Let me give this a review thank you.
Eyecandy:
Basic!!! Hmmm…. The background is bad only green leave`s and there are no extra layers used to make it look better. Those green leaves also looks kinda buggy but i don`t know if it is your foult. There are some things to make it look better like some flowers plants and grass and there are some different tiles used but there could be a lot more. Also i found a couple of tilebugs that really is annoying. Let me tell you where i found tilebugs By hell that orange background doesn`t end right it suddenly stops. And where that seeker powerup is hidden in the ground i can see a part of myself in the ground and where the seeker stands could look way better.
Placement:
Good: There is a lot of ammo and is good placed. There are a lot of powerups like, bouncers, seekers, Toaster, freezer and pepperspray. Pepperspray is not needed because a upgraded Pepperspray doesn`t do more damage on your opponent. Also i think there are too much powerups in this level. Also there are 3 1 energy carrots that is to much for this small level. Id it was a big battle level there could be 3 carrots but for this size of battle level it`s to much. The coins are goodly placed and on the right places. The things you get from the coin shop is really bad you get some ammo of seekers and toaster but there is already enough ammo in the level. Also you get a Bouncer powerup what isn`t really needed because there are already better powerups. The springs are good placed can`t complain about that.
Gameplay:
Medium!!! It`s quite fun to battle in this level but because of some mistakes and a really BIG mistake it is making this level a little bit unfun. Let`s start with the small mistakes in the gameplay. First of all there are a lot of dead end that`s okay but there are too much deadends. Also there are to much platforms the should be more bigger platforms because it`s not easy to run in the level i need to jump and stop a lot of time with running. There should be walls all around the level because if somebody is standy at the end of the level it`s hard for the other to hit him. The Big mistake is that the is a shop that isn`t needed first of all what you get is really not needed but you also don`t have to go in the shop to get the bouncers powerup because with the pepperspray you can shoot trough the wall and will hit the powerup so exually the coin shop is really unneeded. Also there are to many carrots in this level it`s almost inmpossible to kill somebody. There should be 1 carrot. Also don`t do hurt tiles in battle levels that`s bad.
Other:
Okay!!! it`s not a big level but i think it`s not to small. It doesn`t need to be smaller though. The music doesn`t really fit in the level. The tileset is not really good used but not really bad though.
This battle level is not bad but still not that good a ¤6.2¤
-SåTäñ
Well here is my review!!!
Eyecandy:
Bad!!! I really can say that it is ugly. It has a lot of climp plants thought but that is not good because you will let it end bad. The background is bad there are no extra things like a castle or waterfalls. Layer 1 2 3 are also not used. There are a lot of tilebugs and i mean a lot like a platform that doesn`t end right like carrots that doesn`t end right and there should be more trees and flowers. I didn`t even see a animation.
Ammo placement:
Okay!!! The ammo placement is not that bad as the eyecandy. There are freezers and tnt and that are the only weapons that you need in a race that`s good. There could be more ammo though. There is also a freezer powerup but i don`t think it is needed.
Gameplay:
not that good!!! The gameplay is not bad at all you have to do multiple obstacles and that`s good. Some of those obstacles are boring and weird like that carrots maze or something. Sometimes it`s also confusing where a warp is. I was falling and i hit a board with a arrow on it and i get warped back really confusing. Next thing about the warps there are to many warps if you complete a obstacle you get warped to the next obstacle. Those warps are sometimes on a weird place placed. There are some fun obstalces like jumping from platform to platfom but that`s pretty basic.
Other:
Normal!!! The race level is long but i think a little bit to long. I also think that the music doesn`t really fit with the carrotus tileset. The layout could be really better.
It`s not really good next time spend more time on a level and you will get a higher rating all i can give this level is a 4.2
-SáTäñ
Fist of all : IT IS NOT BEACH, BUT CARROTTUS. Blah Carrottus.
***Default points : 6***
Eyecandy isn’t worst, but it’s bad though. The Carrottus 1 tileset maybe is a bit hard, but there’s a lot lot of a tilebugs. Use Layer 5 or 3. BG Textured. But no 7/6 layers used.
—1 point rushes to exit—
Hmm, this race is pretty long. Every lap is a long routes connected by warps.
