RecommendedQuick Review by Loon

Posted:
20 Feb 2017, 14:02
For: Polaris
Level rating: 8.9
Rating
8.8

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!

RecommendedReview by Jelly Jam

Posted:
17 Feb 2017, 23:44 (edited 30 Apr 20, 20:14)
For: Polaris
Level rating: 8.9
Rating
9

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.

Quick Review by P-F

Posted:
11 Jul 2016, 03:48
For: Electric Express
Level rating: 9.3
Rating
9.5

awesome level, very fun to play, different than other levels because of the eats. gj

RecommendedQuick Review by ForthRightMC

Posted:
8 Jun 2016, 10:03
For: Scrapyard
Level rating: 9.5
Rating
10

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.

RecommendedQuick Review by ForthRightMC

Posted:
6 Jun 2016, 11:56
For: Damn + v1.2
Level rating: 8.3
Rating
10

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.

RecommendedQuick Review by Ragnarok!

Posted:
7 Apr 2016, 16:03 (edited 7 Apr 16, 20:27)
For: Scrapyard
Level rating: 9.5
Rating
8.7

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.

RecommendedQuick Review by Seren

Posted:
29 Dec 2015, 19:28
For: Electric Express
Level rating: 9.3
Rating
9.2

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.

RecommendedQuick Review by Seren

Posted:
29 Dec 2015, 17:44
For: Dilapidation
Level rating: 8.8
Rating
8.5

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.

RecommendedReview by DennisKainz

Posted:
26 Dec 2015, 14:50
For: Nightwalker
Level rating: 8.2
Rating
8

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!

RecommendedQuick Review by Superjazz

Posted:
25 Dec 2015, 15:07
For: Electric Express
Level rating: 9.3
Rating
9.1

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.

RecommendedReview by Slaz

Posted:
25 Nov 2015, 15:10 (edited 25 Nov 15, 15:16)
For: Dilapidation
Level rating: 8.8
Rating
9

Dilapidation is (as said in description) a small battle level, and to my surprise a near perfect practical example of what Plus 5.x features can do to both atmosphere and gameplay.

But first let’s look at the gameplay value. The layout can roughly be divided into 2 height levels and 3 sections. The center section is a scripted ferris wheel that turns around at a speed calculated by the position and duration of players standing on it, which works as expected by common physics and gives a fresh twist to the level. The left section has a pinball paddle and bumper ‘balloon’ that helps players move to the upper part while evading their opponent, and the right has a hounted cave. The bottom has water but is used lightly to create small pools containing extra seekers (but not so much to become a seekfest). PU’s are a Toaster (upper left), Bouncer (lower middle), and RF (lower right). All 3 sections have a 1h carrot too which are about opposite of the PU positions, which is plenty for a duel level and forces players to move around instead of merely camping PU’s. Maybe the right corner (or right cave entrance for that matter) can be a little campy at times, but I’m by no means a duelling pro and overall it seems to me like a pretty balanced level.

Next let’s take a look at the eyecandy. First thing noticable are the lightning strikes that finally feel more like natural lightning as seen from a distance. Instead of turning the entire screen white like we know (and most of us despise) from earlier levels, it uses (I think) ambient light to blend a more transparent light in with the textured background. I also liked the silhouette crows flying in circles at 2 points in the background mountains. Next there’s a creepy clown (aren’t all clowns?) selling the ferris wheel ride as if he were a Coin Bunny, swinging vines that are colored to act like decaying rollercoaster foundation, and transparent enemy sprites decorating the haunted cave. There are some more smaller changes (like colored water, 4 custom sounds, etc) but these were the most profound. Lastly, the music is the classic Spire theme from Unreal, which sounds depressing and fits the eery theme of the level.

So there you have a fairly standard yet balanced battle level that wouldn’t really stand out from it’s equivalents if it weren’t for it’s groundbreaking AngelScript usage. I can’t say how much of the balance remains outside of duels, but I’m sure it can be a fun choice for small teams or maybe even small events. Download recommended and a 9 for the balance, atmosphere, and AngelScript efforts!

RecommendedQuick Review by Loon

Posted:
9 Oct 2015, 09:37
For: City of the Sn00zE
Level rating: 8.5
Rating
8.8

This level is old, but gold. It already is a pain in the ass to create a decent map out of tileset but man you did it! This map suits 3v3’s and upwards. A duel or 2v2 would take quite some time but still works perfect. Download? Yea, you’d better download this oldie!

