Technodus Cargo Station
Looks, high detail
The level looks good enough to be nice on the eye when playing. I am too used to the level to be stunned by the eyecandy, since I’ve played this level frequently over the past year – loving it.
Looks, low detail
On low detail, the level looks, so-so. It doesn’t look really bad, but the fact that the suckertubes look horrible, makes the impression not as good here. On the other hand, you don’t play on low detail for the looks. Seeing the level in low detail really simpliefies learning aswell.
Base-areas
Red team
The red teams base is located at the top right corner of the level, being quite a good place for defence. However – staying there with flag is not that easy since it’s pretty much a dead end, if you disregard the suckertube that brings you all the way to the left side of the level if you fall into it… What I’m trying to say is, that the attackers are likely to force you to run away, and then you will have problems getting ready to score again, since the base is such an easy-to-defend spot.
Blue team
The blue base is, not very surprisingly considering the placement of the red base, situated at the bottom right corner of the level. Or well not really, more like a bit from the right of the middle of the bottom. In any case! It is not at all as easy to defend as the other base, but on the other hand, getting to it isn’t as hard, so you might be able to score without being RTS, also there’s more ammo around it, including a bouncer powerups, which’s room can be handy for variating your defence (or attacking fastly, but I’ll come back to routes later).
Carrot placement
There are two, well placed carrots in the level – one FullNRG, and one normal carrot. The normal one is placed at the exit of the aformentioned suckertube from the red base, and can be quite useful, especially for the red team’s flagcarrier. However, taking it isn’t entirely riskfree, as there is a turret facing it, from where you can quickly be killed.
The FullNRG is placed right between the two bases in a truly tactical area, with lots of “trix”. It can be shot down into the place beneath it – it can be shot down pretty much all the way to the blue base. It can be shot down to the ground and left there, while you camp safely underneath it with RFs (a truly annoying move). Also, there are several interesting routes around it, but more about that later.
Powerups and ammunition
The level has four powerups – seeker, bouncer, RF and electroblaster. All of them interestingly to moderately interestingly placed.
The seek powerup can be somewhat hard to find, but it’s in the bottom right corner, and is accessed only by electroblaster bullets. The placement is good, because that gives the players atleast one reason to ever go to that area of the level. (Overall all of the level is used a lot when playing – which of course is good level making).
The bouncer power up is placed right under the actual exit of that suckertube I’ve been going on about, and as I said before it’s placed in an interesting place. Because going to it is one of the fastest routes to the blue base – not to mention a cunning way of attack. Also, it’s the only powerup you are able to sidekick (unless the powerup is there, because then you stomp it automatically to obtain more shooters!). When in the small powerup room, having taken the powerup, you can quickly choose to go either down to the blue base, or go left and get shot up pretty much all the way to the one heart carrot. Also, the really cool people, like me can use ice, to shoot the spring that pushed you down and then quickly change to real fast missles and climb up again.
The RF-power up, you access through a warp in the top right corner (in the same place where that turret facing the 1h-carrot is). That warp, after having given you the power up, takes you to the area between blue base and carrot, and is therefore quite a fast way to quickly move around in the level, aside form providing you one of the mightiest weapons around. Especially nice is to immediatly bounce to the right and mutilate people standing at the base with your newly gained missiles^_^.
The electroblaster powerup, useless as it may appear at first sight, is placed in the sucker tube back to the red base from the 1h-carrot. Personally I don’t think it’s a very nice placement, because no one bothers taking it in game – on the other hand the usage is quite limited to getting other powerups, since the walls are mostly to thick for effective gun9-use, and otherwise the areas are too open to make other weapons than seekers, RFs, bouncers and possible pepper spray useful.
Other ammo: “there r many shooters i like that”. There is a suifficent amount of amunition pickups, simply.
Routes
Some people have said that this level is biased to the blue team, because moving to their base is so much quicker. However there are quick routes to the blue base, there is no such biasedness. Firstly, there are fast routes to the red base aswell, for example the sucker tubes – and secondly, teams have to move in both directions anyway. What is most awesome about the level is the speed, and the tricks. You can move very quickly in most areas, and once you’ve learned the level there are always so many options – most of them good in certain situations. For example there are no less than three routes away from the carrot, effectively taking you in any direction you want to go. One way not as easy to realize away from there is through the springs above you, using ice (you can see those on the picture above). I can’t be bothered to write more about those, just take a good five minutes and explore the level before playing a serious game, and you’ll do just fun – hopefully having atleast half as fun as I do when playing here.
