Rating Cartoon Episode:
RATING OBSTACLES: Not all levels are hard. Lvl 2 is pretty simple, but the final is pretty hard.
RATING: 6.1
RATING TILESET: You’ve made itself, but it is not my favorite with that demons.
RATING: 5-
RATING MUSIC: That’s a pretty good choice, but I don’t like the music.
RATING: 5.4
RATING STORY: There is no story? What happened before the adventure starts?
RATING: 1
FINAL RATING: 4.4
Download recommendation: NO
Hi, Satan!
Rating JUNGLE RABBIT:
RATING GAMEPLAY:
It’s a good game with so much levels, five zones to destroy and endbosses.
RATING: 9.7
RATING MUSIC:
It’s good music… nothing more to say.
RATING: 9.7
RATING TILESETS:
Only the Spaceport-tileset is made by you… the rest are standard JJ2-tilesets.
RATING: 5½
RATING OBSTACLES:
Very good… sometimes it’s pretty hard to destroy a base!
RATING: 9
RATING UTERUS:
There are a lot of bosses, but NO Uterus. WOW!
RATING: 10+
FINAL RATING: 8.7
Not bad… I’ll give you a 6½.
[Unsupported rating (6.5) removal. Please specify an argumented reason as to why you gave your rating. The reason provided was not enough. – FQuist]
The eyecandy here does the work well. Unlike many of the levels using this tileset, this level really feels like set in a hot environment. Sprite/foresprite layers look really good. The walls are all detailed and give this level a semi-3Dish feel. Layer 5 is used to help out the sprite eyecandy, and it does the job. Lots of Flicker Light events make in front of the lavafalls make up for a very well created effect. However, the background layers suffer from lack of originality. The same background has been used to death, and the moving lava on layer 6 doesn’t really help it out. Satan planned something to move across the lava (the bubble animation?), but that was deleted and remnants of the planned layer can be seen in its properties.
This level finds the happy medium between two kinds of bad flow. You can’t really say whether do you have to jump a lot in this level or not, it’s all very well balanced. The layout also works. It’s mostly enclosed, albeit there’s enough space for the players to move around without bringing on the chaos. Also this level is rather small, and thus not reccomended for a bigger group of people. 3 players will be sufficient.
The placement is alright. The ammo is spread out fairly, and in some nice ammo patterns as well. There are also a few fastfires to help out the Blaster PU, and rather scarce seekers. The two latter powerups are harder to get, as the Bouncer PU requires some RF climbing, and the RF PU is hidden somewhere too (not telling you where >D). Also if you’re low on ammo, you can get to an ammo barrel and get some ammo. This level has also two carrots (like Satan pointed out) and they’re also placed fairly well. Nothing extraordinary, though, and none of them is hidden (I couldn’t find the upper one though). Their respawn time is also alright.
SummaryOverall
This is a well done battle level. It was approved by CelL and FS who organised Anniversary Bash 7, and that should be enough of proof (aside from my review). IMO this is one of the better levels of this year, so download. OR I BAN.
This is long, intersting story. Level’s are good in medium size, but some are very simple like first, second, third end fourth. Others are more atractive and very playful, but there are not enought carrots!
Storyline is cool, because There are one cool person -> Green Puzzel Man!. I like this guy, because is very fuuny. Also Magic Cat is very ogrinal person, because I didn’t see any levels with storyline with him/it. But last battle with him/it can by more hard and more attractive…
And remember: USE BIG TEXT
(PA)
(Semimild personal attack removal. ~Violet)
(PA)
(Semimild personal attack removal. ~Violet)
Do not finish it have mercy for players, yuck. :P
This is not cartoonish, it’s some pix of antitalented child put to tileset. Ungliness and sillyness at its best.
(Unsupported rating (1) removal, wide attack removal. Try to go into more detail and don’t be quite so negative, okay? ~Violet)
No this can’t be – another worthless piece of file with HIGH RATING. This episode is the worst thing I’ve ever seen or play (not for long I must admit) the graphic is just stupid, do not make anymore tilesets for Jazz go play with your crayons :P Yuck yuck yuck, it just disgusts me. (See more about it in tileset review)
Music in the first level is as stupid as the graphics are.
Leveldesign as far as I was able to bear to see was hopeless – far below average. Do not touch JCS again and when you do don’t upload effects here. I don’t know what talents you’ve got but tileset and level creating are your anti-talents for sure.
