Not recommendedReview by CrimiClown

Posted:
30 Nov 2008, 16:51
For: Are You Puzzled?
Level rating: 4.5
Rating
3.8

Let’s see what this is all about.

Gameplay: Below Average
The levels are all ‘puzzle’ levels, indicating that the player has to think before he acts. While that is partially true, I felt as if this pack didn’t provide any mental challenge at all.

The levels are, overall, pretty much the same. Grab a trigger, morph into a frog or bird and exit the level. The imput required is so straightforward, that I actually finished this pack, wondering when the puzzles would start.

The first level takes place in a castle, where a player must randomly try triggers to see which door opens with which trigger and eventually, get them all open. To make it even more frustrating, Ischa has made the trigger zones ‘switch’, which makes them flicker and glitch beyond possible imagination.

The second puzzle was so easy, it was horrible. You climb up on an organ, morph into a frog, climb further up, morph into a bird, backtrack the entire end and WOOT PUZZLE SOLVED. Puzzle, I tell you!!!!!1

Third level: Just run through the switch before you cross the bridge, k?

Fourth level was more challenging (and only a BIT) if it wasn’t for a major design flaw. Once you aquire the TNT’s, you can actually use them to grab the bird morph immediately and exit the level.

The final level was awkward in the beginning. For starters, most blocks you see are one-way. If I knew that, I would have made it within a minute. I used a TNT from the previous level to grab any trigger crates and exited. There was a fun part after the credits, though… you get prompted to a little podium where you can be number one. :)

Overall, it’s not so great and it needs a lot of work. Don’t feel discouraged, though, as puzzle levels with actual puzzles are fun!

Atmosphere: Below Average
Yeah, well, there just isn’t much to say about this here. There’s few eyecandy, except for some standard stuff like backgrounds, caves, etc. The music choice was pretty bland as well and the one in the third level even made me wonder as to why you wanna choose music which tell us “James Brown is dead”.

Your eyecandy needs tons of work. Try to look at high rated levels, see what makes them look good. Most importantly, don’t even be satisfied yourself. Spend more and more time on making a level look good (after you make it interesting and playable).

Overall: Not so good
I’m sorry, but there just isn’t a lot to this pack. The ‘puzzles’ aren’t challenging, the pack in general isn’t long and will keep you busy for, what, 10 minutes. People looking for a real challenge should try EvilMike’s series. Maybe you should, too, Ischa, just to see what makes a good level.

Oh and don’t steal ktnxluvbye

Download Recommendation: No
Sorry, but just no. This does not make it in my book of good levels.

Score: 3.8
Most points go out for effort. Spend more time on levels and make them look interesting, and this grade might go up a lot more. Good luck. :)

RecommendedQuick Review by CrimiClown

Posted:
9 Nov 2008, 13:45 (edited 11 Nov 08, 15:37)
For: Lava Reef [DOM]
Level rating: 8.1
Rating
8.3

this is very scary how make you it?
I give it an 10!

No, seriously, this level is fun and well built. 8+ and download recommendation.

RecommendedQuick Review by CrimiClown

Posted:
2 Nov 2008, 13:43 (edited 2 Nov 08, 13:43)
For: New Diamondus
Level rating: 7.2
Rating
7.5

Nice tileset conversions. You’ve added some crucial tiles and made two nice pallette swaps. Especially the brightgreen-grey version appeals to me. You have no reason for not downloading these.

RecommendedReview by CrimiClown

Posted:
30 Oct 2008, 11:23
For: Enter the Chaos
Level rating: 8.2
Rating
8.2

Okay, I dunno what mind games you’ve been playing, but this is WHACK. Also, PT, the level is far from symmetrical. D:

Gameplay: Chaotic
That’s right. Dang right it’s chaotic.

I love it.

The level has a few very original ideas hardly ever used in JJ2 levels before. This unordinary battle level has several large platforms that all connect through warps, springs and even a copter (well, you can’t actually find it unless you have either really sharp vision or a really bright monitor). The level also uses pits, but not really in an annoying way. The chaos lies within a well done eventing process that I will elaborate on later. Let’s just say that you’ll often find yourself lost for now.

