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!
Ivankiv Raion, the nuclear reactor gone critical.
Eyecandy:
The eyecandy is very original, and it actually feels like you are playing a match in the middle of a meltdown. While the map is symmetric at some points, in general it is not. The tileset combination is also quite unique and offers some great never seen before visuals. The music fits the map good enough too.
Gameplay:
As mentioned in the description, the map IS large. Atleast recommended for 5v5. Custom weapons are also present and fit both the theme and gameplay well, while none of the weapons feel overpowered over the other, with the exception of the powered-up bouncers at certain points.
Rating:
The map is great, as mentioned, for big matches or events. The layout and style this map offers is quite unique and while there are custom weapons presented, the gameplay doesn’t differ that much from other maps which I like. Download recommended? Absolutely! While there some small minor things I like less(personal), the map is unique and can also be inspirational.
A very strong level that was tremendous in the bash. I particularly like that every part of the level feels quite different and that the level makes great use of space without forcing anything.
My only concerns are towards the lower half of the level, although probably personal nitpicks.
Very inspirational level by Loon with stunning visuals! The different tileset parts combine here smoothly, giving the level a very unique and epic atmosphere together with the music choice!
There are a few issues pertaining to over-shooting springs and some questionable balance, but this is an all-around solid ctf level, with a few rf-climb tactics etc. This is one of the best jj2 ctf levels I’ve ever seen.
Quite an impressive level visually, although the amount of detail in the sprite layer background may be a bit overstimulating for some. The layout is well constructed and feels more like a collection of areas rather than random platforms or tunnels, with a good variety of open and more enclosed areas. Pickups are well distributed. D/L!
Very impressive layout and outstanding eye candy, especially if you consider that it was all done in only 4 days?!
Great layouts and rich eyecandy. I like them all but Riddlehamhope hall is my favorite.
I’m going to briefly review each of the levels in this list:
Coagulation:
One of my favorite big-ctf-games level, aesthetically looking, especially the sun, the bases areas and mid-upper section are cool, and awesome music!
Sidewinder:
I like the tileset as it’s not used so often, eyecandy/BG is good. However I think it would be more fit to be a battle map rather than a CTF as the roads are kinda confusing for a CTF map and it gets easy to go astray.
Zanzibar:
Cool layout and theme, espiecally the ship in the background, the flying carrot and the pickups at the top are a nice addition too. Definitely one of my favorite CTF levels using this set.
Eden:
It has bubbles which automatically makes it a good map .A fast paced CTF level. Cool level theme, layout is great, would definitely play CTF matches here
Valhala:
A fun level for medium/big games, especially the bottom area.The stun gun is original and cool (but might irritate some sensitive players). Layout flows good.
Gephyrophobia:
A HUGE level, definitely fun to play in, you might get lost in its vastness, but it’s not a problem, since bubbles weapon fixes everything :)
Adrift:
A gloomy city, played many times here, recommended for large games, It’s good overall in terms of layout and eyecandy. Though I think the other battle levels in this pack are better than this one.
Riddleham Hope Hall:
A rainy castle surrounded by lakes. Fun level for medium sized games (possibly big too), I always like Castle themed levels, including this one of course. Water area is nice too.
Djibouti:
Definitely a unique level as it’s the only level I’ve ever seen with this tileset. Great layout, nice river at the background and the water at the bottom is pretty shiny.
Overall this is a great pack and it is clear that lots of work has been put into it. Download recommended.
None of these levels struck me as being very solid or classics, especially because of Adrift’s confusing one-way/non-one-way platforms and Sidewinder’s questionable flow, but they are still very impressive in most aspects and very fun.
I’m not a fan of the campy placement of the Seek PU; otherwise this is a decent level with a rather surreal theme. Visually there’s some interesting ideas going on although it does look a bit contrived in places. The layout seems to work better as a CTF level as it’s more or less semi-symmetrical. I like how the base areas are designed.
While the level may be a little on the large side when it comes to duels, it’s an excellent level for small TB and AYCR games. For the most part the level is well designed and fun to play. The flow is a bit tricky in places but it can be adjusted to. This level has the kind of impressive visuals that we’re used to seeing from Loon by now.
Scumbag Loon: calls level “Waterworks”, doesn’t recolor the toxic liquid blue.
A pretty good level pack with a few really good levels (Colonial Castle Ruin and Delta Halo) and a few good levels with some interesting ideas. For example I like the tileset usage in Far From Reality. Snowy Slim Shore is a pretty good level with some good eye candy. Unknown Ruins has a pretty simple layout that reminds me a bit of my old levels.
Ehhhh…
The download file doesn’t work. You should re-upload this.
Please don’t add full stop characters to zip filenames. J2O can’t handle such things properly.
Whenever I try to open the file is get something like “the compressed folder is invalid”.
Luckily I found the new version of the level in my cache, but that doesn’t mean it shouldn’t be fixed.
@ cooba, I know how to use JJ2+ in 2013. Too bad that I started working on this map in 2010 or so. I do know that I could have changed the water and lighting more easily. But this level has a script only for the water palette.
Nice big map with a decent layout, the eyecandy is a bit lacking though.
Jazz2Online © 1999-INFINITY (Site Credits). We have a Privacy Policy. Jazz Jackrabbit, Jazz Jackrabbit 2, Jazz Jackrabbit Advance and all related trademarks and media are ™ and © Epic Games. Lori Jackrabbit is © Dean Dodrill. J2O development powered by Loops of Fury and Chemical Beats.
Eat your lima beans, Johnny.