This and Martin’s Carrotus map have always been personal favorites of mine. The sheer mayhem on this map (I recommend around 5+ players) is amazing. I love the placement of weapons. It forces players to carefully manage ammo consumption. Powerups are scarce and this allows players to take more hits and make games last a bit longer.
The eye candy is fantastic, something F!re always received most criticism for. He obviously took the advice to heart and made sure everything looks nice and polished, which can be quite difficult with this tileset.
The excellent music track pushes the score further up, giving this level a big fat stamp of approval.
Well, i have to say this is a really cool level.I really liked the tileset you would almost think this is an original tileset from Jazz 1. Reminds me of an upgraded technoir level which is a very good thing for me since technoir is my favorite from Jazz 1.The items were also well placed though I have to mention the level lacked secrets and gems.
My review again!
eyecandy is very good!
well-placed,but for some reason…why did u put enemies in the walls?
BG was really good…it really fit the lvls.
eeehh, idk,it depends on if your bored or not.
nice for a single player lvl.
layers were good,i liked the stuff u put in layer 3 and layer 5
Very good for the lvls.
Nice Work..Keep it up.[Cooldude,exit,Stage both ways]!
[Rating (7.7) clearance. Review is not unique and thus cannot reasonably be said to have been written for this upload. – Violet CLM]
Rating Bright ‘n Shiny
A Treasure Hunt level with a fair design. But I think the author should have tested this level some more times.
Eyecandy: (20 pts)
The eyecandy looks good. But it have a ‘boring classic’ gameplay with a castle and waterfalls. You should try something new! Furthermore it have some small bugs.
Result: 11 pts
Gameplay: (20 pts)
Layers aren’t used enough, but that’s not really noticeable if you play with more than two players. But if you play with just two players it is pretty boring. It’s also a bit too straightforward and there are not enough secrets. Peter (my brother) and myself don’t like this level so much.
Result: 4 pts
Gem placement: (20 pts)
For this chapter I have a new method: the ‘How Many Gems Could You Grab In Three Minutes Test’. In three minutes I found 182 gems. But for my opinion a good Treasure Hunt level needs at least 200 gems. The difference between 182 and 200 is not so much, but it can take a very long time to get a winner. During that test we also discovered that there are a bit too much blue gems. Maybe almost all gems should be red, 5 may be green and blue ones only in secret areas.
Result: 7 pts
Ammo placement: (10 pts)
Ammo is good placed. You have placed lots of ammo into these levels. My opinion is that you need that. It could be very consume when you confront or chase your antagonist.
Result: 8 pts
Total points: 30
Maximum number of points: 70
Mark: 4,9 (4,8571428571428571428571428571429)
Well here is my review!!!
Basic!!! It is okay the background is as it should be and also layer 2 is used. In layer 4 you used a lot of the same tiles.
Good!!! It is well placed there is not to much not to less and it keeps the level fun.
Good!!! That`s really great there is food,gems,ammo and more and al well placed.
Fine!!! The level lenghte is good the secrets are okay. But is is all a little bit basic there is nothing new but it is fun.
Not bad not good take the #%7.2#%
[This review has been edited by Satan]
This is a strangely-named level, but nonetheless a quality one. The only fault I may find with it is that it is perhaps too easy. I beat it quite easily, and did not die even once. Still, that is not of as much importance as the overall quality of level is, so I will dwell on that no longer.
This level uses “7th Lava Fall” by Dethman. This tileset is indeed quite good and well-done, and this trancends into the level’s overall eyecandy. Eyecandy in general looks nice and shows some degree of though in addition to the normal plain everyday tiles. The eyecandy is not spectacular, but is still very well-done.
As I said earlier, the gameplay of this level is perhaps a bit too easy for most. That is not necessarily a bad thing, but in this case, it may be a bit offputting for those who are significantly experienced at Jazz Jackrabbit 2. There are not too many enemies and there are many oppurtunities in which to heal. Still, gameplay is alright and enjoyable in most cases.
Weapon and enemy placement was sufficiently adaquete. Aside from perhaps having too few enemies, there is not much to notate in this section of the rating. The placement of weapons is also nicely done.
What to make of this level? It is indeed a good single player level that will probably be enjoyable to play. While some may dislike the fact that it is, in fact, quite an easy level, if you get past that, it turns into a fun game. There are some oddly-placed warps that make it less fun, too. However, overall, this is still a nice level and worth your playing. As always, happy levelmaking.
I agree with Violet. This level is nothing spectacular at all. There are no glaring bad points, but there are no great points either. I can’t give this a download recommendation, though some may like it.
“Deserted Debris” is a very good CTF level using grandmaster Blade’s awesome “Wasteland” tileset. It is 150*64 tiles large.
The layout (including event placement) is very neat (well, some may argue about the food events, but i dont’t consider that a major problem :-), open and it’s easy to navigate your rabbit. The CTF routes are neither too short nor too long
Regarding the eyecandy: it’s really worth mentioning here…the way the author used the different structures with their “steelish” look is quite original and looks cool. Good work, F
The Impluse Tracker made background music called “ACID.IT” isn’t of bad quality either (au contraire!) and it fits the atmosphere of the level pretty good, i think.
Overall, “Deserted Debris” is A MUST DOWNLOAD for all Jazzers; esspecially the CTF fans will love it. That’s true J2LC quality.
