A very impressive map, fantastic, very big with large spaces in some areas however it is quite easy for me to get lost. In my opinion it is a nice map, definitely recommended.
A futuristic vision of how much better our cities could be. Efficient yet cozy apartments. Progressive zoning laws recognizing the utility of mixing residential buildings with cafes, optometrists’ offices, and fireworks. Spacious, scenic sewers. Neighborhoods navigated with rocket jumps instead of noisy, dirty, dangerous cars.
Central Park’s a big level with lots of paths, but with all the long-range powerups and ammo around, you can expect to roast and get roasted pretty fast anyway. Cool all-directions gameplay in the center, with the carrot and powerups being tempting but difficult to control, and the bases are also vulnerable to long-range attacks from several directions.
It’s a Loon level, so of course you can expect lovely visuals with inventive tileset edits. The park and buildings are nicely rendered, with lots of neat little details and color choices that distinguish them from every other town level, and a few simple additions even breathe new life into Colonius’s sewer tiles.
Be warned, this level has a very demanding script (every pickup has a custom behavior to prevent being shot down), so you’ll need a fast CPU for the best experience.
"Gorgeous" is a great word from minmay for this, but the other word I’m leaning toward is "natural." It’s easy for CTF levels in particular to feel very deliberately crafted, to maintain balanced gameplay—which is not itself a bad thing, as the crafting can produce very elegant results—and this is not that. Nor is this the opposite extreme where a level is completely devoted to being a picture with zero concern for playability. Instead Timberland somehow achieves the impossible of an asymmetrical, playable, utterly natural level to which nothing can be added and from which nothing can be taken away. Alcoves and slopes abound throughout the map. Powerups and ammo are sufficiently out in the open to seem as if they grew there naturally. The tileset—the truly incredible conversion work, blending Diamondus and Inferno to an impossible degree, with a perfect palette—is so organic that it is often difficult to believe the level is composed of tiles at all. The grid is invisible, the walls full of what looks like they must be nonce or bespoke connections. An absolute delight to play, an honor to experience.
Gorgeous visuals, plays very well, it even has a command to stop the color changing for those who might find it too distracting.
Amazing stuff.
Very nice atmosphere, interesting tileset mix, fluid gameplay and suitable for 1v1 and 2v2. Totally recommend
Gorgeous looking level. You somehow made a Diamondus/Inferno wall mashup look so natural that I didn’t even consciously think about it when I first played it. The large crystals from Ceramicus in the foreground do look a touch out of place with their lack of detail. But that’s more than made up for by screen-filling parallax background layers that give the sense of an expansive landscape behind the sprite layer – moreso than any other JJ2 background I’ve seen.
In gameplay, it’s a traditional CTF level and wears that on its sleeve, no wacky gimmicks. But I always like when levels are asymmetrical and I always like when carrots are placed in out-of-the-way areas, and this level has both of those things so I like that.
Besides, there’s next to nothing to actually complain about here: balance seems good, the level flows pretty well thanks to extensive usage of One Way events, and both flag bases are interesting to approach and defend.
Definitely looking forward to seeing more, and being doubly impressed if you do pull out another great level within 23 days!
love the atmosphere and the good level design
Loon brings us yet another party-sized epic. Strictly for larger games of no less than 5vs5, so best saved for special occasions. There’s some rather inventive things done with the tilesets, and on the whole the level looks dang impressive (but is worth noting that you may experience some framerate issues unless you have decent PC specs).
Featuring two of the strongest powerups (Seeker and Roller) and not many safe places to hide, the gameplay in this level is ferociously fast paced. It may not be to everyone’s taste, but will be a refreshing change for some. The theme of the level is realised well and suitably complements the gameplay style. Give it a go if you’re after a thrill!
This psychedelic level made me crazy to vote 9.7/10
Nearly Hyped
I recommend to download this!
Nice level, this gave me inspiration for other levels
This is another large, high quality battle map by Loon, which offers a very comfortable gameplay that seems to be influenced by various other famous battle maps, like Wilderness, Virtuosity or Fall Era (though correct me if I’m wrong). The level is also visually pleasant without any distractive graphics. Btw the level looks funny in guide.mut.
Quite the spooky level! The theme is executed solidly, making effective use of elements such as the bloodstains and the noose without being overworked. I also really like the way the buildings are layered in the background. The layout is well-constructed with areas that feel distinct from eachother in terms of gameplay and visuals.
Nice level Loon! I really like it, however I modified it with a little help from MLLE by changing tilesets and adding one extra BG layer and texture BG, and added custom weapons, also, I kept original music.
8.5/10
Download recommended
Absolutely sublime, my favourite level of 2019 by a long shot. I especially love the integration of the Oasis and Aztec2 elements, greatly enriching the Islands tileset. My only slight complaint is I find the bottom area feeling a bit lacking compared to the rest, but if anything that’s a reflection on well designed everything else is.
Really fantastic use of one of my favourite tilesets!
Also, pretty fun layout, particularly a fan of the right-hand side.
Definitely suited for higher numbers of players.
From contest feedback:
+ Interesting layout with a few influences from other levels
+ Much room for skill moves like RF-climbs
+ Balanced with both open and closed areas
- Fairly peculiar flow, hard to get used to
- Feels sometimes a bit cramped with the ceiling scenery, especially in the middle
- The top area of the level feels a bit redundant and isolated
/ Playable in 3v3, not sure about 2v2
Not rating it, because we’re in the same level group.
Copy pasted from contest feedback, note this is rated on its suitability for 2v2/3v3
+ Visual appeal
+ Very fun & unique Full NRG area
- Some incredibly awkward start positions
- The bottom section of the level feels rather disjointed at parts, similarly, some ammo at the bottom feels very time consuming to collect (namely seekers)
- Top section feels a bit isolated, I personally didn’t have issues with it in 3v3s, but in 2v2s it felt pretty much a defensive haven
Other comments:
I recommend for 3v3, although I would need to test this further in 2v2 to really endorse it for that too
Some flow (particularly at the bottom) can feel very odd and take a lot adjusting
I do like this map, and have rated it higher than others (that I voted for) because I feel like it has a better finish, but felt it wasn’t as suitable for ladders etc
One of Loons best levels and together with Byzantine Blues the best entry in my opinion. I thought it might be a little too big for 2v2’s at first but I take that back. Well done!
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