Wow! Wat an nice level! Wat an nice music! Only the first level is a bit small…
Good, but you should put more tiles, so this would be easier to handle.
This is good and i shall put it into one word “ Nice “ then another word “ Hotel “
(Rating removal. -Trafton)[This review has been edited by Trafton AT]
There ive reviewed
Like Veggieman says
“ No “
A fives as high as i can go today
MOOve Over and give a little space for my review
Dunno why you make JJ1 Tubelectric while it’s similar to JJ2 one, but worse? Anyway, the tileset is OK, but there are some tiles missing. Also, as Violet said, you could make the turrets shoot (make shots masked and put hurt on them). Also, shield is missing in the beginning of example level.
Well done Newspaz. This thing isn’t exellent, but I like it. The ‘spikes’ instead of turrets has just kicked me like elecrtic bolt. Isn’t a nice idea (points down). Also cool example level that is based on JJ1 Tubelectric.
This level had nothing to do with me back when I was MegaCal so please it was Catz and JB RR’s level and they weren’t on the site at the time I uploaded
// ShIvErZ \\
I know them and this level is not a hotel . Its also a first attempt at making a jazz level so my rating goes up .
// ShIvErZ \\
Hi PPL
You shouldnt upload oher peoples levels. MEGASAZ you are stupid if you have seen other levels by Star steph you should have told her to upload them you idiot
If only you had made this version before i had started my level pack which features your old Tube JJ1 tileset
Yeah… the music is alright. Only with this titleset there isn’t much eyecandy. But the background and the pipes are okay. A challenching level. Weapons are okay. Almost a 8 form me. :)
Quite good and nice idea. So you have earned a seven!
TILESET/TILESET USE: The author uses Wasteland, but I can’t say I love the use. The background eyecandy pretty much obscures all the green in the background, so the whole level feels very grey. There are a few interesting things, but overall this is just Wasteland, with nothing very new.
Pros: No noticable tile bugs, not all plain and ordinary.
Cons: Nothing new, too grey.
Rating: 7.2
WEAPON/ITEM PLACEMENT: Weapons seem pretty good. Various types of ammo are scattered (not randomly, though) around the level, not in big clumps, which is interesting. There might be not quite enough, but I’m not sure. There are two full energy carrots, one in each bottom corner. (Right below the warp to the Seeker Powerup) There are three powerups, the Seeker at the top middle, and two others (RF and Bouncy, I think) in the middle, accessable by Electro Blaster.
Pros: Everything placed pretty well.
Cons: Maybe a few too few weapons.
Rating: 8.5
ORIGINALITY: There is very little that is original about this level. You’ve got the four big platforms, the hidden alcoves, the EB-only powerups, the float ups at the bottom, the scrolling background eyecandy. There are one or two interesting things, but nothing much is new.
Pros: No “never-done-before-because-it-sucks” things.
Cons: Nothing much else, either..
Rating: 6.3
GAMEPLAY/DESIGN: The level consists of four large platforms, and four things sticking out of the side walls. And there’s a tunnel running along the bottom. It all seems fairly fluid (time between bases around 6 seconds), but I wouldn’t have minded it if the bottom middle large platform had been moved up a bit. The design is solid, but it does have a little too much feel of going back and forth.
Pros: Everything seems to work.
Cons: A little too tested by time.
Rating: 7.7
REPLAY VALUE: You may want to play this a few times. However, I do advise turning off the music and playing something else in the background if you want to really enjoy the level.
Pros: Not applicable.
Cons: Not applicable.
Rating: 7.5
OVERALL: This is a good CTF level which can’t really be improved other then starting from scratch. Or improving the eyecandy. The author comes close to triggering flag bug in several places, but avoids it somehow.
Pros: Design, weapon placement, some other stuff.
Cons: Music, lack of originality, some other stuff.
Rating: 8.2
To be honest, I was expecting something much better…
GAMEPLAY:
I wish I could say it was almost balanced, but it’s not even close. On the left side, there’s the blue base near the top of the level with lots of ammo and a carrot. While on the other side, theres the red base close to the bottom with almost nothing there except for a blaster powerup and some fast fire. If games could be played fairly every time this level was hosted, it would be a miracle. And I don’t really understand that huge hole at the bottom of the level. I think it’s too deep, but I suppose it could be used strategically (maybe, if anyone is willing to play the level that is). Also, I found a slight tiling error to the right of the red base. It’s small, but you can tell by the masking of the wall that different tiles should have been used.
EYE CANDY:
It’s average.
CARROT AND AMMO PLACEMENT:
The full energy carrot is placed too far to the left and too close to the blue base (I’m assuming there’s only one carrot so please correct me if I’m wrong). This makes the gameplay even more unbalanced. The ammo is also not placed well at all. It’s in a few clumps in a few places, but not spread thoughout the level. If I knew any better, I would say that this level isn’t even finished yet (which wasn’t mention in the Author’s description). Please fix this, please.
HOST THIS OFTEN?
I advise that you don’t. I’m kinda hoping Trafton wasn’t trying too hard when he made this level. 6.5 is my rating.
Im tired, its late, ill get this over with.
LAYOUT: I didnt like, to open and boring,not much special and to small for people to explore for over 1 minute. Nothing really interesting.
AMMO: Very poor, sparce and uncreatuve, I expected a lot more from a person who reviewed the most levels.
Gameplay: Not too good, but not terrible. Nothing really worth mentioning.
Eyecandy: Well, could of been better.
OVERALL: Just above average with a rating of 6. It looks like trafton spent an hour at most on this, probably way less. Try better next time. This will stay a 6, with no d/l recc. Sorry..
This is a symmetrical CTF level. And this is my review:
GAMEPLAY:
It isn’t bad, but I don’t like it much at all. It’s not too easy to get around, and the layout looks plain and boring. I can’t say making the level symmetrical was a bad idea. It’s definitely more balanced as your other levels, but I still feel the gameplay and the layout could be much better. It seems squared off in many places and very little choice of routes in others (like at the bottom near where the carrot is). I also advise not to use destruct scenary too often since it’s nearly pointless and slows players down. And the best way to avoid the spring glitch is to not use horizontal springs at all. Most levels don’t need them for good gameplay so yours shouldn’t either. Also, at the bottom left and right, there shouldn’t be those springs and pole where there is pepper spray. It impedes gameplay and it isn’t worth going out of the way.
EYE CANDY:
It’s nothing special, nor is it that good. The eye candy is basic, but the foreground is a little nuisance and the background could have been designed better (unless if the tileset is more limiting than I thought). When I make my levels, I always choose a good tileset where making good eye candy won’t be too hard. The tileset you used definitely isn’t one of Disguise’s best, so my best advice is to use more popular tilesets (even if you’re against that). This can help you get higher ratings with your levels.
CARROT AND AMMO PLACEMENT:
I would guess there are two +1 carrots and one full energy carrot. Not bad, except you can get both +1 carrots easily, though that’s not that big a deal. Ammo placement could use some work, but the powerups aren’t placed badly. You should spread +3 ammo more throughout the level and seldomly use crates and/or barrels.
HOST THIS OFTEN?
I’m thinking no. A 6.7 is what I’m going to rate this. This level is not even set to loop. I do like this level more than the prior ones, though.
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