Overall rating
This level is in essence awesome. I love it. It truly catches the true spirit of jazz2 – speed and a big gun. (The big gun being the plentitude of powerful weaponry). The only thing I can think of that would make it not be a 10, is that it doesn’t look so good on low detail. It might seem a bit unfair to an artist like Rag, but I am not always all too nice – so he only gets a 9.9 for this level. Oh, and the music suits the level too, but who cares?
Very Stupid Floating Castle
The second level of the pack, is one that I am not at all as familiar with. I did however play some really nice games here during the latest months, and found it to be nearly as awesome as TCS.
Looks, high detail
This level looks a bit better than TCS, in my opinion – but that’s probably just because I’m not as used to the level. In any case, it’s more than enough eye candy to satisfy my needs.
Looks, low detail
I am glad to say that the level looks just as awesome on low detail :D.
Base-areas
This level is symmetrical, which no doubt makes it balanced. Another out-of-game upside of that fact is that it saves me time when reviewing. The base areas are really nice, because they’re campable, but the camping can be countered. It appears to me that Saba put down some thought when designing them. The bases can be attacked from three directions – up, down and side. All of the ways are no doubt useful. Especially the lowest one, which is quite fast but with some luck allows you to snatch the seek power up on your way. When making the actual assault, however, I do prefer the side way – and just burst in with RFs and bouncers. Each base has close access to a good power up each (RF/bouncer), which of course comes in handy both when Aing and RTSing.
Carrot placement
There is only one carrot in the level – and that’s truly a good thing. Because in conjunction with the presence of all the three strongest powerups, this makes the level’s gamplay fast-paced and fun (same as I said before – speed and a big gun). The carrot is naturally placed int he excact middle between the two bases, and can be reached either from the sides or with RF-climbing (might be hard for jazz, but Spaz-bias makes levels more fun anyway:D).
Powerups and ammunition
As I mentioned the powerups are bouncer, seeker and RF, and I like this for reasons stated already. Well the seeker is at bottom middle (way down under the carrot) – but I’ve pretty accidentally much emptied this subject already in previous paragraphs, so I’ll just move on.
Routes
There are two main routes you can move between, as I see it. A top one, and a middle/bottom one. The bottom one is quite straightforward, but the top/bottom one is divided into three parts or something like that. I’ll just show you with a picture.
Overall rating
Overall, this is a solidly made level. Fun to play, well balanced and quite tactical – however, I don’t think I will keep liking it this much as long as I have with TCS, so it’s not worthy of more than a 9.
9+9.9=18.9
18.9/2= 9,45
~9,5
Of course with a downlioad recummandation
I guess I’ll review this, since this needs a review =P.
Firstly, I had to look in JCS to find out what to do in the level (how to get into control room, etc). This isn’t too bad, since chances are nobody else would know how to get into the contol area, but it would be nice if there were some arrows pointing where to go that would be turned off by trigger crates once you went where they pointed to.
Layout:
First, I’ll start with the layout outside the fighting room and stuff. It looks kinda overcomplicated. You have this weird room with lots of text sign blocks with no text in them except for 1 string mentioning r3ptile in it. That place seems kinda useless, the only benefit of it is that it looks nice and provides more room so people arent all squished together in one spot. There’s also a warp to some room with text signs explaining rules and stuff in it, but I had to look in JCS to find out that there was a warp there ;p. Again would be nice if an arrow or something pointed to it, especially cause rules are usually important in a level and should be read (noone will be able to read the rules if they cant find them =P). (Edit: Rag informed me that this room is actually the hall of fame. With only one person currently in it. Yay)
There’s also a bunch of nicely made spectator rooms. In the same warp leading to them, there is a random room owned by FS, and a turret tower. The turret tower has turrets (omg!) pointing into the arena, but they’re blocked by solid tiles so only bouncers get in. Although its fun shooting in the arena and killing people and watching them get angry, I would imagine in a serious game if I was playing someone in the arena, I would already be worried about dying or falling, and wouldnt want to be worried about people outside the arena killing me as well (after all, in tourney levels, its you vs your opponent, not you vs your opponent vs everyone). It would be nice if there was some host controlled trigger crate or whatever which could disable shooting into the arena. There’s also a warp leading to a room filled with carrots (you can get here from a warp in the start too). Its called the ammo dump or something, Im guessing youre supposed to refill h or waste ammo here or something (why would you want to waste ammo anyways? ;p). A sucker tube leads from that room to under the arena where you can pick up any ammo that was shot down (which is a nice idea). A lot of this seems overcomplicated (especially since places like the Owned By FS room are easier to find then places like the room with the rules), but thankfully at least there is a text sign in the start telling what warps take you where. One more thing, its easy to get stuck when on the blue spring when the host hits the crate to start (i’ve seen this happen quite often). Although standing on the turrets when ready to start would be a better idea than being on the springs, nobody does that for some reason ;(. There is no warp or anything to free you from being stuck, and that couldve been fixed too. Oh well, nothing major, and more the fault of the players than the level I guess.
