Pier 47 is a decent ctf level using the beach tileset. It’s a definate improvement over bulldog’s previously released level, but has some major problems which could have been easily avoided with some pre-release testing by various people.
Contrary to the previous reviewer’s opinions, I think this level looks pretty good. While the background is rather bland, the decorations on layers 5 through 2 are well-done. The level has it’s own look; you cannot easily confuse it with another CTF level using the beach tileset. The level looks distinct, and that is something creative eyecandy should be used for. This is certainly not an ugly level.
The layout of Pier 47 is good and unique. The “main” area of the level is a rather wide-open top area, which contains the bases: the red base in the top left and the blue base in the top right. Underneath that is a more enclosed section of the level, which contains all of the powerups and most of the ammo. There is one large dead end down there, containing a bouncer powerup. The dead end is not badly placed, and is not useless, but it is very big. This makes getting the bouncer powerup a bit too dangerous, considering that it’s not the most valuable weapon in the level. The rest of the layout is pretty good, and that one bad spot does not ruin it. There is a rather strange empty room in the bottom-left regeon of the level, but it is useful to hide in. It does not detract from the gameplay.
Other powerups are toasters, blaster, and RF. All of them are well-located. Floating ammo is sparse, but there are several barrels and crates scattered throughout the lower-interior. These provide a good supply of ammunition, although they may create framerate-lag after half an hour of playing or so. There is virturally no ammo in the upper area of the level, and there is none near the start positions. This is especially true for the area of the blue base, which is totally devoid of any pickup. Ammo placement in this level needs work, and would be the worst aspect of the level if not for one other thing…
There is no carrot in this level! That just doesn’t work for CTF. An injured player might as well just rejoin to gain health, as that is the only way to do it in this level, aside from death. Flag holders cannot hope to live long, and players can’t hope to get the flag without standing a very high chance of living more than 2 seconds. I am all for intense gameplay, but having four powerups in a level and not even a 1h carrot is just absurd. If this level could be redesigned with a carrot somewhere, the score of this review may improve by a whole point. This is a very significant problem, and when I found out that there was no carrot, I was quite startled.
There are also a few other flaws. There is one area near the bottom-left which is easy to get stuck in, and there is a single player level start near the red base. Single player starts are used by both teams, so sometimes I found myself (a member of the blue team), spawning right at the red base. That is a very unfair advantage. Another “bug” in the level is a semi-invisible platform which can only be accessed by jazz or a skilled spaz player with powered up RFs. This could possibly be an intended platform, but I do not like it.
Moving around in this level is faily easy, but there are a few difficult spots, such as near the red base. It is easy to unintentionally go into a certain tube near there, which is frustrating because it carries you a few seconds away from the red base. A few springs don’t carry you high enough, and it is a little difficult to reach the location of the blaster powerup. In terms of playability and flow, this level is average.
Overall, this is a level that could have been great, but failed to provide a few key things. It has a good layout, looks good, but the rest is just average — and it has no carrot. I’ll give this level a 7.0, which means I think that it is above-average, but not good enough to host in my server or use in JDC.
Keep making levels, because I can see a serious potential in you. Your levels continue to improve with each of your releases, and I look forward to seeing your next one.
A pretty nice CTF level, except for the background, which makes it look like you’re inside a giant, poorly built cabin flooded with sand. Aside from bad eyecandy, it’s pretty good. Download if you don’t mind the background.
No. That’s probably Pier 1. I wouldn’t name a level after a store.
A fairly good CTF level, it just needs some more eyecandy. Isn’t pier47 a
clothing store?
I would definately call this an improvement over your first level. This level is a quite small, simple level in the tubelectric tileset, which is basically of average quality. Electrical Battle Zone is excellent as a second level though, and it does show that thought work was put into it. It’s not one of those horrible, sloppy levels which suck to play in, like most first or second levels are, although this level has a couple of problems.
