This time around, I decided to cut out the sections that do not apply to this.
GRAPHICS: The graphics are great, but you can’t do anything with them. Also the author has no clue on how to make/use a JJ2 compatible palette, so everything’s the wrong color. Sometimes this comes out cool anyway, but it didn’t, except maybe for Devan’s Devil form.
Pros: The tiles that there are look cool.
Cons: The palette is severely messed up, and you can’t do a thing with the graphics other then big solid things with lots of flippies.
Rating: 1.2
MASKING: The tileset is automasked, so I can’t say much for the masking, but seeing as there is nothing that shouldn’t be masked, this is not a problem.
Pros: Not applicable.
Cons: Not applicable.
Rating: N/A
OVERALL (not an average): This tileset is just unusuable. There is nothing more to say about it.
Pros: The graphics, such as there are, are great, though I have this sneaking suspicion the author did not draw them (Rayman world?).
Cons: It exists.
Rating: 1.0
TILESET/TILESET USE: This level uses Agama’s confusing Egypt tileset, which is not included (but two .txt files are). Now, the first thing (probably) that will strike you about this level is the tileset use. It is radically different from any other uses of Egypt I have seen. However, this also means it is horribly done, is just parts of the tileset sprinkled here and there on the level, and the author has no clue on how to use masking. While it allows you a fun little game of “find a safe path through the random tiles”, I wanted to play a battle level, not that.
Pros: There are no pros. This is unexcusable.
Cons: It IS a con.
Rating: 1.0
WEAPON/ITEM PLACEMENT: There are no weapons or items. I can’t decide if this is a good thing or not, actually.
Pros: Not applicable.
Cons: Not applicable.
Rating: N/A
ORIGINALITY: The fact that the level is just random sections of the tileset jumbled together with no attention paid to mask or appearance is kind of original. However, I don’t like that, so that’s a problem.
Pros: Not applicable.
Cons: Not applicable.
Rating: 1.0
GAMEPLAY/DESIGN: Is there a design? No. What is gameplay like? PLEASE, no.
Pros: Not applicable.
Cons: The author obviously did not care about this factor at all, or indeed, about anything. I am surprised he included a layer 8.
Rating: 1.0
REPLAY VALUE: None.
Pros: None.
Cons: It exists.
Rating: 1.0
OVERALL (not an average, but it might as well be): Do not download this. Do not recommend this to your worst enemy. If you are making a comparison between the best level made (which is a matter of opinion) and the worst, consider this for the second field.
Pros: None.
Cons: It still exists.
Rating: 1.0
Well, I Do happen to have the tileset, and thus am not forced to give meaningless reviews like “foo”.
TILESET/TILESET USE: The author uses his own (I believe) Dust Hill Zone tileset, which is some sort of mythical Sonic area. Or something like that. Anyway, it is used well, as you might expect, though I still can’t say I approve of how much flipping and layer 5 is required to use the tileset.
Pros: Everything looks good.
Cons: No background eyecandy.
Rating: 7.5
WEAPON/ITEM PLACEMENT: This really varies between the levels. In level 1, there is nothing but fastfire and a blaster powerup, which are placed reasonably well. In level 2, there’s ammo and food, but not enough ammo, and too much food. Not all that strategically placed, either. As for the third level, it’s like the first level, only there’s a ton of powerups for one of the players (I might add that one of the shield players (if not more.. I didn’t check this too throughly) can steal some, if not all, of said powerups. That’s right, you get shields (usually) when you join or respawn.
Pros: The Blaster stuff is placed well, and this section. is obviously the main idea behind these levels.
Cons: Sadly, it’s not carried out too well, what with bugs and problems with the normal ammo.
Rating: 7.0
ORIGINALITY: I can’t decide if this is original or not. On the one hand, it’s just a remix of other stuff, but on the other, it does seem newish.
Pros: None.
Cons: None.
Rating: N/A
GAMEPLAY/DESIGN: The level is divided into two horizontal halves (there’s no dividing wall or anything, it just IS). The left side is a flat (ok, there are lots of slopes, but it’s still just flat) sandy surface. The other side is in the temple or whatever, and has a little more variety, but not much. There are also a whole lot of horizontal springs. As for gameplay, it looks like it could vary significantly depending on who is playing. Some people may choose to hide somewhere with the shield and then attack everyone with the blaster powerup, others may decide the whole thing is too weird and slink off to another server. Or not. Still, it should make for some interesting play, which I may or may not try to verify.
Pros: Interesting. Looks like fun gameplay should be had by some.
Cons: I can’t say I care for the design.