Now, for the layout in the arena. There’s only one way to get to the top (through a floatup vertical tunnel in the center) which makes camping there easy. There’s also a lot of places where you can fall (two large chasms) so you have to be careful and stuff. The bottom right of the arena seems kinda useless though unless you’re trying to hide (and there are even better places to do that in imo). Thankfully, there are two diff. routes to the carrot. Overall, the layout of the arena makes it easy to camp, but its both jazz and spaz friendly it seems.
Rating: 7.9
Eyecandy:
The eyecandy here was great. Lots of times it made otherwise boring areas look good. Use of transparent tiles to make other tiles seem a different color was also a nice addition and well used. I loved the backround, the castle surrounded by the clouds =D. Don’t have much to comment on eyecandy, except the tileset use and stuff was original and overall the level was pleasant to look at.
Rating: 8.6
Placement of Stuff:
Hmm…The two significant pus are on the top of the level (where there’s only one way to get up to), and both are as far away from the carrot as possible (without being too near each other, that is). Gun8 powerup is in the bottom right, not worth getting it really imo. I wouldnt mind seeing the Gun8 pu being switched with the bouncer pu or something. There’s only 1 carrot here, making camping important and hard to stay alive. It also makes it annoying for people at low h because chances are their opponent will be making life tough for them and camping at the only source of health. Ammo also seemed a bit too sparce in the middle/bottom area of the level, and I would have preferred to see more +3 ammo instead of the +15, since some areas could’ve used at least something placed there to prevent them from being empty.
Rating: 7.5
Gameplay/Flow:
Heavily based on camping. The lack of springs made the level interesting though, as floatups and sucker tubes filled the gap.
I found it really hard to survive if you were at low h in the level, because chances are if you have a bad start you will lose. This leads to frustration, but also makes strategy essential to win, and having to think of a winning stategy to survive rather than mindless killing is fun. Level flowed alright I guess. Some places jazz had to uppercut in because the vine was 1 tile away though, so that couldve been fixed or something (I dont really care since I play with spaz anyways =P). Still too heavily reliant on camping imo.
Rating: 7.8
Overall/not an average:
This level was nice. It was original (in terms of gameplay and eyecandy and things) and looks like a lot of effort has been put into it (looking at all the triggers and add ons and stuff). The level played alright and looked great, and it seemed to work. I wouldn’t mind playing it, or hosting it, somewhere in the future. Good Job!
Rating: 8.2
Additional comments: Music kinda gets annoying after you listen to it loop like 20 times while reviewing…And the next level setting is wrong.
Final rating = A Perfect 8. Just fix the next level setting or something =P. Download reccomended.
~Blackraptor
(Dont you hate it when your computer crashes when youre just about finished a review? I had to write this one out twice argh)
I love dumb reviews. Thx DS for the GREAT review ;D
I use to play it in school
(Unsupported rating (1) removal. You’re not even supposed to be playing JJ2 in school, I believe. ~Violet)
Introduction : I saw Ragnarok still didn’t get a review for his level, and I don’t want to make him sad, so here comes a review! This is Rag’s first released XLM level, and he used WSF II for this. Personally, I like WSF III more, but that’s just because it’s more dark. Let’s go on now, ok?
It wasn’t a very original choice to use WSF for this level, but I don’t think anyone cares. You can’t do alot of original things with this tileset anymore, because almost all ideas are gone. Ragnarok still tried something, and I found something that’s a bit original. The blue tiles with some ammo on it is an example of this. Not a major thing for originality, but I haven’t seen a level with these tiles before. Ragnarok used tile 2,44 in this tileset alot in this level. The background isn’t very original, but there aren’t many other levels with a good background like this background. The level also uses the more hard parts of the tileset, and the lightning in the background looks good. The level has a turret as well, and I like to see it in a quite small level like this. I can’t say this fortress lacks eye candy in some places, so good job.
