The level is rather reminiscent of old Test levels, which also forego the usual level design conventions and strip things back to an arrangement of blocks (such as those made with the Top3 tileset), focusing entirely on gameplay over aesthetics. The level looks just about serviceable in terms of functionality, but lacks any kind of visual design flair, mainly consisting of brightly coloured blocks placed haphazardly, like a box of crayolas. There are certainly plenty of far worse looking levels out there, I appreciate that this one lacks many of the more egregious elements found in many similar levels such as flashing colours or obstructive foreground layers. The AI generated clouds look passable but do feel very out of place with the rest of the level, being semi-realistic while everything else uses flat colours.
I didn`t like that I was forced to restart the level after having died once before the water section, that felt like an unfair gotcha! moment. Fortunately it didn`t take long to get back to that section as the level is very short and rather trivial. Most of the challenges I was able to cheese in some way, most simply by doing running jumps as Spaz, such as the Mega Man-esque disappearing block section which I was able to clear in a single running jump (after having died due to not realising the green bar was a pole). I didn`t bother trying to decipher the clue for the destruct block section and just brute force guessed my way through it first time. The water falling section was far too short to be of any real threat. The end boss I just cheesed by jumping to its platform and buttstomping it to death, abusing the i-frames.
Aside from the aforementioned restart, there was nothing else particularly unfair but nothing really grabbed my attention either. If you have been playing JJ2 as long as I have, I`m pretty sure you will have seen just about every obstacle in this level in some shape or form before. I don`t think there`s anything inherently wrong with that, and I can at least applaud this level for not going completely overboard with the difficulty like so many other levels of a similar ilk have done. I feel that the concept of the level, while not exactly novel is an honorable one. It does feel fairly accessible to newcomers unlike other challenge levels which is a nice attribute, although I would still have a hard time recommending it over the vast treasure trove over other similar levels out there that come in a far more polished package and offer a more refined experience. You can certainly do much worse than this, but the bar is set pretty high nowadays.
(My note to the author: please do not feel discouraged by my feedback, I was in your shoes once as well. The best thing is to take feedback as a learning experience, and take it on board for your next project. Making mistakes is a huge part of the learning process for any creative pursuit. Literally every successful JJ2 level creator I can think of started out making mediocre levels but then gradually improved each time with persistence and a willingness to take on board criticism. I do genuinely look forward to seeing your next project!)
The tileset "Hotel Mix.j2t" is missing from the upload.
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.
A commendable effort by the author. The theme is well realised with a creative combination of tilesets, and the layout, while being rather cramped in places is quite novel and offers a decent gameplay experience. Nitpick, but I’m not sure if the level needed 3 different weapons that shoot downwards; 2 would’ve been enough. Great level nonetheless!
Loon brings us yet another party-sized epic. Strictly for larger games of no less than 5vs5, so best saved for special occasions. There’s some rather inventive things done with the tilesets, and on the whole the level looks dang impressive (but is worth noting that you may experience some framerate issues unless you have decent PC specs).
Featuring two of the strongest powerups (Seeker and Roller) and not many safe places to hide, the gameplay in this level is ferociously fast paced. It may not be to everyone’s taste, but will be a refreshing change for some. The theme of the level is realised well and suitably complements the gameplay style. Give it a go if you’re after a thrill!
Quite the spooky level! The theme is executed solidly, making effective use of elements such as the bloodstains and the noose without being overworked. I also really like the way the buildings are layered in the background. The layout is well-constructed with areas that feel distinct from eachother in terms of gameplay and visuals.
This is basically Diamondus, the Sepia edition. It’s not unpleasant, but I really wish it had some secondary color to break up the monotony. Note that this lacks any of the additional content/quality of life improvements found in other editions of this tileset, so you may as well just extract the palette using MLLE and apply it to one of those.
Another solid CTF level from Faw. The various JJ1 sets have been amalgamated together in a nifty way to create a visually interesting level. The pastel colors in the background complement the sprite layer nicely without being distracting. The gameplay and the layout are pretty excellent for the most part, with a few handy tricks here and there.
I like the atmosphere and the color scheme. I feel like the bricks are a bit mismatched with the tileset though. I also think the weapon balance is slightly off, with Fireball PU outclassing Blaster PU. The layout is decent, although the pit is probably unnecessary, and the hanging wooden beams were a bit obstructive. Overall, cool level though!
The tileset Carrot1 (2).j2t is missing from the zip (although I assume it’s very likely just a duplicate of Carrot1.j2t).
@proud2beamerican: I used the Waifu2x upscaler.
Quite a marvel visually, with the various tileset elements being juxtaposed together very effectively in the level to create a dark, spooky environment. The layout is also pretty nifty, with a cool not-quite-symmetrical design that offers a number of tactical options with the diverse set of weapons available. Download strongly recommended!
Absolutely sublime, my favourite level of 2019 by a long shot. I especially love the integration of the Oasis and Aztec2 elements, greatly enriching the Islands tileset. My only slight complaint is I find the bottom area feeling a bit lacking compared to the rest, but if anything that’s a reflection on well designed everything else is.
Small in size, big in fun factor. The various tilesets have been amalgamated together in a very cohesive way that has resulted in a well-realised cave environment. The carrot placement is inventive, especially with the radically differing spawn times. This level went over very well in JDC 30’s ODT #2; we’ll likely be using it again at some point.
While the excessive visuals do lead to problems such as fps drops and distraction, the gameplay is nonetheless solid despite a few minor flow issues. I enjoyed the design of the base areas and the carrot area very much, as they offered quite dynamic gameplay with a variety of tricks and tactics to deploy, and aren’t overly campy. Give it a try!
I like how these levels feel rather retro but with a modern twist in terms of visual design. All four have very solid layouts with some of Snz’ signature levelmaking flair. These will be a fantastic addition to your Battle rotation and are best enjoyed in a well populated server, so be sure to invite your friends!
Despite all of its flaws, I did enjoy this level. Despite the rather spartan visuals and simple gameplay, it was a decent attempt at bringing Castlevania style gameplay and atmosphere to JJ2, perhaps helped by the excellent music choices. I thought the ending was rather anti-climactic though; a final boss would’ve been nice.
While a bit uneven in terms of flow and aesthetics, there’s definitely an appeal to this level. It’s action-packed with plenty of pickups to facilitate large events, and I enjoy the vibe that the visuals in combination with the music choice gives. The Orbitus tileset has been used very creatively in some areas.
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.