Uhh sorry, but this is definately not an 8.4 level.
The level looks pretty…average in eyecandy. Some parts look pretty empty while others look like they have random stuff tacked on, and the backround is pretty boring although that might be the fault of the tileset. The water in the small pools isn’t even in layer 3 and the splash doesn’t tile with the surface of the water. Otherwise, I expected a lot better ec from a level this highly rated.
The level is symmetrical, but the layout looks interesting. I really don’t like the deathtrap at the +1 carrots though (the deadend, rather ;P). The vines are also annoying, you should’ve just taken them out since they slow you down and don’t serve any purpose.
Ammo is placed alright, not overly creative or anything but not bad either. Powerups are where you expect them to be, and the seeker powerup is placed nicely imo.
The carrot placement is a mixed bag, really. The +1 carrots are placed in dead ends and makes you wonder if it’s worth it to risk getting them or not. The full energy is creatively yet annoyingly placed. You need ice ammo to get it, and need to freeze two springs. That pretty much crushes any chance you have of making a quick getaway with the carrot before your opponents kill you, and i’d imagine it would be pretty hard as the flagholder to have enough time to bypass the carrot camper, freeze the springs to get the carrot and run without getting hit, unless the camper is just an idiot =P. I probably wouldnt’ve minded if you only needed to freeze the top blue spring and the green spring was taken out, but it makes it annoying in its current state. Basically, all the carrots manage to be deathtraps at the same time as being essential.
Overall, this level features some interesting things and the carrot placement might inspire someone to make something like it but less annoying, but this level also suffers from a lot of bugs and mistakes, and doesn’t particularly excel high enough in anything to score over 8. I’m giving this a 7.3, and this is completely overrated.
~Blacky
This is a symmetric ctf level using quite … um .. original design style and stuff. placement of stuff is alright,(except for the +1 cars which are in deadends), and so is the gameplay, i don’t get stuck and i can also move around here. altough i feel this level needs more ice. and ec too, i mean, it lacks background ;p and some foreground ec looks quite annoying.
i think its an okay level, but i dont think it deserves high ratings like 8. i’m sorry ;( but yeah, keep making levels and stuff. and put more ec in them or something.
- snz
A very quick review.
Gameplay: The level is very nice. Good placed ammo. Spring placement is alright, although sometimes they get in the way. The flow is very good, but it takes little time to get to the other base. The PU’s are a little bit away from the level though, were probably all the action is, like lonely at the bottom. There’s a few dead ends where springs lead, but these have got goodies.
Eyecandy: This is very good. Some places are a little bit empty though, but some places have a lot again, which evens this out. Little bug though, at the pu the water isn’t in foreground and it just looks wrong to me.
Bugs: Didn’t find any, except for the little bug mentioned above.
Weapon Placement: It’s good, but not really placed in interesting shapes.
That’s it. Download recommendation and an 8.6
Great level! Really nice eyecandy, funny ways to get the powerups and full NRG carrot, good gameplay. I don’t think there’s that much ammo, and I don’t really find this level that big (maybe because of the big open areas), but still the size and amount of ammo is just perfect! I like the two extra normal carrots too, they’ll make it impossible to be absolutely certain of the enemy’s health if you lost track of him. It’s something I miss in other levels, really.
One thing: I don’t really like the position of the warp targets of the warps to get to the other side of the center tube. It would be better, if their targets were in the top areas with the bevelled ceiling (next to the rooms where the carrots are).
What else can I say? I really enjoyed this level and I’m certain this will be as overplayed as Jungle’s Edge is. I’m gonna duel someone in this today for sure! Good work!
Jerry
[Unsupported rating (9.0) removal. “Nice eyecandy and good gameplay” is not enough explanation for a rating. – FQuist]
[Explained more and put back rating. – Jerry RR]
its good
(Unsupported rating (5.5) removal. ~Violet)
Before downloading, I expected a lot from this one. And it was there.
EYECANDY
Good eyecandy, everywere where you walk you can find some foreground to hide behind.(which isn’t possible online because of your name) Also a good background. No bugs in the eyecandy.
GAMEPLAY
It is a big level and because a lot is symitric I couldn’t really see where I was except if I was at the bottom of the level. But the level had a very nice flow which was completed with tubes.
PLACEMENT
You’ve put quite a lot ammo in this level but thats good, it was also a big level.I liked the way in which you had to get the seeker PU.
SIZE
The size a big but you’ve handled with it well and made a very good level.
