Evil Canyon CTF: The level itself is quirw big, and uses the drkness tileset by mirrow. OR at least i think mirrow made itm but im only 80% sure on that. The ammo placement is very good, so is the spring placement. Its a bit biased that the red team gets a pu and the blue doenst. The eyecandy is slightly above average here, but at least there isnt any mistakes. The tile placement just plain rocks.
CelL’s LAb: The first two downfalls are that the music is gone,but that isnt actually a downfall because i didnt download the music, and that it uses a custom tileset ;P But those are mostly the only downfalls. The eyecandy is good and steady, and not overused. Same goes with the placement. The layout is good and open, withot dead ends, and the tileset use is very creative and good. The base placement is also well-made.
Crystal Caverns CTF: The backroud here hurt my eyes and didnt fit with the tileset at all. The eycandy was a bit to overused, but it was also good, im not exaclty sure if there is any bugs yet. The layout isnt the best it could be, but its well done as well. The name decieved me into thinking this was made with a crysilis tileset ;P, but i was wrong. Nothing much wrong with the ammo and food placement. Like i said before, i HATED the backround.
ToXaNi-StArWaVe CTF: The name was difficult and i had to copy it as well ;P The base placement is cool, the red base which LOOKS like it is standing on solid ground, but is actually floating in mid-air ;P
The tileset use is how do i say this, very detailed, and creative as well. Nice and easy eyecandy which isnt the least bit disturbing, except those asteroids in the foregroudn layers seemed to startle me. The placement is above average and the layout is too.
Glowing Wasteland: Fianlly, a level with coins. Althoughthe coins are very sparce, CelL did the right move by making the bonus warp only need 10 coins. The eyecandy is very good, those backround fences and all those stuff, and the layout is very open. The music fits, and my only suggestion on this level is that the eyecandy can be less annoying. The bases are placed ok, and so are the platfroms, each having lots of eyecandy.
Zaitox CTF: Probably the best, the eycandy is the best it can be here. All those cool tricks with the brown blocks and allthat eyecandy, iit just rocks. The placement is also good, the powerups are placed well, one on one side, the other on another. The base placement rocks, the bases look so close together, yet they are so far away. The platform placement is awesome. A bit crowded below and spacey above. The carrot placement is also good, not the best it can be but still very good. Like i said before, i love the eycandy. The suckerz are used well and so are the warps. The turrets and all those are also placed amazingly.
Conclusion: THIS RUXORS GET IT NOW PLZ
Pipe Dreams: The music fit the level well. The eyecandy was some of the best, nearly all good points. In fact, some of the best sirius eyecandy can be seen here. Ammo placement was well, nice chocieo of pu’s, nice placement of them as well. LAyout was good as well. This was definately a good one in the pack.
Evil Chemisty: Different music could of boosted the mark, im getting quite tired of hearing the same tubelecr\tick music over and over again. Eyecandy was not the best, but was passable. Layout was ok as well. Placement was good. Not the best level in the pack, but one of the average ones. This was probably becauswe im biased towards rating levels with custom tilesets.
Radioactive Warfare: Music was strange but suited the level fine. Eyecandy wasreally food here. The layout was fine and the placemen was good too. The tileset use kinda inspired me, with all those cool tricks and all. I might as well mention that even though the eyecnady was good, it was confuisng and annoying at times and could of been a bit better. Powerup placement was ok as well.
Toxic Metal: Music fits, spring placement was good, so was the eyecandy. LAyout was great as well and some cool tricks used in this one as well. The ammo chocie wasnt that good though.
Tubular vortex: Like i said, im biased at reviewing levels with custom tileset, but some quick notes on this one. Music was different than the original tubelectic, thank god. The eyecandy was amazing, but confusing at the same time. Placement and layout wasgood. Music rocked btw
Scrap metal: The eyecandy was really good and unique here, the green backround used for slime and all those metal pipes for backround eyecandy. THe placement could of been better. There was no need for all those bomb crates and trigger crates, i have no clue why CelL inckluded them. music fits and all those stuff like that.