Atmosphere: Chaotic
Yes, a very chaotic mood swings by with this battle level. The level uses an overused theme with a less overused tileset, “I see Jungle Storm”. The level is really dark and hard to navigate in. At first, you will find yourself lost a lot, but eventually you’ll get used to the dense eyecandy and chaotic layout. The music sets the mood even more with a strange metal-and-bull(-) mix.

The foreground and background are both well utilized, covering the already-dark background with lots of leaves and warning us for possible pit dangers… either that, or the level seems to fly away really fast.

Eventing: …somewhat less chaotic yet very awkward and maybe still chaotic in the end
… yeah.

The level has quite a few of carrots for such a small level, but you’ll need it. When running this level in JJ2+, I found myself respawning with 1 heart every time I fell in a pit… either this is a flaw from my side or this level has some eventing which I don’t get.

Before I continue, though, I should note that this level comes in three version. These are the differences I could see in a blink:

- Normal:
Features a caterpillar that, for some reason, while being on top, will spawn those smoke circles down at the bottom (and as far as I know, only as the Psych pole start spinning, when shot).
- Hard:
Same as Normal, but there are a few platforms missing, making you jump huge gaps.
- Lite:
Same as Normal, but the Caterpillar is removed from existence.

As said before, the Caterpillar is located in the top of the level, but spawns smoke from down the pits, moving with unbelievable speeds to waste the players.

The level also features the somewhat unknown ‘Symbol of Chaos’, represented by a Psych pole at the bottom of the level. When shot, it will twist and spin faster and faster. Also, it could be just me, but as soon as you shoot it, smoke rings spawn everywhere around it… Cool stuff.

Powerups and lots of ammo fill all the empty spaces in this level. Nearly all types of ammo and PU can be found, which will provide even more chaos in a level this small.

Overall: Chao-… I mean, really fun.
Playing this map in a crowded server will lead to two things: Frustrated players and amused players. I can safely say that I’d be of the latter group.

Download Recommendation: Perhaps
If you can appreciate a good game of chaos (and I mean, really, chaos), you should download this and play it often. Otherwise, maybe a game or two will be enough before you go back to old, trustworthy levels.

Score: 8.2
I give this level an eight-point-two for several reasons. Firstly, I’d like to say that this level deserves to stand out with a ‘Good file’ level box. Secondly, this level burst with creativity, whether it be a serious attempt of making a level or just a ‘fun level’, it certainly lives up to the promise of ‘fun’.

Good game, FS.

RecommendedQuick Review by CrimiClown

Posted:
28 Oct 2008, 11:34
For: Jazz 2 Utilities
Level rating: 9.5
Rating
8

Very nice tools, quite useful indeed. Only the Episode Manager appeals to me, though, as JCS is able to open files by itself easily and the JJ2 launcher doesn’t search on filename AND level name. Maybe you could implement that, too?

Otherwise, good job. Recommended download.

RecommendedReview by CrimiClown

Posted:
26 Oct 2008, 12:47 (edited 26 Oct 08, 13:10)
For: Pearl-Shell Shore (DOM)
Level rating: 8.8
Rating
8.9

After reading Rag’s mini-review in the contest results, I couldn’t help but download this right away. After a quick game, I’m ready for my review.

Gameplay: Clean
After playing this for five minutes, I couldn’t help but notice that this level actually is fairly small. Though it measures 120×58, it feels denser than the numbers may suggest. This may be because of the large open airspace. The level consists of platforms connected through caves or water.

The control points are both placed on the left half of the level, while most of the ammo and carrots are placed far from the CPs. In fact, the only PU in the level, good ol’ Seeker PU, is hidden far away from the battlefield in an underwater tunnel. This setting makes the player choose between defending a CP with little or no ammo or going out there to get some protection, leaving base unguarded. Controlling the lower base isn’t exactly hard, since the use of Seekers when down in the water makes for a perfect defence. You can hardly be hit down there, and once the player decided to run for a spree of Seekers, the CP is easily recovered. The upper base, however, placed the player with his back to the wall, cornered and outnumbers against the possibility to be killed from below or from the right. Bouncers will easily kill a target at a large distance.