Rating: 7.0
REPLAY VALUE: Well, there are three different versions of the level (Beta probably being the worst), so in addition to the multiple strategies, you can play this several times, doing something new each time. Afterwards, feel free to just have some fun with your old favorites. That sounded like a tourist pamphlet.
Pros: See above.
Cons: Few.
Rating: 8.2
OVERALL (still not an average): This is an interesting idea with a bad level backing it up. The tileset is used well, but the level itself makes me think about waiting for the author to try this again.
Pros: Looks fun, good tileset use.
Cons: The level is just dull.
Rating: 7.2
THEME: The theme, I think, is that you’re on some asteroid or space station orbiting a planet called Dark Devil (or you’re orbiting a dark devil.. you never know). This is an interesting theme, but the background eyecandy is not built to support it (some space junk flying by would add to the feeling, as well as a big old planet (or devil?)).
Pros: Interesting theme.
Cons: Not too well carried out, lack of support from background.
Rating: 7.0
GRAPHICS: There are two types of ground, and two types of background (actually they’re just different shades). Also two shades of pipes, which are just gradients. The main ground looks pretty good, like in Toxic Factory only a different color (the fans are even still here). The other ground, for Orbit Mountain, isn’t so good. It looks appropiate, and has a nice platform on top, but it’s just an obvious PSP texture and the author couldn’t get it to tile well. The transparencies for it are also messed up, so all you people who like inventive backgrounds may have some troubles with these tiles. The fans look good, and the pipes are working gradients. For background eyecandy, there are some diagonal pipes, and some ripped tiles from Labrat.
Pros: Everything’s pretty good.
Cons: A few tiles from Labrat, lack of good background, Orbit Mountain doesn’t tile at all well.
Rating: 7.2
INVENTORY: This section can really make or break a tileset. The author has ground, “tunnel”, background eyecandy (ripped), a background (nice), spikes (ripped), poles (standard), float up events, blocks (standard), signs (standard), and two colors of extra layer 4 eyecandy (the OMF bots from Labrat).
Pros: A good deal of stuff is there.
Cons: A lot of it was not made by the author, and there aren’t any vines, hooks, or sucker tubes (though I suppose you could use some of the solid pipe walls).
Rating: 7.0
ORIGINALITY: Some parts of this tileset are original, some aren’t. The main floor is, of course, just another moderately textured isometric floor, but the piping (solid and not solid) is pretty nice. I’m not sure if Orbit Mountain’s original or not.
Pros: Some original things.
Cons: Not enough.
Rating: 6.5
COMPETITION: About the only tileset I can think of similar to this (not counting Toxic Factory) is Orbitus, and no conversion of that has been released (AFAIK). So while this is probably the best available tileset for this theme, you might want to wait for a better one to come along.
(No pros given)
(No cons given)
(No rating given)
EASE OF USE: A few of the tile placements are a bit questionable, but the tileset seems fairly easy to use.
Pros: No big problems here.
Cons: A few things are hard to get at.
Rating: 7.2
MASKING: Masking is pretty good, except for one tube-ground thing (in the example level) where I got stuck accidentally (even worse then on purpose).
Pros: Pretty good.
Cons: A few flaws.
Rating: 7.5
OVERALL (not an average, doggone it): This is a fairly good and interesting tileset, but I’m not sure I really recommend it, at least not in this current state. Get Orbit Mountain working, fix a few of the bugs, change the background eyecandy entirely and replace the ripped tiles with other things, and I might change my mind.
Pros: Everything’s pretty good.
Cons: A few annoying faults/flaws.
Rating: 7.2
STORY: No story. I am willing to forgive this for a single level, though.
Pros: None.
Cons: None.
Rating: N/A
TILESET/TILESET USE: Before I go any further, I might as well say that this level is an edit of Treasure Hunt level A. Basically, the tileset use is the same as in that level, only with the parts that Norbii edited looking bad.
Pros: Most of it fits together, as you might expect.
Cons: Almost anything new doesn’t look good.
Rating: 5.0
WEAPON/ITEM/ENEMY PLACEMENT: In the weapons section, there are a few (generating..) RFs here and there, as well as an ice powerup. There are no items other then a full energy carrot before the boss. The level, however, is full of enemies (Float Lizards, Float Suckers and Tuf Turtles), a fact I will return to later. However, none of these are placed with any real strategy in mind other then being ther.e
Pros: VERY few.
Cons: Everything placed badly.
Rating: 2.0
ORIGINALITY: What’s original about a single player edit of a treasure hunt level with tons of enemies? Well, one or two places feel sort of new.
Pros: Very few.
Cons: It’s just not original.