Now I must search through whole my download and delete everything ‘made by satan’. Another such shock would kill me.
Oh and the last thing: change the name of this episode to Silly Childish Episode and look at some cartoons (or original Jazz graphics) to know what does cartoon means.
———
and here’s my answer to da man’s comment:
I’m expanding rating list and what do I see: aahh -> ‘1’ (it is right there believe me). Now, let’s say I find some episode “no fun at all”, should I:
a) rate it 1.0 because that’s my opinion about this pack
b) rate it higher just because other players do so ?
In service Jazz 2 Online we have democratic way of posting reviews and rating uploaded files. Some may like it others may not, but only administration of this site decides about it. What’s that democratic system then – it means: majority decides, but minority preserves its rights to have different point of view.
As you all can see: majority of high ratings gives current file a high overall rating even though I rated it lowest possible way. Well, 7.5 is still very high rating …
There is another system which is not practiced on this website and it is called totalitarism. It’s when all people must act the same even when some think other way. In that case I had to choose option ‘b’.
I know satan has made an effort and spent some of his free time to make this pack. But I’m not here to rate how much work he did but how good is the effect. Surprisingly I do not see any comments from authors of levels that i’m reviewing. Why do other play a role of their advocates is not my problem. Being a new person on this site doesn’t make me any worse than people who are here longer (well, at least I do not see it in “The rules”) very often a new point of view is something positive.
I apologize all offended (if there are any) authors for my reviews, but honesty is what I appreciate most.
P.S. User Snooz must try harder to offend me in reviews area or PMs. Silly insults only make me laugh ;)
Jungle Rabbit’s Cave
I start this review for the 2nd collaboration level for XLM now. It’s made by Satan and Yasco, but Yasco did the most important work. I like eye candy more, but placement and layout are better together. I have to say the layout is something different for once.
I’ll start with the eye candy this time. Like I said, Satan made the eye candy for this level. The level is pretty dark, and it uses some interesting light effects. One place is pretty light, though. This level provides a sort of cave, and I guess the name of the level fits it well, because a cave has to be dark. There are also some animations. Every layer is used in the level. The tileset use is excellent as well. The eye candy isn’t the best I have seen with this tileset, but I think it’s good enough.
Rating : 2.4 out of 3.0
The level has more height than width, which is something that doesn’t happen alot. The layout is quite original, and it has some ideas. The tubes in the level could use a sign to where they are, because I can run in a tube without knowing there is one. The base placement is quite good, but there is a small advantage for the red team. The blue flag is harder to defend than the red flag. The spring placement is quite good, and the copter is useful. The level is quite cramped in some places, but it’s playable for me. It takes quite long to reach the other base, but it’s no problem(or I am just slow) The level isn’t too easy to learn, but if you play it enough times, you’ll know it fast. The flow is good, but not perfect. It needs some work, probably because of the amount of tubes. The springs under the carrot prevent that people camp under it. It was hard to find all the different tubes in this level.
Rating : 3.0 out of 4.0
I’ll now go on with the placement. The level has some big groups of ammo, and smaller ones. The good thing is that there is no overuse of ammo this time. The level has 3 Power-Ups, and you need to get 2 of them with Gun9 once again. The 3rd PU is obtainable by a normal way. There is some fastfire that’s placed in the northwest area of the level, which is close to the blue base. The level has one full energy carrot that’s placed good enough. In my opinion, Seek PU vs. Bouncy PU is a bit unfair, but it’s no major problem of the level. The choices of ammo are good enough, but I wouldn’t place too many groups with different types of ammo in them.
Rating : 2.1 out of 3.0.
Conclusion : a quite good level by Satan and Yasco. I am giving this a 7.5 and a download recommendation.
The nxt lvl setting doesn’t work. You might want to fix those kinds of bugs before I start reviewing. ;-P
EDIT: Hey, wow, look, I still haven’t reviewed. How careless of me. ;-(
Great Job!!
Eyecandy
it’s Awesome It Are On All Places!!!
Gameplay
Yahoo My Friends And I Play This Lvl All DAy On Multieplayer!thy find it great!(Same As I)
I Luv It…Very Much!
You’re A Great Lvl MAker (And I Am A BAD One)
Ammo
Great!!!!( HAve You Heard That Word Ever Again?)
Placement
It’s So Good!
Download recommend!
~Jarno
Introduction:
Exoticus with swapped samples. Oddly enough, it adds to the song. But only just so.
Song Analysis:
Not a remix. Just a simple sample swap.
