RecommendedQuick Review by PurpleJazz

Posted:
15 Nov 2009, 14:15 (edited 15 Nov 09, 14:17)
For: Jagged Ectoplasm
Level rating: 7.5
Rating
8

Fun level

Quick Review by PurpleJazz

Posted:
11 Nov 2009, 07:29 (edited 18 Mar 10, 07:33)
For: War Of The Rabbits 2: Taken For Good?
Level rating: 8.6
Rating
7

Level design is fairly solid for the most part, however many of the levels (DiamB levels in particular) feel dull and lifeless and a lot of the pack in general just screams “devres wannabe”

Review by PurpleJazz

Posted:
7 Nov 2009, 09:09
For: JJ1 Fanolint
Level rating: 7.3
Rating
N/A

A textured background would be nice.

RecommendedQuick Review by PurpleJazz

Posted:
2 Nov 2009, 18:15
For: Double Trouble
Level rating: 8
Rating
7.9

A nice duo of levels that look reasonably enjoyable. A couple of minor flaws keep it from getting an 8, but overall these levels will be worth your time. Downloaded reccommended.

RecommendedReview by PurpleJazz

Posted:
28 Oct 2009, 12:11 (edited 10 Dec 10, 19:39)
For: Golem Landscapes
Level rating: 8.3
Rating
8.6

This review has gone through many revisions, but finally I feel it’s ready to be submitted. Also, trying a slightly different approach to my usual reviewing style.

Anyone who knows FireSworD knows that does not just build levels by conventional standards. Looking at his past work, we can see that he thought outside the box and always brought something new and exciting to his levels. Jungle’s Edge and Termite Haven both had very creative visual designs, while Jungle’s Edge has gone on to be one of the most popular CTF levels ever (even if not the best quality). Moving on a short while later, his creations include levels such as Medieval Skyscrapers with its innovative y-axis gameplay with fly carrots, and One Spot with its totally new base system, which wasn’t exactly a huge success but is still remembered for how creative the level was. A few years later FS entered R3ptiles’ Original CTF Contest, getting a very well deserved 1st place with Unconventional Coffee, which had a unique structure in its layout and was also one of the first CTF levels to feature pits. Just under a year ago, FS created the battle level called Enter the Chaos. This level was totally different to anything that had been made beforehand that year. It featured what was basically a “screw the rules I have money” concept, which was despised by some, but for others, it made the level incredibly addictive. I personally saw it as great that he tried something like that as very few people would have the guts to have such an evil concept in a level.

Without further ado, I’ll now talk about the level I’m supposed to be reviewing!

Golem Landscapes uses the rather pretty looking IC – Easterius2 tileset; that is an edit of an edit of Carrotus (the most overused and boring tileset in existence). However, FS still manages to break the “all Carrotus levels look the same” rule and creates something that has a unique appearance – a rock golem, in which the level is built around. While a similar concept was thought of in a level by Sacrush known as Extraterrestrials, where the level featured a giant alien to walk on, Golem Landscapes executes the idea even better as the tileset fits the idea perfectly – the colour of the soil makes it look like stone, while the foliage is used well and clearly shows that this golem belongs to nature. Despite being “man made”, the golem itself feels very organic and fits like a glove with the rest of the level. The atmosphere feels lush, aided by the very well fitting music by Starsky Partridge, which gives the level a very calm and isolated feeling, giving the impression that no man has set foot in this area for some time. The golem structure itself is well designed and although looks “flat” when zoomed out in JCS, that can’t be helped due to being a 2D game and is probably the very best that could be made with JJ2’s limitations.

While the theme of the level is amazing, the real important question about this level is – does it play as great? The answer to that question can be said briefly in one word: yes.

