can be shot at from below with powered-up bouncers). Anyway, the layout is a tad different, but I donât like it as much as I could.
EYE CANDY:
While the eye candy here isnât bad, the tileset choice isnât that great. Itâs not exactly easy to make really good eye candy with this set, but it does come close. Itâs a little innovative in places although distracting in others, such as with the aqua green tiles in the background. Overall, itâs nothing extraordinarily special, so itâs just slightly above average.
CARROT AND AMMO PLACEMENT:
The full energy carrot at the bottom middle is placed well enough as it is. Same goes with the ammo, but the RF powerup is questionable. What I liked a bit was that the toaster and bouncer powerups are easiest accessed with the hidden TNT. It looks like one of the most useful methods of using TNT Iâve ever seen.
HOST THIS OFTEN?
Maybe like once for a duel, although I personally wouldnât want a duel here. Something bigger and more open would have been more enjoyable. 7.7 is what I think of this level.
Meh, might as well review it.
Gameplay/Layout: Interesting. It uses mostly sucker tubes, barely any springs. Original, but confusing at times. 94,21, and 3,21, could be a floatup or something there, since I run into the wall and have to jump to get in the sucker tube. Layout feels a bit smallish and at times, crowded. The level couldâve possibly have been larger. Other than that itâs alright.
Pros: Fairly good gameplay, original, interesting layout.
Cons: A bit too crowded, needs a floatup or a ramp at the two positions I mentioned.
Rating: 8
Eyecandy: Its pretty much rux. Better than what I did with this tileset nearly a year ago. Thereâs a bug on one of the green pipe things in the bg (a peice of the pipe is floating midair just below the actual thing), a small bug which couldâve easily been fixed, but probably wasnât notice. You could just fix it and reupload the level if you want, since it sorta brings down the eyecandy mark a bit. Other than that, I love the eyecandy here.
Pros: Pretty good eyecandy, considering what can be done with the tileset.
Cons: The minor bg thing, some parts could of been a bit better.
Rating: 8.5
Placement of Stuff: Bases are placed on opposite sides of the level, one carrot in the middle (full energy) and 3 powerups (RF, Toast and Bouncy). The RF is above the full energy, and the toast and bouncy are in seperate sides in the wall, reachable by either bouncer or the TNT placed under the bases. The powerups arenât noticable much unless you have the time to leisurely walk through the whole level and look for them (which I doubt you will in the middle of a duel), but once you know where they are, you shouldnt have a problem. Also, while its interesting that TNT plays a part in this level, electroblasters are stronger than TNT and couldâve been used instead, but TNT probably fits better in this level anyways (since its fairly small and has a lot of suckers etc, EB might be a bit too evil). Placement is generally ok
Pros: Pretty much alright
Cons: None that affect the rating greately.
Rating: 8.6
Overall (not an average): A decent level some bugs which could easily be fixed in less than 1 minute, and nothing really bad or major. Iâd prolly play this some time. Good Job
Pros: A decent level with great eyecandy (considering the tileset it uses), good placement and a spiffy layout.
Cons: Has some small bugs which bring it down a tad bit.
Rating: 8.2
Final Rating: 8.325, rounded down to an 8.2. Spiffy level, Good Job and a download reccomendation.
âGood levelâ is pushing the envelope here, unfortunately. I simply do not like this level. For a first level, it is not bad, but you seriously need to spend much more time on your levels and the testing of them if you want to get any rating above this one.
âCapture the Sunâ is a simple Capture the Flag level using mirrowâs âMcKinleyâ tileset. It is rather useless that it uses a custom tileset at all, as it makes little use of it. The ground is the only thing here. It is the standard reddish-orange âMcKinleyâ ground without any eyecandy. In fact, this level entirely lacks any eyecandy whatsoever. This is not acceptable; any level with good time spent on it should at least make an attempt with eyecandy inclusion.
The gameplay is just as utilitiarian as the eyecandy is. The player runs back from one end of the level to the other with the flag. Although they do have to use the springs this level provides, the path from one end of the level to the other is simplistic to the point where there is no use in strategizing. There is only one possible useful path to take.
The ammo in this level is limited to a few basic seeker weapons near the bases. These provide a small increase in play quality, but not enough for anyone to possibly notice. Simply put, this level is not good enough to go in deep about uses for the weapons within it.
