I wanted to start a new review bcuz it had some comments on there that didnt suit my new uploaded lvl :\ Sorry MB.
The levels were about as good as the original JJ2 levels. Some enemies are at a weird place, but that adds some fun. If you keep improving you will get a 10 someday[This review has been edited by Psycho_Man]
Unfortunately, I am not sure that I am hugely fond of this pack. Here is my review.
Just Got A Carrot Away
EYECANDY
Tileset Use: The used tileset was Carrotus. Yes, Carrotus is increadibly overused, but it was not used in an annoying way. In fact, the way it was used is a way I have never seen before. Still, it looked a bit “off” and I can’t say that eyecandy lives up to my expectations.
Creativity in Tileset Use: This is definitely like nothing I have ever seen before, but I am not completely sure whether that is a good thing or not. The background consists of a purple layer that looks gelous. I am not sure what this was supposed to be, but whatever it is, it is not pretty by any definition. There are pudgy carrots floating around in the background that just look strange. Still, tileset use was OK.
Tile Errors: This level pretty much entirely lacked tile errors. However, I can not say as much for lacking tileset inconsistincies that detracted from the overall quality of the eyecandy. In fact, there were several parts of the level that just looked a bit off. They did not quite look ugly, but I know Stripe is capable of better.
Creativity: The ideas presented in this certainally are creative. Some may love the eyecandy of this level, and others may want it to burn in eternal fire. Whatever your preference, you must admit that the Carrotus tileset is showing its age. The same “wow-gee-whiz” effects that would have captivated some people in 1999 are standard everyday stuff these days. It is hard to make a Carrotus level with generally interesting eyecandy, and while this eyecandy may interest some, I can not say I was nearly as impressed.
PLACEMENT OF STUFF
Carrots: This level has one carrot. Yes, you heard me right, only one. And it is quite well hidden. It is well-known that Stripe never goes overboard with carrots, but one single carrot (not even a full heal one) is a little, well, little. Maybe if it was a full heal or at least was not in the sucker tube the level would have played better. As strange as it sounds, carrots are even more important in small levels since it is much, much easier to get killed.
Powerups: If you thought only having one carrot was not enough, you probably want to stop reading now. This level contains no powerups. However, during normal play, it was not that much of an issue. In fact, I am almost glad that it contained no powerups. Otherwise, it would have been way too easy to die, being that the level only has one carrot and all.
Basic Weapons: The normal non-powerup ammo was placed quite well, in fact. There was always enough to suffice for some good fights, though RF seemed to be used more than anything. Still, the weapon varaity was good and well balanced. Kudos to Stripe, since this has always been an area that he has excelled in.
GAMEPLAY AND FLOW<
Flow/Navigation: This level did not have as good of flow as I would have liked. I ran into the sides of the level many times and the frequent collisions started to get a bit annoying. On top of that, Stripe elected to make it easier to get from blue to red as from red to blue (or maybe the other way around, it does not exactly matter.) Still, this was not much of a problem during general gameplay. Flow was still good, though it was not as well done as other Stripe levels.
Layout: Layout was another area that was quite good, but not exactly up to Stripe’s high standards. The general idea behind the level was great, and on paper the layout looks fantastic, too. However, in practice it seems as if the layout was at some points lacking. The routes were fairly linear, and to stage “surprise attacks,” the players were forced to memorize an array of sucker tube combonations. But layout was still not bad at all.
CTF SPECIFICS
Balance: This is probably the area that the level is best in. Both teams have a pretty equal standing in this level, even though it is not a “mirror” level if you will in any way. This is hard to accomplish, especially with a level that is neither semitrical nor large, so it appears that Stripe did plan this aspect of the level quite well.
SUMMARY
This level was, at least for me, worse than I expected. But that does not mean that is not a very solid Capture the Flag level. Do not be fooled by my negative sounding review: a seven point five is still a fairly high mark for a Capture the Flag game. And while I can not expect Stripe to return and be back to his original glory immediately, maybe I was expecting something a bit more. I lack time, being that this is Christmas Eve, so I will leave my review half way done and finish it tomorrow. This is still an excellent level and 7.5 is not a bad score. I hope GemNERIC will be as good as promised, but this is enough to keep me entertained for now.
