RecommendedReview by BlijBlijBlij

Posted:
13 Apr 2025, 15:14 (edited 13 Apr 25, 15:20)
For: Holiday Hare 24
Level rating: 9.3
Rating
8

What an amazing pack this is! I especially enjoyed Transantarctic Mountains. The complete atmosphere of that stage is such a treat! The northern lights… the soothing background music… the calmness of the floating bubbles, wow. I can't help but to play just that level over and over again. The title doesn't really feel right though, as I don't have the feeling it's a proper mountain stage.

The other stages are great fun playing as well. Shivering Stronghold is a true masterpiece and you really need to take your time for this experience. The Queen battle was unbelievable… to me the ice serpent fell a little short with that. If that one had been left out I probably wouldn't have missed it. Now it felt a bit anticlimactic.

Still: great pack and really recommended to download. I really hope for a Holiday Hare '25… I'll definitely join the project if it comes alive!

RecommendedReview by Blackraptor

Posted:
25 Mar 2025, 22:59
For: Holiday Hare 24
Level rating: 9.3
Rating
10

This is among the best custom content I've had the privilege of playing, all the contributions from everyone involved in making this have so much quality put into them that I've thoroughly enjoyed the experience from start to finish. Clearly a lot of effort has been spent testing this episode and giving it a high amount of cohesion even though the levels have different authors (and sometimes multiple authors) who imprinted their own personal styles and design philosophies and also which import lots of custom content into them. The many scripted bosses in particular have been a standout and really showcase how fun boss fights could be with some ingenuity and care put into their craft. I also appreciate that the episode provided a good challenge but never felt like the difficulty curve was unfair or that the levels asked too much of me even though I haven't played in ages.

I highly recommend Holiday Hare 24, regardless if you are someone new who is checking out custom content for the first time, have played this game for years, or are returning after a long hiatus to relive some cherished memories and fun times. I think there is something for everyone found here, and it's a great celebration of the holiday spirit of this community.

RecommendedQuick Review by jjturbo9

Posted:
13 Mar 2025, 14:36
For: Holiday Hare 24
Level rating: 9.3
Rating
10

Really awesome!!! I'm gonna play it some more around Christmas.

RecommendedReview by Superjazz

Posted:
2 Mar 2025, 10:43
For: Titan Armory
Level rating: 8.9
Rating
9.5

Now this is a duel level that manages to pay tribute to the clear source of influence while being also very original on its own in terms of layout and visuals. It is everything but a remake of the original. I would dare to say that this is even the ultimate battle duel level for me or at least very close to it. Despite its small size, there is potential for slightly bigger games here as well, although a crowded JDC event could quickly start to feel overcrowded.

To elaborate, Titan Armory is a duel level that enables insanely fast gameplay in battle duels, where every room and corner of the level has its risks and benefits. The level flow may take time to get used to, but once fully learned it should be possible to move around the level at ease, although a couple of spots feature a quirkier flow that are always challenging to all players.

So is there any space to hide in and think for a moment or play defensively? Not really. I counted that there are a total of 2 spots that are only slightly more covered from open fire, but even those are still not completely risk-free. In other words, this is a level where offense is the best defense and I really mean it. Is that a good thing? In my opinion that is a great thing, considering how campy battle duels can often get in other levels, but I understand that not everyone may think the same way.

Relatively fast respawn times of pickups mean that it is difficult to maintain full control of the level, but players with a strong offense will be hard to counter here regardless. Basically the faster you maneuver in the level, the harder you are to kill, but it also requires that your maneuvers are meaningful. Basically you need to be on a constant move and think of counter-moves at the same time to survive and eventually out-maneuver your opponent.

The tubes that surround the level are the key to victory in most cases, as they not only give you quick access to higher ground and counter-play, but you also gain quick vision of around 30-50% of the level to better locate your enemy. Didn't spot your enemy while at the tube? Then they're most likely on the other side!

RF weapon enables fast turns in movement by its recoil (and RF climb maneuvers in a few spots), which further boost the gameplay speed here. The downside of the flow here is that it heavily favors Spaz, while players using Jazz/Lori will fall behind in terms of maneuver.

The level's visuals are also a great upgrade compared to the influencer, Triton Armory, as MLLE has enabled us to further mix tilesets and increase the depth of level backgrounds. That part has also been executed really well here, as there are no spots that feel too empty eyecandy-wise and yet nothing is too distractive.

So by that I conclude that this was clearly my favorite battle level of the year 2024 and one of my all-time favorites from PJ (but I have many of those xP). While one may think that a small battle level cannot be better than a large one with lots of different features and varying visuals, I tend to think of the level as a whole, and in this case the whole is greater than the sum of its parts.

