RecommendedQuick Review by cooba

Posted:
26 Oct 2013, 11:16 (edited 26 Oct 13, 16:09)
For: Multi-Layer Level Editor (v2.19)
Level rating: 9.6
Rating
9

Lots of cool stuff that I’ve always wanted to see in JCS ever since I started using it (12 years and counting).

EDIT: Removed what was a bit too harsh.

Review by cooba

Posted:
25 Oct 2013, 13:34
For: Darkrustic Jungle
Level rating: 7
Rating
N/A

9 years later: I realise the title means “Dark Wood Jungle”

RecommendedQuick Review by cooba

Posted:
20 Oct 2013, 12:33
For: Ozymandius
Level rating: 9.8
Rating
10

Barrier shattering, record breaking. Incredible all around.

Review by cooba

Posted:
13 Sep 2013, 15:00
For: Afrikaans Language File
Level rating: N/A
Rating
N/A

reg ;)

RecommendedQuick Review by cooba

Posted:
5 Sep 2013, 17:54
For: Jazz Jackrabbit 1 Final Boss music
Level rating: 7.8
Rating
7.5

Sounds pretty cool.

RecommendedQuick Review by cooba

Posted:
23 Jul 2013, 13:11
For: (battle1)/2
Level rating: 7
Rating
7

Clever and cute.

Quick Review by cooba

Posted:
11 Feb 2013, 12:16
For: My first levels with Angel Script
Level rating: 7
Rating
6

To be honest, I didn’t like either all that much since I think giving monsters more energy makes the game boring, and not harder. The palette manipulations (especially in River Secrets) are very pretty, though.

Review by cooba

Posted:
6 Dec 2012, 19:46
For: Rat Race
Level rating: 8.7
Rating
N/A

Finally a level in palette D!!!

RecommendedReview by cooba

Posted:
12 Nov 2012, 09:04 (edited 19 Jan 13, 15:35)
For: Starlit - CTF
Level rating: 8.3
Rating
8

Starlit may not be Starlit Summit, but it’s still a pretty decent CTF level with an oldschool feel – the music and tileset (good choices on both!) are right from the past decade, and the asymmetrical layout will remind you of 2002’s biggest hits as well.

Unfortunately, it has some flaws or otherwise weird things about it. First of all, I don’t get the point of the platforms in middle top – once you get on one, you can just sit there safely, since there’s no other way of getting to the top than the vines. Besides, it’s easy to access the full carrot from both places, so even if you managed to hit the camper, they could just run away and heal (with this look on their face). In a duel, where you have no teammates to take the hit for you, this would be a big problem. The bottom area is a nice place for the two +1 carrots and it has cool flow, but putting a gun9 powerup there is a bit of w wtf moment, since gun9 isn’t even all that useful here. And even if it were, there are still ammo pieces of gun9 flying around, so hogging the PU makes no sense. The tube at 42,57 is kind of useless, since it’s just as fast to reach the PU from the right by the springs and above. Also, no ammo at 48,53?

The full carrot really looks like it should be on the ledge at 54,33… but that’s picky.

Overall, it’s a nice level, but needs some fixes to be a proper good level. And as there was no beta testing, the rating will perhaps be edited at some point. :)

EDIT: That’s better.

EDIT2: Raised the rating since this is such a bunch of fun to play.

Not recommendedQuick Review by cooba

Posted:
20 Oct 2012, 11:54 (edited 27 Dec 17, 12:19)
For: minmay's Dream
Level rating: 1
Rating
1

Totally pointless.

WTF is with the other .j2l file included?

Quick Review by cooba

Posted:
15 Sep 2012, 09:38
For: Homemade Levels Pt. 2
Level rating: 7.2
Rating
6.5

What it says – a small Labrat romp. Decent overall.

Review by cooba

Posted:
24 Jun 2012, 22:33
For: Friendly test
Level rating: N/A
Rating
N/A

Massive props for using this music!

Review by cooba

Posted:
13 May 2012, 18:01 (edited 13 May 12, 18:50)
For: Perfect Battle Arena
Level rating: 9
Rating
N/A

Lithium: Fair enough, I didn’t notice that.

RecommendedQuick Review by cooba

Posted:
31 Mar 2012, 12:39
For: After Apocalypse
Level rating: 8
Rating
7.7

Quite decent.

RecommendedQuick Review by cooba

Posted:
13 Feb 2012, 11:51
For: [SS3] Rotate 180 Degrees
Level rating: 7.9
Rating
7.2

Clever but lacking. With such a name and a custom tileset you could have done much more than a nondescript industrial level (even if the tileset looks decent).

Review by cooba

Posted:
12 Jan 2012, 15:24
For: Resurrection of Evil Episode 1: Time Lapse
Level rating: 8.4
Rating
N/A

Dude if you’re using a TSF only tileset in a couple levels then it would make some sense to mark the upload as TSF only, I think.