Rating: 3.0
DIFFICULTY The author has added in tons of enemies, but other then the boss (where you have to fight two Bollys and a Tuf Boss, all of which shoot stuff at you) it’s not really difficult at all. The enemies are not placed strategically, there are no hurt events, traps, or anything, just big armies of enemies which can usually be easily killed by standing a few tiles away.
Pros: Few.
Cons: It’s just not very well done.
Rating: 4.0
REPLAY VALUE: I would not want to play this level again, and while I can’t be sure this applies to you as well, the odds are pretty high.
Pros: Very few.
Cons: Just not entertaining.
Rating: 3.0
OVERALL (not an average): This level is bad. Just…. bad.
Pros: One or two places are good.
Cons: ….it’s……… bad.
Rating: 4.0
TILESET/TILESET USE/LOGO: Yes, LOGO. The .zip file comes with a logo for the level, which consists of Blackraptor and Ninja standing on a flat platform. After staring at it for a while, I noticed some faint words reading “Circuit Plug CTF”. Oh well. Anyway, this level uses Tubelectric fairly well, and looks like it was inspired a bit by BlurredD’s “E-line Circuits” (I think that was the name). The author also has a few inventive things such as a lot of the red brick walls being jagged. This leads to a masking problem with the tops, but it looks cool none the less. I can’t say I care much for the background, though.
Pros: Pretty good.
Cons: The jagged walls lead a masking bug, kind of bad background.
Rating: 7.5
WEAPON/ITEM PLACEMENT: I found this to be a little sparse, really. The level has quite a few powerups, too many (IMHO) for the relative smallness of this level, and not too much other ammo.
Pros: Some things are ok.
Cons: Some things just.. aren’t?
Rating: 5.7
ORIGINALITY: This level is reasonably original. Some original tileset use, and there are some nice sucker tube tricks.
Pros: Pretty original.
Cons: Few.
Rating: 7.7
GAMEPLAY/DESIGN: The level feels a little too tight, and has too many vertical pits (like Trafton’s Demonic Chicken Forest) for my taste. The author tries to compensate for this with lots of one ways on either end, but they seem to be too far apart for easy movement. Oh, and the bases are about two seconds away from each other. But the level itself is fairly good, though I think it might be better suited for a battle level..
Pros: It’s ok.
Cons: Tight, distance between bases, doesn’t feel too much like CTF.
Rating: 7.0
REPLAY VALUE: This level is kind of fun, so yes, you could spend some time here, with Regen (although to be honest, I wouldn’t mind if the Electro Blaster didn’t respawn), Gamma, and all your friends who could be bothered to come.
Pros: Pretty fun.
Cons: A few parts aren’t too fun, such as the insanely slow way out of getting stuck near the blue base (I’m not even sure how you get stuck there in the first place..). Edit: This is now fixed, but it does not raise the rating enough to change it.
Rating: 8.0
OVERALL (not an average): This is a pretty fun level where the bases are way too close together.
Pros: Nice eyecandy, some nice tubing, goodish design.
Cons: A few bugs (such as a layer 3 bug), not-so-nice background, base placement, and a few other things.
Rating: 7.7
Edit: Yes, I hosted this in a private server so I could see what the author described as not working in single player. Which doesn’t mean I have any idea where they were..
Edit #2: Eyecandy = Tileset Use.
Edit #3: Ok, I tested this with a red person, and was not paticularly pleased with what I found. Apparently for the blue team, the path between the bases is 2-3 seconds, while for red the path is 4-5 seconds. This shows an incredible bias, and I am sorely tempted to lower my rating by one point, but the bug fix makes up for this a little.[This review has been edited by Violet CLM]
MISSING TILES: The author uses the Industrius tileset that comes with JJ2 as a base, which might not be the best idea. As it is, the author included the tiles in the original JJ2 conversion, but not many others, and we all (I hope) know how accurate the original JJ1 tilesets were.. anyway, I’m not going to bother listing all the missing tiles, but there are several, most notable the ceilling spikes, city type background, the background itself, and the thing for where sucker tubes meet.
Pros: Enough tiles for a good level, as the example shows.
Cons: Pretty much nothing from Industrius that wasn’t already there.
Rating: 6.2
ANIMATIONS: Ouch ouch ouch. Industrius the JJ1 planet had a lot of animations (though not more then Nippius, I do believe), and this tileset gets none of them. Indeed, the only animation in the tileset is a not-perfect quality rip of the flashing thing from Tubelectric and Labrat.
Pros: None.
Cons: Everything’s missing.
Rating: 2.0
COLORS: The colors seem pretty good, except for some transparency bugs and some of the windows. The author also included a pretty well done Night version.
Pros: The night version isn’t hideously garbled, for the most part the colors are good.
Cons: A few problems.