Healing shouldn’t be a problem in this map, in which three carrots are scattered across the caves. Only one is near the CPs, though, so the defence will have a hard time on this match, whereas the offence can hit and run and easily heal.

Atmosphere: Amazing
Pearl-Shell Shore uses a tileset that is somewhat overused, but at the same time, totally unseen. Quickz utilizes the tileset’s beach tiles to the fullest extend of it’s possibilities, and it surely shows. The level has a serene beach-feeling painted all over it. Among the sand, one can find a few rocks and even bits of the rocky grass tiles. The background is oddly two-toned in pink and yellow, yet strangely doesn’t seem bad at all. A quiet lake sits comfortably in the background, surrounded by a few mountains.

The beach tiles and the shallow water make for a comfy feel for the whole level. The music only adds up to the Relaxation-bar. Some may say that it’s bad for the gameplay, but I find a relaxing game more worthy than a rushy game. Points to YOU, Quickz!

Eventing: lame Quite good
The level contains a wide array of ammo and a Seeker PU. The PU is harder to get, but it surely does make your team the winning one. The use of bouncers can be fully utilized with the upper CP, which will surely come in handy.

The carrots are nicely spread out over the map, with only one being near the CPs, which are, by the way, very nicely placed as well.

Springs are placed all over, for easier access to the platforms. The only spring I didn’t like was the rightmost green spring, which kind of killed the flow because you will always bump in the ceiling when running into it.

There is little more for me to say on the event front. Nothing too special here, but it all works properly.

Overall: It works
This level is very fun to play and certainly put a smile on my face. The well-chosen winner for Rag’s DOM contest stands before you.

Download Recommendation: NOW
I didn’t say no, I said NOW!

Score: 8.4 8.9
This level deserves a way above average score, and with respect should it be called the best Domination level so far.

Review by CrimiClown

Posted:
23 Oct 2008, 11:45
For: Java GIP
Level rating: N/A
Rating
N/A

I get a connection time out. I have the latest version of Java.

Also, maybe you should tell us why to download this. What makes it better than the online GIP viewer?

RecommendedReview by CrimiClown

Posted:
20 Oct 2008, 18:19 (edited 20 Oct 08, 18:26)
For: Gauntlet
Level rating: 7.6
Rating
7.5

It seems our own Danny Z has made more UT levels. Time for me to drop the axe.

Gameplay: Not bad
Unlike the real Gauntlet, this level is symmetrical. The level is divided in three pieces; Red Base, Blue Base and what I like to call “The Big Plus”. The bases have three possible entrances, a warp and an escape-warp. One of the ways in is a huge opening in the front. Easy, hit and run. The other two are tubes that lead to the back of the flag, which allows for a quick grab but a less quick getaway. Hence the warp, which will teleport you to the beginning of the lower tube. The lower tube also carries a carrot, for easy healing when being attack on the way back to base.

The middle section consists of a lot of ammo, two powerups and tubes that go up an down all around. You kind of have two options, left or right, and exactly in the middle (by the Full NRG) up or down or wherever your heart desires. Hence the ‘Plus’.

The level is fairly small, but big enough for a duel or maybe a 2vs2. More would be possible, but it’s get crowded.

There’s also this little thing I wanted to point out. At the bottom of the level, there’s a (tilebugged) piece of metal sticking out. This seems intentional, since the other side has it too, but it kinda disrupts the flow. It’s better than not having anything there, but maybe use a spring to get over it from the other side or something. Or those annoying float ups.

Atmosphere: Not bad either
It seems Danny Z has combined two of my favourite ‘metallic’ tilesets and made it a nice level. The level is a bit bare, but somehow it all seems right. Not a lot of eyecandy, but a very nice style of not using it… or something… I dunno, go check.

Music is again from the original level, if I’m not mistaken. It suits the original very well, but here it kind of adds something that this level doesn’t need. Too much suspense, I think.

