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|TWTWSwamp.j2l||TWTWSwamp||10.47 kB||03 May 2017|
|DiambMidn.j2t||Diamondus ß Midnight||247.21 kB||16 Nov 2004|
|ETs Planet2 v3.j2t||ETs Planet2 v3||83.06 kB||05 Jan 2013|
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|112-le_gran_luxe.mp3||4227.70 kB||06 Nov 2016|
I had the idea for a Bank Robbery layout similar to this for over a year, driven around the concept of an easy entrance into the vault, but a very hard return path as it’s littered with locations for ambushes.
This level is designed with brutal ambushes in mind, actually to the point they are the defining feature of the level. This should reward teamwork more than other Bank Robbery levels – a solitary run through the gauntlet is nearly impossible in this level.
It is also designed with all characters in mind, to the point you actually want a relatively even distribution of Jazz, Spazz and Lori in your team, even if the advantages the individual characters have are relatively minor.
The level has a Toast PU at the top, and a full RNG in the center. At the bottom corners there are two small Cs – you probably need them. The bases are one-way, you can enter them at the top and have to exit them at the bottom.
I had that idea pretty much since I saw a Bank Robbery level for the first time, but couldn’t implement it in Greedy Buddha, but could add it here.
As I started working on this level for real (many of the ideas used in this level I had for years) during JDC 26, I got the layout done pretty quickly and sent it to Trey for a host, so thanks for the feedback ^^ .
The level really didn’t change much from there on, except that I removed some of the eyecandy as some of it really didn’t achieve what I wanted it to. Actually, it did the total opposite.
However, what I wanted the eyecandy to do required a script. That script – obviously – did not work. Everybody here knows I can’t script for jack.
I have to thank VioletCLM for his patience with my ineptitude, and I definately learned a thing or two, so thanks :) I almost got it to work, but the last (?) error I couldn’t place.
However, then his MLLE level editor came out, so I realized I would probably not need the script. However, the editor revealed something that I did not like – the palettes of the added tilesets do not synergize with the palette from the main level, and from there I pretty much abandoned all work. My plan for the eyecandy was doomed for failure, at least for now. Maybe it will work after a future JJ2+ update that allows one to add multiple palettes in a single level, but not now.
This is also why I disabled the ratings for now. The level is technically finished – it’s playable and all – but it just doesn’t look the way I want it to, and I’m not going to figure out another way to do it on a game that I practically quit.
Why do I upload it now? I gave the answer already. Because I pretty much abandoned JJ2 – my absense last JDC is pretty telling as I kept forgetting about it – and if I don’t upload this now I probably never get around to do it. Even with unfinished eyecandy, gameplay-wise it is finished, and this means it is a working level for a gamemode we only have a small amount of levels for. Furthermore, it plays differently from any other Bank Robbery level in existance.
I included everything (even the buggy script) for the sake of completeness though – so that even if I have practically quit the game, the eyecandy can still be finished relatively quickly once a future version of JJ2+ allows it.
Music… well, I have a hunch what I want the music to be, but I don’t have anything in my library right now that fits those criteria, but the song I added is at least sufficiently ominous and signals the impeding ambush well enough.