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Mappool Changes and Voting!2019-02-16 12:03 | Vivando
The mappool is changing once again for the new season, that's no surprise. However, this time we let clans have more voice over the mappool changes again. We strive to make a mappool that would be as balanced as possible, having around 18-22 maps altogether, from which at least 50% should be pickable in 2v2 matches.

The only changes that have been made beforehand are the additions of the previously disabled maps:

-Distopia
-Galactic Warfare
-Gauntlet

...and the removal of the 2 maps that were picked 0 times during the past season:

-Diamondus Warzone[JJnet Edit]
-Fauztinville

Now, each clan that played any ladder matches (no victories required) during the past season (13) are eligible to vote for up to 3 maps to add into the mappool and 3 maps to remove from the mappool. You may vote on any officially released map for additions, even the previously included ones, except for DW and Fauztinville due to them having been picked by no one just recently. You may, however, vote out Distopia/GW/Gauntlet, since they were expected to return at the end of the past season anyway.

Each of these clans are also eligible to request changes to the categories of the current maps in the mappool, to make a map 3v3+ only or vice versa, but these have to be motivated with a reason, e.g. "This map should go to 3v3+ only because it is too complex for 2v2".

Like previously, we do not decide beforehand how many votes are required for a map to be added or removed, as we try to keep the mappool balanced, but we promise to treat maps with equal amount of votes the same way. Also, each vote of each clan weighs the same, so there are no 0.5 or 0.25 factored votes.

Clan leaders (or delegates approved by the clan leaders) please send me your clan's votes by February 24th at 22:00 GMT the latest (and I will in turn announce my clan's votes to one of you as a proof of our votes).

Here's a nice ladder statistics screenshot for you from the past season (not counting the final CWs):

img
blankcomments | 5
Ladder Season 13 Concludes!2019-02-15 22:38 | Vivando
The 13th season of the JJnet ladder season has come to its conclusion only after approximately 5,5 months since its beginning, which is way faster compared to the previous season.

Congratulations to CX for their third season victory in a row and honor goes to the GpW as well for putting up one of the most tense and exciting final match against CX in the ladder's history. CX won in the end by only 1 score, making the decisive score during the last 30 seconds of the game.

Here are the final standings:

img

You may expect more changes to the mappool again for the next season, this time a little differently! Also expect new site features following shortly! ;)
blankcomments | 0
[GpW] vs. CX2019-02-15 21:01 | Vivando
LIVE!
blankcomments | 0
-t3> vs. [CDF]2019-02-09 20:08 | Vivando
LIVE!
blankcomments | 1
Finals Approach!2019-01-31 18:44 | Vivando
Top four clans, Please plan in these matches at your earliest convience:

Final: [GpW] vs. CX
Bronze Final: -t3> vs. [CDF]

...and refer to the rules.

Who will be the star of this ladder season? Good luck to you all!
blankcomments | 6
Ladder Frozen & Final Games!2019-01-29 20:10 | Vivando
[GpW] has crossed the season's magical score limit of ladder 100 points, which means that no more ladders can be submitted.

Unlike previous seasons, this season won't finish with play-offs, but the top 2 clans are invited to participate directly in the season's Grand Final, meanwhile clans ranked 3rd and 4th are invited to participate in the Bronze Final. Should one of the clans not accept the invitation, e.g. from top 2 clans, the clan ranked 3rd will be invited to the Grand Final and so on.

The following clans are invited: [GpW] and CX for the Grand Final, -t3> and [CDF] for the Bronze Final.

Clan leaders (or clan delegates approved by their clan leaders), please confirm in a comment here whether your clan will be participating. Please do so by February 1st, 22:00 GMT.

In addition, please note the new/updated rules regarding the final games:

§6.2 A clan that has reached a higher ranking during the season than its opponent, has the privilege of picking map order, team color order on every map (can choose team colors on overtime round as well) and is allowed to choose two (2) veto levels for the final/bronze match instead of one.
§6.2.1 All clans will be allowed to change their previous veto level for the final matches.
§6.2.2 In order to let clans prepare for this, the clans have to set their new veto level(s) at least 24 hours before the match is scheduled to start or immediately, if the match is scheduled to start in less than 24 hours.
§6.2.3 The previous rule about the higher ranked clan being able to pick the tiebreaker map does not apply anymore, and the clans will have to follow the normal clanwar procedure on picking the tiebreaker.
blankcomments | 8
Contest results! [JJnet Level Contest Season 13]2018-09-10 20:57 | Vivando
The level contest for season 13 has been concluded and the judges have selected their 3 favorite maps for the ladder mappool. The winners were determined by holding a voting in the 'council', where each of the invited judges could vote for 3 maps they deemed to be the best fit for the mappool. A total of 5 judges voted in the council, whom were Lahm, JellyJam, Ragnarok, SJ and Anubis. The results were as follows:

