I’ll just quote what Unknown said:
“This is an interesting idea with a bad level backing it up. The tileset is used well, but the level itself makes me think about waiting for the author to try this again.”
Also, on the third level, not only can one of the people with the shields get all the powerups, but the person with all the powerups can get to one of the shields (via Electro blaster)
So, Nice consept, just work on the level a bit more.  I would like to see all the start pos seperated, so that everyone doesn’t start in the same place, and there ar a few dead-ends in the battle, which is not a good thing.
All seven of the points are for the concept.
`N0
Well, I Do happen to have the tileset, and thus am not forced to give meaningless reviews like “foo”.
TILESET/TILESET USE: The author uses his own (I believe) Dust Hill Zone tileset, which is some sort of mythical Sonic area. Or something like that. Anyway, it is used well, as you might expect, though I still can’t say I approve of how much flipping and layer 5 is required to use the tileset.
Pros: Everything looks good.
Cons: No background eyecandy.
Rating: 7.5
WEAPON/ITEM PLACEMENT: This really varies between the levels. In level 1, there is nothing but fastfire and a blaster powerup, which are placed reasonably well. In level 2, there’s ammo and food, but not enough ammo, and too much food. Not all that strategically placed, either. As for the third level, it’s like the first level, only there’s a ton of powerups for one of the players (I might add that one of the shield players (if not more.. I didn’t check this too throughly) can steal some, if not all, of said powerups. That’s right, you get shields (usually) when you join or respawn.
Pros: The Blaster stuff is placed well, and this section. is obviously the main idea behind these levels.
Cons: Sadly, it’s not carried out too well, what with bugs and problems with the normal ammo.
Rating: 7.0
ORIGINALITY: I can’t decide if this is original or not. On the one hand, it’s just a remix of other stuff, but on the other, it does seem newish.
Pros: None.
Cons: None.
Rating: N/A
GAMEPLAY/DESIGN: The level is divided into two horizontal halves (there’s no dividing wall or anything, it just IS). The left side is a flat (ok, there are lots of slopes, but it’s still just flat) sandy surface. The other side is in the temple or whatever, and has a little more variety, but not much. There are also a whole lot of horizontal springs. As for gameplay, it looks like it could vary significantly depending on who is playing. Some people may choose to hide somewhere with the shield and then attack everyone with the blaster powerup, others may decide the whole thing is too weird and slink off to another server. Or not.  Still, it should make for some interesting play, which I may or may not try to verify.
Pros: Interesting. Looks like fun gameplay should be had by some.
Cons: I can’t say I care for the design.
Rating: 7.0
REPLAY VALUE: Well, there are three different versions of the level (Beta probably being the worst), so in addition to the multiple strategies, you can play this several times, doing something new each time. Afterwards, feel free to just have some fun with your old favorites. That sounded like a tourist pamphlet.
Pros: See above.
Cons: Few.
Rating: 8.2
OVERALL (still not an average): This is an interesting idea with a bad level backing it up. The tileset is used well, but the level itself makes me think about waiting for the author to try this again.
Pros: Looks fun, good tileset use.
Cons: The level is just dull.
Rating: 7.2
One thing waaaaaaaaaaaaay to many enemies. I had to use cheats for this level which is never a good sign. Basically I don’t think it’s even winable without using cheats. There’re no other events except some wepponry and enemies (too much of those btw.). And of course this level is a rip of Treasure Hunt A… So tileset use and design looks ok… except for some of the edited parts…
My scale:
10 – Best Of The Best (BB)
9.7-9 – Great! (GR)
8.7-8 – Very Good (VG)
7.7-7 – Good (G)
6.7-6 – Average Hi (AH)
5.7-5 – Average Lo (AL)
4.7-4 – Playable (P)
3.7-3 – Bad (B)
2.7-2 – Very Bad (VB)
1.7-1 – Horrible (H)
The level is not playable IMHO… without cheats you can’t win (or you’re very unlikely).
