This level was great. It uses a good tileset and it was very good for a that sized level. I cant say a con about this level. Only pros. The ammo placement was very nice. It uses power-ups which is needed. And it uses good eyecandy in the sprite layer. And good background in layer 5,6 and 7. It was good playable and it had a few secrets. Gameplay was very good too, it uses some vines and that stuff. You`re doing it good snooz or snooz the great, You become a good level maker which I hope to become too.
now the rating: 7,4.
I changed the rating…
The second level didn’t seem to change too much, so I’ll just mainly review the first one since I already reviewed the second.
Dark forest terrain
GAMEPLAY: Almost close to balanced. Bumpy flow. Too cramped in places.
EYE CANDY: Somewhere around average. But annoying lighting.
CARROT PLACEMENT: Full energy carrot in middle top. Decent.
AMMO PLACEMENT: I’ve seen worse.
HOST THIS OFTEN? Nah. Like once.
Overall review: Dark forest terrain isn’t a bad level. It’s just not great either. It reminds me of a bad version of Slab Ratz in a way. Players will be able to get around, but the flow could be much smoother and less restricting. And I’m not sure why players have to hit the crate for the fast fire. It seems to be pointless and just another thing that gets in the way. As for eye candy, I hate the lighting in it. It looks bad in 16-bit and worse in 8-bit. I know the lighting is needed to make the name of the level make more sense, but a darker forest tileset would have been a better idea (yes, there are some somewhere). Also, in 16-bit, the bright pink BG is a bit distracting and annoying. As for carrot placement, I suppose I can live with it, although it could be better (and I’m mostly referring to its nearby surroundings). And ammo placement is so-so. As with Snooz’s strange universe, the only thing I see that change was the thin border at the top. It’s not the biggest fix, but it helps. For my rating of this pack, I have to give it a 7, just because. I feel delusional…
BTW, these two levels don’t loop too well. And your description confuses me.
And now, more CTF level reviewing fun. Joy.
GAMEPLAY:
There still seems to be not much of an improvement with flow. And once again, the left side has no easy route up. And to no surprise, it has an unbalanced layout and various areas which may tend to slow down players. This level seems to have a few more useless things like the tube near 24,34. I’m not sure what it’s for, but there isn’t enough reason to use it, plus it might be safer to avoid it. Also, there’s the same start position for each team again, which of course doesn’t help with the balance. Furthermore, the top edges of the level need some border tiles (you SHOULD know why by now), and the bases are placed in the same boring way as in the last level. Please do something different next time. Thanks.
EYE CANDY:
More or less average eye candy. I can’t complain too much, but it is just average. Perhaps TOO average (except for the BG which is almost different but not really). Hmmm.
CARROT AND AMMO PLACEMENT:
The carrot placement is somewhat better than in the last level. And I could almost live with the ammo placement this time. But this level does use the bouncer powerup as its main powerup once again. Argh.
HOST THIS OFTEN?
I still can’t say you should. It feels like these last few CTF levels were made in under a day or something. I’m giving this a 6.7 since I’m not entirely sure of what to give this. What an annoyingly short review I made. Bleh.
Medium sized? Maybe. Really worth a download? The rating tells all.
GAMEPLAY:
This level has some flow but not much in it. At a glance it doesn’t look too balanced and after playing it for a little bit, it still looks unbalanced. Is there a way to get up on the left side of the level? It feels as if a spring is missing. If there’s a blue spring on the right side, why not on the left? There is one way up, and that’s by jumping through the bridge although it is spaz biased (I can visualize jazz players complaining about the unfairness at this very moment). And about that blue spring on the right side, if a player was to jump on that spring an go far left, he/she would have to double jump/copter to make the platform. The ground tiles at 66,35 should have been extented a few more tiles to the right (not that this alone would save the layout, but it’s the little things that help). Other than that, there’s the wide open area on the right side and the closed up area on the left. This isn’t the worst thing, but it certainly could take away from gameplay. Also, the bases seem to be placed too closely together. It feels like a dull dueling level. That means “medium sized” may be an inaccurate description of this level. But at least the start positions are better than the last time, except maybe for maybe what I presume to be a Jazz start position. Use only MP positions unless a neutral start pos somewhat in the center is desired (I really recommend this, though). Too bad that’s not the only problem. In short, general gameplay could be a whole lot better.