+ PROS: Excellent balance between teams. Not a bad looking level. Fairly creative.
- CONS: Not as good as Stripe’s previous works. Flow could use some work. A few people got stuck in test server.
VERDICT: Good and solid, but not as good as I thought it would be. Still, the first level (there are two, the second I will test later) still will not disappoint if you are looking for a solid and highly playable Capture the Flag level. A seven point five and a download recommendation for now until I am able to completely rate the other level. Hopefully, the rating will go up then. This may sound surprisingly harsh, but even though the score is lower than I expected, it is not a bad level in any respect. Good job so far, Stripe.
GemNERIC CTF
EYECANDY
Tileset Use: This level uses the Diamondus tileset. Carrotus and Diamondus being pretty much the two most often used tilesets, this was a bit surprising (Stripe seems to like using the official tilesets.) GEMneric, like Just Got A Carrot Away, uses eyecandy in interesting ways that you would not expect to see. However, unlike Just Got A Carrot away, it turns out to look pretty darn good. The background, which consists of blue tiles in a sort of jigsaw patern, looks really cool and gives some interesting eyecandy to the level.
Tile Errors: I could not find any tile errors that are worth noting here at all. This was not surprising, as Stripe has a pretty good history of levels that lack tile errors. The eyecandy overall was definitely better in this level than in the other level that I am reviewing here. There were no tileset uses that looked off, and overall eyecandy, while nothing extremely innovative, was high quality.
Creativity: Creativity in eyecandy is not that easy in Diamondus. Unlike Carrotus, it leaves very little room to edit it’s standard look, though many have tried. This is about as creative as eyecandy in Diamondus can get and definitely is worthy of praise. The background looks quite spiffy and gives a nice cave-y atmosphere to the level. Also, it contrasts well from the plain vanilla look that Diamondus is typically associated with. Eyecandy is one of the strong points of this level and it definitely shoes. There are no errors to speak of in the eyecandy, and while it may not be anything new or extremely exciting, it is quite solid.
PLACEMENT OF STUFF
Carrots: This level, unlike the first one with only one carrot, contains two full energy carrots. It is nice to not have the same carrot drain in this level that the original suffered from, and I think that this was generally well-done. The two full energy carrots are pretty much placed the same distance from the perspective bases and it seemed quite fair. I prefer this carrot setup to the other level’s.
—-I will continue this review. I am way too tired to write anymore right now, sorry.—-[This review has been edited by Trafton AT]
Please reupload instead of upload it again.
This isen’t wroth a 8. It’s okay I guess, but it’s not even finished!
You made the level 256×64, and you only made 71×42 of the space playable.
That’s just waster of space.
I’m also tired of those XD members here like Son Gohan XD which comes and over-rates other members levels.
Spear Woods is a battle level using Blade’s woodlands tileset.
The tileset itself dosen’t have much eyecandy stuff, but it’s still posible making a good eyecandy if you spend enough time on it, which Spear didn’t do.
For saying it honestly, this level needs a better ammo placement, better eyecandy, and SPRINGS. This level does really needs that.
The level itself is just a box with alot of platforms in it, which gives a boring gameplay, in the middle of the box you play in, there’s a little box containing a seeker powerup, which is posible enter from the left side.
ALL the start positions are the same place, that dosen’t really make the level to a “good work”.
I won’t recom you download this.
This is the third version of the CTF level first seen in July 27, 2002. It has become better over time in some ways, but needs work nonetheless.
GAMEPLAY:
To me, it seems a little too linear: not too many platforms and a limiting water route at the bottom. And the bases are a little too far apart. In your server I suggested cutting down the distance betweeen the bases, but you kept it the same. The level still isn’t all that balanced. The collapse scenary under the red base would be impossible to get through from the bottom without using TNT or something. It’s not the biggest problem but you should use blank tiles instead. You also might want to use warps in your next levels.