The final rating is: Average “B” = 3,5.
An excellent level. A tad cramped, yes, but verra good nonetheless. Excellent tileset choice, good music… well, music that probably would befit a swamp CTF level, anyway… This is an excellent duel or 2v2 level, as it is small, but for the small size there is enough eyecandy to keep my brain on a sugar rush for a week and a half. About the only con I can find with it is that sometimes one could get confused with the ground in the sprite layer and the ground in the foreground layer.
Other than that, all my 8.5 are belong to this. (God, I did not just say that…)
I’m too tired to write bigger review. I just say 
Overall 8.7
FS’s review for Rather Useless CTF:
I’ll cover the gameplay aspect first. This level may be hard to navigate and confusing, but after playing for a while, it was fun having a variety of paths and warps to enter. However, in my opinion it would’ve been better if there was only one warp to the place where you choose the seeker or bouncer P/U but there hasn’t been any real problem with this and it’s personal interest. So it doesn’t effect my rating. The gameplay is ok – good. And the flow was decent but could use a bit more work as the area between the RF P/U and the full NRG has an annoying float up that should be removed.
The gameplay for 2vs2s/3vs3s looks decent, in fact even better for them than duels. The bases seem to be designed for camping as they are down in holes only allowing a one – way entry.
Eyecandy is the best overall aspect of this level. It totally amazed me at first when I saw it, unlike most good CTF levels where the eyecandy just looks good and/or well designed. The eyecandy here added feeling to the level along with the music. However I didn’t like how the BG was white. It looked very weird but thats just personal.
The level not only looks good but also has some original uses like the windows for example. Although not much separates it from other levels that use the CS tileset like CelL’s Chromosphere.
Weapon and Ammo placement was ok I didn’t have much of a problem with that. The seek P/U and the RF should have switched places but then again thats more of a personal opinion.
The replay value is good, but as most have stated this is not a very fun/easy-to-learn level at first so you HAVE to play it a lot.
Overall this is a very nice level from Unhit and Flash, the gamplay may be a bit rough but it’s fun once you play it more and the eyecandy is enough to catch players attention as well.
Please download this if your a CTF freak or not. I reccomend it to all.
Also reccomended: Knightmare Castle by Unhit
-fs[This review has been edited by Fire Sword!]
This is bad. Just put in JJRUSH. Then the rush will activace also.
Blackraptor made another CTF level.
GAMEPLAY:
Well, you happened to place the bases in what could be my least favorite positions: one base somewhat in the middle of the level and the other in a corner. A layout like this could be hard to trully balance. As for the flow, it’s almost alright. The idea with the different tube route depending on where you enter is a nice change from the ordinary (may be the best feature of this level). However, there are several places where you can get stuck because of one ways. And you probably should have used some faster method for setting the triggers at the start. It takes too much away from gameplay (the tube doesn’t have to make players wait that long).
EYE CANDY:
Good, but average, in a sense. It’s a little new in several places but overall done before. The background is somewhat different, but just a slight variation of what FireSword did in High Volume CTF. I think it would be hard to squeeze much more original eye candy, but since you haven’t used this set too often (most likely), be my guest and try.
CARROT AND AMMO PLACEMENT:
There’s a full energy carrot between the two bases. And then there’s a warp at the top right to a +1 carrot, and a tube to +1 carrot on the right side of the level. All carrots are pretty much easily accessible from the top half of the level and would be harder from the bottom half. This could complicate gameplay, and you only really need one extra +1 carrot if any. Ammo placement seems a little scarce but alright and the powerups are placed well enough (from a glipse at least).
HOST THIS OFTEN?
Not too often. The level is alright, but I liked the Starlight level more. 7.2 is the rating.