I’ll write about all of ‘em :
I. Standard route with ups and downs, with a looong jump challenge, and with carrot field. Unfortunately, I’ve fall between two of them with Spaz and I’ve problem with getting out. But I finally escaped from there. If Spaz has a trouble with jumping, it means that Jazz can’t jump over it :P
II. A way down with warps teleporting to top of this falltrack.
III. Springy way with a TNT and many walls (bustable).
IV. Way downstairs with the same obstacles as in II, but ended with some poles, and pumpkins supposed to be a object on which player must lands when jumps.
V. The carrot maze.
VI. Long road with ammo and funny letters below.
Original. But after third lap slowly gets boring.
++1 point wins the race to this slot of review++
~~MISC.STUFF~~
Tileset use : Author used Carrottus even good, but the eyecandy is terrible.
Carrottus is
Music : Fast Track (fastrack.j2b). Fits. But nothing new.
Biasing : With these moment with huge carrots, Spaz is biased.
~~~~~~
As you see, the miscellaneous stuff are, unfortunately, just CONS. OMGROTFLMBORTFMLOLPLZTHX.
—1 point deleted here—
Overall -> -> -> 6 – 1 + 1 – 1 = 5
Rank for level : NOT GOOD
D/L : No. Ratings below 6 doesn’t receive D/L.
Cooba of J2VF (Jazz 2 Vipsy Factory)
Average rating for J2VF levels is now exactly 7. Weeeeeeeeeeeeeee.[This review has been edited by Cooba]
Another level to review. Hooray.
GAMEPLAY:
The layout isn’t particularly interesting, but it isn’t a bad one. I can get around easily enough, but spring placement could be a lot better in places, such as with all six of the blue springs near the middle of the level. I never really liked the placement of a lot of tiles with one way events on top of one another mainly because players can stop halfway through. The stacks of one way tiles below the full energy carrot could possibly be used strategically (i.e. camping midway up this passageway), but that’s nearly suicide, since seekers can go through one ways, and players can only go up through them. The biggest problem of this level has to be the fact that when I’m close to the full energy carrot, I could take a nearby blue spring and just double jump towards a base while Jazz players will have to take a longer route. This level seems a bit too much on the Spaz-biased side.
EYE CANDY:
The eye candy is meant to be original, but it comes off as confusing and annoying. It’s not horrible, but I can’t say I like it. Over-Wasted should have been named Over-Used. I’m getting tired of seeing this tileset, and it has just about reached its limit.
CARROT AND AMMO PLACEMENT:
The full energy carrot and powerup placement don’t leave much use for the bottom half of this level most of the time. The only thing particularly useful at the bottom is the +1 carrot, although naturally, it wouldn’t be my first choice if I wanted a carrot. I would rather have the RF and bouncer powerups closer to the bottom, and perhaps the seeker powerup not so close to the full energy carrot. Ammo placement could also be better. I would say too many bouncers and RFs are placed at the top; some different ammo should have also been added. There’s also too much variety in ammo at the bottom middle and not enough variety at the bottom left and bottom right corners.
HOST THIS OFTEN?
Nope. And the last level was better. 6.5 is my rating.
Ha, nice work DarkSonic,
Big level, and good space to battle,
not to easy to get the flag, not
realy a hard tileset but the
tileset is good used,
nice walls, i am happy with it,
how do you think of a 7,7?
Download it and try.
niek of J2vf:-)
Not rating as high as Snooz. Yay.
EYECANDY – - 7.7
The eyecandy is OK. Mostly average. The level is kinda symmetrical. I like teh eyecandy. You used layers 3,4,6,7 and of course 8. Fun.
GAMEPLAY – - 7.4
The level is symmetrical, like described at the eyecandy section. Blue has an advantage with their RFs than the red with their bouncers. And a seek powerup in the middle (-1.0 points). The seek powerup.. It ruins the game already. It would be fine in battle, but NOT IN CTF. If a lot of people are playing, you won’t stand a chance without it. This level involves a lot of camping at the seek powerup. No, it isn’t a good thing. Gameplay needs improvement. 7.4 is fine for gameplay.
PICKUP PLACEMENT – - 7.4 (-1 points)
The -1 points are for the seek powerup. I happened to describe above that blue has an advantage. It is, for the RF powerup they have and red has bouncers. No advantages to other team pleaseee..