Worth a download reccomedation.
Since noone made a long review on this, id rather make one than just write a short one.
Claustrophobia:(spelled with a ph, not an f i think) The music here was not included, shame, i wanted to see how the music was like. The level itself is very small, based in a spaceship where the blue electric poles warp you somewhere and stuff. The tileset is used well with some cool tricks and cool eyecandy.
Factorial Fiasco: The tileset use was EXCELLENT. Looked exaclty like a factoy, good eyecandy, strange warps which dont take you far. The vines were hard to see, and the bases needed effort to reach. The ammo placement was ok, had a variety, the carrot placement was ok as well. The music fits.
The CelLavator:
The backround eyecandy was rather good, and the ammo placement was well. The music was missing again, and the layout was sometimes crowded. The eyecady rocked, but the level was small. Interestin tileset use.
The destroyer: The eyecnady here was WAY to confusing, as well as the layout. But it did have some cool effecrs here, like the pack of spaceships flying through in the foreground. The tileset use was excellent once again. The ammo placement was good, had a variety and wanst only placed in dull squares or rectangles.
The dimensionator: MUSIC ROCKED AND WAS A GOOD CHOICE FOR THE LEVEL. Isounded a bit to hyperactive there, but the music choice was great, and i liked it. The tileset use was strange, the brick backround is common for a warp backround, dunno why. The layout was ok, im not to fond of it but it was ok. So was the ammo palcement and the food placement. The foreground eyecnady was strange,those black dots popping out, but it made the level look as if it was a strange dimension in space or something, which was both interesting and fun. The springs were placed well.
The reconstructor: I probably liekd this the least. The eyecnady was way to confusing at times, so was the layout, to much bricks in the way etc. The spring placement was average, with some good points and some downfalls. The placement was sometimes to sparce, other times it was a bit overused.
Conclusion: A good levelpack by CelL, with some missing music, 2 missing files if i am correct. The ones that werent missing was regret.mod and mech8.s3m. The other 2 were gone =(
These levels are good for CTF and have tons of good points in them.
I actually kind of liked this.
The music choice wasexcellent, really good music. The ammo placement was good, not to bad, but not great as well. The tileset use was good, the backround didnt drive me nuts, the eyecandy sometimes did ;P. Interesting “water” idea. The rain does look like small rocks, and would hurt if they hit jazz on the head ;P, but im thankful CelL put it in the backround layeres instead if foreground, if he’d put the rain in foreground, i would of rated this a 4, but he didnt. The layout is not to bad, its ok as well. The level itself is slightly above average, but not as good as some of CelL’s other levels. Worth a d/l though.
AT least thats a semi-decent review :)
I also re-uploaded it. A few changes too.[This review has been edited by KILLERRABBIT]
This level definitely isn’t bad at all. The eyecandy looks quite good, except for a few minor bugs which don’t really bother the player that much. The flow is also decent, though i felt some more branches and platforms needed to be one-way. Blurred did miss a carrot, there are actually two. Unfortunately, both are +1 carrots, one of which is put in the coin warp. At least one of them, if not both, should have been a full energy carrot. Speaking of the coin warp(s): though it’s not hard to find, many people prefer a visible 10 coin warp over an invisible 5 coin warp. The ammo placement looks ok, but i must agree with some others that i don’t see the point of the freezer ammo. Two toaster powerups won’t work very well either, i’d say it’s better to replace one of them with a RF powerup.
Oh, and btw, if your upload stops when it’s half done, at least include the tileset and just leave the music out.
Conclusion: this level is quite decent, and worth downloading, but i can’t help feeling that it’s a bit overrated ;-P[This review has been edited by Enigma]
1. EEK! PERSONAL ATTACK!
2. A second version can be worser.
3. The review:
I had to play this in SP, so don’t be mad at things I can’t see in SP.