Deserted Debris, the level that I got a chance to play in Fire’s server. Let’s get started from another lengthy post from Magoo.
Eyecandy: The tileset has fairly detailed yet simple eyecandy. It’s not that hard to go wrong. This level has interesting designs placed in spots. It has a good use of vines ane One-Way events. Although there are a few spots in the level where you can easily get stuck. For example the one way near the carrot. You can get stuck, because there is no event above the silver blocks. Same goes with some of the designs. Corners lead to getting stuck. The eyecandy isn’t too complicated. Nice and simple, and not too confusing.
Gameplay: I was a little disappointed in the gameplay of this level. Some places aren’t very Jazz friendly. Also, there are plenty of spots that suddenly stop you in your tracks, and then you have to go around that object. You should always try to keep everything smoothed out, or at least have a spring so you don’t have to waste any time. The positions of the CTF bases were good, although it’s a bit hard to get in and out due to the space you have. That’s a bit bad for gameplay.
Weapons/Placement: Alright, I must say the number of weapons was pretty good. Plentiful, yet not overcoming. There was a good amount of different kinds of weapons in this level. One problem I had, was the bouncy powerup room. The event to prevent guns from going through the walls was around the powerup. Which prevents you from shooting people inside the room. Try to make the event inside the walls. Other than that, the weapon placement was pretty good also. No problems there.Overall, Deserted Debris is a good open type CTF level. It’s also good if you like playing with Spaz. :P Overall I give it a 7.2
Overall a nice CTF level. The level uses the background version in a special way, what makes the level look different from the other lvls. The level has nice music and fits finely in the level. Placements are in good condition.
[This review has been edited by Blade]
This level is overall-great, and a very good download reccomendation. The gameplay could have been a bit more decent but.. its still good :)
Yep it works, I dont know what to comment about this lvl. I think Its just a very great level. Excelent for Battle Games. Gameplay is smooth, Eyecandy is great also. I didnt noticed any bugs ore other similiar stuff. Im sure this lvl is worth a Tip rating. Download it.
I’ve tested it and it works this time :P so all download it!
Edit: looks at Super Saiyan’s review…
It is a CTF-level, smartazz :P[This review has been edited by SPLASHcc]
Error. I think it’s the tileset. With Blade’s Battlepack (SE or the other) you recieve this too.
It’s Desert? Include the tileset too (i have it but for people that haven’t Desert).
Cool music.[This review has been edited by Taz]
Can’t revieuw this,
I rate all the levels with TSF so it has 2 work, still wondering how it would look like, If you do ur best to get the acces violation out of it and I will rate it :)
Acces Violation :O
Ok… I do not like this level. Half of the level seems to be in Layer 3, and because the stuff in Layer 3 and Layer 4 are the same, you have a lot of trouble figuring out where you’re going. And it may be just me, but it’s incredibly laggy even in single player. Speaking of, there’s no Jazz start.
The eyecandy is ok…… I guess. Nothing spectacular, you know.
The gameplay/design.. it could use some work. I had some trouble navigating.
Weapon and other item placement’s ok.. no complaints here.
Whew! I really like the style of this level. Psych is still so underused and in “Groovin Grinders” F!re really shows us what you can do with this awesome tileset (actually not one of my favourite ones, but hey, if you have a good level…).
The level is kinda large (150*50 tiles, a tad too large i think) and it has a pretty cool design: good platform, weapon and event placement (argh! food! :-), circular, quite easy to navigate and just fun to play. There a lot of obstacles (those mushrooms, for example) and nice arrangements. About the layer work: being not totally breathtaking, it’s based on a few passing objects in the foreground, hills in the background layers and some detail work (not bad at all, really).
Furthermore, as a main reason for the funky “feeling” of this level, the author used a great background music: “funkacider” by reed/trsi (whew, oldskoolerz! finland style!), which was an multichannel compo entry at ASM 2001. Usually, i don’t like the idea of not using the original J2B file for an Epic tileset, but this time i see it totally different. It’s funky to the bone!!
Anyways, in the meantime i’m here to rate the level, not the music (would be a 9 then :
). Which leads me to the conclusion, that “Groovin Grinders” is a very 0Oo.FUNKY.oO0 battle map that will garantuee a lot of fun and also may cheer you up a bit (if you live in one of those cold, dark, rainy grey landscapes like me :). My recommendation: DOWNLOAD NOW! (a very good 7!).
Not too bad treasure level. Treasure hunt is a very underused game-mode, and i’m glad to see that people are yet willing to make quality levels for it. Like the rest already said, Carottus is a horibly overused tileset, those newbies just keep cranking up levels using it.:P But, apart from that, i must say its used rather well here, and thats good, if you consider that it is’nt really the easyest epic set to work with(castle:P). Gem placement is good, not too much, but not to litle as well. Music is basic, nothing breathtaking or new, just plain default Carottus music. Level design is done well,it plays fluent and not too rocky. No totally spectacular ideas in here though, it all seemed rather unorigenal and uninspired, and had nothing i havent seen before. Layerwork was averege too. It was good, but nothing thats totaly amazing and origenal. But apart from all these things, i must say this is a good, well playing level. 6.5 Points, and +0.2 for the name, its one of the most origenal names i’ve seen for a while, and i’m always happy to see origenal names used;)
Eat your lima beans, Johnny.