EYE CANDY:
Not bad, but could be better. I don’t know if you have an old version or not, but you could have used the tileset better. I can’t tell you exactly what you should change (it’s really a matter of opinion), but it is a slight improvement over previous versions.
Another thing: You said that you couldn’t put the dino’s in the BG because it was already used in that area. This shouldn’t be hard to get around it. You didn’t have to put the lightning on a different layer than the rain or the solid blue BG. You just have to incorporate the rain or the blue tile into an animation and it would let you have another layer. This way you can have room for more dinosaurs in the background.
CARROT AND AMMO PLACEMENT:
Carrot placement isn’t as bad as it used to be. There’s a +1 carrot near each base, which isn’t so bad. But the full energy carrot is too close to the red base. You should place it somewhere in between the two bases. The ammo placement, on the otherhand, isn’t good at all. There’s barely enough and it needs to be spread out more. The blaster and bouncer powerups are placed well enough, but the pepper spray powerup (which is with the full energy carrot previously mentioned) is a bad idea.
HOST THIS OFTEN?
Maybe like once if you get bored. This level is a 6.5 at best. But I’ll be nice and make it a 6.7 because of your persistence.
By the way, don’t expect great reviews after uploading one of your first levels. You can’t expect high ratings right off the bat. It takes lots of time and practice to make really good levels. You can’t expect that you’ll be able to make vast improvements after editing the same level over and over again. Try making other levels (preferably with other tilesets), and experiment with layouts. Not all of your levels will be good in the long run, but just remember other authors started the way you did, and even the greatest level makers make bad levels once in a while.
Also, take example from good levels other people made. Don’t actually take the level and edit it, but instead use some of the ideas the author used. And in my opinion, the easiest way to make a balanced level is to make one side of the level and then mirror it (vertically) so each side is symmetrical. After you master this, it will be much easier to make balanced levels with unsymmetrical layouts.
this really REALLY sux
bjarni why are you giving a bad lvl a 7 !!!???
i give a 2 for this
this is the why
1 suckertubes to slow use layer3 for layer3 tiles (like for the sucker tube
2 No animating tiles Hurt bij a SPRING!
3 to many bumb things
4 why only the same food
5 bad eyecandy
6 no ammo
7 if you go in the sucker your gonna back to the start
I can tell you 1 thing
this music rocks :)
i give this lvl a 2 its bad lvl
by 007
I am very excited about Disguise’s contest. From the various tilesets I have seen come out of it, none of them is anything but excellent. And this tileset by Moonblaze is no exception. “Dark Marshland” is not, despite the name, really a marshland. Rather, it seems like to be a dark, slightly swampy, forest. And boy is it dark. Looking at this tileset in JCS, you would think that it would be impossible to see any of the eyecandy if you made a level with it. That is not true at all. Rather, levels using this tileset do come out looking quite dark, but that is not a bad thing. In fact, the demo level I made did not look extremely dark. The few bright tiles more than make up for the somewhat depressing vibe that the dark tiles give off, and it is very well balanced. Moonblaze does the forest tileset type better than anyone, and it definitely shows here. Included are exit signs and pretty much anything you would ever need in a full tileset. There are two tileset versions included. One is Dark Marshland and the other Dark Marshland EX. Note that Dark Marshland is the entry for Disguise’s contest and Dark Marshland EX (EX possibly being extended?) is the full version of the tileset with all the features. This is an excellent tileset, though I recommend you use the EX version as opposed to the tiny one for Disguise’s contest. Still, this is definitely a good entry to the contest, and I hope to see the results. I give the full version an eight point two and a download recommendation. Great job, Moonblaze. Keep the good work up and make more tilesets.
[Review taken out cause I don’t care][This review has been edited by DaPete10]
I am still trying to improve my level-building skills guys, sorry if you hate it.