The level revised: The start now takes less time so that’s good. And there’s now a spring at 25,25 so that’s also good. There were some other fixes along with improved eye candy (as Blackraptor claims), but I can’t really find that so I’ll just take his word for it. Anyway, while I’m in the mood for generosity, I’ll give this a 7.7 just because (but that’s as high as I’ll go).[This review has been edited by BlurredD]
ONE SILVER PENNY:
Composing Review…….
EYE CANDY:
The eyecandy here shocked me, I was really addicted to it.The backround thing, although its not the first time its been done, is a good addition to the level. The eyecandy doesnt get  confusing (since either way, the blue cave tiles are unmasked) Though there isnt anything what you would call new with the eyecandy, its still a good addition. Also, behind those blue backround tiles is the mountainous/river backround and of couse, the warped sky. There is a great deal of backround eyecandy, and it doesnt get to the point where there is to much. There isnt any foreground eyecandy that I can see (aside from the layer 3 used to help with the layer 4)but thats ok, since foreground can tend to confuse you a little. There isnt that many things to mention about eyecandy, and it doesnt get irritating like it does in some levels. The eyecandy is just your good ol’ basic and happy eyecandy which makes the level look really nice. The eyecandy is definately a great addition to the level.
Quick edit: There is some foreground, the trees. I cant beleive i didnt spot them before. Anyways, the trees are good, widely spread in the foreground and dont confuse you at all. (at least thats my point of view. So I have no problem with the trees.
Pros: Great Backround and foreground, everything pretty much good.
Cons: Nothing that shocks you to much like OMG WOW. Other than that, none.
TILE SET USAGE:
Like the eyecandy, the tileset usage is also great. There is a vareity of tiles used (even that flashing white block or whatever you call it is used), though not all the tiles are used (which is actually a good things, since some of the tiles could of ruined the level a bit), there is a good variety and the basic, important tiles are used. I have no problem with the tileset usage. Though i feel more of those gems in the walls could of been used, that barely affects my rating since this isnt very important. Anyways, like I said, nothing wrong.
Pros: Probably almost everything.
Cons: Barely any aside from some minor things, some of which I wont even bother to mention in my review.
GAMEPLAY:
Making great gameplay in levels is even harder than making good eyecandy for most people. The gameplay in this level is quite good. I have dueled someone online with this, and found the gameplay quite satisfying. Though I have a few small complaints, such as the helicopter.(This doesnt have to do specifically with your level, CelL, many levels have this). I dont really think having copters in your levels is that good, since if you’re being chased by someone, having to wait for a copter to appear so you can get away on it is quite irritating. Though I do not mind having a copter in the level, there could of been something such as a spring or a sucker covered by layer 3 there as well incase the copter doesnt appear as quickly as you want it to. I found the “one silver penny warp” a good idea, since it will have you collecting pennies if you ever want a carrot. The warp is also well placed. Though, people may camp at the silver penny, if they know their opponent is injured and lacks a penny. This isnt very good, there could of been another (maybe hidden) penny in the level so people will find it much harder to camp near it on 1vs 1 duels. Also, I have a small complaint. Usually, the person, who at the start, gets roasted by their opponent looses a huge advantage. When I played online with Genex, I got roasted and lost all my pennies and weapons and he gained the upperhand, but he kept it for almost the whole game (until I roasted him). So, what im saying is that in this level, if you get roasted, you automatically loose a great chance of winning, and it will be very hard to reclaim the upperhand. This doesnt affect all levels, some like BBLair you can get roasted many times and quickly regain the upperhand. This isnt a tremendous problem though, but it still affects the mark.
Pros: Gameplay is fine, good spring placement and stuff.
Cons: Helicopter con which I mentioned, camping at the silver coin, hard to regain upper hand.
LAYOUT:
Hmmmm….The levels layout appears to be fine. There are smooth edges (if you know what i mean) and there are springs placed where they should be. The level, infact, almost looks symmetrical, which is good for the layout. I dont have much to say about it, since most is mentionedin gameplay. It is quite easy to travel in this level, and to make geta ways, so i dont havr any complaints.