Eyecandy: 9
Gameplay: 8
Placement:8
Size: 8
FINAL GRADE: 8.2
You added the wrong tileset, Yasco :P
Starting Comments
Strange how I promise everyone to review, but don’t get any reviews on my levels myself… Hmm…
Gameplay: Excellent
This level would be considered the best so far in my list of J2WC entries. The level has a complex layout, yet easy to learn a quick route. There are several ‘detours’ you can take leading to only more and more ammo. More in ‘Eventing’.
Atmosphere: Good
The rainforest theme is overused, yet no challenge at all for the new LMAT tileset. Yax uses most available eyecandy, although sometimes in an annoying way. Instead of checking the level for blocking eyecandy, make someone else do it, because you know by heart where all the items and passages are. The music used in this level fits the action, although not completely supports the rainforest feeling. Still, it captures one of the most important feelings in this level: The action.
Eventing: Good
Fire’p some bacon, ‘cause I’m starvin’! The ammo placement in this level is really good. Nicely distributed, not at all scarce or too much, just enough for a one on one. The springs aren’t blocking in any way and really help you out. Oh yeah, just remembered. At the start of the level, you get smashed into a Bouncer PU. Nice start, must I say, as the player will not have to waste time on collecting ammo first, but can just rush at the other’s base and pick up something useful on the way.
Originality: Average
Although the tileset is new, the layout could use some more interesting aspects. The eyecandy is used in a clean way, but nothing too original, to be quite honest. Nonetheless, this tileset is brandnew and not really ‘intergrated’ into this community. Even I I guess everyone will have a difficult time using this tileset at the beginning, so I don’t blame you much.
Bonusses and substractions
N/A
Overall
Really, a terrific level with a few “I CAN’T SEE A THING!” eyecandy problems. This is easily fixed, so I’ll just rate it as such.
Download Recommentdation
As certain as there is a Y in wine!
Further Comments
None
Play this with ambient lighting OFF , btw.
Hey all!
Eyecandy
One woord: AWSOME! Keep this up dude! I like the background pipe’s in it.
Ammo
Well placed, mayby a little more.
Gameplay
Flow is good but it’s spaz based ( srry jazz ;< )
overal: jdc lvl! :D ( bash? )
9.0
Congratulations Yasco!
Good job!We made a good level.But i cant find powerups.
They are in the wall and hard to find them.
Good job so 9.2
[Inappropiate (9.2) rating removal. No actual reasons for why the level was good were given – FQuist]
I liked this level. It doesn’t have many pro RF climbing places, but it sure is a good level. I like it becouse it has a weird and extraordinary gameplay. It might not be fun for duels, but in teamplay this level rocks. Good job Yasco!
Yasco asked me to review this (several times…;P) so I’m finally going to.
Electric Danger
Okay, layout isn’t symmetrical so that’s a pro, but base placement is kinda weird. Having the bases like that could lead to a lot of problems having the level be fair for both teams, but I haven’t had a chance to play this online with another player thus so far I cant criticize the level for biasness until I find a reason to. Eyecandy was nice enough. The middle of the level was rather boring though as I’ve seen eyecandy like that done a lot, but I like what Yasco came up with on the border walls in the level with the foreground layer.
Ammo needs creativity. It’s placed in large chunky squares. Maybe make less of those and place ammo more creatively (and more accessibly so you wont have to stop to collect all of it in the level, and can just pick all of it up on the run).
Next, carrot placement. Two full energies, both next to each base. I guess it could work, and I haven’t seen it done for a long time.
Flow is kinda meh. Wasn’t too easy moving around, some stuff shouldve been unmasked completely (like some metal poles near a gold coin which were half masked), and some places could’ve used alternative tiles in the set for better masking.
Why does blue base have an RF powerup right next to it that’s not even in a wall? Makes me want to be on blue team if I ever play seriously in this level.
Few more points about eyecandy: Backround could be more detailed since it’s dull right now, and sometimes eyecandy gets confusing since you cant tell what metal pipes are in level 4 and which are in level 3.
Rating for the level: 7.7 for now, until I play this level in more depth. Download reccomendation? Yeah. The things you did with the side walls and foreground layers inspires me to do something like that.
Why is it in a seperate folder?
I see no reason why it should.
Se, my “JCS User’s Guide ot Bad level making” would be useful if people actually studied it, and avoided doing anything in it(Like having the level unzip into a seperate folder).
Like birdie said nice eyecandy!
The flashing light thingys seem like they go on and off with the beat of the music. Also I like the asortment of ammo and it’s well placed. Good job. ;D
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