Also close to blue base are 4 +3seeker ammo. Guess are they close to RED base? No. This is a blue biased level. Wee. Snooz overrated on THIS section. Carrots are placed good. One +1 carrot and a fullhealth carrot. Good if the fullH carrot is taken and you need a little health. It’s like 7.4 for here (-1.0)
FUN FACTOR – - 5.4
The seeker powerup ruins it all. And the bluebiased stuff. This level is fun to play.. if you got the seek powerup that is. After being roasted the first time, you probably get roasted over and over again every time. Camp-ability at the seek powerup and the full health carrot is not good. The fun factor is 5.4.
OVERALL – - 7.2 (-1.0)
At least not the worst level available. Download recommendation if you like annoyance. Otherwise, NEVER. Host this often? NO NO NO PLEASE PLEASE. SERVERS WITH THIS LEVEL ARE AWFUL AND BORING ;(
Little below average, catch it out![This review has been edited by the WINNER]
Hmm, this level is very good, probably the best one of the Author. I decided to review this, and i have lot of time, so be prepared for a long review.
FIRST IMPRESSIONS:
hmm. eyecandy is ok, so is the gameplay. pickup placement is good, tileset use is quite standard.. i think this is a good level for download, and i must admit that this is the best level of the author. but lets continue.
EYECANDY:Eyecandy is quite standard, i see no tilebugs, and there are lots of eyecandy in the background layers. i think i have no other comments about eyecandy..
TILESET USE:Hmm, standard, like it usually is. ;p
Tileset was used rightly, and i have no major complaiments.. ;p
background layers look nice, but it moves little bit too fast, and looks confusing sometimes. Standard use of the tileset.
GAMEPLAY:Hmm, good. its quite smooth, there is ramps, etc.
no much comments, but its ok/standard/smooth
;p
by the way, i have one complaiment, dead ends near the bases.. i would rate this higher if there would be no dead ends..
ITEM PLACEMENT:Hmm weapons are rightly placed. I like about placement, and there is full energy/seek powerup on the middle. good.
CONCLUSION:Well, a nice level by Da man.
and yup, i give a Download recommedation. this is quite nice level, and my final rating is 7.5, and i don’t think its over-rating.
DOWNLOAD RECOMMEDATION:yup
HOST THIS:occasionally
RATING:7.5
~Snooz of J2VF – master of the blue chairs
AARGH Battle AAAARGH!
***Default points : 6***
Eyecandy is strange. This fence makes it. And, these black pixels moves along red cloud. But it’s Dethman’s fault. Mystic Legends LOLOL. Layer 4 is used very well. Some stars should be on sky, though.
++1 point zips here++
Ouch. Map is a bit too small. However, if you want to host the InstaGib, this level is ideal. Placement of goodies, items, objects, boosters stuff is above average. Fifty Feeds Later – all of ammo that you need!. But back into topic, it’s a bit too much powerups. It’s good having the all of ammo types and using ‘em on small battlefield. And coin warp. They makes level more good ~DX :D Generally, good.
++1.5 points beep beeps here++
Gameplay : Ouch. It’s good for duel, but not for 4playered match. ICK. As I’ve said, small. Good or bad for Instant Gib, it still small room.
—1 points gets narrow here—
MISC. STUFF:Level uses Dethman’s 7th Lava Fall. As we’ve seen it fifty feeds before this level. Music (Stardust) fits as well.
++0.5 points for this slot++
Overall -> -> -> 6 + 1 + 1.5 – 1 + 0.5 = 8
Rank for level : SLIGHTLY BELOW BEST
Download reccomended as well.
Agent Cooba from J2VF
Ok, time to review this level
Gameplay: Good/Very Good. Excellent gameplay, great balance, the level is small. That its small is not bad, but the two ways that go up at every base, could be better cause you can camp there and there is not many space in there.
Eye candy: Good/Very Good. Also, excellent eye candy, although some places(like BlurredD said)have less then others.
Pickup placement: Good/Very Good. Excellent placed, but three power-ups is maybe 1 too many, but its OK, cause my levels often have three power-ups too. Thats the only thing what keeps it from very good. The Full Energy was just in the middle, but if it’s a symmetrical level that’s always good.
Overall: Good/Very Good level.
Host often: Sometimes.
Download this: Yes.
My Rating is ¤7.5¤
He, this is good, the layers
are good used, and the lava
falls are good, nice space
to battle, good for a hard tileset,
the only error is: It’s
hard to see what mask is
and what not, but it’s
still a good battle level,
a 8 from me.
niek the admin of J2vf,
(Name chached of Vipsy
to my old account niek,
if you want to join, ask me).
