An enjoyable non-linear level for the experienced player. Some creative enemy placement such as dragons in walls and lizards under vines. Sometimes it's a bit unclear what path a crate opens, and masking isn't always obvious. There's more ammo than you'll ever need, and the boss gave a decent challenge until you find out where to camp.
Great mutator, especially with the extra effort of the HTML! Slight improvements could be made to saving gradients. It still lacks the colouring of the default ammo type gun and the death animation. Other than that this is a perfect mutator.
It's a great idea to make the color of the characters customizable as you want, it's perfect and works very well.
As a big fan of boss rushes, this level is the strong candidate to achieve good rating.
8/10
that underground, do have a awesome eyecandy!!
about the slime or poison sea:
i think.. this is a very good concept, also very interesting..
and it inspire lots for any future projects
.
about the city ,
- i miss a bit places where my rabbit is in savety
(..but of course everything should be like this!!)
and i also like the idea of the bombs very much
.
- a bit short the lvl..
i wish it would be a bit bigger..
.
..but its really amazing!!, the slime/poison sea
do have a awesome eyecandy
and i think: this idea is really good and inspire for any future projects
.
+ im endless much thankfull, for this new background feature!!!
.
.
about the overall concept, its a great work!!
Cool weapon ideas that feel a bit unfinished. The weapons lack sounds and visual queues to help identify them. Neither weapon works as you would think. The teleport is too instant which gets confusing. Running with wings mid-air feels weird with the physics and animations. The weapon ideas are good, but the execution feels a little rushed.
A great twist to normal CTF gameplay. Flag scores happen a lot more often, the rules are simple enough to explain to people, and it's always entertaining when one base has both flags and everyone in both teams ends up fighting there.
After a couple dozen games with it I think I outright prefer it to regular CTF!
I didn’t think Jazz 2 levels would make me cry. I didn’t think Jazz 2 levels would make me cry three times.
Weapons are cool! 10/10 HYPE!
BTW Naps made new types of weapons, like Anti-Gravitational Bouncer and Hornet Gun. Violet, you could update this weapon pack with these two new weapons.
FANTASTIC!
Thank god I’ve stumbled across this download lately! The gameplay mechanics akin to the OG Sonic games is the definition of neatness on the highest level. I especially loved the part where you do the loop thing, as well as when at certain speed you can stick to the vertical and semi-vertical surfaces, which reinforce the Sonic feeling even more. The boss fight is literally the best one I’ve had playing a JJ2 level.
What I kinda disliked was the fact that the enemy placement was occasionally cruel and unforgiving. Like, you are running like you just don’t care and enjoying yourself and then BAM! you just ram into a group of baddies, inevitably losing all your ri… I mean gems. Also, there were sometimes some spots at which the floor layer blended with the still background one, which was slightly confusing and led to me hurting myself because I didn’t actually know whether I was supposed to land on something or not.
Apart from the cons mentioned, the whole experience was totally great and I wish Violet released even more levels like that (maybe even the whole series, hee hee).
Def recommended
Perfect Pack! 10/10 HYPE
Oh, BTW in my own version I inserted boss music (Calling for Wisdom Uterus, Psychosis for Fooruman and Darkness for Dragon). I have them in MP3 format and is made by both Christopher Emirzian & Tim McFarland.
abgrenv: this tileset is expected for use in JJ2+, which lets you put traditional skyboxes in any level, so there is no need to include them in the tileset:
jjPIXELMAP skybox(TEXTURE::NORMAL); for (uint x = 0; x < 256; ++x) for (uint y = 0; y < 256; ++y) skybox[x,y] = (skybox[x,y] - 176) / 2 + 192; skybox.makeTexture(); jjTexturedBGUsed = true; jjSetFadeColors();
it’s a pretty nice tileset, though I feel a lack of chemistry between the background layer (layer 8) and the rest of the tileset, separate they both look great, but combined they sort of differ in artstyle and look like they belong in 2 different games
other than that it’s nice, plus Violet informed me that the classic background is always available in JJ2+, so that issue is also negated
A small and nice conversion with some usability, but also fairy limited. It definitely requires the levelmaker to do some extra work (like tileset merging) in order to create unique levels. The artwork itself is nice, but to me the soil and the sublayer backgrounds don’t look great, although I understand the uploader decided with a direct port.
Very pretty. It’s a solid conversion that looks easy to use. Can’t wait to see it used in a full-fledged level someday.
Awesome level! Enjoyed playing it (hard mode)
Instructions/introduction were very clear.
Concept is creative and original, liked the metrovania-ish aspect of the level!
One of the most original levels I’ve ever played! It has quite fluent gameplay, the ammo placement is fine (maybe the powerups a little less). I like the idea that you have been trying to bring some MLLE functions back into JCS. The eyecandy is fine, not too much but it’s fine, you used the Colon tileset (one of the most difficult tilesets to use in my opinion) and you used it perfectly, it looks like a level form the 2000s, it has the feeling that you’re playing something old. You followed all the rules so I give you a nice evaluation:
8.7/10 download recommended.
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Eat your lima beans, Johnny.