Eventing: Average
Not very much original, but it all does the trick. Bouncer PU, Toaster PU, full NRG in the middle and two carrots… That’s a total of three carrots, maybe a bit too much for such a small level. Furthermore, this level has somewhat useless Gun9 ammo all over the bottom. Except for where you find them, you can use them for a quick shot from behind one of those bent steel bars I’ve spoken of earlier. Then again, avoiding them is easier than blinking.

Overall: Not at all bad
This level is fun for a quick duel or something and really nice to add to the UT remakes we’ve seen before. Keep them coming, Z.

Download Recommentdation: Yes
This level is worth the downloadcif you’re in for old UT memories or an unsettled fight with a fellow Jazzer.

Score: 7.5

EDIT:

I almost forgot to tell, when I pasted this level into my JJ2 folder, it turned out there was already a level named ‘gauntlet.j2l’ in there. Try putting your nametag in front of your levelnames, like dzgauntlet.j2l. Just a hint.

RecommendedReview by CrimiClown

Posted:
18 Oct 2008, 10:46
For: How A Video Game Saved the World
Level rating: 6.8
Rating
7.8

Starting Comments
I’ve played this several times now, once during betatesting, once before the last update and once afterwards. Let’s see how this pack fares in it’s totality.

Gameplay: Average
The pack starts in a somewhat confusing area. You are presented with the ending of your average Epic episodes, Devan is defeated and you’re about to see an ending movie… or are you?

The plot thickens (!) when Troglobite himself enters the game as an omnious voice and tells you that you need to get to the internet to stop a hacker or else we’re doomed for ever. After ‘installing a patch’, you can shoot the Windows program running Jazz2 and escape towards the internet.

The game will mostly take place on the internet from now. The areas are kind of bland at the beginning, but get better later on. You run on lines of code, which can have all sorts of meaning, like damaging codes that hurt you or codes that get deleted when you touch it. There are also antiviri (yes that is the plural of antivirus) in the form of Sparks enemies, that will try and ‘delete’ you.

The levels can get quite repetitive from time to time, for instance in cases where you have a certain agile obstacle placed five times after one another. This doesn’t really add to the fun, really. In fact, when you find a certain obstacle hard, it gets pretty frustrating if you’ve got to do it several times.

Then there is the lack of goodies. If I recall right, I found only few carrots and one 1up throughout the entire pack. No ammo, no food, no shields, no fastfires or anything. This makes the pack pretty hard from time to time, but luckily there are also few enemies to cope with, so it’s not that bad.

Of course this pack isn’t all let-downs. On the contrary, one of the best points of the game is yet to come. When you find the heart of the virus, you’ve got to eliminate it. This is done in a standard JJ2 boss fashion, including a health-bar and epic music. The boss is a series of moving walls that can hurt you. If you manage to get past, you’ve got to shoot through a hole in the wall, which takes a lot of precision to pull off at first, but gets even tougher later on, when you’ve got to uppercut or double jump past moving walls and need almost perfect timing to shoot the hole.

Once you complete your AVG-job, you realise you’re still in the virus and in for a lot of trouble. Levels from here will be confusing and a tad scary (will not spoil it for you, play yourself). You will also be presented with cunning puzzles and odd enemies (well, not odd to the average Jazzer, but hey, MCE’s are fun). Then, you escape the virus and presto! You’ve unlocked the next episode. (In my case, that is. I don’t play regular episodes… :P )

Atmosphere: Nice
First of all, nice job on creating those tilesets yourself. However easy they may be, they do the job, and that’s what counts. The levels look moderately good, with the exception of the internet levels, which looks very good. Call it a matter of taste, but I like them. A lot.

The music selection is really awesome, as well. The internet levels use a remix of bonus2, which just fits really well for levels like that.

… hmm, I have little more to say here. :P

Eventing: Below Average
This is where the whole pack (and the score thereof) takes the fall. Though it’s good as it is, and the final level has clever puzzles and fun use of triggers, and don’t forget the cool boss, this level is still missing things… Especially the internet levels lack enemies and goodies, and that’s not recommended. They may call it a platform game, but that doesn’t mean all you do is leap from platform to platform. A few extra puzzles wouldn’t hurt either, especially again in the internet level.