Rating: 7.5
ADDED TILES: The author has added a ripped animation from Tubelectric/Labrat, a working (!!) textured background, text and exit signs (from JJ2), */!/bouncy blocks (from JJ2), and some stuff I can’t figure out. (I still don’t know what they’re for…)
Pros: Some good stuff.
Cons: Not enough.
Rating: 7.2
MASKING: Masking’s not too good. Bumpy walls, automasked parts.. oh, and there’s a mask message in the textured background, by the way.
Pros: Few.
Cons: Things for the most part aren’t masked right.
Rating: 5.5
OVERALL (not an average): This is a decent JJ1 conversion with a background and stuff, but it misses so many tiles (in paticular the animations) that I can’t give it too much of a recommendation. If you liked Industrius, get JJ1: NeW’s Mayhem.
Pros: The night version is pretty well done, some nice added stuff.
Cons: Not very good masking, not enough original stuff.
Rating: 7.0
TILESET/TILESET USE: The author uses Wasteland, but I can’t say I love the use. The background eyecandy pretty much obscures all the green in the background, so the whole level feels very grey. There are a few interesting things, but overall this is just Wasteland, with nothing very new.
Pros: No noticable tile bugs, not all plain and ordinary.
Cons: Nothing new, too grey.
Rating: 7.2
WEAPON/ITEM PLACEMENT: Weapons seem pretty good. Various types of ammo are scattered (not randomly, though) around the level, not in big clumps, which is interesting. There might be not quite enough, but I’m not sure. There are two full energy carrots, one in each bottom corner. (Right below the warp to the Seeker Powerup) There are three powerups, the Seeker at the top middle, and two others (RF and Bouncy, I think) in the middle, accessable by Electro Blaster.
Pros: Everything placed pretty well.
Cons: Maybe a few too few weapons.
Rating: 8.5
ORIGINALITY: There is very little that is original about this level. You’ve got the four big platforms, the hidden alcoves, the EB-only powerups, the float ups at the bottom, the scrolling background eyecandy. There are one or two interesting things, but nothing much is new.
Pros: No “never-done-before-because-it-sucks” things.
Cons: Nothing much else, either..
Rating: 6.3
GAMEPLAY/DESIGN: The level consists of four large platforms, and four things sticking out of the side walls. And there’s a tunnel running along the bottom. It all seems fairly fluid (time between bases around 6 seconds), but I wouldn’t have minded it if the bottom middle large platform had been moved up a bit. The design is solid, but it does have a little too much feel of going back and forth.
Pros: Everything seems to work.
Cons: A little too tested by time.
Rating: 7.7
REPLAY VALUE: You may want to play this a few times. However, I do advise turning off the music and playing something else in the background if you want to really enjoy the level.
Pros: Not applicable.
Cons: Not applicable.
Rating: 7.5
OVERALL: This is a good CTF level which can’t really be improved other then starting from scratch. Or improving the eyecandy. The author comes close to triggering flag bug in several places, but avoids it somehow.
Pros: Design, weapon placement, some other stuff.
Cons: Music, lack of originality, some other stuff.
Rating: 8.2
MISSING TILES: Sadly, this tileset misses quite a few tiles, most notable being more tiles on top of Tubelectric’s various backgrounds. If you look at the example level, you’ll notice that the author had to use layer 5 several times. Also some of the tiles for the golden animation stuff.
Pros: Most tiles are there, more then ever before.
Cons: Not all, and needing layer 5 is always a downside.
Rating: 7.0
ANIMATIONS: Tubelectric was a very animated place, and as far as I can see, the animations are all here.
Pros: Most everything is here.
Cons: One or two missing, such as the slope tiles for the golden stuff.
Rating: 8.2
COLORS: Everything looks great, any color loss is not noticed.
Pros: Everything’s there.
Cons: None.
Rating: 8.7
ADDED TILES: Ouch. This is the tileset’s main failing place – there are practically no added tiles at all. No textured background, poles, vines, belts (I can see Belts in Tubelectric, can’t you?), or even tiles to expand the possibilities of things that already exist, like stuff for the big glowing stuff from Tubelectric and Labrat. If you make a level with this tileset, it’ll be have to be rather JJ1 style – although you can’t use the shooters very well, as the author neglected to include an animation for them firing their fire things.
Pros: Many more tiles then in the tileset’s last incarnation.
Cons: Missing almost anything new.
Rating: 5.5
OVERALL (not an average): This is a very good JJ1 conversion with great colors and animations, except that it’s missing a few tiles and has nothing new to work with. The tileset name is the same as the previous version (thankfully the filename isn’t), but I’m willing to forgive this.
Pros: Everything looks great and very faithful (as you can see in the example level.. pity the author didn’t do the second one or he’d have found some new tiles).