Despite being perfectly symmetrical, given the fact this that this level is designed on a golem combined with some interesting design choices, this level has a unique layout. The base areas are fairly close together, yet movement between them is still not too fast. There are two main routes between the bases: using the warps situated just above the bases, warping you to the central room with an RF PU and tubes which take you to either team’s side. While the distance you travel is very short, the tubes pull you through fairly slowly so this is balanced out. This route is the most frequently used during games, however it’s the most risky as the place you emerge from the tubes is easily camp-able, giving the enemy a guaranteed hit on you if they do so. Thankfully, you can alternatively go around your base and on top of the golem with a copter, falling through the “spring hole” to reach the other team’s base area. Taking this area comes with benefits, as you pass a Bouncer PU and a Seeker PU, as well as an EB PU on top of the golem’s shoulders. However, this route is a few seconds longer than the warp/tube route and you have to wait for the copter to spawn in order to take it, which could waste precious seconds. This level offers choice despite the somewhat “limiting” layout; there is always a backup plan if one plan fails. One of the great things about the design is the shortcut that can be taken only if you have ice ammo on you. It involves freezing the springs in the “spring hole”, which gives you immediate access to the top of the level. This is by far the fastest route in the level; although what’s great is that you can’t always take it – rather, stock up on ice ammo and use it to your advantage while you’re doing well. Basically, you can’t just take it straight away after spawning.

Another possible route is to go under the bases along the long tunnel where the Full NRG is situated, which is the longest route but has some advantages, as it is less predictable unless you have the flag. Be careful though, RF shots are very hard to avoid here.
The base areas themselves present interesting gameplay. While they’re fairly easy to attack, they’re also just as easy to defend. It all depends on how you play around them. Generally, the best way to attack the bases is from above with bouncer rains. Just above the bases is a good area for being RTS in this aspect as unless attackers go to the base from above through the “spring hole”, it’s generally very hard to attack someone who is camping there. If someone is camping directly on the base itself, you can “snipe” them by hitting them through the thin wall with either Bouncer of EB. There are 2 +1s, one just above each base, which although can’t be totally provided on, give you a little life support while trying to stay at the base. This level doesn’t have many areas you can hide in at 1h, so you have to keep on the move. There is however a very evil secret that is very hard to reach, but if you find it you’ll be greatly rewarded (I won’t reveal what it is, but someone probably would have found it by now :P). This level is perfect for 2vs2/3vs3, although duels can work out too.

In general, this is one of the best CTF levels that FS has released so far. I can imagine it getting a lot of attention over the following months and possibly even years. You’d be a fool to ignore this, so if you haven’t downloaded it already go ahead and do so! This gets a well earned 8.6, my seal of approval and a download reccomendation.

Grade: A

RecommendedQuick Review by PurpleJazz

Posted:
26 Oct 2009, 18:48 (edited 8 Nov 09, 16:54)
For: Planetary
Level rating: 8.5
Rating
8.2

Not a bad pack, but I agree that quality is more important than quantity. Most of these levels are 7.5-7.8 quality, the best being Hard Cheese which I’d give an 8. Most of these levels are rather gimmicky and confusing, and might be a bit difficult to play in. This pack has it’s moments, but only a certain amount of it is fun to play.

grmbl

RecommendedQuick Review by PurpleJazz

Posted:
22 Oct 2009, 09:50 (edited 22 Oct 09, 09:50)
For: Private Property
Level rating: 8.2
Rating
7.5

8.6?

Quick Review by PurpleJazz

Posted:
22 Oct 2009, 09:49 (edited 22 Oct 09, 09:49)
For: November
Level rating: 7.1
Rating
7.2

Not bad at all.

Not recommendedQuick Review by PurpleJazz

Posted:
18 Oct 2009, 07:34 (edited 18 Oct 09, 07:52)
For: Electric castle
Level rating: 6.1
Rating
5

Not exactly the greatest level you’ll see. While I haven’t actually played it yet, from the look of things on a design view point, the level tries a little too hard to be like semi. The balance looks very questionable, and some of the eyecandy is obstructive.

Sorry, but this doesn’t look like a classic.

Quick Review by PurpleJazz

Posted:
3 Oct 2009, 09:12 (edited 3 Oct 09, 09:12)
For: Underground Change
Level rating: 8
Rating
7

Not bad.