I already reviewed this in your server, and i already said that there where too many dead ends. You edited it. MB, you need glasses. There are some suckertubes. The gameplay is ok, you need only to make more one way and no confusing things like walls and after the wall you can go in the wall. Next and under to the red base there are some collapsing scenery and they collapse, duh, but then you will come in a waterfall with a big dinosaur and many grapes in it. Left in it is one of the only dead ends.If you swim right you will see many rocks in a tunnel and later you’ll see a Blaster PU, with everywhere (Phew, not too many) fastfires. If you swim further you’ll come to a-ilke-adead-end but it isn’t, there is a sucker. Go in it and you’ll see a the blue base. Around the blue base are trees, some trees have nice apples and some dinos with eggs, if you reach the eggs you will be Yikes! Never mind.. Next to the blue base on your right hand is a tree with a carrot in it. Left to the blue base there are apples and a full heal carrot. You’ll have to fix that, too many carrots will mess up the game. If you run further you’ll come in a tunnel, a little one, what needs one way, because you can stand on it. If you run further again you’ll see the red base. That’s the whole level.
Overall eyecandy: Ok, but it needs more 6 & 7 things.
Overall gameplay: Ok, but needs more suckers and one ways.
Overall weapon placement: There aren’t so much weapons in this level, but the food placement is well done.
Overall Overall: Ok. The collapse scenery are lol and some text strings make the game fun.
Overall @ Moonblaze: There aren’t many secrets and if they are, they are not so hard. Please look further then your nose long is.
Overall to Download: Download reccomedation. If you want a middle-mighty level.
Prehistoric is a 224×65 big level, each base is placed in each site of the level, and your start position is multiplayer, and makes you start at your own base.
The level is basicly flat, it’s supportly like a landscabe, there’s a kind of house, an underground cave with water, and a tree you can climp up in for jump over to the secret.
While this is so great in size, it makes it imposible for you to have a chance for each your opponents base if you’r killed.
In this level, red has an advantage of getting to the powerup faster than blue because the platforms leading up to it starts around blue base.
You can swim down in the underground water cave, but beware, the path is too long, so you’r bait for hunters with pepperspray.
While the eyecandy is sorrowfull not really good, KillerRabbit placed some dinosaurs which you can hit. That’s just a waster of time sinice they are only used as eyecandy.
Those Dinosaurs should have been set at layer 5 or 3 so they wouldn’t come in trouble for the players.
The holes in the bridge are created by colapse senerys, which makes it a giant death end if you come from the downside of it. That’s really an easy way to get trapped in.
If you’r hunted out to the left side of the level, you meet a death end, which also posible means death to you.
Let’s also point out that by the 2 dinosaurs and their eggs, there’s holes down in the ground. Those holes looks really bad
Over Red’s base there’s a full energy carrot, and a pepperspray powerup. That makes Red’s adavatage anymore great.
For saying it honestly, you didn’t place ammo, except a lot of fast fires gathered on ONE place.
That makes an awful gameplay, with loads of camps at the powerups, which is the only ammo you can get.
The layer eyecandy is very bad, it’s just the same tile of rain, a flashing white tile behind, and you even wastered a layer on the thunder, sinice you could just had made the rain animate.
Overall, you shouldn’t have done it like a landscape, you should have placed ammo, and you should have worked more on eyecandy.[This review has been edited by Moonblaze]
…Look, a good game pack, put in the first level(A barrel of monkeys)there are way to many enemies and way to less carrots…
what is this?
a (-) (PA) jazz in sky?
(Using “substitutional” swear words is not acceptable, and neither are personal attacks. -Trafton)[This review has been edited by Trafton AT]
Everyone else has said it all…
Nothing could make it better.
It is perfect.