Cons: Too many missing things.
Rating: 7.7
Oh.. forgot Masking. Anyway, it’s just fine, except for a few bumpy parts on the huge glowing things, and one of the platforms. Also the masking for the shooters, considering how they’re used, could be better. However, I have decided not to have this affect my rating of 7.5. Good work overall Newspaz, but it could have used more beta testing.
STORY: No story. A lack of story is acceptable in multiplayer levels, and while having a story can potentially raise the rating, having a lack of story is not a – point.
Pros: Not applicable.
Cons: Not applicable.
Rating: N/A
TILESET/TILESET USE: The author uses “Forest” by Blade, but I can not say too much for the tileset use. It is all fairly bland and uninteresting, to tell the truth. There’s a lot of tile repetition in the ground, the background is very same old, and about the only thing I found that interested me was some of the layer 3.
Pros: No noticable tile bugs other then one of the cave windows.
Cons: Rather dull. Some of this may be caused by the fact that much of the level is flat, all four sides.
Rating: 6.5
WEAPON/ITEM PLACEMENT: No items other then the full energy carrot (near the blue base), but like a story, this is only a potential rating increase for multiplayer levels. Most of the ammo, with the notable exception of the blaster powerup and fastfire, seems situated near the blue base. It does have the feel of trying to be somewhere in the middle, but doesn’t quite suceed. Interestingly, the author gives Blue the Bouncy Powerup and lots of ammo, while Red gets a Blaster Powerup and lots of Fastfire. This is actually rather fair, and I like it.
Pros: Fairly fair.
Cons: Just a Little more ammo on Red’s side would be nice, though.. and maybe some on the top path..
Rating: 7.0
ORIGINALITY: Hmmm.. I like the chicken on the far right, despite it taking up way too much space. But other then that, except for the toaster ammo cache (an arrow might be nice here, as it feels distinctly like a bad pit), there is nothing much very new in this level. Yes, it’s fun to hit a green spring and go up for a long time, but it’s not anything new.
Pros: Some originality.
Cons: Not enough, executed kind of poorly in some places.
Rating: 6.2
GAMEPLAY/DESIGN: This level is very flat and straight. Most of the ground, walls and ceilling are straight lines, and the level has an unusual number of pits which go straight down. All but one of the pits (this one leading almost directly to the red base, bad) can be gone through in either direction, but it still is kind of disorienting. As for the gameplay, the design makes it all feel kind of dead, and the paths are often a bit too long. If you’re being chased, this level will not be your best friend.
Pros: It does have a CTF level design.
Cons: It could be executed better, a little less flatness, say..
Rating: 6.5
REPLAY VALUE: The main thing making me not have much wish to play this again is that the level seems so very dead. I can’t see demonic chickens living here, or for that matter, anyone else. Not to mention it doesn’t feel like a forest. But I’m getting off subject. While you may want to play this level if there aren’t any other servers up, or you’re tired of the classics (I AM!), you may want to play this, but otherwise this may be a bit too dull.
Pros: The music helps to make it feel a bit less dead.
Cons: It doesn’t do that good of a job. Maybe if it was a little more active..
Rating: 6.5
OVERALL (not an average): This is a not very amazing CTF level with a few flow problems, which is a wee bit biased towards blue. It’s also dead.
Pros: Not a newbie level (like most levels I’ve reviewed lately), CTFish, some interesting parts.
Cons: Uneven, takes too long to get around in, seems dead (maybe it’s just the size of everything….).
Rating: 7.0
By the way, just because having a Jazz Start is a bad idea, doesn’t mean players should have to use FlyNowalls in SP. Jazz starts (if there’s no start position for him) at position -1,5. Put a few warps underneath there leading wherever you like, and you’re fine. (I looked, and there doesn’t seem to be anything wrong with doing this)
Size 1289.56. 97 downloads. 0 reviews. Something must be up.
STORY: Once pretty day jazz and his brother watched news from television.But suddenly they noticed
Something weird.their beautiful carrottus turned full of devans henchmen.so jazz and spaz went
to eliminate devan and devil bilsy. It goes downhill from there – you end up in a house in Hotel Dream, with a sign that tells you no text. Finally, RIGHT before the end, there is some text, but I had to play it twice to be able to read it.
Pros: There is a story.
Cons: Little to do with the levels, hard to get more information on.
Rating: 3.0
TILESETS/TILESETS USE: ARRGH! WHY DO YOU PEOPLE USE SO MANY STAINED GLASS WINDOWS?!
Sorry. Just had to get that out. The background consists of a layer 8 with nothing but stained glass windows, and no other layers. (Hotel Dream, obviously, was different – it was actually used ok). There are quite a few tile bugs.
