Apparently the community waited on this level pack for a verrrrry long time. In 2024 it finally came up… and it was well worth the wait. I had a really great time playing these levels! It was a big challenge for me, but I had a really great time playing the pack. It was a carefully crafted adventure consisting of 10 or so levels. Most of them have a fair difficulty level.
The first level From Here To… was already looking promising for what was to come. And something did already came in the second level: a race against time to escape! This was so very cool to see everything blowing up and collapsing around you while trying to quickly get out!
Then we had the Dark World level. Here I had my first struggles, when I was lost for like 15 minutes at the entrace before I finally found my way into the rest of the level. The rest was great, with a very creative sub boss battle!
After that we had a double level into hell. Maybe not very special and kinda monotone, especially since the tileset is used very often in this pack.
In The Quest I was really struggling with the bottom part, were I was unlucky with the timing of the platforms coming my way and moving back off. I missed the jumping very often before I finally made it across.
I really enjoyed Rine to play! It was more lineair, but that's alright to me. It actually helped me to not get lost anywhere. This level also had some cool mechanics, allowing you to enter doorways and explore rooms.
Then I was lost in the Realm of Shades level after finding 4 of the 5 Trigger Crates, but couldn't find the last one after over 15 minutes of looking. No hints were to look at… no maps… no clear arrows… I just couldn't find it!
I had another bad moment with the Bubba Boss in Realm of Flames, which was too difficult for my playing skills to actually master. I was clever enough to hold an invincibility and the maximum of three carrots so I could stay alive just long enough to defeat Bubba and pass.
Then we were back into hell which, I mentioned earlier, was becoming a bit monotone. Also: I had a very bad moment in the Tricks and Traps level. I just couldn't get through without using cheats! This level was simply too difficult for my playing skills. I lost like 100,000 points by all my deaths on the platform and Spike Bolls part until I finally used jjfly to get by.
The final boss in Hour of Justice was a bit anticlimactic to me, since it was 'just' Bilsy, although he was joined by many other bad guys. But still: I was hoping for a more epic custom boss, especially with the already mentioned sub bosses in mind!
What I didn't mention yet, but really liked, is that this episode has quite some replay value. Some levels offer an extra challenge to you finding enough purple gems for a score bonus. You'll definitely not find them on your first go, so that could be a motivation to give it another shot. You could also try to beat your personal best score! When the episode finishes you get an overview with all your stats and it's up to you to improve that, maybe on a higher difficulty!
Although this episode is far from perfect it was a real pleasure playing it. I think advanced JJ2 players are going to have a great time when they download this pack. Have fun everybody!!
Necropolis is a perfectly fine level that doesn't have an obvious major appeal, and so suffers a bit in a landscape of levels that show off a bit more. Yes, there are neat touches here… I like the named areas, the Tomb Rabbit mummies, the cool way that the background clouds avoid the moon. None of them are necessary but it's neat that they were done anyway. The enemies in the background have been done several times before but they're still executed just fine, especially getting to see the black raven flying in front of the moon. The layout is actually quite distinct, though I think it's too flat at the bottom. The big open top is good for copter ears, although some fastfire pickups wouldn't go amiss. The weapon choices are odd—bouncers AND rollers, rfs AND nails, with only one obvious place that the nails are even useful—but they do generally fit the layout, filled with big open spaces instead of walls for the long-distance weapons to smash into. Everything is perfectly nice, just not quite exciting.
Such a pleasant surprise to receive another Heroes 3 themed level from SJ! I have to admit that this one leaves me a little underwhelmed, unfortunately, since I’m so used to the original Necro town being very dark and gloomy, while this level settles for rather standard usage of Blade’s Fortress tileset. The little extras – the Tomb Rabbit coffins AND mummies especially – are nice, but I think the additions from Castle and Inferno (funnily enough, both of those are also Heroes 3 towns) clash with the “main” artwork a little, and the background, though multilayered, is a little flat. Would have been nice to see some more layers with more creature dwellings.
SJ claims that the original CTF layout has mostly been replaced, but this level still feels like a CTF to me – the middle is symmetrical and the side areas feel like they’re missing a CTF base each. What’s there is kind of interesting, but also feels like a lot of platforms floating mid-air. I do always say that it doesn’t take much to make a Battle level fun – and this level was fun – but this feels a little purposeless. I don’t think there is a single good use case for the Nail Gun in this level – a weapon specifically designed for vertical climbing – aside from the theme.
Not my favorite, but still enjoyable.
Bonus points: In 1.23, what should be a Pacman Ghost in the background is replaced with Sparks, which looks really funny to me.
Some hiatus that is. My condolences for all the community members that died in between, waiting for the release :P
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An amazing, lengthy SP level pack that surprisingly flew under most people's radars. Give it a shot!