RecommendedReview by SaVn

Posted:
25 Sep 2015, 15:25 (edited 25 Sep 15, 15:26)
For: Damn + v1.2
Level rating: 8.3
Rating
8

Good Damn conversion!
He has added new tiles from Inferno and Madivo, textured BG was taken from DiamondusBeta by Pyromanu, hooks and lavafall from Kaven’s Thermal.
Masks are fine, but in original version are bad.
There’s 8 versions of this tileset (Third version is missing).
DR? YES!!!!

RecommendedReview by SaVn

Posted:
25 Sep 2015, 14:03 (edited 25 Sep 15, 14:10)
For: Beach +
Level rating: 7.7
Rating
10

Pretty Beach tileset remake!
There are new tiles and 5 versions of tileset, but is missing 1 version!
The masks of original beach is bad, in this version are perfect, texturedBG taken from Pyromanus’ s Diamondus Beta. More tiles are token from Jungle 2.0, Carrotus Fix and DiamondusBeta, and added vine, poles and hook.
You can download, it’s useful!

RecommendedQuick Review by Grytolle

Posted:
14 Jun 2015, 14:22
For: Time Trial
Level rating: 10
Rating
10

Fuuun!

Maybe add the possibility of manually defining a checkpoint at a certain position with a command? Would be nice to practice or figure out the fastest way to whichever spot in a map

RecommendedQuick Review by XxMoNsTeRXM

Posted:
8 Jun 2015, 10:57
For: Time Trial
Level rating: 10
Rating
10

Really useful! I like it :)

RecommendedQuick Review by Grytolle

Posted:
25 Apr 2015, 20:41
For: Player Arrows in Battle
Level rating: 9.8
Rating
9.8

It’s good! Maybe I’ll enjoy battle duels more like this!

RecommendedQuick Review by DarkSonic

Posted:
26 Feb 2015, 14:17
For: Forgotten Civilisation
Level rating: 8.6
Rating
8.5

A very good and also original level by PurpleJazz. It uses a tileset that is really limited, but he made a really good theme out of it with fitting eye candy. The layout is pretty unusual, but very good. The level should play well in small team games, not sure about JDC events. Also, really nice script and level name (xP)

Download recommended.

RecommendedReview by Foly

Posted:
20 Sep 2013, 14:30 (edited 20 Sep 13, 14:33)
For: Condemned
Level rating: 8.5
Rating
8.5

This level comes back often at JDC events and when it does, it is very fun to play. That said I also think this level plays best with many people. I’m not sure if this level would work with 3v3 or maybe even 2v2, but I’d love to try some time. On to the reviewing.

Gameplay – 52/65
First thing I noticed about this level is that it is very open. Because of this you’ll move around fluently and won’t bump into stuff easily. Also springs and vines are used well to let the player go quickly up and down. The warp is usefull to go up and get higher ground since it’s risky to go up the slopes at the right top of the level. The warp back down leads to a +1 carrot, it’s a bit more risky though. At the start the warps felt a bit useless but I think it’s something you got to learn in this level.

Another good thing about the gameplay in this level is that rf, bouncer and toaster are ballanced in this level. There are enough slopes and edges to prevent shooting rf’s too far and making bouncers more usefull. Besides that I think fire is most usefull in the vertical parts. I think the area at 61, 60 should be easier accessible. This is not because it is a campy area but I think making the passage one tile bigger will make it less bumpy. You could for example move the entrance down a bit so you can still have a safe area at the top. One more thing is the tube at the middle. I think this can be very usefull but the only problem is that it’s a bit hard to see it’s there, not a problem if you learn the level though.

The ammo is well spread through the level and there is plenty of it. The only area that seems empty is the left upper warp. A total of 4 carrots with small delay is probably the main reason this level is better with more people. The placement of the middle one and the right bottom one is excellent. Putting seekers at the right top one could make it campy, but I in this case it can be easily countered with bouncers and rf’s. I think the carrot in the water shouldn’t be in a dead end or at least make it a bigger area, it’s already in the water which makes it already risky enough to get it. Also the seekers at the right bottom in the level are a bit too hard/risky to get. Besides that I think the right side of the level seems to be a bit more filled with good pu’s/carrots than the left side, this isn’t that bad though. The bouncer PU is hard to get with normal bouncers, also I think in a tense battle it’s kinda hard to see but eventually you will know where it is.