Pros: The Hotel Dream level (House1.j2l, by the way, is the first level) uses the tileset without making it look bad.
Cons: The background, the foreground, and layer 4 as well (in the castle levels)
Rating: 3.0
WEAPON/ITEM/ENEMY PLACEMENT: Not too many items, practically no weapons, not many enemies.
Pros: Not applicable.
Cons: Practically none of these.
Rating: 1.7
ORIGINALITY: The Boss level is actually kind of original. There are quite a few platforms, and you fight the Queen on one of them. Sadly, this idea is under developed, and once you defeat the Queen, you can’t even complete the level. Or if you can, I couldn’t find any way to.
Pros: Some originality.
Cons: Not too well carried out, lack of originality in other levels.
Rating: 2.0
DIFFICULTY: The main difficulty in this pack (other then standing the horrible background) is trying to figure out where to go next. The main level (which is afterwards repeated, only in Castle Night) is a non-linear level with a few trigger crates, but once I hit them, I couldn’t find any way out, and was condemned to wander forevermore. ;)
Pros: Not applicable.
Cons: The author went about at creating difficulty in entirely the wrong way.
Rating: 1.2
REPLAY VALUE: The only reason I wished to play any of these levels again was for the Hotel Dream one, so I could read what the text said that was so close to the exit. Wait.. I tell a lie. Parts of the main level were kind of fun.
Pros: Not applicable.
Cons: Not applicable.
Rating: 2.2
OVERALL (not an average): Icky. The exits are hard to find or don’t seem to work, the next level setting for the first level is wrong (what is this “dim1.j2l”? I see a dim3…), and the eyecandy is bad.
Pros: Ummm…… thinking………… well, parts of the main level are good, and the boss level is fairly interesting. And again, Hotel Dream was used kind of accurately.
Cons: Eyecandy, lostness, next level setting, exits, text.. should I go on?
Rating: 2.5
VERDICT: (no idea why I put this in here) You probably shouldn’t download this.
PROS OF HAVING A VERDICT: Not applicable.
CONS OF HAVING A VERDICT: It just makes me repeat things.
Rating: Not applicable. It just makes me repeat things. Not applicable. It just makes me repeat things.
VERDICT… wait. Never mind.
STORY: First a marine person who looks like he’s in chains unless you look closely tells you there are too many enemies. Later you follow him to the exit.
Pros: Not applicable.
Cons: Doesn’t really exist.
Rating: 2.0
TILESET/TILESET USE: This level uses the infamous Moebius tileset, which has something to do with Sonic the Hedge. There is no background or foreground eyecandy, and the walls in layer 4 are all about the same. I suppose we should be thankful their purposes do not change over the course of the level.
Pros: No tile bugs (despite them being barely possible with this tileset).
Cons: Not much to mess up.
Rating: 3.0
WEAPON/ITEM/ENEMY PLACEMENT: There are some enemies which don’t all feel like they were placed with much thought, hardly any items, and a few weapons here and there.
Pros: Not applicable.
Cons: Poorly done.
Rating: 2.0
ORIGINALITY: This level’s most original thing is following the doomed marine, but it’s not done very well – you can easily move backwards and have him move backwards with you.
Pros: A bit of originality.
Cons: Not too well done.
Rating: 3.0
DIFFICULTY: Not too high. About the only way to get severely hurt is not understanding what the author uses as hurt events.
Pros: A few nasty traps.
Cons: Other then that, nothing much.
Rating: 5.0
REPLAY VALUE: I can think of no reason to play this again. It’s not very fun, and there’s no plot.
Pros: Not applicable.
Cons: Not applicable.
Rating: 1.0
OVERALL (not an average): This is a not-too-long single player level without much plot. There are, however, a few nice moments with trigger crates, which is really what saves this level from a worse rating then it gets.
Pros: Trigger crates, traps, some of the enemies.
Cons: Eyecandy, the rest of the enemies, not-working-too-well follow sequence.
Rating: 4.5
Hmmmmm. The average rating ended up being quite a bit lower then the notanaverage rating. Interesting. I’ll raise it a little because I’m the reviewer and it’s my choice.
I believe the “MCE” you’re talking about is what you get when you combine Devan (Robot Boss) with any boss other then Robot (Robot Boss). Including Tweedle. It’s just a weird boss.
STORY: No story. I will forgive this because it is both a single level and a first level, and give no rating for this section.
Pros: Not applicable.
Cons: Not applicable.
Rating: N/A
TILESET/TILESET USE: Diamondus is used fairly well. About the only tile bugs I could spot were in on one of the trees. However, there is nothing new or exciting about the eyecandy, and enough of the level is open it looks really rather barren.
