I must say its good!
1-good eyecandy!
2-big levels to!
3-baddies placed=great
i must give this an 8.2!
you must download dis!
I wanted really hard levels, so thats the reason why there are so very few carrots. Plus you can get them by killing enemies
FORGOT TO MENTION: THERE IS A SECRET LEVEL CONTAINING MANY TOASTER AMMO AND A 1UP Ok im done
Another thing: I didn’t copy blurs method of death. I already knew what to do, but blur semi told me how to implement it.[This review has been edited by Inf. Spaz]
Men, this pack was too hard, and because of that, a little boring also. Especially the 1 hit K.O. was really annoying that you cannot play the game because of dying! Also there weren’t so much eye candy, and enemy placement was not pretty good.
But that’s no problem, the tileset usage was good, and I liked the last level! The strange forest was really a good idea!
In my opinnion you mustn’t put 1 hit K.O’s and make a balance between the goodies and baddies in Part 2. You can start by putting some food, ammo, gems, 1ups and especially carrots in your levels! Because if you want to build really hard levels, you have to increase the amount of the carrots. That’s all from me, a 7.5 for the tilesets and music and for the level building of course;-)
Good level pack, i love that “Game over system”! Its really good. Levels are nice too, and so are the music files , my rating is: 8.2
I find it interesting how CTF levels are released in batches.
GAMEPLAY:
Balance isn’t too much of an issue since the level is more or less symmetrical (aside from a few tile misplacements). The whole area around the carrot should be moved a tile to the right to help symmetry, but it isn’t all that important. Well, unless you’re a perfectionist like me. Anyway, flow isn’t the greatest, but I can live with it. There’s the transporting thing at the bottom of the level which is rarely used in a lot of levels so that’s a good sign. I can’t find anything else horribly wrong with the gameplay. It’s average for the most part (excluding the transporter thing).
EYE CANDY:
Well, it’s decent, but more variety in tiles could have been used. I know I didn’t set up much of a standard with my level, but that’s where Stripe succeeded and I failed. I made some better levels with the set, but I’m still yet to host it. Anyway, the BG isn’t 8-bit friendly at all (unless Textured Background is turned off, but I’d rather not have to do that) and the solid blue tiles in the background (like around 100,35) look rather bland. And there’s the repetitive eye candy in places.
CARROT AND AMMO PLACEMENT:
I can’t argue with the full energy carrot in the center (almost the exact center, but that’s negligible). But I can complain about ammo and powerups respawning too quickly. Is it just me, or does everyone now want to make ammo respawn fast? 20, 25, and 30 are much nicer speeds. Also, there’s probably such thing as ammo which is too easily accessible. IMO, too much ammo is placed closely to the ground tiles. Better distribution could be a good idea. I should also mention that I wouldn’t go inside the deathtrap at 95,33 (which is naturally also on the left side as well) too often just to get some pepper spray ammo. It’s not really worth accessing all of the time, especially when there’s pepper spray in other places or when getting followed.
HOST THIS OFTEN?
Sometimes, maybe. 7.2, and not bad for a first CTF leve.
People compare the work they see to their own levels. A lesser level maker will rate too high, and an average one (like me, for example) will rate fairly. A better level maker like Evil Mike tends to underrate.
This level is, in my opinion, a above average level. While it is over-rated by others glares at dx dc it does have it’s high points.
The eyecandy is ok in layer 4, but for some reason the bg eyecandy I didn’t like as much. The ammo placement is average, not overdone imo. The carrot placement is unique. I like the shuttle thing you have to do to get to it, tho the carrot spire thing itselth would be great for campers, expecially with the bouncers. The base placement is pretty good. There are several routes to the bases, making it easy for aquick entry and exit (expecially with the shuttle.)
Overall- a 6.2
This was a good level. The eyecandy was good. The base plavement was good too. You can go to the bases quick in this level. The gameplay was good too. The level`s size was good for a CTF level. And the rest was good too like ammo placement. My rating is 7,7
The reason you are seeing diamonds is becuase you are in single player. Now next time you review i want you to play the level over the internet.
I must say dis is an good whan INF.SPAZ
1-NICE EYECANDY!
2-good ammo placed
3-good that suck with that ship :D
4-good base placed!
dis level is great!
an 8.2 from me![This review has been edited by dx dc]
im only giving this a ten so itle help ya get more publicity id REELY say it was about a 7
nice work!!
(Rate what it deserves, not what you want to give it for publicity. -Trafton)[This review has been edited by Trafton AT]
I guess it’s a pretty good level. Now, not spending the time to make a hyperlong review like Trafton AT, it is quite pretty for a mez2 level, and I have never seen waterfalls in a mez2 level before. I guess the ammo is placed OK, considering the nice long stretches would seem to let you outrun seekers (I havent played online for a while, hence the ‘would seem’). Ah well… what I would really want to see is something made by mez4
A few questions…Why did you call me wisety?And what would you consider a full sized level?
