Impressive!! I love the vanilla levels, so this was really cool to play. It gives classic JJ2 vibes, ditching AngelScript for some good old fun. I enjoyed playing through this a lot, though I was able to speed run it because I remember the vanilla levels really well, too! I'd love to see you make some more levels inspired by the originals… I don't expect you to remember the entire game, haha. In the future I'd love to see you remake some levels using AngelScript and awesome eye candy.
Oh! Oh this sounds kind of awesome. Was just checking back in to see what levels had released since I last checked and found this. Haven't downloaded yet but I could honest to goodness see things like this actually getting me back into making levels for this game, given some of the kinds of things I already tried to do with my levels to begin with anyway. This could make doing some stuff I'd wanted to do in the past a lot easier!
(Probably not yet though, still a lot on my plate these days, but this has me really interested in giving it another shot some time all the same.)
Nice little level! This is something you'd want to grab for some 1v1 battles. It's easy to navigate and has pretty nice flow overall. I like the visuals, but I think the level could benefit from looking a little "busier" in terms of foliage etc. Lots of ammo, well placed springs, etc. Not overly reliant on custom weapons which is a plus! I recommend downloading this.
I think what I want a level like this to test me on, and what this actual level is testing me on, are pretty much in conflict.
The first few parts are perfectly reasonable, they make sure you understand how to change characters and know what the different characters do. In general you are only being asked to make it through one challenge at a time. If you manage to land on a solid bit of ground, midway through, to rest, you're just about done.
Later this goes out the window. You'll be asked to do two or three long series of movements in sequence, even though they have nothing to do with each other. There are signs that some of the parts may have been broken in half during development—sometimes two parts share the same area and the same warp color—but it's nowhere near enough. Individually the challenges are mostly manageable, but in practice, the level is asking you do multiple challenges perfectly in a row before it lets you progress.
Worse, many of the challenges are much more precise than they need to be. I expected to be tested on whether I can change characters mid-move. That's mostly reasonable! But the passages between warps are so narrow that often it doesn't matter if you get the character keys right, you'll still get warped for other reasons. I would morph to Spaz and do a double jump, but because I morphed one tick too early, I'd hit a warp above me and need to restart. I would morph to Jazz to copter-ear onto a platform, but because I was moving slightly too fast at the end, I'd overshoot the platform and hit a warp behind the platform. These are challenges completely orthogonal to the question of whether I can morph to the right characters.
The level also seems to have no real conception that some things it asks you to do have extremely flexible timing, and others require you to hit an incredibly precise series of keys over maybe a seventh of a second.
For things like that, it does not feel like a matter of skill when I succeed, it feels completely random. The level could choose to reward me for managing to kick as Lori, then morph to Spaz in midair, then morph to Jazz in midair, at all… but instead I have to press these buttons at exactly the right moments, with absolutely no way to know when those moments might be, because the intended path is surrounded by warps.
I gave up at part 17 in two separate playthroughs. I just do not know what it wants me to do—how I'm supposed to fly off those horizontal springs without being affected by gravity. And it's very demoralizing trying to even experiment with those springs, because you need to manage so many very precise, completely unrelated movements just to get there. Maybe if they were at the start, sure, but they're not.
The production quality of this level feels good! It's a familiar tileset but given some nice degree of detail, the warps are nice to look at without being unclear or distracting, there's nice use of negative space in some of the bigger warp areas, the spacey background colors are pretty. It's great to have the F7 clues, and even without pressing F7, there are a number of blocks that hint you to what you're supposed to do next. But half the level is testing if you can figure out how to morph between characters, and half of it is funneling you through unnecessarily precise warp passages, with limited checkpointing. Maybe that's PurpleJazz's deliberate intent with the level. But it's not what I wanted as a player.
(also, a word of caution: set HornFrequency in plus.ini to 0 before playing this level, or you will go mad.)
This makes me feel nostalgic in how well it emulates the feel of the original game. The graphics are simply perfect, although I wish the palette had more variety and the foreground tiles popped out more from the enemies and decoration. I think the existing difficulty in the levels is a good thing, but it really needed more checkpoints and more 1-ups in my opinion (I didn't find a single 1-up unfortunately). The Sonic-like ramps and zip lines stood out to me, wish there was more of them. The boss is also a wonder to see, I like that it's like a better version of the queen boss. The music is also worthy of praise, although I wish the instruments were softer on the ears since you'll be hearing it a lot. The dialogue can get a bit wordy at times but I appreciate that there's a story very much.
Overall, this is one of the best JJ2 projects, just wonderful.
this is a absolutly awesome mutator!!
which also very quickly became very popular, that mutator is incredible!!
.
..now i would like, to talk (only a bit), about the level, and tileset:
"ultra hotel 3.j2l", and "0 ultra hotel.j2t", this was originally made by FabiAN[NC], and was planned as the NC hotel for 2022!
..which sadly was never finished..
.
But anyway, the mutator that Cranky worked on, it turned out incredibly great!!!
i think that was one of the most important things ever, that have now been fixed by cranky
you all sure know..
if a player joined the game later, then he saw the (big objects) at the "starting position" every time..
,and not at that position, where they had already been moved there by another player.
i'am so thankfull for this mutator that finaly slove that problem.
.
i think this is a must have mutator for everone!! who love playing cooperative online
I'm surprised you managed to remember it this well, even the foreground tiles too
man thats awesome idea, Cranky is back, more powerfull and skilled than ever :)
These were played in a JDC event. Most of these levels feel claustrophobic and lacking of goodies. If the ammo and carrot placement was a bit better it would have been more interesting. Of course keep in mind these levels are from a different time, but now they lack a bit compared to more modern levels.
These levels are nostalgic but also feel dated now compared to more modern levels.
Fun level idea and awesome boost to the frog and bird characters by script. Coming back to this, I do think the level itself could have done more to make the gameplay around these characters a bit more interesting.
Didn't age too well, mainly campy. Despite some nostalgia, modern levels just play a lot better nowadays.
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.
Fun idea to play around for a little bit. Some parts are surprisingly really accurate, at other parts I question how you remember it the way it's implemented here. I hope this gets finished though. It could be a fun SP mutator for plus 7.0
It's an okay level. It plays okay because small open arena's tend to work well in MP, but there it is also a bit generic. Both in level design and tileset use it's quite basic, but there aren't any glaring issues either. While it doesn't have any major ideas, it's fun for a few games.
WOW, Violet, I never thought you could make a remake of the original JJ2! Nice.
10/10 Hype
You have to keep in mind that MLLE will not completely replace the original JCS, because what's missing there is the animated tileset. And that is particularly problematic if you want to work with 'Triggers & Blocks'. Unfortunately, I had to switch back and forth between JCS and MLLE for that. It's a pity that MLLE hasn't implemented animated tilesets. And the fact that the community doesn't mention this animated tileset problem surprises me so much, too. Because nowhere was I able to find an animated tileset feature or any way to do it. Even when I use CTRL and select a tileset, that doesn't even work in MLLE.
Players are not drawn at all when this mutator is active, so F8 has no effect on them.
Cool stuff! But F8 is also used to hide/unhide player names. Not sure if that is the most ideal hotkey.
Jazz2Online © 1999-INFINITY (Site Credits). We have a Privacy Policy. Jazz Jackrabbit, Jazz Jackrabbit 2, Jazz Jackrabbit Advance and all related trademarks and media are ™ and © Epic Games. Lori Jackrabbit is © Dean Dodrill. J2O development powered by Loops of Fury and Chemical Beats.
Eat your lima beans, Johnny.