This level is quite small, and it’s also quite open. The layout is solid in some places, but there are also some small platforms here and there. The triggers that are in the level are fun. This fortress has a jail as well. Funny to see it has, and also quite original. It’s not too easy to get to the area with one of the power-ups ; the Toasty PU. The one ways are useful, because it’s not fun to bump against a wall. Some places aren’t that easy to reach, like the left side with the Bouncy PU above it. You have to jump sometimes, and it’s Jazz unfriendly a bit, because Spaz can get up there faster. Best thing you can do is that you prevent to fall. The flow in the level is good, so is the spring placement, although the spring at 9,18 can’t get you up that fast if you are Jazz. You need to have good timing if you want to get up there fast.
This is a quite small level, like I said, but I don’t have a problem with the amount of PU’s in the level. This is, because it’s a Battle level. The level has 4 Power-Ups, but 3 of them can shoot 2h off someone. You can only get the Gun9 PU (if you don’t have it) by entering the tube at the right side. The other Power-Ups are Toaster, Bouncer and Seeker. The Bouncy PU is at the top-left, Seek at top-right and the Toasty PU which is quite hard to reach. The Seek PU is in a wall, but you’ll need the Gun9 PU before you can get it. The best way to get the Toasty PU is by shooting through the tube at 63,35. The ammo placement is good. There are some nice shapes of ammo, but also unoriginal ones. The groups of ammo aren’t that big, but others are bigger. The level has 2 carrots. Last version I played had 1 carrot, but that was not that successful because people camped alot(I did as well) The carrots are at 42,5 and 74,24. The one at 42,5 was the one that was the first in the level, and that one gave people the opportunity to camp alot. There could be some ammo around 73,34, but that’s just one of my stupid suggestions. Although the end of the platform at the top with one of the carrots could use a small group of ammo as well.
This level has some original things, even when it uses an overused tileset. One of these original things is the jail. Some placement was original, like the placement of the Toasty PU. There isn’t alot of original EC, but I think there is some. The music file used for the level is used in other WSF levels by Rag(for example Rag’s Stronghold) I liked the textstring about that you are prisoned =P
Ratings :
Eye candy : 8.2
Gameplay : 7.5
Placement : 7.5
Originality : 7.7
Conclusion/others : this is a nice Battle level by Ragnarok with good eye candy, quite good gameplay and placement, and it has some originality.
Host : sometimes. This is a good new Battle level, and I’d say you have to download this if you like WSF alot(like me)
Download : Yes.
Final rating : 8.2 + 7.5 + 7.5 + 7.7 : 4 = 7.725, rounded down to a 7.7.
Oh, and btw. I’d give you a higher rank in XLM if I were Chip =)
eyecandy: the eyecandy was ruxor for using not an extremly good tileset.i love the sucker tube effect.i also love the backround because of the rocks and rockets. the rocks and rockets gave an effect like u were inside a spaceship/spacebase.
weapon placement:the weapon placement was also really good.i like the secret plces u had to find to get the cool powerups.every thing else was ok.
music:pwns.it is cool.very exreme.
My flaming sense is tingling…
Now, on to the review…
[B]Concept[/B]
A symmetrical CTF. Meh. Nothing we’ve seen before there. The Gun9 PU is unreachable, but it gives you a clue on how to get the RF PU. 6/10.
[B]Layout[/B]
The layout is spacy, however it has a few platforms. As mentioned before, the level is completely symmetrical, so much that the Ice MAN on the right side is mirrored. 5.5/10.
[B]Eyecandy[/B]
You put too much rockets and meteors in, but you can’t really see them. Simplistic, yet pretty good eyecandy. 7/10.
[B]Music[/B]
Bah. Aryx.s3m. I’ve seen it used so many times, it kinda gets annoying. That aside, it does fit well with the tileset/planet. 7.5/10.
[B]Pickups[/B]
One full carrot. Oh, and a good amount of ammo. 7.75/10.
[B]Hype[/B]
Hype is what the review score was prior to me reviewing it. GAMER’s and Black’s don’t count because those were crap reviews. 7.7/10.
[B]Tilt[/B]
Sapaspaz has put some effort in this, and it shows. 8/10.
