Yes, it is small, but it’s made smaller by the fact there’s not much open space. This is not a bad thing in itself, but the way the platforms are placed make it hard to navigate.
Other then that, this is a fine level that I don’t feel like going into much detail on. But you could do worse then downloading it.
(Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]
The level starts out in the dirt area of Spacey Universe, then enters an underground base. That is, you do, while going through the level.
Enemy placement ok, eyecandy kind of low, gameplay good, design good.
The level is obviously part of some storyline, from the text signs in it.
I’m kind of pressed for time, so no bunch of details.
Edit: Forgot the rating..![This review has been edited by Violet CLM]
Masking:
The masking’s fine. Incredibly boring, but no problems with it.
Graphics:
Bleh. All the blocks look heavily reduced from a higher number of colors, and have no texture or anything. There are also some signs and letters and stuff, which look better.
Usability:
Looks fairly easy to use.
Extra Stuff:
The blocks, the text signs, the text, along with Poles and Vines. Those make up this tileset. No layer 4 background, no small maskless structures, etc. However, the tileset includes three textured background, one of which even works.
Miscellaneous:
The ramps could use some work. And somehow, the tileset just doesn’t Look 3D..
Competition:
If you like this tileset, get Newspaz’s Meza. It has everything this does and more, not to mention it’s graphically better.
So far, I’m undecided on a rating. I’ll come back to this later.[This review has been edited by Violet CLM]
(old review removed, replaced with original system)
TILESET/TILESET USE: The level uses Mez01, but not incredibly well. The walls consist of semi-random colorful blocks, but the main unattraction is the background, which is the worst I’ve ever seen using Mez01. It fits together about as well as the walls in Norbii’s “Green Land”.
Pros: More then one wall tile used, colorful.
Cons: The background, and there’s really nothing interesting. No foreground or background eyecandy.
Rating: 1.0
WEAPON/ITEM PLACEMENT: This is, strangely, the first level I’ve reviewed today with either of these. It has a lot of powerups in the upper right area, a lot of ammo in a falling area, and a bunch of coins on the bottom left. There’s a coin warp above the red base leading you to a full energy carrot and a fire shield.
Pros: Coins not insanely overused or bunched up.
Cons: Weapons too bunched up, too sparse elsewhere, coin warp only set to 10 coins.
Rating: 1.5
ORIGINALITY: This is probably one of the only levels advertised as Battle despite obviously being CTF….
Pros: Layout’s also kind of original, as you take completely different paths between the bases depending on which you started from.
Cons: This isn’t necessarily a good thing.. but it’s done kind of well, and shows a little thought.
Rating: 2.2
GAMEPLAY/DESIGN: Hmmmmm. There’s a rectangle area at the top right with powerups and the blue base. From there, you fall down through ammo to another rectanglish area, this time with coins and the red base. From here, you can warp back to the blue base area.
Pros: Interesting.
Cons: Not all that well engineered, as defense is rather messed up. Oh, and there’s a dead end.
Rating: 2.0
REPLAY VALUE: Who knows? You might have some fun with this.
Pros: Possible entertainment value.
Cons: Likely lack of it.
Rating: 2.0
OVERALL (not an average): I can’t say I care too much for this level, and I’m beginning to wish I hadn’t started rewriting my reviews from the bottum up. It does have a few interesting parts, but it feels too much like a bad level, and that’s because that’s what it is.
Pros: Parts of design and placement, kind of original.
Cons: The background, other parts of design and placement.
Rating: 2.2[This review has been edited by Violet CLM]
Wow. Cool. I like this one. A bit small, but the first example level (if not the second) shows you can do things with it.
Set in a desert or mesa, this is a brownish tileset with a few cactuses, some structures, and of course sand.
I like it.
(Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]
First of all, how can it be usable for JDC if it’s a TSF level? Wait.. the 1.24-1.24 level converter. This level obviously has no animations, so there wouldn’t be any side effects. Wait. Upon sitting in the middle for a while, I have noticed there’s a single animation. A small pit in the floor opens up every twenty seconds or so.
The level is a large flat plain with a small hill in the middle. On either end sits a CTF base, a sure sign this is a battle level, and a bunch of generating ammo. There’s a generating seeker powerup in the middle.