Butrinti - 5 votes
Orbital IV - 3 votes
Sparkling Illusions - 3 votes
Painted Garden - 2 votes
Nidavellir - 1 vote
Red Rose - 1 vote
Cleanse - 0 votes
The Crackdown - 0 votes

[6:06 PM] sn1ky: My top 3 would probably be xlmbut ezspark and ezpaint
[10:49 PM] Jelly Jam: Hi, I vote for xlmbut, ezorb and xlmnidavellir and I recommend the last 2 to be 3vs3 only.
[11:29 PM] Ragnarok: My 3 votes are gonna be (in order of preference), ezspark, xlmbut, and ezpaint - all of which can be both 2v2/3v3
[11:31 PM] SJ: In the meantime, I'll announce my own votes: Butrinti, Orbital IV, Red Rose
[11:48 PM] Anubis: My final votes are xlmbut, ezspark, and ezorb (last one as 3v3 only). I might have picked ezpaint as my 3rd vote if it had better layout in the middle area though


Thus the 3 maps that have been selected for the mappool are Butrinti, Orbital IV and Sparkling Illusions!

Congratulations for your victory Smoke & Loon! Your level truly impressed all of the judges. Also congratulations to FawFul and ThunDerDraGon for a tied 2nd place. The top-3 maps have now been added to the mappool, but Orbital IV as a 3v3 only map due to it's big size and complexity.

Overall we got a total of 8 high quality, creative maps that were fun to play in during the judging process! That is way over my expectations! Therefore I want to thank everybody who participated in the contest! Also thanks to all the judges who voted and helped in judging the contest entries.

Of course, we wouldn't want to leave others empty about why their maps weren't selected by the judges. So you may find a huge wall of text below stating the most essential things that the judges liked/disliked about each level:

Butrinti:

+Well executed, versatile layout that suits both 2v2 and 3v3 games nicely
+Very interesting carrot area with a lot of strategic options
+Not too many camping spots
+Good choice and spread of weapons and power ups
+Well balanced open and closed areas
+Visually gorgeous and not too distractive

-Flow could use optimization; intuitive on one side, and bumpier on the other side

Orbital IV:

+Excellent CTF layout with plenty of room for a very diverse, strategic gameplay
+Movement and flow has been made easy to learn, yet hard to fully master
+Inspiring visuals and background, not distractive
+Excellent base design and fairly good vine placement to bring extra depth to the gameplay
+The RF-powerups offer nice, various way to reach, since it's possible to also RF-climb to them or shoot with gun9

-Not much exciting action in 2v2 games, due to the fairly large size
-There are some areas that are particularly campy, namely the top middle and the large horizontal spaces. Luckily the bouncer ammo helps a lot in the horizontal space, but requires patience.
-Some of the ammo placement and vines could still benefit from some optimization

Sparkling Illusions:

+Good, versatile layout that suits both 2v2/3v3 games, which encourages good movement
+Cool and creative measures to counter camping in specific areas, generally not too easily campable
+Good choice of powerups and well balanced, together with a suitable amount of ammo in the level
+Many places with room for RF tricks
+Visually impressive
+Original and interesting base design

-May be sometimes excessively visual, distractive; Particularly the visuals might make it hard to distinguish passable areas or solid platforms (as perhaps the level title implies)
-The graphics cause minor fps drops in 16-bit mode, 8-bit mode seems to be recommended
-Bumpy flow at parts, but is possible to get used to with some practice, potentially
-Minor dead ends where you get stuck for a second if you don't jump to the spring immediately

Painted Garden:

+Custom roller weapon that fits the level design very well, giving players the ability to shoot upwards the slopes
+Good general placement of pickups
+Sold layout with a reasonably good flow

-Some parts of the level are a bit boring, particularly the middle area
-Some areas under bases can get particularly annoying in 2v2s against camping flagholders who may require 2 players to hunt down, like the carrot areas that are fairly easily campable
-Level could benefit from more seeker ammo
-The level might be slightly overdecorated together with the very rich colours