Download and playing highly recommended!

RecommendedReview by Superjazz

Posted:
2 Mar 2025, 09:28
For: Saline Shores
Level rating: 9.1
Rating
9

PurpleJazz strikes again, but this time with more than just a pinch of salt (a shoreful of it)! xP

Puns aside, I think this one is yet another solid CTF level by PJ. It features a theme that is well executed and original to some degree, although I have to admit that there are two other levels that this level reminds me of in terms of layout traits and visuals; Vanilla Shores and Sand Castle. Perhaps those two were a source of inspiration/influence here? Just guessing.

I suppose the level isn't exactly duel-compatible due to its fairly large size, especially within the horizontal dimension. Judging by the looks of it, 3v3 games should work just fine here, although I haven't got to try that yet. It was definitely a fun level to play in JDC events though. Some spots around the upper parts of the level seem like they have some camping potential in them, but nothing that would be impossible to counter.

Overall I think the gameplay in the level flows well, with a balanced amount of open and closed areas. Even around the more closed areas there is sufficient space between different platforms, so the level does not feel too cramped or awkward to move in anywhere. Though I have to admit that since there are a lot of similar looking platforms throughout the level, there is some potential in getting disoriented flow-wise. But not that it would be a severe issue.

Otherwise, the level features neat visuals that make especially the background unique. I think the weapon choices are also well-thought and support a balanced gameplay, together with the reverse bouncers and boomerangs as the custom extras here. I am very much looking forward to play more games in here overall! Good job PJ!

RecommendedReview by Violet CLM

Posted:
28 Feb 2025, 06:40
For: Titan Armory
Level rating: 8.9
Rating
8.5

I missed this one when it came out. It's obviously much more visually detailed than A Titan, Ornery, with a more novel color palette and just more of everything everywhere. The stark contrast on the background mountains evoke DOS gaming or, yes, with help from the buildings, Batman: The Animated Series. The tubes are a lovely, reasonably subtle use of chromakey. Despite the different tilesets being blended together, nothing ever feels out of place, and there's just enough brightness contrast that it's easy to tell what's solid despite the panoply of decorations. Everything flows perfectly and is, as minmay noted, dangerous… my only worry is that it might be slightly too dangerous and there's not enough room to breathe or hide. That said, it's exciting/fascinating to see a level whose layout is fundamentally just a series of floating little platforms and yet still feels so deliberate.

RecommendedQuick Review by minmay

Posted:
15 Sep 2024, 21:11
For: Titan Armory
Level rating: 8.9
Rating
8.5

A superbly designed duel level. Every location feels both dangerous and useful, and the tubes mean you're constantly gaining and losing the high ground. And while it's not quite as pretty as Moonrise, there's still solid visual interest here.

RecommendedReview by Lark

Posted:
13 May 2024, 00:51
For: Saline Shores
Level rating: 9.1
Rating
9.2

This level is a lot of fun. It is a medium-sized CTF level with a very old-school feel to it. The flow is very tight, and the level is easy to navigate. There are a lot of vines, but the way they are used helps speed you up when flying from base to base. The level is very fast paced, and despite its medium size, it feels a bit small because you're able to fly through so fast. There remain plenty of areas to explore. I really like that about the level. The eyecandy is great. Several different tilesets are put to use, making each area in the level a unique one. Visuals are not repetitive. The background uses a reflection that makes the most realistic ice I've seen in a level. Weapons are mostly new, but have familiar feels to them and are easy to get used to pretty quickly. If I had to be super picky, I'd say the only downside is the number of one way areas. It's not like they're overused, though. Overall great level. Highly recommended.

Review by PurpleJazz

Posted:
2 May 2024, 16:36
For: Saline Shores
Level rating: 9.1
Rating
N/A

The crashing in this level when using Boomerang Gun was due to a conflict with a specific mutator enabled in Zeal Duels servers. In normal circumstances this shouldn't be an issue.

Review by kn0b010ck5m0th

Posted:
24 Apr 2024, 02:31
For: Saline Shores
Level rating: 9.1
Rating
N/A

We tried to playtest this level while we were playing CTF over the weekend. Unfortunately, players started to crash, seemingly because they used the boomerang weapon. So we weren't able to playtest the level because of the crashes.

RecommendedQuick Review by Dragusela

Posted:
9 Apr 2023, 15:57
For: Scarlet Weald
Level rating: 9.5
Rating
9.5

Absolutely amazing.

