A few things that I forgot to mention in the description.
1. This is ONLY 2 players, no more, no less.
2. This HAS TO BE played over the internet to work properly.
And, as Nitro pointed out, the game can get screwed up if someone joins in the middle of a game. But, I usually put my player limit to 2 when playing this (I know it’s not possible for some of you). And as an alternative, you can kick any intruders.
As some of you know, or want, you can put up to 3 players in another level. I didn’t add the other level with this one because it isn’t quite working properly. I may decide to remake it (Since different things are everywhere) but I don’t know if I’ll get around to it.
And on the note about internet only. It has to be played over the internet because of trigger zones. Trigger zones are local (Meaning they only effect people on the computer). And thus Player 1 and split screen Player 2 would have the same triggers.[This review has been edited by URJazzCC]
Level 1: Ohhhhhh I’ve seen this one several times before, and I don’t like it at all. How do I make sure (assuming I do get in the CTF server) that I join after this level, anyway? I can’t. I’ll have to trust to luck that I’ll miss it.
Level 2: This one is kind of like Happy Castle CTF in general layout form, only it’s far easier to go between the bases. Two bases near the top, with lots of access routes, and a big battle area beneath.
Level 3: This is always being hosted, and I’ve never seen what people see in it. It’s just an average CTF level.
Level 4: Swinging Jazz. It’s included in TSF, which should be enough reward. Can’t we get some new stuff in here? To actually celebrate Year 4?
Level 5: This seems to be a Happy CTF pack level, so I don’t think it’s new. I don’t like it, either.
Level 6: This, from the dates, is one of the Earliest levels of 2002. Interesting. It’s also divided in half by a huge wall, which helps strengthen the difference between the two teams.
Level 7: One of the better levels in the pack, from what I’ve seen. Kind of a level with a layout that won’t stick in your mind.
Level 8: This one isn’t even all that well done. The whole thing revolves around the guardposts, with little attention spent on anything else.
Level 9: Now This one I Like. Two bases on either side of the level, with small ammo caches, then this huge temple in the middle. And CelL made it, too. Yay.
Level 10: Pretty non-descript platform based level here. It needs some work altogether though, so the main body supports the good ideas.
Level 11: This one seems familiar. I was actually hoping this pack would contain some of the great levels that have been created, but not recognized. But it seems they’re going for stuff hosted all the time. Or something.
Level 12: An ok CTF level, and not one I’ve seen before. I’m hoping this level has a Red base, but I couldn’t find one, so who knows. Maybe if I looked more carefully. And it has this really weird fixing job that is sure to get some people rather confused.
Level 13: This one has a truly frightening design that makes it so there are no short pathes anywhere, and to get to an area seven tiles away, you have to go on a long roundabout route. And there’s some heavy base bias.
Level 14: Believe it or not, this is the level I think of when I hear “Eyecandy”. Given a few seconds. Kind of confusing, but certainly one of the best levels in here.
Level 15: This level is something I am biased against, having not seen it enough to learn it, but having seen it too many times to like it. It can also be confusing, and hard to get around.
Level 16: Kind of confusing. Lots of things I’d expect to be unsolid are solid. But there aren’t any major problems.
Level 17: Here we have a nice little thing, with the bases close enough together that most of the level is for chasing the other players about in. And some really wacked out eyecandy. Yay.
Level 18: I’ve seen this one before, but I actually like it, and can find no bugs. Nice, solid level here.
Level 19: IT DIES.
There. I commented on the selection of levels. It needs work.
Heh, you had to put Diamondus Warzone in it. Personally, this level is very nostalgic for me as it brings back memories of the good ol’ demo days. However, I am very bored with it and think that it really doesn’t belong in the pack. This should be a salute to levels made by Jazzers.
Overall it’s a great pack with amazing levels, i’ve only got one complaint really.
