That Redeemer is AMAZING!!! I think that this missile will open up new creative ideas for level gameplay!
The Secret Files, with JJ2+
Far on the edges of Shellian Empire-controlled space, in an unremarkable solar system, there is the gas giant Chelonia. Unbeknownst to anyone, not even the Emperor’s closest subordinates, the fourth moon of this planet is the location of his secret hideout: an imposing fortress built in a harsh volcanic environment, under atmosphere so thin that it’s a miracle it’s breathable. But in the vast galaxy full of life, no secret can truly remain undiscovered. A pirate band of Carrotusians has stumbled upon this place by chance, and found it to be the perfect spot for an illegal battle arena. Prepare for brutal weapons unsanctioned by the Sports Combat Committee, deadly pools of lava, and a vicious crusher trap designed by Dark Shell himself! Are you tough enough to try your might in a battle match beyond the laws of both the Carrotus Kingdom and the Shellian Empire?
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As promised, this is the companion level to the Castle + Damn Ultimate tileset conversion upload that shows off what you can do with the Damn half of the tilesets. In particular, it focuses on the capabilities of recreating Chelonia IV (final area) from the GBA game with all kinds of fancy stuff that JJ2+ can do! The little additional “tileset” is a good example on how you can pick some stuff from CastUlt and different DamnUlt versions to suit your level design.
This medium-sized battle level is best suited for 4-8 players having a casual ol’ fight. 3 powerups, 3 carrots, 1 full energy carrot, 1 superweapon (Redeemer). You can also play CTF on it, though that option is definitely not up to championship standards! (If you change the game mode in the middle of playing Lockjaw, you need to reload the level.) The layout is (somewhat loosely) based on the Castle3 multi pak map from GBA Jazz Jackrabbit.
The main gimmick of the map is the crusher trap in the middle. There’s some sweet loot inside, but be careful – just above this rather long and isolated stretch are switches that’ll lock anyone unfortunate enough to be near the pickups, then kill them without any chance of escape. Worse, the credit will go to whoever locked the gates! The level layout also has many linear stretches that favor Bouncers, Fireworks, and the new weapon: Buzzsawer (think of it as an evil Roller). Alternatively, use the Frostbiter or RF rockets to knock your enemies into the molten lava below.
Custom weapon hotkeys:
7 – Redeemer
8 – Buzzsawer
9 – Firework
[14/04/26 update: included Violet’s AB28 fixes to packet sending and lava glow optimization; fixed trap killing players outside of its cage; defined caption tiles]
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That Redeemer is AMAZING!!! I think that this missile will open up new creative ideas for level gameplay!
Amazing level, hot, with lots of dangers. And that deserves a perfect rating.
10/10 hype
Lockjaw is a really ambitious level featuring a lot of cool customization. Going of the level alone, I quite liked it, but I think there are a few design traps here that more seasoned MP level creators don't go for. The following is also a bit subjective of course and is mostly feedback on things that could have been better. The level is nice.
- Slightly too much (colorful) eyecandy; The mixture of tilesets and colours don't always blend well together and it makes it hard for in an MP game to see what is happening
- Getting lost, landmarks and level cohesion; The level has a lot of areas where you have to curve around like a maze or no visual landmark. You can see the lava going down, but there's not a lot of vertical scrolling in the background, from left to right there's a lot of obstacles, and there's multiple stacks of similar looking paths (like stacks of castle bridges). In a lot of modern levels it's a bit easier to grasp where you are in the level, and have more defined landmarks.
- Gimmicks and visual clearance; This is a bit more subjective but when introducing new mechanics it does somewhat raise the question whether it adds or substracts from MP gameplay. While the Lockjaw trap in the centre is nice, there's not a lot of visual queue when it's about to happen, that the jaw itself is hurtful, by placing a couple of non-hurtful damn tiles in a specific pattern, is not the clearest way to communicate it, also players might have to search a while on how to activate them. Activating the jaw with the panels is also a dead end for whoever does it, which raises the question if it's worth camping over that spot for the slim chance someone is going to show up. I also think it could have played a more prominent part of the level. Right now, it seems easier to just avoid hte lockjaw entirely, both in getting the goodies or standing in dead end to activate it.
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