Pros: Basically everything, excpet for the problems mentioned in GAMEPLAY
Cons: Some places a bit bumpy, and the cons in GAMEPLAY.
PICKUP PLACEMENT/BASE PLACEMENT:
AMMO: I actually quite like how the ammo was placed here. Not only  was it placed in a creative fashion, but its not sparce so one could quickly gain some ammo. There is also a large variety to use (bouncer, RF, seeker, electro blaster, toaster i beleive). I have no complaints about ammo, but its not that outstanding either.
CARROT: There is only one carrot in this level, which is the fullenergy. I dont complain about that, since the level is quite small and doesnt need any other carrots. The carrot is placed well, pplcant technically camp at it. The warp for the carrot is also placed well, in the center. The penny is placed well as well, except I think there could of been 2 pennies in the level.
POWERUPS: Hmm…powerups. The seeker is placed good as far as I can see, its placed about in the center. The toaster powerup, though, is placed just on top of the red base, giving them quicker access to it. This can be an advantage for red, since the toaster DOES deal 2 damage, and ppl only have 3 hearts in CTF. But im thankfull that its not the seeker or bouncer that is team based. Other than that, there is a good choice of powerups.
BASES: One base (blue) is placed higher than the other (red) but it isnt a problem. You can get to both bases quite quickly, nut thats because of the size of the level. The red base seems to be more closer to the toaster and the coin though, but it seems blue has an easier access to the warp. There isnt much wrong.
PROS: Creativly placed ammo, not to sparce, carrot warp and carrot placed in center. Bases generally placed well.
Cons: Some things lead to camping, Red base has a greater advantage.
MUSIC: The music is chosen well for the level, though I expected the diamonus music. Nothing wrong with this.
FINAL: I guess ill rate this an 8. I was leaning towards the rating of 8.5 but then as I played further I noticed more cons which took from the rating. The levels is also quite small, I reccomend it for private duels. The level is also quite well made, and it was fun to play. Although definately not CelL’s best, still a great addition to any CTF server or jj2 folder. Great work celL
Bad oh. This has so lot of bad things, that I’m too tired to notice you them. I give you anyway 1.5 Because this is not a terrible chaos, but levels are short, and eycandy is bad. And I don’t think that this is for beginners. And beginners say: Yuck! What a level. At least ten times worse than the official levels in the jj2. Oh, you must spend time to your levels, you’re too lazy if you don’t do so. I have never given to anyone a 1 at j2o. Hope I don’t need to. That’s symbol of a chaos level. Where is just put something randomly. PRACTISE BJARNI!
Man, this level was realy difficult! There are many enemies, like floating lizards coming out of the wall. There are only a few weapons. For this level I have used cheats. The end boss is funny, one bolly bos is complete and the other is only an eye! Nice titleset use, the eyecandy and stuff is okay, only the gameplay is a bit boring. You have only got to fight zillions of enemies. Practice first and if you think you have made a good level, put it one the site and maybe I’ll review it. P.S. Why do you people write so long reviews over a sort level? Well, it doesn’t matter.
Yay! First reviewer!
Good tileset, but of course simple and simple to use, but some tiles are copied from some events, example bolls. 
This tileset looks a little medivo, but good still.
Tile amount 8/10
Tile linking 8/10
Anim tiles, spikes, etc 7/10
Realization 7/10
+ or – points
none
Overall 7.5 Rank: Medium tileset
[This review has been edited by Superjazz]
THEME: The theme, I think, is that you’re on some asteroid or space station orbiting a planet called Dark Devil (or you’re orbiting a dark devil.. you never know). This is an interesting theme, but the background eyecandy is not built to support it (some space junk flying by would add to the feeling, as well as a big old planet (or devil?)).
Pros: Interesting theme.
Cons: Not too well carried out, lack of support from background.
