Cool lvl! :)
~BS7
awesome level :) btw, nice atmosphere.
nice level with some good ideas in it.. those upside down springs are annoying though. :/
fu… level!
[Fraudulent rating (10) clearance ~cooba]
Starting Comments
It’s been a while since I last reviewed something… time to fire up my old writing skills.
Gameplay:
Although I didn’t test this in a bunny-infested online server, I got a good look at the gameplay after all. The level runs really smooth. That’s nice AND practical, since it’s a PIT level. Bad flow in a pit level means unsuspected deaths and therefore isn’t good. The level plays really fast, though a copter event makes sure that there will remain easy targets on the map. ;)
Atmosphere:
The level feels really calm, really serene. The tileset has been put to good use and the eyecandy is (not everywhere, but still) quite original. The music fits the level really well, even for a fast-paced battle level.
Eventing:
The ammo placement isn’t all too shabby either. There are plenty carrots for a pit level and the ammo isn’t too scarce either. The fact that RF’s and TNT’s are missing is a bit of a shame for a PIT level, since they easily knock someone down. All and all, nice placement, equally divided power-ups and a warp. YAY!
Bonusses and substractions
None.
Overall
A nice PIT level, well worth the download. You should collaborate more.
Download Recommentdation
Does the pope (-) in the woods?
Further Comments
Keep it going, guys!
Just a note that there are 3 carrots in the level. The one you didn’t find probably floats near the top-left.
Also I have to agree that RF would fit into this level maybe more than any other weapon. Well, it can be just taste, but at least I wouldn’t like to get RF’ed above pits here.
As far as I know, there is a glitch only with the default gun crates(containing any type of ammo), so crates with only certain ammo-type should work fine.
Anyway, thanks for reviewing!
Well, seeing as SJ wrote a review for Legends, I guess it won’t hurt for me to take the time to write a review for his and DarkSonic’s level back. Rumble In The Bogs is a solid, medium sized Pitfall Battle level using the lesser used Winter pallette of the Exoticus conversion.
I can remember DS hosting this in his server about to 2 weeks ago. It seemed to be an enjoyable level to play in, and when it was uploaded I was certainly correct. I liked the general idea of a Swamp theme be made with Exoticus. The background reminds me of Cooba’s Boomerang (which is a fantastic level so download immediately if you haven’t already) a lot, but thanks to the different eyecandy and atmosphere in general (and different gametype), the level doesn’t feel like a rip
off in any shape or form.
The layout is rather basic, but solid. There are no dead ends, and it all connects together well. No real gripes here. The gameplay also feels well polished, the springs take you to the right places and it’s quite fast paced. Unlike other Pitfall levels, I found here that the pits were very easy to fall into, meaning people die quite a lot. At the area around 88,31 there some celing springs which force you into a pit, which although was used to stop camping at one of the carrots, simply felt too evil for my tastes, and added quite a bit of frustration at some times. That’s not nessecarily a bad thing, but it just gets annoying for some.
The pickups seemed to be placed decently. However, I think there should have been some RF somewhere, as it would argueably be the most useful weapon here. I’d also like there to be more than 2 carrots, but at least they are both placed in unsafe spots. Also note that gun crates can crash a server; I’d replace the Ice crate with some floating ammo.
The eyecandy and the theme are my favourite parts about the level though. The music fits perfectly, it gives the level a quite, mysterious atmosphere, which I highly support giving to a level like this. There was no parts in the level that looked bland, and there were no parts that looked overdone or repetitive. The temple area compliments well with the rest of the level, adding to the “ancient” atmosphere of the level. In general, it’s the best eyecandy I’ve seen with this set as of yet. Nicely done.
I suggest this level for the upcoming anniversary bash, and for the Battle Server if it comes back online. Good work, SJ and DS!
EDIT: Seems that I didn’t find one of the carrots. +0.1
EDIT 2: After playing this level through the bash, I’ve realised the pits are just placed unlogically and are just way too easy to fall in, with them being almost impossible to avoid at times. Rating takes a huge hit.
Ok, I’m just going to even things out here and state all the negative things I’ve heard people say about this level (nothing too specific):
1. They say they keep smashing into things and it feels claustrohpobic
2. The eyecandy leaves more to be desired
3. The level feels crowded
Okay now I argue the first one is simply due to the player simply not being used to the layout, as well as the player is too used to levels with large platforms with unrestricted space to hop around randomly in. The layout has to be learned. Yes, there are more spacious levels out there, but this level does not give the ‘tunnel’ feel nor does it have extremely small passages.
The second one is more subject to opinion. Blur set a standard for this set that everyone currently follows, and the level is judged according to that standard. Which could be a mistake as there are some more unique things done to the eyecandy to appriciate (look at blackraptors review above for specific info).
Taken from Traftons review this one was the last comment I’d expect about the level. Since I am used to so many levels that use this set with the ‘complex eyecandy’ approach; It didn’t feel crowded at all to me.
