Last update: 2025-07-11 (patch notes all the way down)
SUMMARY of all I wrote here:
-It’s mainly designed for offline single player but is also optimized for online coop; however, other multiplayer modes aren’t supported and mutators will often cause conflict with my AS.
-The level features puzzles, requires Lori as the character, and is only compatible with newer JJ2+ versions due to its use of 32-bit tileset and custom AngelScript.
-Players are advised to use 800×450 resolution (or else 800×600), read in-game texts carefully (there’s quite a bunch of texts), and expect non-linear gameplay with multiple difficulty modes and built-in safeguards against coop sabotage.
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FULL DESCRIPTION:
This is made for offline Single Player mostly, but it’s optimized for online Coop (multiplayer) too, although it can be laggier depending on your pc and internet. Any other multiplayer mode and split-screen are not recommended for this level, it’s not optimized for it so any glitches/bugs aren’t my responsibility in modes other than online Coop and offline Single Player.
Queen Earlong made a cupcake, Lori wants to have it but Queen Earlong will only give it if Lori solves her puzzles, overcomes her challenges and beats her in a fair fight.
SOME TIPS:
-I made an Easy, Medium, Hard and Turbo mode. I added differences between them with MLLE but also in the AS. I recommend starting on Medium unless you want a really simplified version of the level; then go for easy. But Hard is the best mode eventually I think. It’s more of a challenge and if you’re familiar with the level it’s more fun without being as unforgiving if you make a mistake as Turbo mode. Try Turbo mode if you’re able to beat it on Hard and want an extra challenge. You could also try to only beat the boss on Turbo (skipping the rest using a cheat/f10), because I think especially the boss is really fun on Turbo mode if you had some practice vs Queen Earlong in the other modes first. You really gotta perfect your control and know a few ways to counter her moves to beat her on Turbo, eventually I could do it. But sure; other than just the boss Turbo mode ís possible for the whole level, so if you wanna prove yourself go for it!
-Read the text signs! It’s a puzzle level and without the texts many things will be hard to figure out.
-Each item has a purpose. You shouldn’t just open every crate as soon as you find them.
-It’s not a level that goes from A to Z chronologically, sometimes there’s no order in how to progress, you just gotta do all things to beat it eventually.. And sometimes there’s a specific order to progress.
-If you mess up the order or get some pushable stuck; you can press the pink button. It will reset some parts of the puzzle. Sometimes the puzzle is too scrambled to fix it with the pink button, then you have to reset the level, you can use ‘jjnext’ or ‘t -> /c’ because the next level is the same level. (If you actually beat the level you’ll go to the ‘secret’ level, which is just ‘end episode’ for now. I might update it to go to my next level in the future, but my next level doesn’t exist yet so for now it just ends the episode.)
-Since it’s a puzzle you could solve it together with another player. It’s beatable alone, but with multiple players it’s easier. You can discuss how to solve it and you can do multiple parts at the same time, delegating tasks. It’s really a different experience playing with multiple players.
Solution against sabotage from late joining players if you play online Coop: if you wanna allow everyone to join your server but you don’t want them to mess up your progress; you can block their way to the puzzle with a switch in the level, allowing you to have a chat before you potentially let them in. They can join the server/level, but won’t be able to go beyond the first little part of the level. If you don’t want them to join at all, you can put a password on your server and/or put a max player amount. Within the game menu the least amount of players you can select is 3, but if you type t -> /maxplayers 2 you can select 2 players as max or even 1.
-Update to the newest JJ2+ version to play this correctly! I made it for JJ2+ Beta v6.0a with the newest Multi Layered Level Editor (v2.21), so older versions will not work because I use a 32-bit tileset. Or it will be broken at least. You can update your jj2 version on this website.
DISCLAIMERS:
-Some mutators might mess up my AS. So I recommend playing without mutators, if you do anyways; I don’t take responsibility for any issues.
-On some servers the ping is so high the level isn’t really enjoyable for online Coop and it could cause issues.
-If you don’t like reading or aren’t in the mood to do so, you probably won’t enjoy this level.
-A big part of the level is a non-linear puzzle with new controls which are only introduced shortly. You have a lot to figure out if you wanna beat it!
-On some servers you’re turned back into the character you chose. But the level isn’t beatable with Spaz or Jazz. So please choose Lori to play this level. It’s made for Modded Lori, so if you start the game as Jazz or Spaz the Angel Script tries to turn you into Lori unless you don’t have a version where Lori is a playable character or unless a server mutator is turning you back into your chosen character.
-I only made the background (the sky, sun, mountains) 32bit, the rest is still 8bit. And I was already making this level when the 32bit tileset update came out, so it’s not made from scratch for 32bit; it’s only reworked to 32bit. So don’t expect true color rainbows everywhere :p. But you can expect a nice looking tileset and level (imo at least).
-If you use debug mode or cheats you could miss a trigger you shouldn’t have missed. Or reach a part you shouldn’t have reached yet. I encourage you to only use it to get unstuck from a wall. If you just wanna have fun with cheats/debug mode I’m not responsible for the result at that point.
-In coop-mode the pushables sometimes bounce a bit weirdly when you push them from an edge, it looks kinda funny though and it was impossible to fix so I accepted it.