The best thing about this, I should say, is that the author knows how to use ambient sounds. There are some nice sounds next to each base, which makes up in part for the the fact that the music was not included.
Although there are no tile bugs, there aren’t too many tiles, so that’s not much of an accomplishment. No background eyecandy, and the level really should be shrunken a bit.
Conclusion: No.
Actually, I could be wrong, but I doubt these levels (or any levels using the Waz06 tileset) could be hosted and people be able to join. Tilesets should never have unusual characters (such as paranethesis) in their filenames.
Not much to say that Flash didn’t say, so I won’t say it.
(Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]
No, 20. Not 200.
Block – 1
Ramps – 5
Logo tiles – 7
Arrow block – 8
Stomp block – 9
Star block – 10
? block – 11
Background – 15
Hook tiles – 17
Spike – 18
Vine – 19
Blank tile – 20
Interesting.
Although there are a few too many really short ‘cutscenes’, and on occasion too many hurt events, this is a good single player pack. I’m busy, so I can’t write an extensive review, but I can say that the story factor is large in this.
(Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]
If, by “Diagonal pipes” you mean the sucker tubes, there were no diagonal pipes in Sluggion. Quite a few tiles in the tileset (obviously) were added.
If anyone can tell me any animations and/or tiles this conversion is missing, I will very gladly fix it ASAP.[This review has been edited by Violet CLM]
Two CTF levels using Mez0..2, I think, and a Battle using Jungle.
The first CTF is a decent level, though I think one base path is a bit easier then the other. Interesting eyecandy, despite a few tile bugs.
The second CTF is very plain, a bunch of flat platforms. There are some ambient sounds, which as the readme said, was the main attraction of this level.
The last level, the Battle, is ok, but it has too many carrots. Still, it’s interesting.
You probably should download it, even if your only interest is what it says in the text strings.
#1: Tiny, barren level. Consists of like five or so flat platforms without ammo, and a sloped bottom. On the plus side, there’s an interesting textured background.
#2: Don’t have tileset.
#3: Don’t have tileset.
#4: Largish empty room using walk-in-water. The walls and ceilling are sucker tubes sending you in, by the way. No ammo, just a few blue springs.
#5: Interesting place. The floor is warps up to the top of the room. There are a few sucker tubes, and some freeze enemies. Still no ammo, but the layout is better. (I also evidently have an outdated version of the tileset, because some things looked weird)
#6: A largish room with a lot of small 3×2 platforms of varying solidity. There’s also a big octagon platform in the middle. Several walls used, to make this look more interesting, but Still no ammo..
#7: Don’t have tileset.
#8: Pyramid in the middle, with passages through it. It also uses triggers, interesting. Other then that, there are some flattish platforms, and nothing else. Still no ammo, but there is an almost working textured background.
#9: A lot of platforms, and some belts (that always go to the right). And a few warps from one side to the other. It’s kind of hard to navigate as Jazz, and the steps are annoying. Another almost working textured background.
#10: Don’t have tileset.
If you think the ones I can’t access are the best ones, I’ll get the tilesets, but I think I’ve seen enough of them to get the general idea. By the way, invincibility carrots don’t work in multiplayer.[This review has been edited by Violet CLM]
Although you should never use this program as a client, this is a very useful program that removes almost all lack of weapon regeneration. Some people and I tried to get the evil seekers in Battle2 to stop generating, and we could only suceed in destroying about a third of them.
This has an extremely simple user interface, pretty much does what it’s supposed to, with no frills.
:P
Trigger zones do work in multiplayer, they’re just supposed to be used differently. :P
Anyway! This is a sucker tube system, the type that people figure out soon after learning how to use triggers. You fall into a pit, it closes behind you, the next person goes into the next pit, etc. Simple. Now, if you had figured out a way to prevent multiple people from going into the same pit, I would have been your slave for a brief period of time in gratitude.]
This system can be used in GROUND FORCE to determine when people fell out. Also in things such as Race, LRS, etc. The thing preventing this from getting a high rating is that.. well, it’s just simple.
Actually, I’m not sure this should be rated, so I won’t. Download this if you want to get Link’s “Blue Blocks” tileset, or can’t figure out how to do this already.
Sorry I sounded rude, but.. this is pretty simple.
Edit: Agh! Called it survivor.[This review has been edited by Violet CLM]
Well, basically, this is Space Invaders, only your character is Jazz looking up. While Jazz can look up in two directions, only one is used.