Well, well, well. Here we have the last level of the old year, being reviewed by my first review of the new year.
EYECANDY: There is no background eyecandy (to the point of Layer 8 not being textured), but the author makes a gallant try in layer 4. And fails. The ground is a flat surface which alternates between grass and ground with no apparent reason – oh, right, forgot to mention. This level uses one of LRK’s tilesets, but I can’t say which as they all look the same. Regardless, it’s not included in the .zip. Anyway, a few extremely fast animations and some odd signs are presumably intended as eyecandy, but they don’t really do the best job.
Pros: The author tries, and a number of eyecandy tiles are used.
Cons: Animation too fast, just not enough stuff.
Rating: 2.5
DESIGN: It is at this point that I sincerely hope this level is a joke. The level is a small hollow box (straight lines and all) with six one tile platforms scattered around. There are a few hooks on the ceiling for some unknown reason. I can think of nothing else to say about the design.
Pros: None.
Cons: I liked the design of Zappoman’s Egypt better than this, I think. Couldn’t the platforms at least be situated so an easy jump will get you to the bottom ones?
Rating: 1.2
GAMEPLAY/FUN FACTOR: Playing in this level will consist of jumping on those platforms. And all you have is blaster. And the platforms are small. And you get the idea.
Pros: And there are no pros.
Cons: And I could go on like this. And the level is really the type of level which would let me.
Rating: And I give this a 1.0 thingy.
ORIGINALITY: Two signs are connected by a V-pole.
Rating: 1.2
OVERALL (not an average): No. Just, no. Don’t download this. It has one or two good points, but the author not knowing how to place a start position and being undecided on the level name just sealed the deal for me.
Pros: The eyecandy is actually kind of ok.
Cons: Nothing else is.
Rating: 2.0
I tried something different once more.
GAMEPLAY:
The layout is mostly balanced aside from it being a little lopsided. There’s is a larger playing area to the right of the carrot than there is to the left. I would prefer another method to make the flow work other than placing a lot tubes in the walls everywhere. The level also looks like it should have a lot more in it. It feels restricting, and I probably wouldn’t want to duel in a level like this, but the gameplay isn’t bad.
EYE CANDY:
It’s average eye candy, but it looks good, and I like the atmosphere. Nothing too original, but it gets the job done.
CARROT AND AMMO PLACEMENT:
A full energy carrot and a seeker powerup are placed at the center of the level. This arrangement makes the central area perhaps the most important part of the level. I wouldn’t suggest changing it, even though I would like it better if the seeker powerup and the carrot weren’t so close to each other. I almost like the placement of the other powerups. It would be better if the blaster and the RF powerups weren’t so close to one another. Better yet, one of those two powerups should have been taken out. And the ammo placement is questionable. The ammo on one side of the level isn’t completely balanced with the other—perhaps because the level is lopsided? Lopsided or not, it seems that the type of ammo in each cluster should have been better chosen.
HOST THIS OFTEN?
Once or twice. I didn’t really like it, but others may differ in opinion. 7.5 is my rating.
That level name is teeming with originality.
GAMEPLAY:
Here’s another one of those levels that I could replicate in no time. It’s a small level that severely limits strategy. I could probably describe the layout as squared-off and dull. The flow is surprisingly not that bad, aside from the occasional obstacle and the one-tile high passageways. The one thing I dislike the most is the warp target above the spring at 29,19. Players who get shot just before or right after warping will get stuck bouncing on that spring indefinitely. And about getting stuck near the toaster powerup: it would make more sense to prevent getting stuck entirely instead of just placing a few warps in the ground. That’s just what I think.
EYE CANDY:
I can’t say I really like the eye candy. It isn’t bad, but it’s so average and ordinary compared to almost every other level I’ve seen with this tileset.
CARROT AND AMMO PLACEMENT:
I’m not going to say that there should have been a seeker powerup or something like that. I would say that a full energy carrot would’ve been a better idea than two +1 carrot, but it’s not that bad as it is, considering the size. However, the ammo isn’t distributed well, and all of those crates at the top aren’t necessary.
HOST THIS OFTEN?
Nope. Bigger is better. 6.5, and that is that.
Let’s see how long this takes.