Please make longer reviews or it isn’t a really review. Anyway, here’s the review:
Dark Marshland (without ex):
This is a really mini tileset of 80 tiles (10 × 8). It haves all needed tiles, destruct blocks, arows, and vines and hooks. Also some 6&7 thingies. The music fits really well with it. The tileset itself is a blue tileset, dark blue, with golden things in it. There are some (Uh, blue) sukckers in it who i like, and some mountains and clouds fit the layers 6 and 7 and perhaps 5. I don’t rate this tileset, you maked a expansion who i rate now.
Dark Marshland EX:
This tileset don’t have the golden things on the paths, but have blue instead of gold. There are the same suckers, background eyecandy and there is now a lot nicer textured background. The music of it dont fit so really well with it. Barf. This tileset isnt so big too, but it’s double so much like the first one. The ground haves worms in it, bones (how orginal) and some plants. The worm is animated. There is a animated puff of smoke, i really dont know what it means, but it’s a puf of smoke so that’s always lol. There’s a warp thingie like in many tileset like Mez, the animated circle. You’ll also see a moon and stars for layer 6 and 7, or just layer 4.. There’s a orginal Thanks to Disguise and Made by Moonblaze sign, wich lol because you cant see the Thanks to Disguise sign in the example level, the Moonblaze sign is standing in front of it. The hook is nice, it’s one like in Agama’s Egypt tileset, a rope with a little woodstock on it. There is also a invisible masked tile. I like the grave-like Exit, text and water (?) sign. The wall is climbable so you dont need many springs iin levels with this tileset. The poles are blue with golden blobs on it. That was all, i think this is a little tileset without bugs, so download reccomedation.[This review has been edited by Taz]
A small tileset. Very simple. Green background. Yellow ground. It’s boring. No eyecandy tiles. No stuff for layer 7.
I give it a 4.5.
No download reccommandation.
Good luck with your next tilesets.[This review has been edited by Waz]
Nice tileset
I never knew this was uploaded, but I have always wanted to rate it.
Simply put, “War Torn” is one of my favorite tilesets of all time. In fact, it is right up there with 7th Lava Fall in my “second place” column (behind anything Agama has ever made of course.) I first saw this postapocolyptic tileset used in EvilMike’s Distopia and have unable to forget it since. It looks much like a city that is, as its name suggests, suffering from the aftermath of some sort of war. Still, for a city that is supposed to be mostly exploded, it looks quite spiffy. The buildings are very well textured and the green tubes, while they do not exactly make complete sense for the surroundings, do give a cool high-tech feel to any creation. Also included are various other types of tiles, including some that make a pretty good sewer. There are few missing pieces, although hooks and vines would have been a worthwhile addition (even though they would slightly detract from the theme of the tileset.) The only bad thing that I could think of is that this tileset can be really hard to use in some cases. Sometimes, the tile that I needed just was not there. I was able to substitute other tiles for it, but I would rather that these tiles were included. Still, an excellent level can be made with this tileset, and it is absolutely worth a download. In fact, I recommend you do so immediately. It sort of reminds me of “Metropolis” by Bluez (oh, Aiko said that. Heh.) This tileset also has a strange 3D feel, despite not actually being 3D (same with “Metropolis.”) This really makes it a worthwhile tileset and one of my favorites. In short: a nine point two and a recommendation to download this tileset. Now. Or face the wrath of the Snufuss.
+ PROS: Excellent 3D-ishness, jam packed with lots of features, just looks great.
- CONS: Not much to crow about. It’s a bit hard to use, but that’s not necessarily a bad thing.