Pros: No tile bugs, recognizable as Diamondus.
Cons: Nothing new, not enough.
Rating: 6.0
WEAPON/ITEM/ENEMY PLACEMENT: Not enough items, but a few too many enemies. I can’t say I care for the Bee Boy enemy as a general rule, and facing down around fifty of them while being turned into a frog (and not being able to move) does not improve my outlook on them. Oh, and generating fish is one of the evillest things I’ve seen latey.
Pros: Some good enemy placement, about enough weapons.
Cons: Too many enemies at times.
Rating: 6.0
ORIGINALITY: There isn’t much original about this level, except for maybe the generating Bee Boy coming out of the beehive. This is to be expected, it being a first level, but I would have liked to see something more interesting.
Pros: The level does not come up with bizarre never-done-before-because-it-sucks ideas.
Cons: The level does not come up with anything else, either.
Rating: 3.0
DIFFICULTY: Not too difficult, not too long. At the very start, there’s a warp to some ways ahead. Considering how far it takes you, I’m guessing the author left it in by mistake (a “testing” warp), so I count it as a BUG.
Pros: Not applicable.
Cons: Not applicable.
Rating: 4.0
REPLAY VALUE: There’s nothing very different about this level, so I think about the only causes you’d have to play it again are 1. accidentally and 2. to see what’s on the path not involving the shortcut warp.
Pros: Not applicable.
Cons: Not applicable.
Rating: 4.0
OVERALL (not an average): This is short, but good for a first level. At the end, you fight Devan, but the next level setting leads to “Tubey.j2l”, which I presume is something the author is making but hasn’t finished.
Pros: No severe eyecandy problems, nothing seriously bad period. Good weapon placement.
Cons: Nothing interesting, nothing new, doesn’t last very long.
Rating: 5.0
The reason this pack takes up so much space is that it includes two music files, one of which is just huge, and the other of which is large. The credits level (which seems to be some sort of impersonation of the Cartoon Episode by Satan (or Lost Vikings Somethingorother)’s credits) says “Music choice by Jersey Devil”.
Anyway, the main feature of this .zip is the single player level, using “the cartoon tileset” by Satan. The author doesn’t use it all that well, and as a result, the level looks even worse then the best that can be done with this tileset. Everything is either layers 4 or 8, and layer 8 consists of light blue with white circley shapes (clouds).
So what’s the level like? Medium sized (good size for a first level) straight fowardness. You fight a few enemies, avoid a few spikes (some of which have the wrong event… never use “hurt” on sideways spikes), and even have to be careful in some places. The level switches between the factory and outdoors areas of the tileset, and uses a few tiles from each of them.
I have no idea what the music was like, as I don’t care for music myself and don’t bother to turn it on if I happen to be playing with it off.
The best parts of this level? Where you climb up on destruct scenery (taken from “the cartoon episode”), and the place where there are actually two paths.. admittedly one is a trick dead end.
While it’s fairly good for a first level, it’s not all that good.. oh, and please choose a different tileset if you plan to make a level.
STORY: The story, as far as I can make it out, is that rabbits lost their ability to breed in a nuclear war, so now they clone themselves. However, someone called Ivan Somethingorother did something to the clones (I forgot what) and now they’re evil. You, being Jazz, have to stop this. Of course, that’s just the start of the story – later the author forgets about this entirely and it turns into random single player levels, with objectives such as finding christmas presents and entering dungeons. At the very end, you fight Devan, then become one with the universe and see an angel.
Pros: Interesting story.
Cons: Doesn’t have much to do with the levels, kind of same old.
Rating: 7.0
TILESETS/TILESET USE: The author uses almost all of the official tilesets (including Easter, Town and Haunted House) in at least one time of day. Also Mez01 and 02. With the exceptions of Carrotus and Easter, the tileset use is brilliant, and you may find yourself stopping still too look at things.
Pros: VERY well done, new and inventive tile uses.
Cons: Carrotus and Easter have lots of tile bugs, Medivo has some problems (like the rain), the new and inventive tile uses aren’t always good, a few masking problems (like in Castle).
Rating: 8.5
WEAPON/ITEM/ENEMY PLACEMENT: The pack doesn’t do quite as well in this field as in some others. Both enemies and items (paticularly food) are overused, and you may find yourself needing the second sugar rush. In several levels, enemies (paticularly skeletons) and food generate, so you shouldn’t have too much to worry about – unless you can’t find the way out and wander around.
Pros: Enough goodies and ammo to keep you going, some nice enemy uses.
Cons: A little too much of everything.