Sample Analysis:
The drums could use some work, but the new main melody sound works well.
Final Analysis:
Blam this piece of crap! . . .er, sorry. Newgrounds flashback. :x
Starting Comments:
I enjoyed the first Cartoon episode, let’s see what this beta of the sequel has to offer.
Played with: Lori
On difficulty: Medium
Playing time: 20 minutes
Playability:
The level started with a kewl intro level, telling the story (more on that later). Then it goes on with pretty normal levels with lots of demons and dragonflies, a few trigger crates and a funny “endboss” at the end. There was nothing really original, which I found pretty dissapointing. The Cartoon Episode 1 had lots of original and fun stuff, while this one was too basic for me. I played with Lori, but often had to use jjfly because I couldn’t readge ledges. Ammo placement was fine though.
Score: N/A (6.0)
Balance:
The levels were pretty easy, another downfall. Some few enemies were strategically placed, but most were easy to defeat. The crates were not all that hard to find either. Pretty dissapointing again.
Score: N/A (5.5)
Creativity:
Like I said, the levels are mostly pretty basic, there was nothing that really stood in my mind. The intro level was very cool made, like you’d watch TV. The rest sadly wasn’t that original.
Score: N/A (6.0)
Eyecandy:
The eyecandy was better than in the first episode, but not that really great. The tileset lost in quality over the years, it probably could’ve been improved. The background was fine though, and I found no tilebugs.
Score: N/A (6.7)
Story:
The story was not all that original, the demons somehow came back and you have to stop them again. At least it was there though, and like I said I liked the intro level. Some text signs had spelling mistakes.
Score: N/A (6.0)
Overall:
This was sadly not as good as The Cartoon Episode 1. It was decent, but lacked originality. Eyecandy was decent too, the story was a bit dull. Download reccommendation? Maybe
Overall Score: N/A (6.5)
Download Reccommendation: Maybe
This is the fourth level I review of Satan, and I found out something interesting. I saw the list of under-reviewed levels, and this is an old level, but I will still review your level.
Introduction to 25000 miles above the earth : an old level by Satan. This is one of his first CTF levels. I don’t know if this is a real XLM level, as I see the description. This is a symmetrical level that comes out of the Netherlands.
I start with the eye candy. The eye candy in this level looks really good. The tileset is quite small, but it’s having lots of eye candy for the size. There are some nice animations, and some holes with some eye candy in the walls. The sprite layer is definitely the main layer for eye candy in this level. Layer 3 provides no eye candy, only some foreground for tubes. The sprite layer is almost full of black tiles in the playable area, but there are also some stripes and empty tiles(if someone understands) =p. That made no sense. However, the eye candy really does its job for the used tileset, like Satan does often. The backgrounds provide moving rockets, and the foregrounds have falling meteors.
The layout of the level is pretty basic. Looks a bit like mine, and it has an expecting placement. Some places have a few space between the platforms. There are some tubes at the left and right sides, you can enter them by following arrows. The level is a bit squared-off, but that’s the tileset. The level has a nice flow and good spring placement. There aren’t alot of tactics in the level, but there is some camping possible.(like under the Full energy) There are one ways on some places, and you can bump between platforms sometimes.(especially if you miss the tubes that start at 61,17 and 91,17) I saw that this level is flipped. This isn’t a good thing. NEVER. The places above 72,39 and 80,39 are a bit hard to navigate. It’s not an original way between the two bases.
The level has some old shapes of ammo(rectangles) and some vertical lines of ammo. There are 3 power-ups in the level. The Toaster Power-Up is at the upper-right of the level. The Bouncy PU is at the upper-left of the level. The RF is at the bottom-middle of the level. The positions of this Power-Ups are almost always the same in your levels, especially the upper-left and upper-right positions. Two of your levels I reviewed before had this. Now going back to placement, there are 3 carrots in the level. Considering the size, it’s quite good. The Full Energy is at 76,34, and you can only get it by shooting it down with gun9. This is quite evil, because people can stand down there and get it, while you shot it down! The other carrots are at 22,49 and 130,49. This is balanced enough. There are also some fast fires in the level. They’re under the Full Energy.
No originality this time. Sorry.
Ratings:
Eye candy : 8
Gameplay : 7.2
Placement : 7.5
Overall : 8 + 7.2 + 7.5 : 3 = 22.7 : 3 = 7.5666667, rounded up to a 7.6.