I claim 100’th review
I think that you’re very (Dutch) becouse when I wanted to give you’re level a Number and I wanted to look in JCS but you told me you forget your password, and that is not very handy, ya know :S.
I used so Jazz2.exe and looked i give a 6.3 Get’s to a 6.
(Personal attack edit. -Trafton)[This review has been edited by Trafton AT]
GAMEPLAY:
It’s good in some areas of the level, but improvement is need in others. You put some obstacles in it; I don’t know why but it takes away from gameplay. Maybe too many springs. I don’t really know, it’s something though. Maybe get rid of the coin warp in the bouncer powerup room. Or not, it’s your choice. And is there a real purpose for using a frozen spring? It’s not really worth going out of the way to unfreeze to get some measly ammo.
EYE CANDY:
I would say it’s good, except the leaves look too squared off in places. And some of the leaves you put in the 3rd layer add some confusion. And what’s with the transparent tiles in the trees? That’s not going to help your rating. You should have just made it the way Agama did. Everything else seems OK.
CARROT AND AMMO PLACEMENT:
This is what hurts your rating the most. Is there only one carrot that I can access? It’s not even a full energy carrot. I might have missed something when I was playing in the level, but this is what seems to be true. And the ammo: small patches of ammo in almost random places. And you managed to use ice and TNT (the two least usefull weapons in most CTF levels). You probably want to stay away from those unless they’re absolutely needed in the level. I suppose you could leave the TNT in since you could use it to get the toaster powerups (you should have used just one instead of two), but that’s about it. Oh, and I hope you don’t mind that I can get the bouncer powerup without the warp, but I guess it won’t make the greatest difference.
HOST THIS OFTEN?
You decide for yourself. I probably won’t host it. I’ll give a 7.2 for the level.
One more question: Why didn’t you make the last Dark Forest level loop back to the first level? You should consider fixing that.
This level is highly overrated, and it seems that most of the parties responsible for this overrating are members of the XD clan, which Onion co-leads. Hmm.
This is an above average but not notable level. It features livable, but still not great, flow coupled with some pretty lame weapon placement. Playing it was not bad, and was enjoyable at some points, but otherwise was unexceptional all the way through. Some parts of the level were way too linear, while others were too spacious. A level of contrasts that may contrast a bit too strongly. Still, it is a worthwhile play, though I’m not sure I can say that it is a definite keeper. Play it for a while, and then throw it back to see. Heck, you might hit some overrators.
(And a 7 and download recommendation for this.)
Being the rating scale stealer that I am, I will now steal my scale for this review from BlurredD. You have my permission to sue me. But I am warning you that you will have to wait in line. Here we go.
GAMEPLAY:
Basically better off as a battle level. For a CTF level, it has no balance and it lacks some flow. Hurt events in an MP level: a horrible idea. You should get rid of those, it doesn’t help the gameplay at all. In the level it says it’s not finished. I could only hope so since it could use a lot more work.
EYE CANDY:
This level is quite dull eyecandy wise. While there are a few bright spots of note, they are few and far between. If you are going to lack in gameplay like this level does, I would recommend you at least spend some time making the level look spiffy. After all, spiffy-looking boredom is better than boring-looking boredom.
CARROT AND AMMO PLACEMENT:
There are way too many carrots in this level. They seem to be placed randomly with little consideration for gameplay. Some people make like this sheer amount of carrots (EvilMike), but no one can say that the carrots are placed well. Weapon placement was also below average. It seems that the author decided to just put weapons everywhere and anywhere instead of planning out how a game would flow and everything. Speaking of flow, it was also quite bad. I bumped into everything and it was annoying and challenging getting from the blue base to the red base with my sanity intact. In fact, I wouldn’t accomplish it. Manical laughter.
HOST THIS OFTEN?
No, I am lazy and never remember the file names of anything so I just put EvilMike2 followed my random numbers and hope it is a level. But if I was blessed with such amazing powers of memory, I probably would try to forget anyway. This just isn’t worth hosting.