Rating: 7.0
ORIGINALITY: Some parts of this pack feast on originality, some are the same old thing. For example, the Castle level is very cool (despite having nothing apparent to do with the plot), while Jungle feels very seen-it-before.
Pros: Some things are incredibly original, and I must say I’ve never seen a religious pack before.
Cons: Some things are very ordinary.
Rating: 8.7
DIFFICULTY: Pretty hard. This gets kind of annoying at times, when you find yourself wading through a huge army of generating skeletons, or when you’re inside a huge area trying to find enough coins to continue.
Pros: Not applicable.
Cons: Not applicable.
Rating: 7.2
REPLAY VALUE: Like many of the fields in this pack, some parts of it have good replay value, some you wouldn’t want to see again.
Pros: Some parts are rather fun.
Cons: Some parts aren’t, feeding off of difficulty and lack of good tileset use.
Rating: 7.0
OVERALL (not an average): This is a VERY good and long pack, which should take you quite some time.
Pros: Long, good tileset use, high originality.
Cons: As anyone who has played it will tell you, this pack is FULL of profanity. After a few levels, I began to get the feeling the author does not even know what most of it means. I won’t give examples, but right before you fight Bolly.. gah. And there’s other weird stuff, like the Rabbit/Turtle marrige, and the lack of recognizable plot. And the religious part gets overdone.
Rating: 8.5
Average rating 7.7. If you remove the profanity (immature taunts), and lower the amount of enemies a bit, this rating will be doubtless raised. This pack has incredible potential, as does the author(s?)
Edit: This has nothing to do with the rating, but I thought it was interesting.. in the Haunted House level, there are three tombstones. One is for Jazz, a great rabbit. One is for Spaz, whose distinction is “Jazz’s Brother”. Wasn’t Jazz supposed to be a clone? And the third is for Lori, who is “Jazz and Spaz’s girlfriend”. O……… k.[This review has been edited by Violet CLM]
It’s not.
The level feels linear. You walk along a fairly straight path, with one or two alternate routes. There’s some sparse ammo placement, and a few tubes which don’t go in the direction their arrows say. The tileset use is kind of bad as well.
On the plus side.. ummmm…. there are a few interesting things.. and the ammo’s kind of ok.
Hmmm. Nice.
A medium sized Inferno battle level with an ok design and a textured background. The main defect for this level is the large amount of hurt events – never use hurt events in multiplayer, unless you’re Mike or someone who found out how to use them to improve the level.
Eyecandy’s all right, though a little sparse, and there’s a good amount of ammo and stuff.
All in all, this is one of those fairly good battle levels which don’t leave much to be said about them… except that this one is filled with hurt events (the fire, the snowmen, and those purple things).
This is so cool. It’s some sort of bizarre mix between an ET style tileset and Carrotus. It’s called the space under carrotus, so I presume it’s supposed to be underground. As part of the background eyecandy, you see misty stuff (doesn’t tile well) with carrots coming out of it, which is a cool effect.
The basic contents of the tileset is a purple platform in both dark and light varieties, which can be switched between fairly well. Also a lot of tiles from Carrotus, like carrots, big carrots, pumpkins, vines and a sign. The author made new spiky thorn things, which unfortunately don’t look very good. I’m actually not sure why so much Carrotus stuff is underground, but oh well.
For eyecandy, you get a non working blue textured background (I advise just using the cave tile instead), and misty carrot stuff. The background is good idea wise, but could use some work graphically.
The zip also comes with a readme with a list of Norbii’s tilesets, two single player example levels, a night version of the tileset, and a green version of the tileset, in which the raddish looks awful.
What’s new and/or exciting about this tileset? Just the style.. ripping without being evil about it. While not taking Quite so many tiles from Carrotus would have been nice, and the masking on the carrots isn’t all that good, it makes an interesting effect. I can’t quite give it an 8 though.
I personally wonder how the author managed to host this, considering the filename, but oh well.
This level reeks Beta. It consists of a few buildings, which you can move through through windows that are missing parts of them. There are a few sucker tubes which shoot you through one ways to get a bit of ammo, and on the far left there’s a sucker tube to a Bubble Shield. Note that while you have the Bubble Shield, all the layer 3 looks wrong. On the far right, there’s a longish flat area which just stops at a wall with no explanation. The background uses the few inside-of-house tiles Colonius supplies, but the feeling is kind of messed up by all the buildings in the level.
On the plus side? A few nice sucker tubes, and at least one place with good layer 3. Yes, the author told us not to tell him about eyecandy errors, but I did anyway.
Edit: The purpose of uploading files (not pictures) to this site is having them be rated and reviewed. If you can not accept your levels being rated and reviewed according to their merits, please do not upload them.[This review has been edited by Violet CLM]
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