This wasn’t your best level, but one of your best ones.
Host : Maybe a few times.
Download : Sure. This is a level that needed a review, and I gave you that review. Have fun!
Ground Force levels are few and far between, especially because custom dictates that they must always come in packs. The main Ground Force pack is, of course, Survivor, which was conincidentally re-rereleased recently. Let’s see how Satan’s pack, which has been rated once before, stacks up against the standards.
The first thing you notice upon running the SGF (Satan’s Ground Force?) pack is that Satan basically copied blur’s level-start system and made it bigger and wider, removing layer 3 and making most parts visible. The room where the host collects blue gems to end the level is now visible, as is everything else. And the rooms are a lot larger. This can look nice, but it loses the “everything fits into one 20×15 screen!!!” effect, so I’m torn. It also uses blur’s anti-jazz system with the bridges, and moves the gold host coin out of the host’s way so it’s easy to not collect it and seriously break the level.
While we’re talking about matters not specific to the individual levels, I’d just like to briefly complain about the text. It’s really bad. There are approximately two text strings in each level – “DO A SIDEKICK WITH SPAZZ” is one of them. It appears six times, and Satan never bothered to look up Spaz’s name. The pack was also bigger, so the levels are described as being Level # of 10, except for #6, which is honest and actually says it’s out of 6. This would have taken, what, a minute to fix? Sloppy presentation.
One small bug – the host can sidekick the crate, and re-enter the passage between host room and main waiting room, thus not entering the arena at the appointed time.
Magical jungle
The first level is in charge of the first impression, and Magical jungle handles that nicely, offering some nice eyecandy at the start, which is something blur could occasionally be lax in. It’s all standard Jungle use, but it looks good.
Unfortunately, the arena itself is not so appealing to the eye. There’s a fairly sparse background, with some tall things (trees and the like), and then it attempts to get more eyecandied down at the bottom. But it messes up. Most of the little background details are ok, although the strict adherence to speeds 1/1 is a little annoying. The tree would be fine too, except it sprouts from the ground. A big ground. An enormous floating ordinary looking Jungle style platform – which is COMPLETELY UNSOLID. So annoying!
Anyway, the rest of the graphics are fairly boring, as the author chose to use the standard destruct blocks. The ones which look good in a small clumb but not when they’re composing the entire screen. As a result, Magical jungle ends up looking ugly as soon as you enter, and the effect only lessens once a lot of the blocks are destroyed.
The blocks are destroyed quite quickly, though. Magical jungle has a very strict setup – enormous amounts of TNT crates are placed in chains through the level, meaning that only a few pre-chosen parts of the level will remain when everything has blown up. Once that’s all taken care of, hit the remaining crates and what’s left of the level will be destroyed, leaving everyone to claim winnership depending on how long it took them to fall in or unfreeze. (Yeah, the freeze enemies are back too. This really feels like a copy of Survivor.) Technically a few platforms are left over, but I don’t like them.
So, I’m not too thrilled with Magical jungle. It’s kind of ugly and way too prescripted. The chain is an interesting idea, though, and it has a few sparks of fun, so I’ll not go too harshly on it.
BOOM base
BOOM base is much better than its predecessor, but it seems I’ve written a lot already so I may not have as much to say. Possibly breaking the author’s claim that the pack only uses standard sets, BOOM base uses a Mez tileset, you know, the brown one that got used by Shadow. It’s used well. There are ladders, tubes, glowing holes, lots of interesting looking stuff. The walls of the level are green and gray blocks – not as interesting looking as blur’s level of the same tileset, but a whole lot better than Magical jungle.
The design isn’t too remarkable and is actually somewhat boring, but I like the idea behind the level. Once you hit a bunch of crates (as usual), the true level design is revealed, which appears to be a bunch of tiny platforms above a long line of Collapse Scenery blocks. It’s actually kind of fun, and there’s lots of hourglasses floating around.
So, BOOM base ends up being interesting, but the majority of the level is useless and uninteresting and way too flat. Decent eyecandy, decent idea, not the best execution but fun anyway.
Electric Shock
Electric Shock feels more like one of blur’s levels, specifically his first. There’s a random level, you go to the top, hit a crate, and most of the level is destroyed. blur used lasers, Satan uses DNA strings composed of TNT crates. Whatever. In any case, I guess it’s an ok idea. Not so ok is the level design itself, which relies heavily on players somehow being able to run up 32 pixel slopes – I.E. solid blocks. It’s like Polar Chill or something, but without the slopes.