Yeah, so that wasn’t exactly a typical review. Sue me.
[Rating (8.8) clearance. There wasn’t enough support for such a high rating aside from lots of arguing with other players and reviewers. ~Cooba]
This is a classic case of a fundamentally good level tinkered with until it just doesn’t quite “work.” That isn’t to say that it is a bad level. However, the eyecandy is way overdone — everything feels busy, unrealistic, and synthetic. The flying spaceships were unnecessary, and while there are some cool features (the bouncing spring power-up), all of it is overshadowed by the level’s overall crowdedness. Gameplay fares better; overall, it’s fluid, if not a little clausterphobic. Ammo placement is well-executed. There are a few bugs involving layer 3 and the flagholder (insufifcient coverage), but it’s still well-made — perhaps a little too made, though.
Time to fulfill my part of the review exchange deal ;P.
Atom Heart 243.5 by SJ
I’ve already had a 2vs2 here (which I lost but ;|) and I’ve gotten a good impression of what I’m going to give this already, but I’m playing it again anyways >O.
First, eyecandy is really nice in this level. Everything is pleasant to look at (even the backround has a nice fade color) which makes playing here enjoyable because nothing distracts you or hurts your eyes or anything. It’s also different from other eyecandy I’ve seen using this set so that’s nice.
Gameplay, let’s see. The level requires you to jump in several places, but still uses a lot of springs to keep the flow good. There are some out of the way passages which I saw people camp at sometimes because nobody goes there and they aren’t that hard to defend, but SJ did use some things to try to prevent camping, which I’ll touch on later. Everytime I run by the large tubes in the top right/left with seekers in them I always jump into them because i think they’ll take me somewhere, instead of jutting me back out :(. Otherwise, some passages might be a bit too small and could be annoying to get into during the heat of battle. Otherwise, gameplay is good enough.
One of the things which I like the most about this level is actually the carrot placement. There are two full energies in the middle of the level, one on top and other on bottom. Both can be reached through the middle of the level but also through top/bottom routes. This really takes off a lot of stress during games when you have 1h and your opponent is camping at the carrot, and I greately prefer this placement in this level rather than a full energy and +1 carrot(s) or something. It worked good in the 2vs2 and it prevents carrot camping which gets annoying.
Ammo is placed nicely and powerup placement makes sense. Ammo is also placed creatively instead of in boring clumps so that’s good too. Music is a really nice choice too, and I don’t see .mtm files being used often.
To conclude this review, Atom Heart is a pretty good level, and will probably provide at least a handful of JDC matches (i’ve already been in one, heh =P). Nothing here is really outstanding or completely new, but it is a solid level and it plays well, and has no major flaws or anything. I’d give this an 8.4 and a download reccomendation.
~Blacky
Edit: After further playing and careful consideration (and threats from FS) I’ve decided this level deserves more than an 8.4. 0.2 points more, specifically.
Here are a cople of good CTF levels. Anyway, the review:
LAVA DOMAIN:
This level was obviously meant to be dark and filed with lava. That has been successfully done. The eyecandy with the backround is mostly rock but strangely with a sky in the backround to signal the top of the level. The gameplay ideas are nicely used in this level. The main idea is the lava at the bottom so that if you fall down, you are warped back where you started. There are also hidden warps that act like traps in the walls too. The let down is the that there is an area of two powerups and a shield in one area. You and the opposition could easily get those. Overall, this level is good.
RATING: 8.3
THE GALLERY:
This level was completely different. This one had a mansion/garden theme to it using a rather difficult JJ1 tileset. The gameplay was rather different. This time, the warps can take you anywhere. The Powerups are also harder to get to. My only concern is that the backround could have a little work and looks quite ugly.
RATING: (a rather shamefull) 8.4
AVERAGE RATING: 8.3
BONUSSES:
MUSIC:
Two good XM files but the one used for the gallery is kind of distracting.
+0.2
TILESETS:
You used raging inferno OK but Marblara better.
+0.2
BONUS: 0.4
FINAL RATING: 8.7
RANK: 8 Great
DOWNLOAD?: Yes
FINAL COMMENT:
These are two very good CTF levels. Good work!
This seems to be a the best download after Jazz Sprite Dynamite, lets review.
Lava Domain
EYECANDY
The eyecandy is very good and i really like the background, its just perfect.
GAMEPLAY
Could be a bit better with a bit more things to do but is still very good.
PLACEMENT
Ammo placement is spent some time on, I think and is placed with not too many in one place.
EYECANDY: 9.5
GAMEPLAY: 8.5
PLACEMENT:9.0
FINAL GRADE: 9
The Gallery
EYECANDY
The eyecandy is the less part of this level with blue and white blocks in the background who in some places don’t make the level more beauty. (while they could)
GAMEPLAY
The gameplay is good however you can bump easily to some things.
PLACEMENT
There are too many mellons in this level and there are a bit too much weapons for this size.