This level would be less distressing if it was not so obvious that there was little effort put into it. This is the sort of level that can easily be created in five minutes. Iâd rather see, and perhaps give higher ratings for, attempts at eyecandy, even if they hurt the level. Part of what I look for is some sign of effort from the level maker to demonstrate that they can, in fact, use JCS in a competent manner. It is not that I doubt that the author here is capable of it, but rather that there is no sign that the author wants me to know that he is.
This level needs to be bigger, much bigger, and better, also. It is a good starting attempt, but you need to work, work, work in order to make truly good levels. I donât mean to insult you as a level maker or anything; itâs good that this is obviously not your best effort. Just keep at it and spend more time with JCS before making a level (and spend more time at that, too) and you should see a better rating. Even then, it probably wonât be perfect (it will take time), but at least it will show effort and be a commendable try. The best progress can only be made through toil.
FINAL RATING: 1.9 (2.0)
I do not have much time, so Iâm afraid this will have to be a fairly brief review.
What we have here is a fairly standard Games Factory shoot âem up game, which doesnât even have a changed title bar header. Contrary to popular belief, it is possible to make a decently fun game with this program, but this is certainly not the one. Everything about this game, sadly, screams âmeidocre.â Despite the somewhat odd claims in the authorâs description which I will not contest beyond saying that they represent some inaccuracies (even though the author could obviously beat me; inanimate objects can beat me), I really did want to like this game.
The game puts you on some unknown island-lair thing where you simply run around blowing up turtles with your gun. Each reload of the gun supplies 100 bullets.
The problem here is not conserving ammo but avoiding getting hit. It is a good thing that there are so many enemies, because they are as dumb as dirt. Instead of programming a capable AI, the author instead elected to simply create many of them. And by many, I mean too many. At times in the game, there are few enough enemies to make it easy. However, at other points, enemies are generated so quickly, it is impossible to fend them all off.
You can shoot the bases that they generate from, but that is pretty useless. There still will be too many. Putting a cap on the number around twenty would have been nice. Unfortunately, I was able to get more than fifty at a time.
One of the other gripes I have with this game is that you can never easily tell when an enemy is attacking. It is common that you can simply pass a turtle enemy and it will just completely ignore you. However, sometimes, it will attack you. Being attacked is instant death in this game.
Another gripe is the storyline. The âXanâ character is never fully explained, and one must wonder why anyone named âXanâ would name their child âDevan.â Youâd expect that Devanâs father would be named Frank or something. However, the lack of character development is a more important manner than naming. There is no real reason that the turtles want to enslave the rabbits or any contraption they are making. It seems they are simply being bloodthirsty. Possible, I guess, but if everything was good if it was possible, weâd have sitcoms about actuaries.
The storyline section also features a good number of grammatical errors and repeats itself a number of times. The general idea of this game seems to involve an excess amount of blood, which seems weird in a Jazz game.
The music is bothersome, as well. The weird MIDI Nirvana intro music seems more suited for a B-grade mafioso movie than a game about rabbits. The rest of the music is fairly obnoxious and highly generic rock-metal. Iâd rather have quieter, more game-y music in my games.
So, what can be do to improve this? Iâm afraid I doubt youâll see very high of a rating with this program. The graphics are decent, but the storyline really needs work. Tone down the enemies, and add more puzzles, and that should do away with some of the monotony of the game. It is a commendable effort, but it just doesnât gel.
FINAL RATING: 3.9 (4.0)
Reply to author: The warp machines cannot all be destroyed at once. Even if they could be, they still produce too many enemies and this game is too reliant on action and not on strategy.[This review has been edited by Trafton AT]
Jeez. I didnt expected any bad reviews.
I hope other ppl. like me game. ;)
If you dont want to many enemies, simply destroy the warpmachines.
The graphicâs are simple. but not bad (=in my opinion :P)[This review has been edited by Predator]
this is Canda Dum⊠no very Dum.. you move to slow and if you run out of ammo .. you are dead to mana BAD GUYS need better Jazz and Tutle Skins.. soo next time when you make some jhting with game Fatry work on the Spates more ! ! ! ! !
(Unsupported rating removal. Original rating was 4. Please provide a more detailed review. -Trafton)[This review has been edited by Trafton AT]
I LIKE IT IT IS VERY GOOD I THINK YOU@VE DONE HARD WORK.
(unsupported rating removal edit. ~violet)[This review has been edited by Violet CLM]
Good landscape! The mountains A very snowy and a useful tileset! There are snow, ice trees vines spikesâŠ
The blocks were good. (The speed block tile can akso be used as a ground tile! Fine!
(Unsupported rating removal edit. By the way, did you notice there are five tilesets here? ~Violet)[This review has been edited by Violet CLM]
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