6 + 5.5 + 7 + 7.5 + 7.75 + 7.7 + 8 = 49.45 / 7 = 7.06428571428571428571428571428571 = 7.
Good job. Keep at it.
-ThO
HEY top reviewer all i wanted to say is………………………………………………………………………… that your review STINKS.
anyway for the review.
layout: Good and original. i like it when people keep their lvl’s original it is nice and symetrical with both bases having powerups near them. 8/10
Weapon placement: Itotally disagree with GAME (CR) There is a bit too little
ammo the seeker powerup is in an easy place so everyone can get it. Overall it is OK. 7.9/10
Eye candy:not too bad you have made good use of the plain tileset as Green Plant mentioned and hey Black…..
CAN you see a good baground even if it was under your nose? i would like to see you make a background using this tileset? anyway i give this 7.9/10.
gameplay:Good. There are some springs that are no necessary and the suckatubes are easy to find so good!
8.6/10
That is not a lame review. It is called “Constructive Criticism” telling what could be better in their opinion. It may sound a little harsh/rude but if you want to improve you need to be able to endure that. But GAMER, there are some levels that use the Aryx mod. They get downloaded, and people without the tracker don’t know who made it. Anyways, for the review.
And a little note:
The music is a example for the Modplug Tracker ;) Music: ????!
Layout
It is quite good. It is devided in platforms, reachable with springs.It is also quite easy to get from one base to the other.
Gameplay
There are alot of sucker tubes and springs. Some of the springs are a tad unneeded. Some of the Sucker Tubes are hidden, but some are also pointed out. Resulting that the hidden ones are quite easy to find.
Eye Candy and Music
It is okay, it has some transparant windows where you can look at the rockets and stuff. I agree with GAMER that there are a little bit too much stones flying there. Also, there is this part with those yellow blocks. They just look quite strange. There are other blocks. Maybe you could have used the blocks 3 tiles under the empty one. Because the other area with the same shape looks a little bit better with those tiles.
There are also places with suckertubes. Some nice transparant windows there too _ Also, somewhere there is an 3way PU, but I think thats for powering up the ship thing you are in. There is no way of getting that thing. Haven’t seen it before…
Music… Is okay.
Weapon and stuffu Placement
Quite good, but there is a little too much ammo. here are 2 PU’s. Toaster and Bouncy. ALOT of Seekers, that is quite not good, but Wha? A Seeker POWERUP that is easily reachable. Mweh… But for the rest, there is also alot of variation.
I don’t know for carrots, but I have only seen one full health carrot. nothing else… If there is another carrot, I am blind.
A 7.2[This review has been edited by Spazie]
unfair a 6.0
The background:BAD
Level mad:GOOD
the tileset is good for this lvl:GOOD
the music to tileset and lvl:GOOD
Rating a:8.5
DOWNLOAD THIS:yes
_________________________
I’m sorry. It has been a year since I played jazz2 , and i seem to have lost touch in making reviews and giving marks. I’m sorry. I’ll delete my rating
[This review has been edited by GAMER]
saba yo. Hey cool battle lvl. this is a good lvl. good eyecandy.enough powerups in difficult positions.cool tileset.the layout of this lvl is really cool.This was an all around good lvl. plz make another battle lvl =) . Thyst.
hey sab cool lvl.yr lvl is a resonably long lvl but it has lots things to keep u happy whilst playin it.eyecandy is good.lots of ammo was good but to much help. Background is really cool and u have to use lots of finally revealing stratergies to complete the lvl. Danyjel
i think the most of the stuff u said about his lvl is untrue.Hey great lvl Thyst. P.S:read my reveiw about (industrious derby)[This review has been edited by messiah]
I think this level deserves more than 6.2
Let me review.
EYECANDY:
Quite nice. not perfect though. background would be better, its rather dull in this level. ofterwise the eyecandy is fine,this level could have more eyecandy though, it looks quite boring. textured background is quite nice though.
GAMEPLAY:
Hmm, quite good. i don’t like it too much though. sometimes its kind of annyoing to navigate. gameplay here is kind of dull, i can live with it though..
PLACEMENT:
Its ok, i like the ammo placement here. there is probably too much powerups for a level sized like this IMO. well, i think its ok, and i can live with it.
OVERALL: Quite average level.. download recommedation if you like battle alot.
Ahum high rating(s)???????