Now of course there is your story, which might suggest that the internet just isn’t a place for lots of ammo, or enemies, but you could have implemented enemies as viri and ammo as ‘upgrades’, like you did with the airboard and the ‘Cut and Paste’ commands.

Overall Fun
It’s a fun pack to play for a while, though it is rather short. But if you appreciate a new wind blowing through the story of Jazz, do play these. They’re fun.

Download Recommentdation
Yes.

Score
7.8

RecommendedQuick Review by CrimiClown

Posted:
13 Oct 2008, 11:38 (edited 14 Oct 08, 17:52)
For: EvilMike's JCS.ini
Level rating: 8.8
Rating
9

Very neat version of JCS.ini. Good show.

Review by CrimiClown

Posted:
9 Oct 2008, 12:25
For: Fear Factory
Level rating: 8.2
Rating
N/A

I get a version conflict. Please remember to always tell people if you have 1.23 or TSF.

RecommendedReview by CrimiClown

Posted:
7 Oct 2008, 14:49 (edited 8 Oct 08, 06:18)
For: Starlit Summit
Level rating: 8.7
Rating
9.1

Starting Comments
Hey boss.

I’ve already seen this level some time ago… I think back when I was 10 ten years old, on the original Epic level list I mean back in the summer. This level wowed me back then for it’s hugeness (239 × 80). But it doesn’t very much matter if I liked it THEN, it matters wether or not I like it NOW.

Gameplay: Lovely
The level has a rather solid feel to it, while in reality it is really platformy. Several (large) platforms connect to eachother through springs, vines and height-differences that automatically make you leap on the other. The level is quite large and symmetrical, with the exception of the ammo and PU placement (more on that later).

The level plays in three stories, so to speak. The lower part of the level is where the bases are located and where most of the PUs can be obtained. The middle section of the level is mainly there to force players to go up or down, and the upper part of the level provides all the carrots that are to be found in the level.

On the lower level, one can obtain the Bouncer PU, in my opinion the strongest weapon in this map. That is because of the location of the bases. To put this weapon to the best, however, one would need the Freezer gun as well, which can be found (PU inclusive) near the base as well. The bases are located on a floating platform with around it (yes, you guessed it!) PITS! Since the floating platform is a bit lower, one can easily run into the pits after getting a flag. Also, it’s quite easy to defend the base, since a few Bouncers can make the player jump-flinch, as Jazz and Spaz always do, which will drop them in the pits. If you want to be even more sure, stand behind (and thus slightly above) the base and have Freezers at the ready… Spam bouncers and as soon as you hit something, press enter to spam Freezers. Well, if he didn’t fall down NOW, you’re bad at this game. Be ashamed.

Now that you’ve saved your flag, it’s time to grab a hold of the other team’s flag. Luckily the level is very large and has tons of ammo, so you can spread your chances of being caught and killed. If you take the lower route, you’ll find tons of PU’s which can aid you in your quest for the flag. Also, (if you can find it) you can use the ‘special-iced’ route (hint hint, nudge nudge) which will take you to any base or to the full NRG on the spot.

Atmosphere: orjazzm
The level uses a really old tileset, the JJ1 Diamondus tileset. Luckily for Rag (and for us), NOKA was nice enough to make an awesome tileset conversion for us all to use. The level looks awesomely clean and worked out. Starlit Summit gives honour to it’s name by giving us a very nice background and, of course, STARS. WAIT THIS ISN’T MARIO, AAH… Okay…

The level is filled to the brink with eyecandy, ranging from rock formation to simply trees placed in the right spot. Also, while everything looks quite solid, the level is actually more open than you think. This is mainly because of the nice detailing Rag has dealt here with his Shining Paragon of Mousely Correctness. [/overstatement]

Not to forget, the music adds a calm touch to the already calm background and makes you wish real life looked like this inside the United States too.

Eventing: Very neat
Starlit Summit is filled to the brink with ammo and PUs. Now I don’t immediately wanna say I think that’s a bad thing, especially since this is designed for, as you say, a 7vs7… but some things just seem over- or underpowered.