Quick Review by PurpleJazz

Posted:
26 Sep 2009, 10:40
For: Haunted Sea of The rabbits
Level rating: 6.9
Rating
6.8

Not a bad level. The atmosphere is quite good, yet nothing overly special. The issue I have with this level is that it tries a bit too hard to be like semi. At least it has two carrots, so it’s not quite as campy, but more chaotic due to being very small yet open. The eyecandy is okay. Might be fun, but I highly doubt it will become a classic.

RecommendedQuick Review by PurpleJazz

Posted:
18 Sep 2009, 21:35 (edited 18 Sep 09, 21:35)
For: Level Packer v1.4.3
Level rating: 9.5
Rating
8.5

A solid program, simple yet performs it’s tasks very well. Definately does save time finding all tilesets/music to go with levels when compiling a pack, and is a nice thing for anyone to have.

Quick Review by PurpleJazz

Posted:
4 Sep 2009, 06:22
For: Jake's CTF Pack
Level rating: 6.2
Rating
6

Not exactly the best designs you’ll see. There’s a couple of okay ideas here, but they aren’t really executed too well. There’s a few annoying limitations in the layouts and the eyecandy is a little drab in places. Overall not bad, however some things just show what seems to be a lack of JCS experience.

Quick Review by PurpleJazz

Posted:
23 Aug 2009, 10:30
For: Symmetry?
Level rating: 7.1
Rating
5.5

An interesting concept, however it isn’t executed too well here, and most of the layout is barely ever used, except for getting power ups, so most of the time all of the players will be centered around the base areas, while the rest of the level has little or no players, which could potentially lead to some hectic, if not chaotic, gameplay.

Quick Review by PurpleJazz

Posted:
6 Aug 2009, 10:50
For: Path of Desolation
Level rating: 7.8
Rating
7

There are many questionable things to be found in this level. For starters, I absolutely the despise the use of the solid metal in layer 5 which seems to be horribly out of place. Generally the use of Desolation here is very mediocre. The layout was not bad, but generic and the Full NRG is significantly closer to the blue base.

An okay level.

RecommendedQuick Review by PurpleJazz

Posted:
5 Aug 2009, 23:04 (edited 5 Aug 09, 23:06)
For: The Curse
Level rating: 8.5
Rating
8.6

The most vibrant, colourful and lively JJ2 level ever created. The creativity in this level is really outstanding, and what’s even more impressive is the incredible speed snz made this level in. The layout reminds you of some old school levels. It is very platformy, yet everything connects together well and everything was generally well placed.

Quick Review by PurpleJazz

Posted:
29 Jul 2009, 14:56 (edited 1 Aug 09, 21:00)
For: Forgotten Dungeons
Level rating: 6.4
Rating
7

A solid battle level, yet aside from the moderately amusing Seeker PU area, there is nothing special about this level in my opinion to warrant such high ratings like the ones that have already been given.

RecommendedQuick Review by PurpleJazz

Posted:
22 Jul 2009, 15:51 (edited 22 Jul 09, 15:52)
For: Impressions Z
Level rating: 8.4
Rating
8.5

This pack contains some of DS’ better work, such as Panic! (in the brains), and Botanizer. Exciting Scenery is not a bad level either. Innovation was okay but nothing too special, and Rooms, although still not bad was by far the worst level of the pack. Download reccomendation.

RecommendedQuick Review by PurpleJazz

Posted:
10 Jul 2009, 07:00 (edited 10 Jul 09, 07:03)
For: Fort Medina
Level rating: 8.4
Rating
8

Good, but imperfect CTF level. The layout is solid but there are some slight biases here and there. While the level was easy to learn, there were some annoying complications. The eyecandy was well made, but nothing too memorable. Weapons and carrots were placed okay, although I thought some places had too much ammo, seekers in particular.

Review by PurpleJazz

Posted:
5 Jul 2009, 15:13 (edited 5 Jul 09, 15:18)
For: Easter Elves
Level rating: 5.5
Rating
N/A

@Mortalspaz: No, this level was made by Ninja Dodo. Shortly after the time of TSFs release, Epic held a competition on creating easter levels. The entries to this contest were all bundled together in CC’s release, which are the easter themed levels that come with the game. Basically, they are not by Epic; they were built by JJ2 fans.

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