EYECANDY: 6.5
GAMEPLAY: 8.0
PLACEMENT:7.0
FINAL GRADE: 7.2
BONUS: nice music (+0.1)
FINAL GRADE PACK: 8.2
Rating Triple Defeat
RATING TILESET: The tilesets are very, very good! Only ‘Whatta’ has a classic JJ2-tileset.
RATING: 8.0
RATING OBSTACLES: The enemy-choice is good and the levels are very hard!
RATING: 9.3
RATING MUSIC: Very good, but I must downloaded thr music before I can hear it.
RATING: 8.8
RATING FUN: Well, it’s very good… very, very, very good! I have nothing more to say!
RATING: 9.3
RATING GAMEPLAY: Is always the average of the 4 last ratings.
RATING: 8.9
RATING UTERUS: This episode has 4 bosses, but nó Uterus!
RATING: 10.0
FINAL RATING: 9.1
o
(Unsupported rating (2) removal. ~Violet)
“R3ptile didn’t mention any of that”
“Blue team has a bit advantage with defending because you can just stand below your base”
“Type: Capture the Flag”
Before I review, I’d like to now what exactly is in the pack, what kind of lvls they are (Reptile didn’t mention any of that ;-P) and stuff like that. Is battle or CTF?
“The page you are attempting to access has been removed because it violated Angelfire’s Terms of Service.”
Meh. D=
Oh, forgot…
HAPPY NEW YEAR!!!
Edit: Still, thanks to Nightmare for uploading this pack into his site.
No www in this one, by the way.
URL:nightmare-incorporate.com/sj/superjazz.zip
Yeah! Superjazz strikes back :P Well..
You have done great episode and eyecandy is very good. Go on same way
;P
(Unsupported rating removal edit. Please provide more detail in your reviews – what makes this level great? Describe the eyecandy. Describe the gameplay. Describe anything. What are the upload’s flaws – why didn’t you just give it a 10? What could have been improved? What are your personal thoughts? There are ever so many things you can add to a review that make it more supported. ~Violet)[This review has been edited by Violet CLM]
Okay, I am going to review this level, I thought: Wow, an eight from BlurredD, so why shouldn’t I review it?
First impressions: This is a CTF level created by Superjazz, and I am sure it is the best CTF level from him ever.
GAMEPLAY: This is a symmetrical level, and it’s quite big in the length. There were some tubes which prevent dead ends, although I saw small dead ends somewhere, but it doesn’t matter too much. The level has a good spring placement, and it’s kinda easy to get around. The level is very open in the middle, but the sides of this level have enough space. It looked like the level doesn’t have a complete border, but it has. This is always needed, because a level with no complete border causes a flag bug, which is very annoying. Anyway, the flow of this level is kinda good, and the level isn’t too hard to learn, although there are some secrets here and there.
Conclusion gameplay: Good spring placement, flow and a decent layout, which is very open in the middle. The level is not hard to learn, but there are some secrets here and there.
EYE CANDY/TILESET USE: This level’s eye candy is nice. There was alot of eye candy in layer 3, and 5,2 and 4 had many eye candy too. I liked it. The tileset was good used, it was just nice.
Conclusion eye candy/tileset use: This level has nice eye candy. The layer and tileset use was good.
PICKUP PLACEMENT: This level has not too many ammo, but it’s okay. What was there, were good choices. There were fast fire, 3 on each side. There were 3 power-ups, and the placement of them was good. There is a bouncy pu at the left side, with the rf pu at the other side. The seek pu placement was average, but I don’t rate it. There was no gun9, but that doesn’t matter, because the level doesn’t need it I think. The carrot placement was alright, there is a +1 carrot at each side, and 1 full energy in the middle, and there is a seeker pu somewhere above it. There were some crates too, but there was only 1 at each side and I saw one in the middle, above the full energy and under the seek pu. Anyway, the pickup placement here is nice too.
Conclusion pickup placement: The level has not too many ammo, but the ammo placement in the level is nice placed. There were some fast fires and crates, and 3 carrots, which is good for the size.
ORIGINALITY: The tileset the level uses is kinda underused, but I only saw one CTF level with this tileset. The level’s music sounded kinda scary, but it sounds nice. The seeker pu placement was kinda original, but nothing special.
Conclusion originality: This level is original, the music was kinda nice, and the tileset is under-used for CTF levels.
FUN FACTOR: This level has not a straight way to the base, and is kinda open, like I said, but it’s decent. There are 2 openings, and they both lead to the base. This is more fun.
Conclusion fun factor: The level is open, but not a straight way to the base. There are 2 ways to the bases, that’s better.
Conclusion level: A nice level by Superjazz, with a good gameplay, nice eye candy, and everything else was good too.
Others: Host this: Yes, occasionally.
Download: Yes.
Final Rating: 8.
- DarkSonic of XSÐ, CC and XLM was here -
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