Anyways
eyecandy
Little bit good… But i guess your other levels wher better
Gameplay/Bugs/Based on/
Its kinda boring and its very hard based on SPAZ and i saw
many bugs
and ther some DEAD ENDS….
Ammo/Goodies/Others
Bad/good placed more i cant say… Mayby you can place some coins and a nice coin warp..
I dont know why everybody gives a 9..
but this is a
.:: 6.2 ::.
Dx CC of XLM
Feel like reviewing again!
Great work Sabaspaz!
Gameplay: 2.5
Lotsa flow in this level! i felt like i ran the whole time!
Ammo placement: 2.5
Great ammo placment! Thus Powerup´s where placed well, very well!
Battle Fun: 2.5
I never wanted to stop play that level, but i must review it someday! Well, Great work done here! Everything where so perfect! And i found LOTSA secrets!!
Eyecandy: 2
Not much layer eyecandy, but i thought you used layer 3 and 4 eyecandy very well!
Final : 2.5 + 2.5 + 2.5 + 2 = 9.5
GREEEEEAT!! But not perfect! almost!
Download recommendation: YES, OFCOURSE!
Host often: i will say this: ANTAGLIGEN!!!
Note: “antagligen” is swedish and means “OFCOURSE”!
And “LOTSA” is “Lots of”!
Nice!
EYECANDY: Good
FLOW: Medium… 1) you shouldn’t point to the trick sports and 2) there is a weird tube in a wall which has no point :)
OVERALL GRAPHICS: Very Good
PLAY AGAIN: YES
RECOMMENDATION FOR DOWNLOAD: YES
[This review has been edited by NeoBlaze24]
This is yet another late review.
GAMEPLAY:
The flow isn’t horrendous, and the symmetrical layout means it’s balanced. But the layout is rather linear leaving limited room for strategy and it’s too simplistic to be fun everytime it’s played. The horizontal springs aren’t necessary; they only get in the way. As for the springs at the bottom middle, only the blue one is needed.
EYE CANDY:
The eye candy isn’t bad, but I don’t like it all too much. I wouldn’t advise using solid sprite layer tiles in the background too often. Blandness and possible confusion are the only two major problems though.
CARROT AND AMMO PLACEMENT:
I can’t say anything about the full energy carrot, but the +1 carrots and the two powerups should’ve been placed a little further from the bases. The small patches of ammo aren’t enough, and the events should probably respawn slower like at a speed of 20. Also, I don’t see any uses for the ice.
HOST THIS OFTEN?
No. While there isn’t anything that makes this level unplayble, it’s nothing that couldn’t be made in half an hour. I’m giving this a 6.7 just because.
It’s been a while since I reviewed a CTF level. And first off, R3ptile, stop using a word with n**b in a bad way, because we all have been a n**b in level creating.
Introduction to MEZTAR: this is a CTF level created by SabaSpaz, which is symmetrical and uses the Mez01 tileset.
Gameplay: this is a level with an around average size. The level is very open, and it has horizontal springs which aren’t needed. There are alot of other springs, which are well placed, but nothing special. And also this time, there were no float-ups at 70,13 and 82,13. This prevents jumping, and it helps the flow a bit. The level’s layout is nothing spectacular, and the level is symmetrical. This is a good thing for your first CTF level, and that means the balance is always good. The level’s flow is average, but I can’t say I am fond of it. The level has some one way placed at the right places, that’s good. The level has warps, but I don’t know what to say about it, because I don’t know if they are needed. Other than that, the gameplay is average.
Conclusion of gameplay: this level’s gameplay is just average. Average spring placement, flow and layout. A symmetrical level, which is good for your first CTF one.
Eye candy/tileset use/layer use: this level’s eye candy isn’t that good. The level has some good backgrounds, but the stuff in the other layers isn’t too good. This tileset doesn’t have too many eye candy, but the level is very empty. A small level with this tileset is good to start with, or just use a tileset with alot of eye candy, which is easy to use. The tileset use isn’t too good in this case. The layer use is average, because it has backgrounds and something in the layers 3 and 5. There is no real eye candy in layer 4.
Conclusion of eye candy/tileset use/layer use: not so good, the level doesn’t have real eye candy in layer 4 and a few things in layer 3 and 5. The backgrounds are nice, though. The layer and tileset use is average.