For instance, you can easily get maxed out FastFire in this level, while there is a Blaster PU (making blaster a bit overpowered) and a Bouncer PU with LOTS of bouncy ammo all around. Blaster PU is obviously overpowered for it’s unlimited ammo and the fact that it almost shoots the farthest of all weapons. Next to that is the Bouncer PU, which actually shoots the farthest. Furthermore, most of the players are gonna take the low route, which puts them in a classical Star Wars situation. High > Low. Why? Bouncers can overrun the entire lower section within seconds because of the Fast Fires.

Besides that, there’s also something I found odd about the centre of the map. There are two blue springs there, but they seem to be generated by some sort of MCE event. Why?

Yet one thing that bugs me a little bit… Blue team kind of has an advantage of being able to get to the Bouncy PU first… but that’s just my opinion.

As for the rest of the level, it is absolutely brilliantly engineered. From the frozen spring passageway to the ‘basejump’, every details seems to have been tested and tested again to make sure everything worked properly. Which makes you mister awesome for today.

Overall Awesome
A very good level with overall original and innovative ideas. Too bad 7vs7’s don’t happen that often, otherwise I’d play this all the time. I give this level a 9.1, which is an [Awesome / Perfect]. I hope you liked reading this terribly awfully stupidly long review.

Download Recommentdation
HELL YES

Further Comments
This is my longest review yet. I did my best for you. :3

RecommendedReview by CrimiClown

Posted:
7 Oct 2008, 12:10
For: Facing Worlds
Level rating: 7.2
Rating
7.1

Starting Comments
After playing this in his server, I looked it up on J2O and started writing.

Gameplay: Not bad
The level is based on the UT map “Facing Worlds” (the first one, I guess, with the huge rocky straight and two buildings). The level plays a bit like that. After it’s father, the level is very (if not completely) symmetrical. There’s a hole in the middle of the level (more on that later), there are two building-like structures on each side providing a flag and lots of ammo. Also, when you get to the top of the level using a warp, you can stay on the roof and Bouncer-spam everyone to death. Falling back behind the building will provide you with a warp back inside.

The buildings are littered with ammo, which you need if you want to make it on the straight end to the other side. The hole in the middle of the level grants access to a Toasty power up and a RF power up (if I remember correctly) which are both quite handy in this level. The catch it that this hole is located over a pit, which is very easy to fall in. Being shot here will mostly result in an instant death, making little use of the oddly placed Full NRG here.

The level uses lots of ammo-types, which can make the gameplay vary a lot from game to game. You can choose to hit the roof and start spamming Bouncers, or use the Toaster to defend the base by protecting the narrow hallway leading to the flag. Variation is always good. Be sure to make the TNT do some damage, though, as there are few TNT to be found and can’t otherwise be handily used.

Atmosphere: Nice
As with the original UT level, Facing Worlds gives you that spacy vibe it needs. Instead of a circulating Earth, this tileset – Desolation – has provided us with a moon instead. It moves slowly on the star spangled background (not banner you patriot!).

The level gives off a clean view, with average eyecandy and few objects blocking the view of the player. Yet still, it doesn’t look bland or unoriginal. Maybe it’s the tileset Blur cooked up, but it certainly looks good. Facing Worlds looks entirely different than it’s original counterpart, but that is, in this case, not a bad thing.

The music is pretty self-explantory. To give you more UT memories, Z (mind if I call you Z?) has provided us with the original music. Not a bad choice, of course, but I’d rather see more originality on this part. Not bad, could have been better.

Eventing: Not bad
The level (especially the buildings) are built upon using warps to enter rooms. This is just like the UT version, but less camp-able. In the UT version, one could Snipe across the map to get all those warpers with a single shot. In JJ2 however, one has to stand near the warp target, which is always in the base itself, secluded in walls. Good job.

There are a few power ups, like the Toaster and RF mentioned earlier. There’s also a Bouncer PU to be found, which gives you the perfect ammo for when you’re on the roof. The rest of the level is filled with ammo for all sorts of guns, ranging from Freezer to TNT to Gun9. Be creative and use the guns appropriate for the situation.