When you’ve got breakfast foods as a beta tester, what can go wrong?
I’m sorry. That did not have any relevance, but I wanted to say that for some reason. Anyway, this is a fairly spiffy Infinite Spaz level that shows quite a bit of skill. It uses the somewhat (okay, maybe a tad bit more than somewhat) overused MEZ02 tileset by Mezz (of course). And it uses it very well. The waterfalls are well-done and this level, unlike many other MEZ02-based levels, actually is not bad-looking. Background eyecandy is present and accounted for. Now that I’ve gotten that done with, time for the review.
TILESET/TILESET USE: MEZ02 is an easy tileset to use. However, it is also an easy tileset to abuse. Rarely do you see a level that truly looks very nice that uses this tileset. Sure, MEZ02 rarely looks really amazing, and this is not anything super-wow-gee-whiz-that’s-cool, but it is very nice for the tileset which is used, which definitely gets it bonus points in the tileset use category. Overall, spiffy.
Pros: Looks nice, especially considering it uses a GASPGASPGAPGAPGAPGPAGPAGPAPGA Mezz tileset!
Cons: Mez02 just is not capable of anything amazing.
Rating: 6.7
WEAPON/ITEM PLACEMENT: I have to say that this level has some pretty nice weapon placement. It also uses food which is, while not really necessary, an eyecandy improver. The debate over whether or not food is good for multiplayer levels is a long-running one. After all, most players do not consider sugar rushes when they are strategizing what to do next. Also, it’s impossible to tell the difference between someone with a sugar rush and someone without. For those who oject to food in multiplayer, you will not like this. Still, generally in this sort of small-ish battle level, the food plays very little of a roll and is just there for some harmless, if rarely useful, decoration. As weapon placement goes, this level yet again was fairly good. The only thing that was odd was that there was a seeker powerup in the middle of the level, but still that did not detract from quality. Placement is nicely done. Three cheeses for Infinite Spaz.
Pros: Placement is generally well-done and thought over.
Cons: If you dislike food, you might object to this level. The seeker powerup’s positioning felt odd.
Rating: 7.2
ORIGINALITY: Originality is really a tough thing to rate on this level. I have never really seen this kind of eyecandy used that much in a Mez03 level, so I am confused as how to go about rating the eyecandy’s originality. As for gameplay: there really is nothing super-original here. It is a basic level, more or less. There are not many surprises, but that is not necessarily a bad thing. For now, I just will not rate level originality.
Rating: N/A
GAMEPLAY/DESIGN: The first thing one notices about this level, after the eyecandy of course, is that it is not that big. In fact, all of it is one room with many platforms and “tunnels” to go through. There is no hiding in this level, so do not expect any cool strategic duel action or strategy of any kind. Where this level truly shines, however, is a quick battle with a lot of people and not much lag. In that case, this is pretty much a no-brainer. For games featuring less people, however, this is not the sort of level you want.
Pros: Good layout for a battle level, fun to play.
Cons: Small.
Rating: 7.0
REPLAY VALUE/FUN FACTOR: This is probably the area where the level fares the worst. Sure, it has some interesting eyecandy, but the level is small enough that constant play will become quickly tiresome. It is true that this sort of level is indeed original in many ways, but not enough to take away from the fact that this just is not a level that you can play many times without becoming tired of it. I can imagine, however, this being hosted frequently and it would be enjoyable to play it occasionally – just not a lot at once.
Pros: Good level, good eyecandy.
Cons: It is small, so replay is not great.
Rating: 5.0
OVERALL (not an average): Small battle levels featuring little more than a few platforms seem to be the level of choice for new levelmakers who have some degree of talent but not enough to make a full-fledged level that is worthy of getting a good score. It is not often you find a level that is of such high quality and diminuitive size at once. It is obvious that plenty of thought and effort went into this level. While my score is significantly lower than the average of the previous scores, that is mainly because of the fact that this is a really small level and does not require as much work as a large one. Regardless, everyone should play this, and this is possibly one of the best levels of this size to come along in quite a long time. Download recommendation? I suppose
Pros: This is a really good level, especially for this size. Better eyecandy than 90% of Mez02 levels.
Cons: Can’t really be played a lot. Small.
Rating: 6.2
GAMEPLAY: B
Flow: B
Layout: B-
Creativity: B+
Bugs: B+
EYECANDY: B+
Tileset use: A -
Eyecandy look: B
Creativity: A -
Bugs: A
PLACEMENT: B
Weapons: B-
Carrots: B+
THE FINAL GRADE: B
THE FINAL RATING: 6.2
+ PROS: Even for its size, this is quite a good level. Mez03 rarely looks this good.