Rating: 7.0
GRAPHICS: There are two types of ground, and two types of background (actually they’re just different shades). Also two shades of pipes, which are just gradients. The main ground looks pretty good, like in Toxic Factory only a different color (the fans are even still here). The other ground, for Orbit Mountain, isn’t so good. It looks appropiate, and has a nice platform on top, but it’s just an obvious PSP texture and the author couldn’t get it to tile well. The transparencies for it are also messed up, so all you people who like inventive backgrounds may have some troubles with these tiles. The fans look good, and the pipes are working gradients. For background eyecandy, there are some diagonal pipes, and some ripped tiles from Labrat.
Pros: Everything’s pretty good.
Cons: A few tiles from Labrat, lack of good background, Orbit Mountain doesn’t tile at all well.
Rating: 7.2
INVENTORY: This section can really make or break a tileset. The author has ground, “tunnel”, background eyecandy (ripped), a background (nice), spikes (ripped), poles (standard), float up events, blocks (standard), signs (standard), and two colors of extra layer 4 eyecandy (the OMF bots from Labrat).
Pros: A good deal of stuff is there.
Cons: A lot of it was not made by the author, and there aren’t any vines, hooks, or sucker tubes (though I suppose you could use some of the solid pipe walls).
Rating: 7.0
ORIGINALITY: Some parts of this tileset are original, some aren’t. The main floor is, of course, just another moderately textured isometric floor, but the piping (solid and not solid) is pretty nice. I’m not sure if Orbit Mountain’s original or not.
Pros: Some original things.
Cons: Not enough.
Rating: 6.5
COMPETITION: About the only tileset I can think of similar to this (not counting Toxic Factory) is Orbitus, and no conversion of that has been released (AFAIK). So while this is probably the best available tileset for this theme, you might want to wait for a better one to come along.
(No pros given)
(No cons given)
(No rating given)
EASE OF USE: A few of the tile placements are a bit questionable, but the tileset seems fairly easy to use.
Pros: No big problems here.
Cons: A few things are hard to get at.
Rating: 7.2
MASKING: Masking is pretty good, except for one tube-ground thing (in the example level) where I got stuck accidentally (even worse then on purpose).
Pros: Pretty good.
Cons: A few flaws.
Rating: 7.5
OVERALL (not an average, doggone it): This is a fairly good and interesting tileset, but I’m not sure I really recommend it, at least not in this current state. Get Orbit Mountain working, fix a few of the bugs, change the background eyecandy entirely and replace the ripped tiles with other things, and I might change my mind.
Pros: Everything’s pretty good.
Cons: A few annoying faults/flaws.
Rating: 7.2
Ok, replies to comments
Violet: Try playing online with someone from the opposite team as you, then you will see. Also, you forgot to mention eyecandy in your reveiw, which is important to me. Ive also reuploaded the level and fixed the “getting out slowly part”. Thnak you for mentioning that.
Ninja: I await your review, thank you for the comment, and once again thanks for the logo.
Also, if anyone finds any bugs here mention them in your review so I can fix them and reupload. I want the least buggiest version of this level on J2O if possible.
BlurredD: In some places there were some layer 5 tiles missing so I added more.
Labrat: There is music, but only the people who unzip it can hear it.
Yay, currently an 8.[This review has been edited by Blackraptor]
STORY: No story. I am willing to forgive this for a single level, though.
Pros: None.
Cons: None.
Rating: N/A
TILESET/TILESET USE: Before I go any further, I might as well say that this level is an edit of Treasure Hunt level A. Basically, the tileset use is the same as in that level, only with the parts that Norbii edited looking bad.
Pros: Most of it fits together, as you might expect.
Cons: Almost anything new doesn’t look good.
Rating: 5.0
WEAPON/ITEM/ENEMY PLACEMENT: In the weapons section, there are a few (generating..) RFs here and there, as well as an ice powerup. There are no items other then a full energy carrot before the boss. The level, however, is full of enemies (Float Lizards, Float Suckers and Tuf Turtles), a fact I will return to later. However, none of these are placed with any real strategy in mind other then being ther.e
Pros: VERY few.