The other thing that relates this to Jazz is that in some of the levels, various Jazzish things are spelled out with the black blocks that annoyingly get in your way.
The apparently, only added detail is that there’s a powerup, which when gotten, gives you a few shots that go through everything. You can only have one shot in play at a time.
The things you have to defeat are little UFOs, not the ones Spaz shoots down, and I’d say everything else (other then Jazz) is from some other Space Invaders game, as well.
If you haven’t already got some other Space Invaders thing, you might as well download this.
Actually, Cazz, both tilesets used have no ripped tiles whatsoever, other then things like destruct blocks.
Anyway.
“Temple of the Scarabees” (did the author mean Scarabs?) uses CH, Cracco Haggard. The eight “coins” are hidden in weird places, once of which I had to use the map for. (It being in a maze of invisible blocks) The level itself is kind of annoying (especially where I got stuck), though I like it some places. Tip: Don’t use so many H-poles right next to each other.
“A cold place to be” (interesting name) uses CK, Cracco Kool, the remake of CW. This one has “coins” that are easier to find, easier to get to, etc. There are also snowmen here and there, with interesting things to say. (Refrences to other tilesets, often) The down part about this level is that one part is impossible (from what I could tell) to navigate as anyone but Spaz.
The eyecandy in both levels is ok, though I’ll admit I’m tired of lots of little 1×1 tiles in a cloud formation.
Although it’s a bit hard to get around in the levels, they are navigatable, to an extent.
Overall, the SFC pack is worth your download, even if you might want it more for SFC itself then the levels.
I created a level with this today, and I have to say it’s easy to use. However, it’s late, so I can’t say too much about it. Sorry.
(Unsupported rating removal edit. ~Violet)[This review has been edited by Violet CLM]
Actually, I looked in JCS, and there is nothing in the “Music” box. This level is musicless.
Anyway, this is a medium sized CTF level with great eyecandy and so-so design. One side’s pretty much the mirror of the other. (I typed Mirrow at first)
The two bases are at the bottom, you have to run across a flattish platform to get from one to the other, after getting up to it using the blue springs. If this gets boring, there’s a full energy carrot in the middle, and some powerups up at the top reached by sucker tubes.
The eyecandy’s great. I said that already.
Overall, this is an ok level, but it’s kind of hard to navigate. It also has a few tile bugs. But it’s still worth more then what Magic Card gave it.
Despite how bad this is, I’d like to congratulate Magic Card, because it IS better then the original.
In the first level, the background is solid white, and most of the walls are invisible. You get some free ammo, and it shows you that some pits, if you jump over them, there are lots of float ups so you have no way to fall. There’s also a new special move, the “Matrix Shift”, which apparently is the author’s way of telling us he just figured out how to use triggers. http://www.jazz2online.com/articles/view.php?id=32
The second level is the best of the lot. You climb a mountain, sort of, fight a few enemies, go inside the mountain, run through some tunnels, hit some crates, and voila. The exit. It’s still the best, though.
The third uses the old theme where you’re jumping from moving car to car. It has been done better, however, as for example, generally falling onto the road hurts you. This has some nice ideas, though. The generating bubble shield at the boss is not one of them.
The fourth level uses Dethman’s 7th lava fall tileset. You run along straight lines, turn around, do it again, repeat, loop. Near the end, you get to jump UP using float ups, instead of across. Fun.
Please use less generic filenames. I had to rename all four levels so they didn’t overwrite the levels of Spazzyman’s Christmas Chronicles 2001, which was a better pack, I think, but not by a big amount.
Yeah, I can see that. Word of advice: You don’t have to use a cheap PSP texture to give tiles textures. Just a few pixels of different colors still looks a lot better then.. this. Whatever it is.
The tileset consists of an animated text sign that takes up about a quarter of the tileset, a yellow circle (sun), five or so small clouds, a green periscope, some single-color ground tiles, with addable grass, some brown bricks (with transparent cement or whatever), some purple destruct etc blocks, some single color background mountains, a bunch of letters, two things using the author’s name, and the most unlikely to work working textured background I’ve ever seen.
If that didn’t put you off enough, the whole thing’s on automask. And most of the black was 0,0,0, so it became transparent.
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