Aug 8, 2006, 10:52 PM | |
Blaster Battle!
Well, I've been without the net for quite some time, so I started a level pack offline, Blaster Battles. Namewise: blaster battle. No ammo, duh...
So far 2 levels are done out of a possible 10-15. They are: Jewel Lake Toxic Playground I'll be able to get screenies up in two days. Cya then.
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NOM
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Aug 8, 2006, 11:37 PM | |
Wow, a level pack that has no ammo, only blasters..This will probably be interesting to see, when it's finished..
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Aug 9, 2006, 12:10 AM | |
I'm probably one of the lighter-hearted bearers of ill will, so I'll be the first to say that a lot of JJ2 gameplay comes from choosing and aiming various different weapons. Blaster, from what I can tell, isn't used all that much except in cases of extreme fastfire and (preferably) a powerup, or when I'm facing a total newbie whom I can beat by using blaster against all the weapons in the level. You had better have some interesting ideas in mind to take the place of all the weapons.
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Aug 9, 2006, 05:42 AM | ||||
I have to agree with Violet. It does sound interesting, but it doesn't seem like it could be fun unless the levels top-notch. Otherwise your pack will look unfinished with missing ammo. I'm curious to see what you're going to make.
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Aug 18, 2006, 03:36 AM | |
Ok, DELAYS!!!! >(
You may have heard my internet is down, but I may be gone another week. I WILL try to get work done, but I'm quite occupied with something else and writing - I have to write a novel before December, 10,000 to 20,000 words. But I will try to get it done. Random Extra Note: The levels are designed to be small - they're meant for 2-6 people max, I think.
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NOM
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Aug 18, 2006, 10:15 PM | |
Novice players who lack weapon utilization mastery tend to ONLY use blaster, although this sounds obvious, they seem to prefer it and refer to players who use other weapons as weaker. They think blaster requires the player to be more 'skilled'; I suppose being good with blaster reflects a players accuracy, but is only one skill shown by the player and should not be used to assume the players skill as a whole, which is a number of other various skills, such as using weapons for the right situations as I mentioned above.
A level...or levels oriented towards having a player use blaster exclusively will have to be designed not with an open layout, but fairly cramped in a good sense. Because the standard level, which is normally open, is only open to allow dodging weapons like seekers. Since blaster is a straightforward weapon, open layouts only make this weapon more frustrating to use for obvious reasons. So focus on designing the levels based upon the characteristics of the blaster. The good thing about this concept is that blaster does not lack 'special' abilities that the other weapons have. The blasters' abilites simply are not usefull and negated by other weapons and their abilities. So this is a chance to take advantage of the INFINITE ammo in combination of rapid fire capability and even 2 hearts damage with the powerup. So indeed this is a good idea if you manage to make the levels interesting to play. With layouts designed DIFFERENTLY than a typical battle level. |
Aug 18, 2006, 10:24 PM | |
You just inspired me to make a blaster battle level, FS.
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Fear cuts deeper than swords |
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CoolSoldier |
This message has been deleted by CoolSoldier.
Reason: Oops..
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Aug 19, 2006, 12:08 AM | |
For the plural of an acronym, use an apostrophe. Thus, FF's.
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Aug 19, 2006, 01:01 AM | |
Ah, so that's what that meant. Fastfires do make single player incredibly easy quite often, but in multiplayer there are far better weapons to kill your opponent with then a blaster with fastfires, and unless the level has huge clumps of them in one place or you are given them at the start, chances are you'd die before you get a significant amount of them.
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Fear cuts deeper than swords |
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