RecommendedQuick Review by Dragusela

Posted:
14 Jun 2022, 19:29
For: Obsidian Cave
Level rating: 8.7
Rating
8.7

It’s a pretty solid level the layout is nice, the visuals are impressive I like how you used the textured background for lava and maybe you could add a little more of ammo but overall it’s really nice.

8.7/10 D.R

Review by Dragusela

Posted:
27 Aug 2021, 11:58
For: Beach +
Level rating: 7.7
Rating
8

I like how you remaked the official beach tileset with more tiles and other stuff
and also why did you put D*mns skeletons for backgorund, they don’t suit well for beach.

Beach+ Day:
looks good and

Beach+ Night:
Nice, not bad

Beach+ Tropical:
My favorite, this is actually nice

Beach+ Sunset:
No, simply no, why pink sand

Beach+ Midnight:
Nice, maybe the textured background can be darker

RecommendedQuick Review by Superjazz

Posted:
29 Apr 2021, 21:05
For: Crown of Thorns
Level rating: 9.2
Rating
9.2

Here’s another brilliant battle level where the theme is executed excellently both visually and gameplay-wise. The thorns, as the level name suggests are made part of the gameplay in a fun and challenging way. The level layout is solid and yet it suits well for the fact that there are no carrots in this level, but shields. Download recommended!

RecommendedQuick Review by Loon

Posted:
26 Apr 2021, 15:31 (edited 26 Apr 21, 15:31)
For: Goliath Woods
Level rating: 8.9
Rating
8.8

This level looks gorgeous and is fun to play in, especially the middle area and the top left/right of this map. I do believe more elements could have been used to make this level stand out even more (I mean, massive jungle is 1 thing..) Overall a nice level that gives me the cool old jungle vibes.

RecommendedQuick Review by Loon

Posted:
26 Apr 2021, 15:22
For: Illumination
Level rating: 9.5
Rating
9.2

The space given in this level isn’t much. But PJ managed to create certain area’s that all look completely different. The mushroom springs are a nice addition to the theme of the map. The eyecandy looks gorgeous and the gameplay is smooth. The nailgun serves for excitement to reach certain area’s and pickups. Download highly recommended.

RecommendedQuick Review by Loon

Posted:
26 Apr 2021, 15:18
For: Frosted Peaks
Level rating: 9.1
Rating
8.9

The theme is very well executed, giving this level a very unique touch. The level also makes good use of ‘Slide’ events which works well in those certain places. However I feel the bottom area lacks a bit. I can’t quite put my finger on it to be honest. Overall a near perfect level with great visuals and gameplay. DL Recommended!

RecommendedQuick Review by Loon

Posted:
26 Apr 2021, 15:10
For: Crown of Thorns
Level rating: 9.2
Rating
9.2

Theme and level are well executed. Thumbs up for giving this level an unique touch for not adding any carrots but instead the usage of shields and timers, giving this level a very interesting gameplay approach. Eyecandy is as impressive as we are used to see from PJ nowadays, easily blending various tilesets together like it’s nothing.
DL (Y).

RecommendedQuick Review by BlancaBee

Posted:
14 Apr 2021, 20:18
For: Scrapyard
Level rating: 9.5
Rating
9.7

Tight, fast paced, well spaced, beautiful, simple, well balanced and 100% fun. This level is an absolute classic for multiplayer skirmishes.

Review by Violet CLM

Posted:
26 Dec 2020, 23:27
For: The Underworld
Level rating: N/A
Rating
N/A

I’m always wary of WBRG levels because they run the risk of being brightly colored monstrosities where I can’t tell my rabbit from the sky, but the simple measures of diminished lighting and a translucent black background layer work wonders here. This does, though, reduce the number of available layers to the point that all the chains move at 1/1 speed, and frequently confuse me into thinking they’re vines. Oh well.

CTF levels tend to be pretty horizontal, what with there being one base on the left and one on the right and all that, so it’s neat to see such a vertical focus here. Lots of chimneys break up the larger platforms, mostly with blue or green springs at the bottoms, so you spend a lot of time bouncing or falling around. That provides a lot of opportunities for taking opponents by surprise as you suddenly enter their field of vision from above or below. It might be nice if there were a toaster powerup for spraying wildly around you as you bounce. The very-hard-to-reach seeker powerup in the middle is seemingly the only use for the electroblaster ammo—nothing else in the layout obviously invites its use—but this doesn’t actually strike me as the most seeker-encouraging level.

Sadly, a lot of little bits do kind of bother me. There’s an unfortunate masking issue at 106,42 that messes with the usefulness of the nearby spring. Some sucker tubes and alcoves don’t make obvious layout sense to me. There’s some weird layer 3 usage near the right base. But there’s a fair bit to like here as a CTF level that doesn’t just paint by numbers.

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