Cons: Everything placed badly.
Rating: 2.0
ORIGINALITY: What’s original about a single player edit of a treasure hunt level with tons of enemies? Well, one or two places feel sort of new.
Pros: Very few.
Cons: It’s just not original.
Rating: 3.0
DIFFICULTY The author has added in tons of enemies, but other then the boss (where you have to fight two Bollys and a Tuf Boss, all of which shoot stuff at you) it’s not really difficult at all. The enemies are not placed strategically, there are no hurt events, traps, or anything, just big armies of enemies which can usually be easily killed by standing a few tiles away.
Pros: Few.
Cons: It’s just not very well done.
Rating: 4.0
REPLAY VALUE: I would not want to play this level again, and while I can’t be sure this applies to you as well, the odds are pretty high.
Pros: Very few.
Cons: Just not entertaining.
Rating: 3.0
OVERALL (not an average): This level is bad. Just…. bad.
Pros: One or two places are good.
Cons: ….it’s……… bad.
Rating: 4.0
Downloading…
Unzipping…
Starting jj2…
Loading level…
Ok, now I tell what terrible I saw.
When the level began I fell down, and then I fell across the tube, and then, eeeeek! At least two million enemies wait me here, Luckily I chose the Spaz to character, so I could use his special attack, but in vain. It was terrible. It’s better to call your level mission too impossible. Also there’s some tile bugs, I died several times, and faced the gameover title twice, but I still tried it. At last, I were tired to try to finish it, I typed jjinv, And when I Came to the end boss. There was more than zillion of those lizards, suckers and tuf turtles. OH SH*T!
Design 7/10
Eyecandy 7/10
Originality 7/10
Gameplay 4/10
Including 3/10
Pickup and enemy placement 5/10
Effects + other 5/10
+ or – points
-4 points off because the bad enemy placement
Overall 4.8571249
Your level rank is average level.
Practice!
‘yay this sucks’
‘whee argh’  
J/K
This is a very good level by Blackraptor, using the tubelectric tileset. 3-4 layer eyecandy is as good as it gets. However, the bases are slightly biased. 
The background eyecandy (6-7-8) wasn’t so good, however. But still, the gameplay is very good. There are 3 carrots. One full energy, and two 1+ health carrots. There are a few well-placed powerups around the level a couple of which you must use weapon 2 or 9 on. The full energy carrot is in the middle, which is good. Overall, it\‘s a very good CTF level with a few flaws, but nonetheless a good 1-1.
You have a delay when loading the triggers, which could have been easily fixed. I am not good at explaining how, but it consists of using a triggerzone to block off the trigger-loading area once. Think about it, and you’ll figure it out.
The eyecandys great, the gameplays very good, and there is a delay when loading the triggers. Every time. Which kind of sucks, but it gives the other team a chance to score..a few times maybe? :P
Download Recomandation:Yes
Tips:Learn to fix0r the trigger loading, Blackraptor.
Whew. My longest review ever. o.O[This review has been edited by ~[GpW]NinjA]
its cool but is there to coming an 5the episode of it? wen it is uploaded would jou pleas tel me were to download?
(Unfair rating removal. Please use other grades than 10. -Trafton)[This review has been edited by Trafton AT]
Not bad…
(Rating removal. Please do not rate things low without at least providing a reason that is, at minimum, almost sense-making. -Trafton)[This review has been edited by Trafton AT]
I downloaded these ages ago! Your still in the comunity? Your making new lvls?
Jazz2Online © 1999-INFINITY (Site Credits). We have a Privacy Policy. Jazz Jackrabbit, Jazz Jackrabbit 2, Jazz Jackrabbit Advance and all related trademarks and media are ™ and © Epic Games. Lori Jackrabbit is © Dean Dodrill. J2O development powered by Loops of Fury and Chemical Beats.
Eat your lima beans, Johnny.