nice lvl, easy to learn and looks quite fun to play
isn’t this included in JJ2+? what happens if both are applied?
took a look at the ctf levels..
city of the snz: rly good
restplace for snz: meh
forest green: could be fun maybe
ancient abyss: awesome music but wtf..
Port changer (use for hosting on different ports):
http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=5254
I also added a TSF-version of thi tiny patch!
i did read before downrating stijn’s review… i don’t see why other tilesets than the original would be relevant for the rating of this one
for the rest i think the screenshots look cool, but i won’t review since i don’t make levels anyway.. maybe that’s why i don’t see why it would have been good to reorder the tiles either
Really easy to learn and very fun to play! I hope to play some fun 3v3s here
Looks like it were singleplayer only
Testimonials:
[13:50:54] [LiB]MavCC: y
[13:51:42] ZetaCC: Nice job tweakin battle3
[13:51:48] [LiB]GryCC: yeah
[13:51:54] [LiB]GryCC: i tweaked it so good it looks like battle2
Jimbob: You’re supposed to play the level, not spy at my 1337 JCS trix ;(
this is cool
Flow and stuff
The level flows nicely – without making it ridiculously easy to move around. There are most often several ways to take, which I see as important in a battle level. I also find the level to be of a rather nice size.
Ammunition and powerups
In the top left corner, you can find a seeker-powerup. Looks like a fun campspot to me, and for that reason, it’s nice to be able to get 50 seekers by kicking it. We all know how addicting camping a seeker powerup can be <3.. atleast this one isn’t by a warp target.
In the bottom left corner, there’s an RF powerup, which you have to stomp, and while trying to get a hold of this weapon, you’re an easy target for any attack. Good, interesting area.
In the top right corner, there’s a toaster powerup, which you, too, can kick. It’s in a rather spacious area where I can imagine myself and my opponent hunting eachother around. Good job.
It’s obvious that DarkSonic placed his powerups with thought, intending to make sure the whole level comes to use in the games played in it.
Regarding the amount of pickups; there’s a nice amount of them. Enough not to render you compeltely helpless when you don’t have any powerup, for example after dying – but not so much that you don’t feel a need to get powerups in order to stand a chance.
Carrots
This level has one carrot, unless I missed some :o And it only gives one heart. This isn’t necessarily bad, and it certainly doesn’t make for any unfairness… It’s just that this means that this level maybe isn’t the best level to duel someone if you want to try to get a perfect score. If you go to the carrot while being hunted, you will die, unless you play with a version of carrotade which makes you invincible for a while after taking it. Caution, thus!!!
Rating
Never rated a battle level before… I’ll think about it.
lol why does the grass kill me hehe :P :P
(No, really, I can’t be bothered to review two battle levels… but it’s definitely worth playing, if you’re into battle. Both his levels are definitely good Battle server material, or bash material.)
Innovation
Flow
Blablabla, the level flows nicely etc etc. This is a DarkSonic level, the flow is good by default. Some areas are spacious, others are not – more about that later. There are warps that take you from bottom to top, of those can be made good use when fleeing, unless you get a warpkill. :* In all, I like the level in this aspect. Learning to find my way around in the level wasn’t hard. That’s a good thing^^
Ammunition and powerups
There is one powerup placed close to the start positions and base of each team. By the blue one, there is a bouncer power up, and by the red a toaster. I’ll come back to those under Base areas.
The third and last powerup is one of seekers. It’s located in the center of the level, and you can only reach it with the copter ears, that you take low below, under the carrot. Taking the seek powerup is complicated by springs. I know from playing this level that hitting people that are trying to take it is evil fun. Needing to take a risk to get hold of such a good weapon is a nice element in a level, in my opinion. It also takes a fair amount of time to do it, which adds even more action to a CTF game, for example when you urgently need to get ready.
There is a nice amount of pickups. The level is designed so that all ammo kinds can come into use. In the more “closed” areas, you can make good use of seekers and bouncer, while the RFs (and to some degree bouncers) become effective when you are hunting in the more open areas. And Grytolle saw that this was good.
Carrots
There are three carrots. Two one heart carrots (to the sides), and one full energy (central placement).
The one heart carrots are place in two one-helluva-tubes (which made me laugh so hard the first time I saw it). As fun of a gimmick this is, this means that people that follow you to the tube start can turn around, run to the end of it and start camping for a fun kill :-D Nice-nice.
