As always, PJ shows us his skills in making a big battle map using a small tileset, Background and eyecandy are great. Flow is great which makes it easy to travel in. This level is bloody, gorish and intense. If you don’t get super ultra mega extreme insanely hyped when you play this level, I don’t know what will. Download recommended.
Well the mutator does exactly what it is supposed to so there is no reason not to give this a perfect rating.
I guess I should at least point out how it’s great that none of these weapons copy the standard JJ2 weapons in any way (that I know of) and every weapon is useful in it’s own situation, where they both have pros and cons, making some kind of balance between the weapons.
The animations look cool and I like the small details on the ammo boxes and powerup monitors.
That laser blaster reminds me of System Shock 2 game. The colors of Laser Blaster are the same as in SS2’s Laser Pistol: blue(normal mode) Red (over mode)
By the way 10/10 download recommended
[Please rate the level and not a custom weapon it features. ~cooba]
I didn’t forget about this civilization, because it balances game-play between flag carriers and non-flag carriers well in my opinion. The level is vertically oriented, but the top areas aren’t too advantageous in my opinion. The eye-candy looks nice, but with the exception of the bottom, it’s mostly the same idea throughout the level.
The level itself is good, layout-wise nothing very much out of the ordinary but quite solid, reminiscent of larger symmetrical levels like Medieval Skyscrapers with a few twists of its own like the pits at the bottom and the shields. Visually it’s a bit uneven; the background looks amazing and much of the rest too but the floating space ships (?) in the middle look less appealing.
The big gimmick of this level is obviously its superweapon, the Redeemer; a remote-controlled high-damage missile of which both teams get one and that respawns very slowly. It’s hard to say what its impact in a “serious” game can be as it is something you’d need to build new strategies around – my hunch is that it may be a bit too hard to outrun for how easy it is to control but maybe a skilled player will be able to deal with it more effectively, especially given the protection shields give. Either way it’s an addition that will make this level a lot of fun to play in JDC events and the like; it’s big enough for large teams and the redeemer adds a fun dimension to any game played in the level, though for extra mayhem you may want to make it spawn more often.
Worth checking out at least for the Redeemer, and also because it’s just a solid CTF level. Great work!
Simply amazing use of this (edited) tileset. I really like the purple rockets and it’s very fun to move around the map.
I think you did a great job on this, the layout is solid and I like the approach you took with the eyecandy. The redeemer is gimmicky but a lot of fun to use in populated servers. I don’t know if this is your best map but it’s certainly one of my favorites and I look forward to seeing it in future bashes and JDC events
I discovered that beach + evil tileset is missing,so please fix it PJ. By the way, the tilesets are awesome! 10/10 hype
I didn’t get to play a 3vs3+ game here, but Polaris’ layout is quite familiar to me and perhaps most other players; The layout is very solid. Some interesting game-play related things like timed fly cs and ricochet guns+pus. Lots of sounds enhance the level thematically. The rushed/contrived eye-candy is my only complaint.
Really cool level. Duels work (though not recommended), 2v2’s work and even larger games work. The Laserblaster might be a bit random at times but it’s a nice concept. Download recommended!
Seems good for 3vs3s, perhaps even 2vs2s but duels could get really boring here, though CTF is basicly a team game so that’s cool. Some tight passages make very good use of that ricochet weapon, the fly carrot is useful and not too abusive, and is placed right where it needs to be. TBH i dont like the pit version, but as for the regular one, it’s fun. The eyecandy really does feel cold so it matches the name perfectly, and the sounds are a nice touch for the ambient as well.
awesome level, very fun to play, different than other levels because of the eats. gj
Very good level, I knew that would be inserted to AB18 pack, I like it so much! I really like this mo3 music. I can convert it to tracker using OpenMPT or even mp3 using Total Audio MP3 Converter.
Pretty good tilesets, especially some of them are look like natural forces. I also discovered that file xlmdamn3.j2t is missing, I report that to PurpleJazz and recommend other users to download this.
Pretty refreshing in terms of having fun sections to the level (namely the C area is the most notable). My main complaints are that the bases seem a bit too unsafe for my liking, and the areas under the bases are kinda campy or require usually two people to get a flagholder. Otherwise, pretty solid for 2v2/3v3.
Despite its apparent simplicity, I consider this one of the best CTF layouts to date. It offers enough paths for strategy to matter but doesn’t overcomplicate it. It’s universal and matches games of a variety of sizes. Carrots are where you expect them and power-ups are easy to find, although I’d debate collective spawn times of the latter.
During my duel in this level I learned that I really enjoy its layout and carrot placement. It’s easy to learn and intuitive. My main issue turned out to be weapon balance: bouncer is extremely powerful and toaster barely useful. The highlight of the level is its heavily scripted atmosphere, something we’ll hopefully see more often thanks to it.
An eerie CTF arena in the midst of nowhere, and a variety of tactics to take down your opponents and paths to carry the flags around.
Most ammunitions are in midair, so it takes some time to grab them, time in which your opponent can take you down.
There are 2 carrots, one here, one there, so your opponents have to split up to keep you away of them.
The amber spring works more or less like the red one, but it’s still good to have different colored springs.
The eyecandy placement is simply perfect for a tileset like this. Animated tiles included. The best looking barracks ever.
The whole arena is big enough for a battle arena, but for CTF, I prefer the arena to be a little bigger, so the flag carrier has more space to run around and avoid opponents, and the opponents need a good strategy to patrol all the possible ways the flag carrier could take.
Can’t miss this one! Download recommended, totally!
This is a nice horizontal level that is the only multiplayer-level that uses the “train”-concept, as far as I know. Although the concept isn’t actually much more than a visual theme, it also influenced the level design which should be interesting for many players since doesn’t let players dominate too easily by abusing vertical positions.
Jazz2Online © 1999-INFINITY (Site Credits). We have a Privacy Policy. Jazz Jackrabbit, Jazz Jackrabbit 2, Jazz Jackrabbit Advance and all related trademarks and media are ™ and © Epic Games. Lori Jackrabbit is © Dean Dodrill. J2O development powered by Loops of Fury and Chemical Beats.
Eat your lima beans, Johnny.