- CONS: Limitations of the tileset have some pulldown effect on the overall eyecandy of the level. The level is quite small, which some may not like. Since it is so small, you can not simply play it over and over without becoming bored of it. Regardless, it’s still not good enough to warrant much play at all. Too small, but still features a lot of quality stuff. Keep up the good job.
NOTE: Score accidentally set incorrectly on first review – my apologies. Also, the level rating seems out of proportion to the scores on the grading sheets. This is because of the size of the level itself, which is not taken into consideration except in the final rating, as well as a few other measures.
- Trafton
EDIT: The more I play this level, the more I find a few problems with it. Various score corrections having to do with this have been aplied. The problem with small levels such as this is that with more play, they tend to worsen in quality. I recommend that you make a full-sized level.
EDIT 2: Hahahaha, I’m sorry for calling you Wisety. I had copied another review of mine to use as a template and left that little snippet behind. My apologies, Infinite Spaz. Goes off laughing to death at his own stupidity.
EDIT 3: I would consider a full-fledged level a level with more than one room. You know what I mean. ;P[This review has been edited by Trafton AT]
“But it still is a good level.” That’s for us to decide, and you to find out!
TILESET/TILESET USE: The level uses the white and blue Mez tileset which I somehow forgot the number of. There is some inventive tileset use, such as the waterfalls and the pool in the bottom, but overall I don’t really like the eyecandy. The background, to be honest, is uninspired, and looks too solid. The waterfalls would do better in the background, and there is not much to speak of in layer 4.
Pros: Some interesting parts.
Cons: Didn’t really captivate me, too boring, background looks solid.
Rating: 6.0
WEAPON/ITEM PLACEMENT: The weapons are really just placed semi-randomly. There are also a few caches of large quantities of food, which is actually a rather good idea, as you need a significant amount of food to get a sugar rush.
Pros: The food is done well.
Cons: Everything a little too random for my tastes, and the seeker powerup is way too powerful for a level covered in one ways.
Rating: 5.5
ORIGINALITY: The level is a series of platforms, and I can’t say I care much for the eyecandy. I will, however, be lenient and not rate this factor.
Pros: N/A
Cons: N/A
Rating: N/A
GAMEPLAY/DESIGN: The design is pretty unthinking, as you might expect from an incarnation of “boredrom”. There is little that is interesting about it, and gameplay will probably consist of running around shooting powered up seekers around randomly. Not my favorite part of this level.
Pros: The level is playable..
Cons: Too random, too seeker based.
Rating: 5.2
REPLAY VALUE/FUN FACTOR: This level, by the looks, is not too entertaining, as it does not seem to be paticularly skill based. Sugar Rushes are not paticularly useful except in cramped levels, and this is quite certainly not cramped.
Pros: You can hold a battle here for a while..
Cons: ..before people end up getting bored.
Rating: 5.5
OVERALL (not an average): This is a bland, uninspired level, with eyecandy which needs work but is kind of good. I’m not really sure I recommend it for download, but that’s up to you.
Pros: I’m probably underestimating this level, the eyecandy’s decent.
Cons: I don’t really like the design.
Rating: 5.7
Hotels. The scourge of Jazz.
This level is not very good at all, and I’m not quite sure how it deserves the 7.5 rating it seems to have now. After forcing myself to download a hotel (argh) I quickly found that it was unfortunately not worth my efforts. It’s pretty standard – how much can I write about a hotel that has little difference from the hundereds and hundereds that already exist? I’m not sure. So I’ll close with three simple words: no download recommendation.
And now for the battle part: It’s OK. Nothing special, but it’s average. I’ll raise the rating slightly, but it’s still not worth the download because of the annoying hotel part. Sorry.[This review has been edited by Trafton AT]
Yes, the cloudy background is evil in a bad way.
This is below average. There is no way I can recommend this, sorry. Maybe spend a bit more time on your levels.
The eyecandy is very bad. Almost no desert things at all and there are a couple weird tiles. Weapons placement doesn’t even exist. It has only got a couple powerups, 3X and crates placed here and there, that’s all.
Gameplay is also very bad. As Taz said, you can only go right and left. Not very fun at all.
Sry, but this is quite a bad lvl. Nxt time make lvls with more platforms.
I’ll give this an 4.
One word overall: WARGH.
The eyecandy is bad. There are some layer 6&7 things, bad use of 5…
Weapon placement is too ***. There are only 1,2,3,4,5,6 normal weapons. And 5 powerups.
Gameplay is bad. You can only go to right, or left poopoo And that is err.. yeah, bad.
Other thingys: Music is a Junglelish music, but i cant say, you don’t may rate the music D*mn! :D
There is a crazy bridge. Some weird text strings.
No, this is like more a Single player then battle, and then is it soo bad…
A 5.5 for the nice tileset.
It´s a big but not so good lvl.
It is a funny hotel, I love the pingpong :P.
But the music… is bad.
Tazzy
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