“One other thing: if you’re going to make a CTF level, avoid putting “battle” in the name. And don’t make levels that suppose to be playable in CTF and Battle. That’s never a good idea. Either it’s one or the other.”
Unless you’re Warlord!, follow this advice. ;P
As for rating, I will give it a five. It is plainly average and not interesting. It, like many other people have said, is pretty much just a battle level with bases. Not worth a download. Purely and universally average.
I suppose I will use a scale similar to Violet’s to rate this level.
Is this a Battle level? Well, yes, you can slap anything together with a start position and call it a battle level. But not all play like true battle levels.
Is this a good Battle level? Linear through and through, so no. Being that it is an edit of a single player level, there is only one path, so it is not much of a battle level, and certainally is not a good one whatsoever.
Is this a CTF level? Similar story to Violet. There is a blue base, but I did not waste my time trying to find the red base. It just was not worth my time. No matter where the other base is located, this just is not a worthwhile level for Capture the Flag.
Is this a good CTF level? No way. There is only one possible path and it feels like a single player level. That is because it is a single player level. It is really too bad they removed the cooperative/single player elements, because that was the only thing going for this level.
Is this a Treasure Hunt level? Sort of, but I can not say that it was intended to specifically be a treasure hunt level. Sure, there are gems (about a hundered) left over from the single player game type, plus a few that the author took the liberty of adding, but not enough to make a good treasure hunt level. Or a playable one for that matter.
Is this a good Treasure Hunt level? Not in the least bit. There are not enough gems to actually make a worthwhile game and there certainally are not enough to make it good. Oh, yes, and you will have to take the annoyingly long time that it takes to find the end of this level, if you actually bother playing that long.
Is this a Cooperative level? No! The one thing it had going for it, the single player type, has been completely removed. Read: all enemies have been deleted. Sure, I suppose it could fit the most loose definitions, but it certainally is not a “real” cooperative level.
Is this a good Cooperative level? No. The eventless blocks look ugly like the Heavens, there are no enemies, and play is one hundered percent boring. Avoid this mode at all costs.
Is this a level with eyecandy? Every level has eyecandy. This level included. But what eyecandy is there is really, really bad. Like the event-lacking blocks.
Is this a level with gameplay? Sort of. There is gameplay, but it is not good gameplay. For any mode except single player, this level has terrible flow. And playing in single player is pointless, since all of the enemies have been removed. D’oh.
Is this a level with good points? There are plenty of good points. But no where near enough to even fall into the average category. The author demonstrates some knowledge of JJ2 (like in the description, albeit saying that something that works for 1.23 will work for 1.20 is redundant.) The level itself is just awful.
What are you going to rate this? 2.
Will this level get a download recommendation from you? No way. SO STOP ASKING ME QUESTIONS, DIEMBODIED VOICE.
-Trafton
DaPete: I didn’t mean you could be worse, I meant that you did this better than many people would have done it! I wasn’t trying to be negative.[This review has been edited by Trafton AT]
Hmmm. I saw it on the internet a few days ago. Good layout and everyhting… The music kinda bothered me a lil bit. Didnt suit it. Neways this was a medium-good lvl. Download reccomended.