-In coop-mode animations aren’t synced, so sometimes 1 player can stand on a block while for the other the block didn’t appear yet. This is no problem for the gameplay though and too hard to sync for me and the ones I asked. If anyone knows how to do so, feel free to let me know! :)
-As I said, online Coop can be laggier. But I can’t optimize the game/Angel Script more to fix that. Just hope your pc and internet is good enough, or only play offline Single Player. Even offline SP might be a bit heavier than older levels, since this uses a 32bit tileset and has a pretty big AS code. But if your PC is powerful enough it will be fine.
-Although it’s also optimized for Coop, it’s mostly an offline Single Player level. A lot of concepts would work for an actual Coop level, where you really have to work together to beat it. Maybe I’ll make an actual Coop level next, using what I learned from coop-optimizing this level. But in this level you might just as well beat it alone technically. It’s just for fun to beat it together, and in a way easier.. Not required.
-In Coop mode other players could even sabotage your progress, even if they join later. So look out for that, luckily I added a solution against it but even then it could happen. See Some tips: -> Solution against sabotage below for more info on this.
-If you play this on a smaller resolution than 800×450 (16:9) some texts will be partly off-screen. And the layers’ positions relatively to each other are also optimized for 800×450. So for example if you use 800×600 (4:3) some clouds layer on top of each other which I avoided for 800×450 because it looks slightly better. It’s not a very big difference but another reason to play with 800×450 if you use a 16:9 screen. If you have a 4:3 screen, sure; go for 800×600.
So anyways; I advise to use ‘cnc ddraw config’ to play full-screen 800×450 (if you have a 16:9 screen). I uploaded it here: https://www.jazz2online.com/downloads/9473/1600×900-upscaled-800×450-fullscreen-ddraw/ it also adds a shader to make it look like smoother 1600×900 which you can disable if you only want 800×450 without an effect (I recommend the shader if your pc can handle it though, it looks like a higher resolution). Look at the upload description for more information.
-I used a Modded Lori instead of a Modded Jazz or Spaz. That’s because I found a Modded Lori AS snippet on this site which I customized a bit. Lori’s special move animation is also fitting for both directions, horizontal and vertical. While Jazz and Spaz’s moves are quite specifically suited for either horizontal (Spaz) or vertical (Jazz). Maybe someone could still mod the special jump abilities for Spaz and/or Jazz, but for this I chose Lori because it was the most obvious choice.
UPDATES:
Updates after 07-11 aren’t mentioned here because they are negligibly small.
2025-07-11. Minor improvements; easy mode is a bit better, I added a small visual improvement to the tileset and I mirrored some tiles (and rotated some others) so the lighting direction makes more sense.
2025-06-24. A really tiny tweak for appearance. I tried to improve the way texts are shown. It’s better now but I might find a way to improve it even more. It’s not that important to improve anymore, but nice to know how for general level creation knowledge.
2025-06-23. LAST UPDATE There was some mistake in my 2025-06-20 update; some AS I added caused some other AS to be ignored. I didn’t notice it then because I didn’t have enough time to test it enough but just wanted to upload the updated version. But it’s fixed now, I played the whole level on hard mode again in sp and coop to be sure! Lesson learned; next time when I wanna upload my level I have to test it even more also with some other players. Because this re-uploading thing is fine (and really nice to correct mistakes) but not ideal at all!
2025-06-20 2nd edit: I really think this is the final update. Maybe I’ll tweak a tiny detail for appearance, but nothing remotely major. In this update I added some script so when a player gets roasted they can open the blockade as well. Only newly joined players can’t open the blockade, so they have to chat to convince the other players to open it. This way you don’t totally block them out like a level password or a player limit would, but it still prevents them from messing up your progress.. -3rd update of the day (a really tiny tweak for appearance): I added a text reminder to put the gamemode to Coop, whenever it isn’t in that mode when playing MP.
2025-06-20: Now when there’s only 1 active player in Coop mode they can trigger the blockade out of the way. This is really important for hosting it on some servers. I never thought about it because I was thinking about a small private server where the host is always playing and plays with a 2nd player. But on bigger servers sometimes there’s only 1 player, and the level already started when they joined. I would never have thought of this before I uploaded.
2025-06-19 2nd edit: I added a Lori soundeffect saying ‘Hm hm, piece of cake!!’ when she finds the cupcake.
2025-06-19 – I added 1 tile so the outlet of a tube looks better. And a tile to hide a crate better (it was sticking out 1 pixel row).
2025-06-18 – I replaced 1 cloud so it also looks good with an 800×600 resolution.
2025-06-17 3rd edit – for Coop mode the code for syncing between players has been improved.
2025-06-17 2nd edit – There wasn’t anything game-breaking to be fixed, but I improved the queen Boss a little bit and added a line of code so the carrot crate keeps its position when you leave its area. And fixed a little thing for easy mode and changed little things to make it look slightly better.
2025-06-17 – 1 png was missing, I added it now. The jj2+ chatlog AS debug never gave me an error about it so I thought it was fine and didn’t even notice the missing file, but I didn’t included a pragma require for 1 png so it didn’t zip the png with it. Although the png was still loaded when I played my level (because I have the png in my folder anyways) so I wasn’t aware of the error. Luckily I fixed it quite quickly after uploading.
Froducish helped a lot with coding, especially coop optimization. Usagi, Froducish and TanKanT helped with testing the level. I also got some tips from Violet CLM (and Violet made MLLE of course). I used the tileset of Mmadguy as a basis - I added colors, blocks, tiles, frames + the mountains, sun & sky background and reworked it into 32bit though. I also used an edited version of the wind animation from hh24 level 06 and an edited version of the waterfall animation from Diamondus.