Another strange aspect of Electric Shock are the RF crates – which appear in such abundance that the level would make more sense if it was called BOOM base. If you shoot the crates, they’ll explode and not do much. Take the ground out from under, they’ll fall down and maybe (but maybe not) destroy the block they land on. They’re essentially useless, just like in Overlord’s RHG level. Interesting, but I’d like to see an actual use for the little things.
Eyecandy in the level is about what you’d aspect. For the most part, Satan uses Tubelectric quite well. The only exception is, again, the arena itself, which is mainly composed out of ordinary destruct blocks, which take up far too much of the screen. Ouch. Electric Shock gets kudos for including two blue gems instead of one.
HOT ground
Ok, first, no. This isn’t hot ground. All the blocks are blue destruct blocks (…arrgh!!!). The background is reddish, but certainly not hot looking, just kind of mournful. The only part that even suggests hot is the fire at the bottom, and I wouldn’t quite count that as ground. HOT ground is an extremely misleading name for a level which mostly feels like it’s supposed to be frozen over.
Anyway, the eyecandy is, as usual, very good but disappointly standard. As is often the case with the level design, Satan takes no chances, instead going completely by the book of CliffyB. Everything is what it’s supposed to be used for, although the bones are in the background and that’s not normal and actually looks kind of cool.
As for the level design, there kind of isn’t any. At the bottom of the level is a long horizontal plane of ordinary destruct blocks (again argh) with a crate on it. Hit the crate and a few TNT crates fall here and there on the rest of the level – or the lack of such. You see, other than the thing at the bottom, Satan just went wild with the “press tile” tool and placed destruct blocks randomly all over the arena. Then some random ammo, and voila, the level was done. Blah. Uninteresting.
Hurting Grounds
Hurting Grounds has a good concept – make the blocks look interesting, add slopes, have floor tiles be destroyed if you stand on top of them and shoot. Execution is somewhat flaky, as the level design ends up being again way too flat, and the level is practically destroyed when you hit the crate. There are turtle shells and stuff, but who cares? It all gets destroyed almost instantly.
Eyecandy’s good and nothing to say about. But the third frame for the destruct scenery blocks is badly chosen.
Old Grounds
As I mentioned earlier, Old Grounds is notable for being the only level to notice that the pack is six levels long. It’s also notable for having a really weird level design.
In most Ground Force levels, you have to try to stay in. In Old Grounds, you have to work to fall out. It’s divided into three floors of basic destruct blocks (kill), one on top of the other, and you can only get to the next floor by finding and hitting a crate. How long it’ll take before someone is bored enough to hit the crate is sort of going to depend. Anyway, the floors have a huge number of blocks in them, and most of the level probably doesn’t get destroyed.
The final floor has an interesting bottom. It has a row of Switch Blocks, ready to be destroyed when you hit the final crate. Above that are several little platforms made out of Butt-stomp blocks. These come in handy when the switch blocks are gone, as they can only be destroyed by TNT, or some rascal going around and sidekicking the platforms before the crate is hit. It’s pretty fun and requires some interesting thinking.
So, cut out the top two floors, and I’d enjoy Old Grounds a little more. It’s got decent eyecandy, not the best at all, but not bad, and the thing with the knights at the start is fun (if somewhat ignorant of physics). Bla, bla, bla, I’m done with this review.
PIE ROCKS!
Yay, another XLM level which is waiting to be tested. Seems like the author of the level likes pie a lot, and I can’t disagree with him. By the way, Cooba, why can’t you review other XLM levels? Ah, well, here is a fast review, as I promised.
EYECANDY: 2.3 out of 2.5
Chosen is the tileset “CaKeY” by Toxic Bunny. If I had to pick a tileset for a level I wouldn’t dare to pick this particular tileset (too few eyecandy and not too much tiles to use) but Satan ignored the risks and used it anyway. What follows is a very, VERY nice level with beautiful eyecandy. The backgrounds are a pleasure to look at and almost every layer is used! Congratulations! Don’t have anything more to say, the EC is almost perfect for a level with this set.
PLACEMENT: 1.9 out of 2.5
The placement of the stuff in the level is quite good. There is chosen for a major-minor-PU-system, with RF as major and Bouncie and Toaster as minors. I can’t tell anything bad about the PU balance here because the level is symmetric, which is good enough. One problem with the placement is the number of cakes and pies in the level: they can get confusing with the regular ammo and I really didn’t like that very much. The are three carrots in the level: one Full-NRG and two normals, which could be a bit too much but since the level is quite big it’s not really a problem.