When someone abandons a level pack and its prospective levels, it is usually because one of several things: the pack was not going the way the author invisioned, there was a lack of time, or the author just lost interest in the project. While I’m not sure why Unknown Rabbit decided to ditch this collection of levels, I can say that it could develop into a simplistic, yet fun, single player level pack. Now for the review. The first level, which is named Diagon Fly Alley (a harry potter reference, the filename is tubby.j2l, which does not have any connection to anything that I can think of right now) is based in Jungle. The first thing I noticed about this level was that it does not have an excess of eyecandy, and that eyecandy that is there is not particularly creative. Still, gameplay was solid, and there weren’t many tile bugs. Near the beginning, there is a hole which opens up leading to a secret (designated by a text sign), but I would not recommend waiting such a long time for such a small secret. Next, there is a swinging vine which goes through walls (and takes you along with it). Fortunately, there are warps in the walls in case you get stuck. A hard-to-get One Up lies above. The level becomes less easy to navigate as time goes on. One place is very hard to not get stuck in. Enemy placement is also substandard. Some enemies are in places where the player would fall right into them – ouch. Other than that, this first level was quite solid. The second level, “The Diamond Factor” (which, in case you have not guessed, uses Diamondus) plays very much like the first in some respects. However, I have to say this level gets annoying. And quick. If you have never liked the Bees event, I doubt that you will get through this level with your sanity intact. Not only does this level use the Bees event, but it has spikes. And a lot of them. When I say a lot, I mean a lot. There are about ten seperate long spike fields to avoid. Do not expect to get through this level without being damaged some. It isn’t hard, but it also is not easy. Another gripe relating to enemy placement surfaced. I entered a very slow sucker tube leading to full health carrots with two lives. Nearby bees swooped in while I was in the tube and killed me when I was less than one tile from the carrot. Argh. Unknown Rabbit also seems to have gotten his blocks mixed up. He used sidekick/buttstomp blocks where he should have used trigger blocks. Regardless, this level was still good, despite the small-to-medium sized annoyances. After that, I got through the level only to find that the next level was Diagon Fly Alley again, and then Diamond Zone, and so on. It would be nice if the next level was set correctly when uploaded. There were two other files in the pack, one an apparent duplicate of The Diamond Zone, and the other seacar.j2l aka Flood!, the third (or fourth, depending on how you are counting) level in this pack and the final, as well. Flood!, surprisingly, is a Carrotus level (not Beach), but thereis a reason it is named Flood!. This level is plainly uninspired. All of it is set underwater, which is not my favorite location for a level. Also, Carrotus looks really strange underwater and a more appropriate tileset should have been used (any tileset would work for this level, it uses little more than the basic ground.) Not much to say about this one. It was OK, but linear and uninteresting. This pack, well random collection of levels, is solid but uninteresting. Eyecandy is passable, with few errors, but still not noteworthy. It is not a joy to play, but it is still a good timewaster. Moreover, it is a seven if I ever saw one.
Sorry for the low 6.7, but at least it wasnt as low as the 6.5 i was going to rate it. The tileset basically has only one theme, the lavalamp theme, and a tileset with only one theme gets boring real fast. The tiles are colored in good and all, but its to small. Good and imaginative idea though…….
Although this is a small, small tileset,and definately not skulg’s best, its still worth a download.
Look, it takes some skill to edit official levels. This is not evident in this.
Is this a Battle level? Any level in existance can be called a battle level, as its only requirement is at least one start position.
Is this a good Battle level? Not at all. It’s extremely linear, has bad ammo placement, and it’s hard to get around.
Is this a CTF level? I think so. There’s a blue base, anyway. There might be a red base, but I got stuck trying to find it and gave up.
Is this a good CTF level? Not at all. There’s only one (basically) path, it’s hard to navigate, and it’s too hard to go from red to blue.
Is this a Treasure Hunt level? In the loosest definition of the term. One secret contains like all 100 gems, and there are a few other hidden in other secrets, or left over from the original.
Is this a good Treasure Hunt level? Not at all. I think you already can tell why.
Is this a Cooperative level? I doubt it. The author removed all the enemies, for a start, so you just wade through the awful level.
Is this a good Cooperative level? Not at all. It plays terribly, lots of blocks don’t have events for them..
Is this a level with eyecandy? Technically. But the eyecandy seriously sucks.
Is this a level with gameplay? Technically. But it, like the eyecandy, seriously sucks. Same goes with design.
Is this a level with good points? Yes. But they’re rather rare, and I won’t list them.
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Eat your lima beans, Johnny.