The fullNRG can be reached either by RFclimbing (which seems plainly stupid considering the spawntime of the copterears) or by copterears. Taking the carrot takes concentration, which is fun. Yet another risk you need to take. And while you’re at it, someone might follow you and spam you with seekers, or you get shot through the walls by electroblasters. And if that wasn’t enough of a risk, someone might be camping above it. There is a carrot close to it, however – but there’s no guarantee that nobody won’t kill you trying to take that! Yes, I like this area a lot.
Base areas
The bases are located in the bottom corners, and as the level is symmetrical I can save time by mostly discussing just one of them o/.
It’s not easy, but not impossible to stay RTS or R at them – there’s no “safe spots”, atleast not really close to them. As long as you have seekers, you’re relatively safe to attacks… but there is a (hopefully intended) lack of seekers around the bases, which unables you to do this forever. Escaping upwards with bouncers works though, which there is ammo for in the actual base area. There are one powerup close to each base. They don’t pose an unfairness, being different, but they do force you to adjust the way you play. The bases are designed so that both of them can be useful when holding a defensive position of any kind. The areas are rather spacious, which is good for the sake of dodging, but there’s also a tighter passage towards the center of the level, which is nice if you have ammo better suited for that. It doesn’t take long to get to the carrots, but long enough to make you miss scoring chances. This, too is good \o/
Rating
I really have problems rating individual levels today, but let me say like this: I like it, and it seems to really be worth playing.
Panic!!!
This level owns. It owns so much that I attempted to make a “tactical map” or something over it. White arrows are warps. Circles and squares are spawn positions and bases.
Eyecandy
This headline is online here because I really like the eyecandy/tileset!
Flow
lol mby ill fix this when i’m home from belgium
Ammunition and powerups
lol mby ill fix this when i’m home from belgium
Carrots
lol mby ill fix this when i’m home from belgium
Base areas
lol mby ill fix this when i’m home from belgium
Rating
:-D
This level fails. The colors hurt my eyes, the bases are frustrating. It simply doesn’t live up to your standards DS :( It’s nice of course, but not worth playing. Maybe if the bases were less “wtf” and a better tileset was used. It does feature nice elements though, like the camping friendly seeker area. The general flow is very nice too. The problem is that base areas really matter in CTF. Better luck next time :-)
Yay for underrating levels…
Shockwave Sanctuary
I found the level easy to learn, not worse than any other level atleast, maybe with the exception of the coinsystem that took some testing to understand, but once you have checked where the three warptargets, I think it adds some spice to the game. The more coins you have the faster you can score.
Good job on understanding the purpose of the getting-flag system, EM… I dont see why you dislike it though. Many people dislikes camping, and Defence would be the biggest part of camping, also the 3 ways of getting flags are differently fast, and the slowest one allows you to get flag safely.
The turret at base lets you defend against 2 warps so you can give E 1 or 2 hearts. Also, you can always camp warptarget, since most players dont have coins when they A.
The swastika you mention is a good area, since teams have differnt entries to carrot, and the outcome of the sucker is a great place for killing.
Cave Connection
From what I have seen of the pack (played the levels twice or thrice) this is the second best level, after Shockwave Sanctuary.
The carrotarea is good, possible to camp, but hard to. It is risky to go for the carrots but possible. The fact that it is 2 1h-carrots makes it more interesting, and requires good teamwork by telling your teammates how many carrots there are. If you dont teamchat, then it is a hazardry. Also, the fact that there are 2 carrots lessens the chance of no carrots at all due to respawnproblems.
God’s Garden
Not as good as the others but still a nice level, in my opinion.
EM complains about oneways and about seek-Pu in wall. Oneways make seekers effective, but when a precaution is made to lessen the amount of seekers, he dislikes it =O. Personally I think all the oneways are good for the flow and allows you to take more paths than you could without them. And… What’s wrong with seekers? It is the easiest weapon to dodge anyways.
The suckers sort of remind me of distopia, maybe they got some inspiraion there. Anyways, I like them. And the fact that the bases are at the same angle as powered up bouncers go makes it harder to RTS which I find good. Levels like sbv2 can be very annoying that way, when all the flag has to do is standing still at base and shoot seekers in a slow pace.
I dont comment eyecandy, since I dont know how to rate it. I think the levels look ok though. But on the other hand, I think KZ.races are good looking ;) Also, as long as the levels dont look terrible, then it doesnt matter for those who plays. I always play in low detail anayways. Gameplay is way more important than Eyecandy.
Overall I think this is a good pack with 2 really good and original levels and a mediocre one that might lower the rating a little.
I always remove all levels when I install jj2, including their tilesets, so it’s a good thing that you include them just in case. Don’t listen to him.