Nidavellir:

+Original layout
+Well placed full NRG carrot that can be sent down
+Interesting choice of power ups

-The map is too big for 2v2, considering there are 3 carrots and the overall size of the map
-Top area is probably only for camping
-A lot of items of interest particularly at the bottom of the level
-Gameplay seems too vertical and is mainly focused on going up and down different floors
-The ropes above the bases make it so that you can camp a lot

Red Rose:

+Fun and fast-paced map with a small layout that is easy to learn and remember
+Flow is particularly nice and well balanced between all characters
+The carrot area is well executed and camping there is counterable from above with bouncers

-Might be sometimes a bit too chaotic in a 3v3 game, due to the small size of the map
-The layout is pretty bouncer biased, and the thin walls and platforms the bouncers can go through only make this feeling stronger
-The bottom level is slightly too cramped and linear
-Some areas might be generally too campy, like the vines above bases together with seeker and bouncer ammo

Cleanse:

+Very original, inspiring gameplay that rewards high skill together with the custom energy blast-weapon
+Can be a lot of fun to play with other people who haven't fully learned or mastered the level yet
+Well executed and inspiring alternative way to reach base (through the top)

-Massive in size, although very open at the same time
-Very punishing gameplay for players new to the level, with all the hazardous scenery (although it manages to crop the otherwise so large playable area a bit)
-Long learning curve
-Contains two full NRG carrots that are very separated from each other, which means that each team basically has their own full NRG carrots. This makes it very hard to kill the opposing, dominating flagcarriers (especially in 2v2).
-Contains a laser shield in an area that is hard (but not impossible) to reach out alive. Enabling /noshields neither stops the shield from spawning, but just makes players using that shield to get kicked off for using an invalid shield (apparently due to a JJ2+ bug). That would be too much for the ladder.

The Crackdown:

+Very original gameplay and impressive visual side
+Solid, tactical layout that has room for numerous tricks, like RF-climbs
+Offers some nice strategic possibilities with TNT ammo

-Too campy and slow-paced for a 2v2-game
-Might be too gimmicky, as the antigravity plays a big role in the map and may be too difficult for most players to get used to
-The trigger scenery closing the top entrance to the base greatly limits movement in the map, although it is there for a reason
-The bases can get very campy and challenging to reach against heavy defense, as the TNT backdoor isn't too easily accessible
-Would benefit from more ammo
blankforum replies | 8
[NT 2018] Stats and Awards2018-09-09 04:16 | Toni
The long-awaited stats and awards are finally up! [EGY]Kyro won the MVP award! All awarded players have an award on their profile now. Go and check it!

Full list of awards and all stats can be found on the National Tournament page
NT2018 Stats & Awards
blankforum replies | 2
Mappool Vote Results2018-09-02 15:24 | Vivando
The clans GpW, CX, t3 and CC have voted for the following:

The Dragon Eyrie - 4 votes
Fauztinville - 2 votes
Re-Purposed Offshore Platform - 1 vote

No votes were received from CDF. Thus 2 votes were enough to pass a vote for a map. Fauztinville and The Dragon Eyrie have been added into the mappool as 3v3 only maps, due to their big size.

The votes were as follows:

[3:07 AM] Jelly Jam: Hi, GpW votes YES only for xlmdragon

7:41 PM] Ragnarok: The Dragon Eyrie YES
Re-Purposed Offshore Platform NO
Fauztinville YES

10:13 PM] SJ: Anyway, we will vote YES for The Dragon Eyrie and Fauztinville
[10:13 PM] SJ: and NO to Re-Purposed Offshore Platform

Anubis:
The Dragon Eyrie YES
Re-Purposed Offshore Platform YES
Fauztinville NO
blankcomments | 0
Ladder Season 13 Begins!2018-09-01 11:00 | Vivando
The 13th season has now officially started!

You may now play and submit ladder matches normally. The season lasts until 100 points as previously. Please remember that there won't be play-offs this season, but the top-2 clans will be invited directly into the grand final instead! The 3rd and 4th ranked clans will be invited to the bronze final.

Also take note that the higher ranked clans will be able to veto 2 maps instead of 1 in their final game, as a reward.

Best of luck to all the clans! May the odds ever be in your favor!
blankcomments | 3
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