Gud SP episode; interesting story, cutscenes dun rly well. Fun lvls & bossfites. Bossfites 2 ez (in ez mode) w/ toast PU. Annoyin pits, 2 many of `em: myb mo` baddies insteada pits … Zelda-tier block puzzles; luv when blox freeze w/ ice & not defrost w/ toast. Now curious Wizard Character's full story. Imprisonment w/o explanation = hyper-realism
Hi WaterRabbit! Thanks for reporting your findings!
I'm not sure what the graphical glitches could be that you are talking about. Unless it is the same case what one of my betatesters managed to trigger after dying repetitively at the final boss of the same level, in which case the layers seemed to mess up completely (but I have no idea how to reproduce that or what could be behind it), which could also be a bug with JJ2 itself. I wonder if you would be able to post a screenshot on our JJ2 Discord Server? https://discord.gg/MUqr84tp
The spring issue you mentioned in The Prisoner is almost certainly a bug with object activation/deactivation behavior in JJ2 itself. I was able to reproduce it, although it was quite random. However, I realized that it was possible to force the spring crate to spawn by going far enough to the left, so basically by climbing up the stairs and all the way to the upper fire pit and back. Anyway, I realized that not all players may realize this, so I added some extra trigger blocks to work around the issue, since I most likely don't have too much control over the object activation mechanisms.
EDIT: Thanks for the review Blij and others! I can totally relate on your detailed feedback, especially regarding the difficulty as this episode was designed to be relatively challenging on all, except Easy difficulty. If I ever find the time and inspiration to make a sequel (or a completely different story/context), I'll take your feedback into account and try to make the episode more balanced in terms of gameplay and difficulty. The feedback definitely encourages me to create more, but have to see about my time resources.
I have only played the first few levels, but so far what I've seen has been great. The only issues I saw were minor grammatical errors and what seemed to be graphical glitches in "The Dark Land" when dying after the checkpoint with the weapon shop.
Edit: Found another bug, in "The Prisoner'. I died at one point and respawned but the box with the spring now fails to appear.
sei ef, sei zirou, sei ARRRRR, sei es, en ou ou zii ei
F0R SN00ZE
Erathia brings a new dimension to nature themed maps. The background is eyepleasing – there could possibly be a tad more contrast, the background/sprite soil look quite similar. The gameplay is where this level stands out. It has an unique layout and quite the campy carrot placement. However, the +1 carrot makes up for it. Fun to Play. DL(Y)
Can’t stop being surprised by the realism of the levels based on beta-diamondus tileset. Those winding caverns look fantastic!
I normally don’t approve of symmetrical levels, but this is symmetry done well; it works well with this level.
The Rocket pu/bouncer pu are inset(accessible only by electroblaster and maybe bouncer) but those inset pu’s is ok because of easily accessible electroblaster and well balanced by the two well placed full c.
The sweet elevator in the middle also adds to the fighting experience, its a tough level fight or die. a bit too fast paced, you just gotta be good.
The egg cases are real nice too, normal cases would be way too distracting. but the eggs are almost invisible(I don’t wonna see that ** there!)
I have a few comments:
1) Love the layout, especially the immediate areas above bases and towards Cs.
2) Fairly small, but plays fast (and fun).
3) Small complaint in that I really don’t think this gameplay suits PUs being in walls, despite there being plenty of ammo to compensate for it.
4) Mostly I’m just pleased about the set and usage.
While the level isn’t quite as well polished as Stronghold, it still offers some fun gameplay and some unique aspects in its own right – for example the omission of seekers is a refreshing change. The layout facilitates tactical play, although matches can be quite chaotic at times as the path between the bases is fairly open and quick to traverse.
This level has got all that is required in a good CTF level: paths, well placed ammunitions, powerups, eyecandy, a background, and that egg crate addition.
It’s rather small for a CTF arena, but still, it’d be fun to see 32 players challenging eachother in this arena.
The concept is well executed and results in a level totally unlike anything else you’ll play this year. It can appeal to both casual players and “hardcore” JJ2ers alike. While this virtual version of monopoly doesn’t quite have the same staying power as the original board game, just the fact that it can be played online is enough of a niche. D/L!
DOM: Far too many CPs and start positions immediately next to them. I like seeker PU placement but even that can’t protect a CP from hordes of players spawning just next to you.
CTF: Blue base has 3 PUs including seeker. Red base has one that is risky to get. 2 blue-biased full NRG carrots. Full of random warps. This level is practically bblair.
EDIT 30th April 2020 I wanted to come back to this as well to try to try to justify my rating a bit more.
What probably stands out the most in this level is the bird cage, which is a rare find in multiplayer levels these days. The tunnel layout lets you utilize them in an interesting way, The powerup choices also work well with the layout and I like how all of them are relatively evenely spaced out from the center of the level. Not a huge fan of the eyecandy, but it’s not distracting. If I recall correctly the contest did not have much emphasis on eyecandy, so that’s okay.
greak, COOL
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