STRUCTURE & GAMEPLAY: 3.5 out of 5.0
Structure and Gameplay are always the most needed things of a level, also in this one. The structure is almost fully symmetrical, as said above, which is a good thing for the balance. The flow is generally just good and there aren’t many places you can bump on. Good job. However, there are also a few parts I dislike: I didn’t really enjoy the minor-PU-parts in the upper squares since they have only one entry and exit, and they are pretty much closed. Camping could be easy at those spots. Another thing I dislike very much is the connection between the blue and the red side of the level: those are divided by a large tower of pie in the middle, and the only way through is the top. I expect that place will really get crowded in MP since all traffic has to go through this bottleneck. More pathways would be nice at this place. For the rest, I can see you used different structure forms (like vines and hooks) which is nice to see. The originality of the level is pretty good because of the placement of foods, and the music fits nicely.
RATINGS:
This level is another good job by one of XLM’s better level designers (slime slime) but it could have been better. The eyecandy is generally very good and you don’t have to improve it. The ammo placement could be a bit better and the same thing goes for the structure and gameplay. Nice job, you get a 7.7 for this.
Score: 2.3 + 1.9 + 3.5 = 7.7
Download: Yeah, it’s a quite nice level and you should check it out!
Host: A few times.
Greetings,
- ChippieBW of [si] and XLM
I got a feeling this level is underrated. I hosted this level before to see something, and now I will review it. Finally!
Introduction to PIE ROCKS!: Here is another product out of The Netherlands. This level was made by Satan(who is a XLM member) and that’s probably the reason why I am reviewing this level and will try to post a detailed review. To comment on the levelname, I like pie, but depends on what kind. The tileset fits the levelname very well.
I start with the eye candy this time. This tileset has not very much eye candy to use, but this level has alot of SWEET things. Layer 5 contains alot of stuff. Satan used the tileset very well in this level. The backgrounds look nice as well. Even the eye candy is symmetrical in the level.
The layout of the level is symmetrical and balanced. The level is pretty closed on some places. A tube leads you to a +1 carrot and a PU at each side. Float up will get you up to there. There is a small exit from that place. The layout at least is something different. There are springs that lead you to up(where the Full Energy is) people will camp at this place and they can even shoot the car down. There are nice obstacles between the way to the flags. There is NOT one way to each base. You can enter either base from each side. It’s hard to see if this level is flipped or not. There is one way in some places, and nice spring placement in some places as well. There is not much wrong with the gameplay here. A flaw would probably be the small hole to get out of the area with a PU and a +1 carrot. The level has a nice flow as well. The vines are fine too. The text strings make people know that pie really rocks. That’s a funny thing.(not everyone likes pie)
There is not much wrong with the pickup placement. The ammo is placed in some nice shapes. Not all ammo is in the air. I don’t have problems with it that some is on the ground and some is in the air. The food in the level proves that the levelname fits it good. There are some pies and cakes in the level and I really think of real pie if I see them. It’s fun to get a sugarrush off all those food. 3 Power-Ups in the level. 1 at each side, left is Bouncer and right is Toaster. The RF placed in the middle of the level, and you should get it with Bouncies! This is something that isn’t used alot. The blue team can get the RF PU easier than the red team. The area with a PU at each side has a +1 Carrot as well. The Full Energy placed at the top-middle of the level. This can be shot down, like I already mentioned.
The level is a bit original. There aren’t many CTF levels with food these days. That you should take the RF PU with Bouncers is pretty nice. The name of this level is something different for once. The music used in the level fits fine, the file ‘Light.s3m’ belongs in a light level, and this level is.
Ratings:
Eye candy : 8.1
Gameplay : 7.8
Placement : 7.5
Originality : 7.5
Final rating: 8.1 + 7.8 + 7.5 + 7.5 : 4 = 7.725 = 7.7.
Download: Yes. This is a good CTF level made with a tileset that isn’t used very much.
Host: a few times.
The edit : Fixing the hole turned out to be a good thing you did. It’s much easier to enter this hole now, because the tube starts one tile earlier. This will change the rating of the gameplay a tad by adding 0.1 point to it. I added 0.1 to the eye candy as well, but I didn’t like the placement all that much. Changed the ratings a bit, but the rating will stay the same.
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Eat your lima beans, Johnny.