The bases are not too far apart, but not exactly close either. While there is a huge straight part inbetween them, it doesn’t seem like long before you’ve crossed it.

Bonusses and substractions
N/A

Overall Fun for a while
This level is certainly not bad, but it can get a little repetitive soon. While the diverse ammo can provide a little strategy, most people will just go RF-spamming after using five TNT’s. The theme of the level, however, is not bad and well excecuted, but maybe a little bit enhanced by the tileset. All in all I’d like to give this level a 7.1, the 0.1 because I think a 7 is nearly worth playing, and this is CERTAINLY worth playing a few times.

Download Recommentdation
Yes.

Further Comments
I would love to see some more UT remakes, for instance Hydro Bases or (in case of a Battle level) Morpheus.

RecommendedReview by CrimiClown

Posted:
7 Sep 2008, 10:16 (edited 7 Sep 08, 10:16)
For: Lost Luggage Landfill
Level rating: 8.8
Rating
8.8

Starting Comments
It’s time to pick up the pace and head to the starting grid. I have a feeling this level will be blazing!

Gameplay: Excellent
Lost Luggage Landfill is a race level filled to the brink with original ideas, shortcuts, handy weaponry and obstacles. For example, there’s a really tricky part in the level where you must cross a vine-bridge. One shot can make you fall into oblivion and force you back. Rag certainly spent a lot of time to make this level’s flow perfect. Rarely will a player get stuck pushing walls or falling back down… well, except when another player forces you down. ;)

Atmosphere: Good
Although I can’t see the link between “Lost Luggage Landfill” and something that appears to be a space station, I must conclude that Rag’s level looks more than moderately good. He uses the BattleShips tileset in ways I’ve never seen before (or anyone, for that matter). Though sometimes a bit chaotic, the overall directions stay clear and it’s more than obvious wether you’re about to run into a wall or a tunnel. The music emits a spacey vibe that somehow makes you wanna run for it, despite it being a remotely slow song.

Eventing: Good
Bouncers, TNT, Freezers, anything you need in a race level is here. A tricky powerup every now and then and hidden surprises make Lost Luggage Landfill a gem under the sun. Creative use of those hourglass-thingies and springs, not to mention the poles, who surpassed my imagination as far as they can be used in race levels.

Bonusses and substractions
+10 because you’re Rag

Overall Fun
Besides being a good level, this level is actually a lot of fun to play with a handfull of players. Either download this or LET’S GO KFC.

Download Recommentdation
Hell yes.

RecommendedReview by CrimiClown

Posted:
22 Aug 2008, 16:21 (edited 23 Aug 08, 09:55)
For: Action Station
Level rating: 7.5
Rating
7.5

Starting Comments
I’ve never played (or reviewed) a Flag Run level before… well, there’s a first time for everything.

Gameplay:
The level plays in a very strange way. One team starts on the bottom of the level and the other team on the top. In the middle, there’s a flag point and like that, there has to be scored. Now any sane man would immediately say “The upper team has an advantage, because gravity aids them!”. While that is true, SPAZ18 was apparently aware of that and divided the level in many floors, each of which it’s just as easy going up as going down. Good job on that.

Atmosphere:
The level’s eyecandy is not to be complained about. Though sometimes confusing and even decieving (like the Fire Shield, you little rascal…), the looks and scenery make up for this. One thing I hate about this level’s atmosphere is the music. Don’t let that be a downer, I’ve always been a little picky about music. ;)

Eventing:
The level has a fair share of ammo, placed in groups of various sorts. For instance, bouncers and toasters will be found together. Also, there are two gun8 power-ups right next to eachother, so that you can get both in a single ray of bullets, still granting you 50 ammo. Also, there are fast-fires, making the gun8 possibly more useful.

Overall
This level for this yet-to-become-popular gamemode certainly adds a twist to your average Flag Run and is certainly worth playing a few times. The layout, however, takes some time to get used to.

Download Recommentdation
Yes.