Pickup placement: this level doesn’t have too many ammo, and the groups of ammo are 4 × 3 ammo. I can still remember this from SabaSpaz’s first level on J2o. The level has 4 power-ups, which is one too many. The level has some ice and tnt, but it isn’t much, so it’s okay. This level has one crate with 5 × 3 seeker ammo near each base, and the bases also have a carrot. This isn’t a good idea, but I can’t really explain why it isn’t. There is one way to enter each base, which means that you can camp there. There is a full energy in the middle of the level too, which is placed above the rf pu. The toast pu is at the right side, and the bouncy one is left. The seek pu is placed in the centre-bottom of the level, and you get 3 from this 4 pu with gun 9. The ammo is all placed in the air, and I like that. The level could be bigger if you want to keep the ammo placement this way or bigger groups of ammo which are spread. The pickup placement is again average, but could be better.
Conclusion pickup placement: this level has small groups of ammo, which aren’t good spread, 4 power-ups, 3 carrots, and two of that ones are 1 near each base.
Originality: this level uses an over-used tileset, and I already had the music used in this level. The way the tileset is used is nothing original, the level doesn’t have any original ideas, and the other things aren’t original too. I like this level music, though.
Conclusion originality: the level has no real original things, nice music and it uses an over-used tileset.
Playability: this level isn’t too fun to play because it’s so open. The level has no dead ends, which is a good thing. The horizontal springs ruin the playability in this level, and it’s also a biasing for Spaz. Spaz con double jump that way that you can go back up when you touched a horizontal spring. The way to the base isn’t a straight way, and I’m glad there is finally a level which doesn’t have that.
Conclusion playability: this level is very open, the horizontal springs are annoying, but the way to the base isn’t straight, which is good.
Others: this level has some slope errors, but that are the only bugs I found.
Conclusion level: this is just an average level, and I give it a 6.2.
- DarkSonic of XSÐ, CC and XLM was here.
[This review has been edited by Da man]
MEZTAR (or, CTF of Life? I dunno)
Well, it’s been a while since my last level review here on J2O, and my comrade R3ptile forced me to write a review for this level, because he tought that it was overrated. I felt like writing, but I didn’t have much time (got to go soon) and so here’s my “quite short” review.
EYECANDY: 1.75 out of 2.5
Again a level with the Mez tileset. Hurray. If you read my previous reviews then you would know that I’m not a great fan of these Mez tilesets (I think they are overused and not so good) but the eyecandy used here is not so bad. There are a few nice backgrounds and there aren’t much tile errors. It could have been a little bit more diverse, though, and I’m definitely not really impressed. But that’s just my personal opinion, and I won’t count in the score that I don’t like the set. Overall: Nothing special, but not bad.
AMMO: 1.5 out of 2.5
Same thing goes for the ammo placement in this level. Not really impressive, but also not really bad. The creator has chosen for a not so standard 4 Powerup strategy. In my opinion this is a little bit too much, because the size of the level is not really big and I think it would be best for duels. The ammo could have been spread among the whole level more: most of the carrots and some powerups and other things are placed next to the base, not really a good idea and it looks untidily. About the carrots: too many of them are placed in this level. There is a Full NRG carrot in the middle and two smaller ones at the both bases. Only the Full NRG would have been enough in such a small level like this. Overall: average, but not so good ammo placement.
LEVEL STRUCTURE: 1.25 out of 2.0
I can say both good and bad things about the structure of this level: a good point is that the level is quite open and you can move around freely in the most places. There are also a few bad points about the level, like the annoying spring placement above both bases. This is taking away the flow and I don’t see the need of it. Another point of complains is that the level is way too empty: you can walk around for ages without seeing a thing. Overall: not so good structure.
GAMEPLAY: 1.75 out of 3.0
In the previous three points you could see that I was not really impressed by the three main points in the level, and a lot can be improved in later levels, I’m sure about that. The gameplay has good and bad sides: the level is kinda funny for a small duel or a skirmish but the level is way too empty and boring. So you don’t get the maximum score. The music is fine in my opinion.
RATINGS:
As you could see in the four points above I’m really not as much impressed by this level as Acid, and I doubt that I will be impressed later by this level. The author really didn’t make a bad job with this level, especially not for his first CTF level, but he still has a lot to learn. Good luck with your next levels, I look forward to see them. 6.2.
Score: 1.75+1.5+1.25+1.75 = 6.25 = 6.2
Download: Perhaps.
Host: Only once. For testing.
Greetings,
- ChippieBW of XSÐ, CC and XLM
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