Quick Review by cooba

Posted:
11 Jan 2012, 17:24
For: JJ1Tubelectric
Level rating: 8.3
Rating
5

Missing tiles, miscolored tiles, no black tiles at all, pinball events broken, lazily converted animations, lots of filler, ugly textured background. This set didn’t age very well I’m afraid! :(

Review by cooba

Posted:
29 Dec 2011, 12:37
For: BUT ENOUGH TALK! (Another OLC Battle Pack)
Level rating: 9.3
Rating
N/A

Crimi: It’s supposed to loop to the first level: http://www.jazz2online.com/downloads/3195/olc-battle-pack/

Review by cooba

Posted:
17 Dec 2011, 16:37 (edited 17 Dec 11, 16:39)
For: Crystal Caves
Level rating: 6
Rating
N/A

Some good eyecandy ideas all around (I dig the waterfalls), shame that the level looks rather amateurish as a whole (very repetitive tile work on the bottom and in the indoor backgrounds). Why put a black tile on layer 7 and then a textured background on 8? Beats me. The ambient lighting is a tad bit too dark. The music wasn’t too bad but the sample quality was grating (and also loud).

The layout doesn’t look like a lot of effort went into it. I can imagine dueling here would be boring. I was hoping the Devan shrine (which I mistook for a well) would have some use, even as just another way down. With no powerups, little ammo, and no room for using special moves effectively, it’s going to be a slow game. I recommend studying Moonlit Harbor and Triton Armory to see how to make a duel level. Can’t quite pinpoint a rating.

RecommendedReview by cooba

Posted:
30 Nov 2011, 20:30 (edited 7 Feb 15, 13:22)
For: Frontier Falls
Level rating: 9.1
Rating
10

When playing this level, it’s important to take a look back at FawFul’s history as a JCSer. His J2O downloads page is like a cliched rags-to-riches story: starting with plain bad levels, slowly moving through the beginner phase, which then culminated in the largely hit-and-miss Planetary pack (my rating: 7.9); and finally moving onto his most recent work such as Wicked Wood, one of the most played levels on the jazzjackrabbit.net clan ladder, Faw’s evolution couldn’t be more obvious. And it doesn’t just end there, as Frontier Falls is at another tier of levels entirely.

While other level makers only theoretize about creating a perfect CTF level, Faw wastes no time and goes for it. CTF, being a gamemode treated more seriously than the others, has its own standards, and thus perfection, or being close to perfection, is very much possible. Is this level balanced? Yes, it’s nearly impeccably balanced. Does it flow well? No flow problems are to be found, everything falls in place. It’s neither too enclosed or too open, and neither too horizontal or vertical. Is it biased? All three characters have their own ways to shine here. Is it versatile? While intended for duels (the winner of the 2011 duel level contest), this holds very well in a 3on3 game, and will work in big games and also the bash.

Is it original? While it’s not anything groundbreaking on the first sight, there’s more to Frontier Falls than just the usual CTF level. The pit “concept” is as old as SILWI is, but seeing how Faw could have used a death pit instead (which would have killed this level), it’s quite refreshing. No Bouncer or Seeker powerups equals no silly spamming, and you’ll have to do your best with RFs and Toasters (which isn’t difficult, given the layout, but still some skill is required). There’s plenty of room for RF tricks, wall jumps, messing around with the carrots with TNT and Toaster, etc. You’d be hard pressed to find any sort of flaw here at all – this is as close to a perfect CTF level as possible.

Even if FawFul had to use an edit of an edit of the original Carrotus tileset, it’s still the very peak of its possibilites. Faw does the smart thing and instead of using every single tile he could, he sticks to the usual Carrotus eyecandy with some additions, such as the multi layered caves (the patches of black tiles giving more depth), the little holes in the ground with wood over them, etc. Instead of littering the level with carrots and pumpkins, Faw uses them sparingly to provide some small, reddish variation from the green and brown. The swirly, ropey pumpkin plants are replaced with the small grapevines lifted from Psych, to a great effect – this feels much more of a standalone world than another Carrotus level.

And of course, there are the titular frontier falls. While this idea has been done before many times (how often do you play JJ2 online PT32?), it has never been used with such effect before. It’s the key part of the visuals, yet it’s not overbearing or annoying (if you like, though, you can disable it with a JJ2+ trigger command). The waterfall theme makes sense with so much vertical gameplay and falling going on. Because of JJ2’s limitations, Faw had to settle for a less complicated backdrop for the top parts of the level. Some may dislike its simplicity but I love it, it feels very natural. Together with the excellently chosen music track, the eyecandy creates a compelling ambience that I immerse myself in every time I play. I’ve said this several times before and I’ll repeat it again: this is the ultimate Carrotus level. There will never be a Carrotus level looking as good as Frontier Falls again.

This is FawFul’s best level yet, this is XLM’s best release yet, this is the best CTF level of the year and one of the best period. It was worth enduring Faw’s comparatively sucky levels just to see him make this one. Congratulations and don’t stop JCSing!

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