RecommendedReview by CrimiClown

Posted:
14 Aug 2008, 14:15
For: Episode Three: The Battle for Carrotus
Level rating: 9.6
Rating
9.5

Starting Comments
… I’m a bit late, am I not? Here’s for good old time sakes.

Gameplay:
In this part of the story, Jazz is sent on missions by the army and whatnot and it’s awesome. What can I say? This just plays really well. There’s a lot of time and thought put in all of the layout, the mechanics, the placement of items and enemies. It all fits together like a perfect puzzle.

Atmosphere:
EvilMike does a great job of capturing the atmosphere. He uses music that very well blends with the tileset and makes sure that, wether you’re in a spaceship or in a battle simulation, you will feel at home. You grow with the story and you embrace it with both hands. While this story makes your brain storm, you will still be reminded that this is a platform game, which makes this pack very well executed.

Eventing:
Simply wonderful. All of the mechanics work flawlessly, the enemies are placed well and everything just fits. Creativity is the keyword in this pack.

Overall
This pack is a SP-must-download. Along with the earlier episodes, this pack makes for days of fun.

Download Recommentdation
Hell yeah.

Further Comments
Keep ‘em comin’, Mike.

Not recommendedReview by CrimiClown

Posted:
14 Aug 2008, 14:03
For: Sand Ocean
Level rating: 6.3
Rating
5.4

Starting Comments
It’s been a while since I’ve last reviewed something. I’ve installed my old JJ2 cd again and started playing right away.

Gameplay:
This is your average single player level. Bad guys, platforming, treasure and no story whatsoever. The level has quite a number of flaws (like the Hurt events not working during the boss fight) and also a very boring part where the player must sit and watch how he’s poled to a new position. Also, Epic’s awful masking jobs make this level an awful experience, getting stuck and being able to shoot the checkpoints before you get on the other side of the wall.

Atmosphere:
The Beach tileset and music fit together perfectly, of course, but in my opinion, that combo got old. The level is very bland and open and barely gives twinkles to the eye. The simple layer 7 and fast moving background make this even worse.

Eventing:
Lots of food and gems all across the game make you feel like you’re stuck in the old Epic episodes. A few quirks and flaws in the eventing may lead to unwanted effects, such as crabs who are stuck, hurts that don’t work and a V-pole where an H-pole is needed. Also, here’s a tip. Never put events on the edges of the level, most of them won’t work. Also, in my opinion, you shouldn’t let the player move to the absolute top of the level. Weapons will stop to function there and enemies will fly out of the level. Leave some space on all sides of the level and build a wall, that’s what I recommend.

Overall
It’s not a bad level, but it’s certainly not great either. If you want to make good SP levels, think of an interesting story, keep the player wanting to play more. If you need good examples (read: awesome examples), try EvilMike’s “Invasion of Deserto” episode and its sequels. They pack quite the punch.

Download Recommentdation
No.

Further Comments
Keep trying. You’ll get the hang of the many bugs JJ2 has soon enough and then you’ll be able to make awesome levels in no time.

Review by CrimiClown

Posted:
14 Aug 2008, 13:30
For: Episode one Attack of the dead
Level rating: 2.9
Rating
N/A

I got a version conflict. Make sure all the information is correct before you upload.

RecommendedReview by CrimiClown

Posted:
30 Mar 2008, 14:34 (edited 30 Mar 08, 14:36)
For: TSF Mega Memory Boost
Level rating: 9.7
Rating
10

DaPete10… never thought I’d see that name again.

Well, the’re not much to say about this, but I’ll try. It’s simple to use, includes an explaination for when you’re really stumped on running this patch, it’s quickly done and most important: It actually works.

From now on, all TSF users will be able to use larger music files and be able to save in huge levels.

Review by CrimiClown

Posted:
25 Mar 2008, 14:27 (edited 25 Mar 08, 14:28)
For: Bosses
Level rating: 1.7
Rating
N/A

Ran out of ideas, Ðx? I remember making the exact same without Tuff Bosses four years ago, if not more.

Edit: Okay, it was three years ago.

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