Chemical Warfare, ugh, why is it edited? I can understand if the shield was removed, but you can’t get the seekers anymore, and the carrot is removed. Sigh, I just love that level, it’s my favourite level, and now all the fun of that seeker powerup is removed, i have so many good memories of playing that a long time ago, it was so much fun, but it’s edited :(
Reply to post by EvilMike: You have to shoot the seeker powerup to get it, and you need coins to get it, which was what the level was originally made to be like. I made the seeker powerup shoot-only so that flag holders couldn’t camp up in the coin warp without being shot easily.[This review has been edited by EvilMike]
I don’t care what the level was supposed to be made like. It was great fun to play the way we used to play it. And are you really sure that Epic made it that you MUST use the warp? I can’t think that they would put electroblasters next to the seeker powerup without knowing that people would use it to get the seekers. You needed 20 coins for the carrot, not the seeker powerup. Besides, it was great fun as a n00b calling people cheaters when they ran around with powered seekers at the start of the game ;)[This review has been edited by Disguise][This review has been edited by Disguise]
A bundle of the most awesome CTF levels made since the last aniversery bash(Apart from my levels. Man those suck:P). I’m glad that i don’t have to rate this, because it would then have to be something like a 12.3. I would have liked to see Surfs up CTF, Crimson Diamond or The Marshland of Evil in it, but i guess that the way it goes. Happy aniversery Jazz!
I’m not going to rate this, I havn’t downloaded this even, but I know that it wouldn’t get over a 7.5 because what if someone comes in the middle of the game? he would be weak.
Where’s the music?
[EDITcomment on Diguise [/EDIT]
Agreed without the Seeker Upware the level is boring and takes to long to battle around so it sux![This review has been edited by ShadowGPW]
nice lvl good backround
i give a 8
btw… PLAY THE GAME
Great! Though there are a few little bugs when I played it with Jazz (and once with Jazz and Link), most of it goes well, and it’s really fun!
I got it, though I know I won’t be at the bash.
Woo! Custom levels galore! Thank you EvilMike, but I have one thing to say:
You should’ve included Crimson Diamond! Argness!
EDIT:
Please make your review N/A if you choose to comment on the selection of levels. Feel free to be a critic though.
Its alright. Those tiles where origenaly made by Epic for Jj1, and I didn’t ask them if I could convert them to Jj2, now did I?:P
Well I think the new gametype is very great. But cant you once build something nice?
Nice. It’s a nice CTF level by CelL (Duh).
Read the review of Elrick please.
Thank you.[This review has been edited by Taz]
This is another great tileset by blade. It has cool background things like a spacestation with a ufo, etc. Only some times the perspective on the ground isnt right. The texture on the stones is better (I think) than on Blades previous sets and uhm… thats it.
An 8.7 from me.
Atlas: it means you have the wrong set. There’s also an updated version 1.1 of the Heaven set here on J2O.
Basic Blocks: They are all there, though rather hard to use. I think they’re all there, anyway. The placement got me confused.
Eyecandy: Enough for all the layers.
Tile Placement: I can’t say much for the tile placement. It looks like, once he did a section, he filled up any gaps with bits and pieces of the next section, which looks weird.
Basic Tiles: I’m not sure if that’s a sucker tube or not, but it doesn’t look like one, so I’d say there isn’t one. There are vines, and poles, and I’m not totally sure about hooks.. the set gets very confusing.
Masking: This tileset could use some work in the masking department. For example, the “Blade” block. It’s unsolid, though it’s drawn as a solid block, which makes it not good for level design.
Ah…A another CTF level..these time the lvl uses old,good classic tilest: Jazz1 Diamondus.I saw the lvl when i was beta testing it…now lets get back to review.
1#Eyecandy-kinda good work.The lvl is realy lovely!Sure i dont mention about few bugs..but they where coused of ,,possibilities of tile’‘The background is very nice.
2#Gameplay-the lvl could be lil bigger…however i think that 4 ppl gona be perfect for it.I ,,found myself in lvl’‘ kinda fast so it even allowed me to score point or two (especialy that i sucks in ctf :] ) So my sugestion fer gameplay is possitive.
3#Weapon Placement-well,i did not had lacks of ammo dureing game..thats GOOD.There is not too many of it so you can say it is well balanced.These lvl contain 2 power ups ( at least i found boucer p-u and RF p-u ) good thing that cell did not included the seeker power up cuz in that kinda of lvl ( mostly open areas ) it would be too deadly.
4#Total Sugestion-Here we got another nice ctf lvl by CelL.It is worth to doownloaded and it is sure worth a tip.
Fine,Koniec,End,Eind,Pabaiga..whatever:]
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