I would first of all, like to point out that the powerup and carrot placement is rather poor. Instead of scattering them about the level, there are 4 powerups (and one strangely placed fastfire) all next to each other in the same area. There is also a full NRG carrot in close proximity to them. The full health carrot isn’t a bad thing to have, but since it is near the powerups, that area of the level is overly important and will end up having masses of people “camp” there. This can be a good or a bad thing, but it’s generally not good because the rest of the level won’t be used at all. The layout is fine, although nothing outstanding, and it is fairly easy to get around the level. I like the ammo placement in this level, and although there is ice, an ultimately useless weapon, it’s professional-looking. You might not want to put food in your next level though, as a lot of players don’t like the sugar rush song. Many people play jazz2 with music turned off, so they can listen to their mp3 playlist while playing. Getting a sugar rush basically makes the songs sound horrible. I’m not taking points off for food though, because it’s a personal opinion and would be rather biased for me to deduct points.
I have not played in this level online, which I really should have done before I reviewed this. Luckily, it’s a simple level, so I can already see how the gameplay will work out. In a large game, like I already said, players will probably crowd in the top area which contains all of the powerups and a full health carrot. This level is not good for 1 on 1 combat though, because the full health carrot respawns too quickly. I reccomend this level for four players at the most. Any more and you will start to see “cluttering” in the top area.
This level looks a little bland, although it isn’t ugly. There isn’t much variation in the tiles for the most part. Eye candy is definately an area of level making you should work on, but it’s a good sign that you used this tileset properly. This level only has a 2-layer background, but it’s at least not ugly like some things this reviewer has seen. Some advice that I have is for you to use more tiles in the level, and to use animated tiles where possible. Look at the single player levels and ones other people have made, and look at how they arranged the tiles. That’s usually the best way to make a good looking level.
You definately have potential in you. I think you should make more levels, and keep taking suggestions from everyone you can. Most people are either bad level makers or good ones at heart, and the good ones usually take a couple of tries to make an outstanding level. Very few people make “average quality” levels (such as this one) more than a few times. They usually make them when they are half way to becomming a good level creator. Good luck with future attempts.
This level gets a 5 out of 10 because it’s a decent attempt with a couple of problems that can be avoided in the future.
HoLLa! HoLLa!
UM….ok…newbie….I can tell that you are a newbie if you rate this level a 9.0!
LOL man get a grip….anyway JJ Tublear…..I think about a 2 MAN…..GIVIN’ CREDIT TO THE NEWBIE HERE….MINE WAS WORSE THAN THIS! =p PEACE OUT!
-Jman
Newbie thinks level is great! But he rates it extra good anyway, because Newbie is feeling kind today!
(Trafton is removing the rating, as Trafton thinks that this rating is annoying. Trafton also dislikes it when people talk about themselves in third person. -Trafton)[This review has been edited by Trafton AT]
Ooh! No layer three so it looks cool out the windows! 1.5 for that!
1st 0.5.
All of the stuff I kept that JJ Tublear said: 0.0
Overall: 2.5
Your 1st ehh, not too bad. But you made several mistakes, which i’ll help you fix. So right now i’ll have to give a low rating, i’ll increase it after you fix the level.
-Level too small, increase the size of the level, and remember not to make it Linear (going in one direction).
-Too much of the same weapons, lower the amount of weapons you have.
-Spread out the weapons throughout the level.
-Eye Candy needs improvement, look at the levels: Castle1, & Battle1. Use your Eye Candy like how they did or be creative!
-Lack of tiles, try to use as much tiles in the tileset as possible.
-Event shortage, add more events! You can use stuff like food, powerups, but don’t use shields!
-No start position, that’s a problem. Place the event ‘MP Start position’, or you’ll get an Access Violation in Multiplayer.
-Filename way too long, just rewrite the filename (not the level name).
-Don’t put an official level as your next level, instead link the level up to itself. Type in (your rewritten filename) in the Next Level box of Level Properties.
Alright that’s about it, good luck at improving! Ok Jman I guess I was a little low then a 2.2[This review has been edited by JJ Tublear]
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Eat your lima beans, Johnny.