Eyecandy – 23.5/25
Well there isn’t much too say about the eyecandy, it’s just great. Layer’s 1 to 3 and 5 are used very well to created nice decorations in the walls. Because most of this decorations are in the walls it isn’t distractive for the gameplay which is ofcourse a big plus. I was thinking about more decorations at layer 5 that are not in the wall, but I’m not sure how much this would improve the level and the background is good enough (and original too!). The tileset has been used before but not with this palette. The palette is pretty dark but I together with the music this increases the atmosphere. The level is open enough to not let the darkness become overwhelming.

Originality – 7/10
I don’t think the gameplay in this level is something completely new. One thing that adds to the originality is the water, not just because it has water but also because the gameplay around it is good. About the eyecandy, I think the background is very original and adds to the atmosphere. Besides that the good quality of this level’s eyecandy is not something most level makers can reproduce.

Total: 84.5/100
This level is definatly one of the better battle levels on j2o. Like I said it is used much in JDC events and I bet it will be used many more times in the future. Download recommended ofcourse!

Note that this rating is lower than my quick reviews, this is not because the level is worse but because I’m a bit more critical.

RecommendedReview by Superjazz

Posted:
20 Sep 2013, 11:40 (edited 20 Sep 13, 11:42)
For: Canyon Grove
Level rating: 9.5
Rating
9.5

Raneforus V, the tileset that has been barely used in general, has been used really well for the theme that the level here uses, the level that was chosen for the JJNet ladder’s mappool. The theme in ‘Canyon Grove’ is indeed well executed, although cause of the theme, the level’s name could as well be ‘Jungle’s Inside’(reference to ‘Jungle’s Edge’.)

However the level of course is more than just a jungle, as it’s more like a ruined temple in the jungle. The background consists of the tileset conversions’ classic JJ1 background tiles and it fits just well in my opinion, as it’s been all done in detail like the rest of the level. The tileset of course hasn’t been used to it’s fullest potential, as only tiles that were necessary for the theme were used. However, the amount of visuals is just brilliant and there is certainly no need for more of them, as it would make the eyecandy rather excessive and distracting if all the tiles in the tileset were used, even when they weren’t really needed.

Now, the level design itself is what completely surprised me when I saw it the first time, as it’s really ideal for CTF with still a lot of room to make various plays. The designing is partly the type of designing that I would expect to see from the legendary BlurredD himself. It may at first seem overly complex, but really, in the end it all just makes sense. There is a good mix of solid and thin walls/platforms, and there are many corridors where a player can hide, but with the wise usage of ammo the level won’t turn into a campfest either. There is also enough space to shoot, and yet there aren’t any too open areas which would increase ‘lag-dependency’ in online games. I really do like the design around bases especially.

One of the questions may be that; Is this level too big for normal games? Well, certainly not for typical 3on3 games and bigger. I tried one here and it played really well in my opinion, there was enough scoring and roasting. However, I’m not yet certain about duels or 2v2 games, as I’ve tried out neither of them, but at least the long spawn-times of carrots (25-30) should make them plausible.

One of the major concepts here concerns the ammunition, for which some AngelScripting has been used. The script will never let you have more than a maximum of 25 seeker ammo at once, which discourages massive seeker spamming in the level wherever you go, and forces to make wise use of them instead which is a good thing. The other part of the concept is the power up placement. In the latest JJ2+ there is the new type of ammunition; Fireball which replaces Pepperspray(Gun8) which all JJ2+ users should know by now. Since the Fireball deals damage value of 2 when powered up, it makes for an equal alternative for the RF power up. Since pepperspray power up deals always a damage value of 1, powered up or not, that would certainly be too underwhelming against the RF power up. As these 2 power ups have been divided among the team sides, the script prevents the disable of Fireball, which ensures fair games in all cases.

I’m now sure that this is my favourite level of PurpleJazz so far, as it shines of sheer brilliance in both gameplay and visuality. There are only a couple of minor flaws that I would complain about, one being the flow error at the level edges, requiring a player who comes from the bottom of the level to jump by the bases’ platform to get up to the spring that takes you to the next level. The other flaw being the slightly confusing use of One way events, since there is no clear logic which of the thin platforms have it and which not, except that it’s somewhat obvious under the bases and wherever springs make the flow. Well, I guess it also helps to counter camping with the seeker ammo. Also, whether or not this level works well in duels/2v2 is yet to be seen for me. But at least the level is ideal for 3on3 games and JDC Events.

Too long/Didn’t read/Summary part: Here is a very high-quality level by PurpleJazz that offers exotic gameplay in exotic environment(cheesily said.) Download this!

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