EYE CANDY:
The eye candy isn’t bad for a Diamondus level—four years ago. It’s decent, but after seeing like a billion Diamondus levels, it’s nothing too special. OK, little bit different (by the smallest margin), albeit not enough to make the eye candy above average. It may help to use top-notch tilesets.
CARROT AND AMMO PLACEMENT:
The full energy carrot is placed closer to the blue base, while the bouncer powerup is closer to the red base (all in the bottom area). Could be worse, but I don’t like it at all. It unbalances the level a little bit. The ammo placement also isn’t as bad as it could be. I just don’t like it too much either. It also doesn’t look like it was distributed well enough. But do you know what I hate about this level the most? NO SEEKERS. What is with that? Too afraid of seekers? Are you worried that seekers are too hard to dodge? Wimp. The bouncer powerup was the only powerup once again. Nice variety. Not that a seeker powerup is really needed, but at least include seeker ammo. Sheesh (great… You just had to make me say “sheesh,” didn’t you?).
HOST THIS OFTEN?
Don’t, or else. My review tells all. 6.5 and thanks for trying.
sorry, you said PACK?
1 level is not an pack with whan bonus.
i think its just whan level ( i reviewd already strange universe! ) ( I think +D )
but ok. yor levels ar very better then first!
so i give you an 8.2
well done Sñøøzzzzzzzzzzz
Yeah, i must say that if you downlaod this then also review this.
its good
First whan thing: The red and the blue ar very close to eachother. The rest is good, good eyecandy. ammo placed very good.
and the rest is ok ( only the bases)
Rating from me an 8
What BlurredD said, basically, but I think the eyecandy is pretty neat. ;p There is biasing, which makes it good, and the gameplay flows okay. It could be better. The idea of making a hotel that you play CTF in is very original.
What’s with all of the CTF levels all of the sudden. Hmm… I shouldn’t complain too much. At least I get some CTF levels to review after that long void. In any case…
GAMEPLAY:
Let me start by staying this: as far as large goes, this is only medium sized. The main thing that keeps this level from being small or even close to it is its general layout. It has the same layout style as “Snooz’s strange universe” except it doesn’t work nearly as good (bricks weren’t meant to be used like this. read more in eye candy section). This level also seems to have a little less flow than the last level and I’m not liking all of the platforms. There are still deadends and unneeded places here and there. And places to get stuck in walls (incline tiles often don’t mix well with walls in certain situations). There are also some balance issues, such as the red base is placed much higher than the blue base (this almost always causes balance issues). And I noticed there was the same single start position for both teams. Team based MP start positions will be needed to make a better CTF level.
EYE CANDY:
I can’t say I like the eye candy much at all. It reminds me of the eye candy in “Snooz’s strange universe” except it doesn’t look good at all. The bricks look bad as one-tile high blocks floating in mid-air. Also, the background didn’t need to be mirrored. It tiles horizontally well enough. And the 4th layer background tiles are too sporadic for my liking (and I’m assuming you can figure out what I’m refering to). Work on eye candy more next time.
CARROT AND AMMO PLACEMENT:
Well, there’s a full energy carrot in the middle. Nice to know some of my advice was taken. The only problem is it’s way too close to the blue base (which wasn’t even placed well in the first place). Ammo is still scarce and often in the worst places (I forgot to mention this for the last level). And finally, there are powerups. I presume there are three of them. There are 2 bouncer powerups, and in a level like this, that just makes it nearly unplayable. A bouncer powerup is often a bad choice as the only 2 heart damaging powerup—especially in a level like this. Also, one of the bouncer powerups is too close to the electro blaster powerup. But after saying all of this, I don’t think I’ll find anything else which makes this level much worse.
HOST THIS OFTEN
Probably not. Obviously this level isn’t too strategic or much of anything for that matter. This is a 6.5, but keep trying.
good level. it’s a big level. I don’t see anything wrong with this level.
(Rating removal. Please provide a longer review. -Trafton)[This review has been edited by Trafton AT]
Yéáh Sñøøz Dís Lévél Wás Gøød Mayby Tø Shørt Bút Øk!
This is a good level. Nice size. This could be made a liitle bit bigger then I would give you a higher rating. I give this a 8.2
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