VERDICT: Every self-respecting Jazz Jackrabbit 2 fan should download this now. It is severely underused. Download it. Make levels with it. Date it. Marry it. At least download it. (A nine point two verdict for this. Great job, Toxic Bunny. You’ve outdone yourself this time. Again. :-)[This review has been edited by Trafton AT]
“Jazz Jackrabbit 2 Pinball” would be a possibly new interesting concept if it is an interesting new concept. Unfortunately, the concept is neither new nor interesting. This level, which uses the fairly uninteresting Tube Electric tileset, consists of basically nothing except sucker tubes, pinballs, and pie (the food event, I am not being humerous.) It uses the interesting idea of placing hurt events under the pinballs instead of the normal warps. Less fortunately, jumping over them are really, really easy and offer absolutely no challenge whatsoever. After that, you are forced to go through an overly lengthy system of sucker tubes from point A to point B. Would it have killed to crank the sucker tube speed up just a tiny bit? Eh? After that, you are dumped in a room where you can either choose one route or another. Both end up in the same place, and you have probably already wasted the time difference there is between the first and second routes just by reading this. After that, you are dumped into room containing mainly carrot bumps. Damaged? If you are skilled enough to buttstomp well, you can heal it all. Not that it will matter much. The warp from the room leads back to the start. Over and over again. While Unknown File may have elected to use an interesting gametype for this level, it is used badly. Still, if this level was much longer and harder, it might even be worth a play. Keep working on levels, and you will probably be quite good one day. While this is not very good, it does show promise.
+ PROS: Interesting new gameplay, while the level was made badly, it could easily be much worse.
- CONS: A somewhat promising gameplay with terrible execution. Barely any eyecandy. Way, way too short.
VERDICT: As interesting as the idea behind it may be, this level is not very good at all, so it gets a three point five out of ten.
Reply: It’s fine. No one can be great on their first level, Unknown File. Keep making levels. :)
[This review has been edited by Trafton AT][This review has been edited by Trafton AT]
Level 1: Introduction level or something
There wasnt a need for this, and it isnt a level, so i wont rate this.
Space Station ALita 7: THis level uses disguise’s awesome spacey universe tileset, and it makes goood use of it too. It has interesting eyecandy, and good layout. The ground and walls are well decorated and the ammo placement is kinda fun. NOthing more to say here
Astroni-Ave: Strange name, using blade’s awsome space tileset. The layout is good, so is the spring placement. Eyecandy can be annoying, but is good. Placement on my opinion is actually great, not over or underused. NOthing more to say here as well.
Claustromania or somethin’
Nice layout and eyecandy, the level is mostly calm and simple, and i like it. Nice placement, and i just liked this one. No comment
Deeply rage: Sweet eyecandy, nice placement, nice tileset use. I didnt really like the floatuing letters though.
Ext-Morse:
Eyecandy rocked, especially the foreground spaceships, such creativity. Good gameplay, though i feel the level could of been just a bit bigger.
Blasting Tron Project: Lol funny text, counter-terrorists win. Its like jj2 is really counter strike in disguise;P. Ahem, now the level. My only comment about this is that it is very goood for a tubelectric level. Bah, one more comment, good spring and sucker tube use
12 hour tea: Hate the backround, love the music, lovethe eyecandy nd the layout placemnt was really fun as well.
Waste house: Nice eyecandy, but the same ol’dethman tilesets get boring after a while, i had them for over a year now. Nice layout and a big level.
Shockwave: Nice layout, nice eyecandy. Thats all since i am tired of writing 4 or five long reviews like this all in one hour.
Tb Shockwave: IS it me or are these the same levels (this and the one above)
Force Draw: COnfusing, but nioce eyecandy, nice spaceships. Placement could of been more “lively”
Ill add more to the review later, but im dead tired right now.
Interesting concept, but’s poorly implemented. The bumpers a too close together, the suction tubes a painfully slow, & there’s no exit or next level setting. No download recommendation.[This review has been edited by BtsfplkVR(Lem_Gambino)]
I think this is your first level, because of bad use of tiles and no animation, if you want to know, you can make animations by clicking in the yellow like square in the animation window, and then hold crtl and click the tiles you want to animate. You can also better place the tubes at layer 3 and keep layer 4 empty at those places. But pinball levels are never good, because players like to play and not to watch…
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