This program’s best feature would be the level browser, which is awesome, and so far to my knowledge the only of its kind. The rest doesn’t impress me too much. I can even think of a few things I dislike:
- Use of registry.dll, using com-snippets would have made things better, since that wouldn’t have triggered Norton for me
- Listing jj2 servers via mirc-sockets. The server will get delisted if mirc closes
- Not following the policy of not giving out IPs of private servers
- The functionality for bypassing server passwords
- S.I. botname selection. Just make it use a proper “query-packet”… this feature will only serve to annoy players, “rofloloasjhajkshaksj has joined the game/left the game”
- Unnecessary functionality (however I might be wrong about those)Cataphract does however make good use of dialog extensions, and as I said before, the level browser is awesome. I’ve only eyed through the msl-code, and it looks good, however with some double checks.
So in all, if this was just the level browser, I would have given it a 10 immediatly (even if level copying doesn’t seem to work here, from version to version that is). To me, though, the menu is too cluttered, and configuring via a menu rather than via a dialog really sucks because it closes as soon as you’ve made a change. But, since it all is GNU-licensed or freelier, masse thank you, Cataphract!
This gets an 7.5, and a download recommendation in the sense of “you should give it a try”.
EDIT: This script ONLY uses the socket functions to: 1) Retrieve the server list. 2) List a server. 3) Check for updates. 4) Download the updates. 5) Get the list server statistics.
What about the UDP functionality?
What Black Ninja says is only true if the elite is defined as those who opposed this release.
Toxin twister
Looks, high detail
Great. Not overdone.
Looks, low detail
Great^^ Didn’t expect Cooba to put thought into making it work for low detail, but it rocks that he did.
Base-areas
As the level is symmetrical I save time by not having to review two different base situations, yay!
The levels are located close to each other, only divided by a thin wall, perhaps a bit inspired by Zaitox? In any case, this allows sneaky gun9 hits, which is always fun. Staying rts at base doesn’t work for long here, since you will get hit by seekers from the turret/tube, from under or from above, where the fullNRG carrot is a major camp spot, however with lots of space for dodging if the server isn’t too laggy. A bit more successful of a tactic is to camp the area under the bases. Anyway, over all, I really like the base areas, even if they’re not as awesome as for example the red base’s in bblair. In my opinion it’s a bit too hard to avoid getting shot up so you miss scores. So far very good.
Secret Trick Lol:
Carrot placement
There are 3 carrots, one fullNRG and two one heart carrots. It’s hard to get the upper C, since people camp there a lot, and if you go take the lower C, you will have troubles getting back to base, where you rts, safely. I like it – it’s not easy to get C unpunished. People die a lot in the level, so there aren’t too much carrots, and the one H carrots makes the game play not have to be all about the fullNRG, which would be annoying. So far very good.
Powerups and ammunition
Symmetrically placed, definitely fair. Sufficient amount of pickups. Not much to say about it really. Good :)! All Pus are placed for off, except RFs. You really have to prioritize, either get ammo, which takes a long time, or hunt ammo less.
Routes
The level is slightly one-wayed, you just run around in a circle. This could be seen as something bad, but I think it’s rather nice, for some reason. If you want stuff you have to go elsewhere, like getting aforementioned carrots or power ups. You really feel that you’re not where the action if you for example go for the seeker power up.
When rushing from base to base, you win a lot by taking the tube from base, something I hadn’t realized the first games I played. Nice thing. There are alternative ways to run, you just don’t notice them so easily at first. For example there are vertical suckers (or some other event, same purpose at least) which allows you to sometimes be faster than the enemy you are hunting.
Overall rating
8.9. It’s a really good level, and the reasons it’s not given more are:
- A bit too hard to be RTS, even though it’s addicting, I find it too chance based, since you can just get an airhit and end up in the total other side of the level than where you should be when RTS.
- Too one wayed. It doesn’t offer too many variations… learn from semi- or superconductor.
Still, the level is original gameplay wise while still very playable, it has a nice amount of eye candies and is fun to play. Good job, Cooba! I was thinking of giving it a 9, but it just didn’t feel right – so 8.9 it is. Keep making CTF levels, please.
Edit: The symmertricalness makes the level easy to learn, which is good. This doens’t mean that you know it perfectly yet, though – which makes it a good idea to play the level a few more time if you didn’t like your first game too much (which is what happened to me here, when I first played it).
I will make 1.24+ once I have a more final release of 1.23+
awesome idea, and it works!
(Unsupported rating (10) removal. ~Violet)
(Rating removal reinstatement. Gry, you, uh, knew better than this four months ago. Or something. ~Violet)
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.