GAMEPLAY:
The layout is symmetrical, and the flow is mostly good, but there are a couple of huge downfalls. The first of these is the size. There simply isn’t much to the level. It could be used for dueling, but I wouldn’t recommend it. The second downfall is the warp targets directly above the springs. If a player gets hit before or right after entering the warp, that player will be stuck bouncing on top of the spring indefinitely. That’s about all I can point out that’s bad about the layout, yet it’s enough to hurt the rating a lot.
EYE CANDY:
The eye candy was made well with this tileset. It’s a little above average, although there are some parts I don’t like all too much. I don’t have anything else to say about it.
CARROT AND AMMO PLACEMENT:
Well, it’s a symmetrical level, so the carrot and powerup placement can’t be that bad. Too bad the level is so small. Three powerups aren’t really needed, but they can all stay. Ammo is placed well enough, so no complaints there.
HOST THIS OFTEN?
I would say no, but it is a good level for its size. Maybe host this on occasion. 7.2 is my rating.
Ok, I review this.
Gameplay: Good/very good. Excellent gameplay, great balance, the size of the level isnt that good, that water makes it a funny level, and the use of suckertubes is very good
Eye candy: Good/Very Good. Alse excellent eye candy, but not enough to make it very good.
Pickup placement: Good/Very Good. Its also excellent, but there are two things:
1. Why is there a RF powerup at the left side and no one at the right side?
2. There is a bouncer power-up at the right side with at the other side a Blaster. I dont think that that’s fair, cause bouncers are better I think. There was 1 other: Seeker, with a Full Energy above it. That’s good.
Overall: Excellent level.
Host often: yes, but not every day.
Download: Yes
I give this level a 8. Good job;).
ok, I am first rater.
Gameplay: Good. It is good, but I saw many warps on JCS that are unnecessary. Spring placement was good, and the level is small.
Eye candy: Good. There was not that many, the background was good and the sprite layer and layer 3 didnt have alot. layer 5 also didnt. Other layers were used too, except 1.
Pickup placement: Good. This is the best point in the level , although there was not many. There were 2 +1 carrots, which one at each base. Its not that good, cause one full energy in the middle should be better. There were 2 power-ups. There is not many space between them, the bouncer is closer to the red, the toaster to the blue.
Others: Host often: Not often, 1 or 2 times maybe.
Download: maybe.
I give this level a 6.7[This review has been edited by da man]
Out of Scizor endlessly nagging me to review this, here I go. Quick review here.
Eyecandy – Very good
The eyecandy took more time than the actually level did. In fact, the gameplay was done about a week or so before the eyecandy was done. All 8 layers are used, and there is fog (which is nicely done). Overall, the eyecandy is great.
Pros: Nicely done fog, all layers are used, great eyecandy.
Cons: Due to the massive amount of layers used, there are no clouds in the foreground.
Layout – Good / Very good
There is nothing wrong here. It’s hard at first, but once you know the level, it’s easy to get to know. For example, it’s hard to memorize that the red base is on the left in this (the blue base is usually on the left simply because most people start building their levels from the left and to the right, and the default CTF base setting is for the blue base). Nextly, the flamingos… in case you are lost and don’t know if the fountain that takes you up to the bases is to the right or left, you just look at the handy flamingos. The flamingos always point to the fountain. Third flamingo to the right, straight on till morning! Neverland!
Pros: Nice layout.
Cons: Hard to learn at first.
Ammo placement – Good / Very good
Even though Scizor probably had a nightmare not being able to put ammo on the steady light events, thus making it impossible to make long straight lines of ammo and/or large rectangles of ammo, he somehow managed to do very well in this category.
Pros: Good ammo placement.
Cons: A lot of it is limited since there were steady light events all over the place that Scizor had to work around.
Overall: Good / Very Good
Host this often: Unfortunately, I enabled my firewall, so I can’t host anymore (I’ll disable it when I’m ready to; I have my reasons for enabling it), but if I could still host, I would host.
Download reccomendation: Indeed.[This review has been edited by labratkid]
Lets get started!
eyecandy… hmmm its oke very basic but its very nice.
the level is big and its fun, gameplay rocks and
the ammo placed is also nice.
some carrots fnry and normal one’s.
again a nice battle
from Labratkid.
i did’t found bugs so..
Host this:Yep
Download r.:Yes
7.9 >>> 8.0
Ðx[This review has been edited by dx dc]
This is not a bad level, a little
bit to small, but i like
small CTF levels.
A good level made with a hard tileset,
nice space to battle, not to easy,
J2vf rules, thank you very much Snooz,
a 8 from me, yipeeee.
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