Nov 18, 2005, 11:14 AM | |
Releasing level packs
So this is one of the main projects that has kept me (and my partners) busy lately. Perhaps you have seen the "CÇ Testing" servers up on JJ2 for the past few months; I was testing these levels then. The pack consists of 30 survivor (including the two spin-offs ground force and air survivor) levels.
It starts with 20 new levels (with the exception of #1 and #10), mostly airboard survivor levels, but there's also a couple of normal survivor and ground Force mixed in in the pack. Special thanks to Vegito, Ragnarok and Pyromanus for helping me designing a good working system for these levels. Added as a bonus are 10 old levels (the very first survivor levels and the very first ground force level), updated where neccesary. I implemented the system used in the 20 new levels in the survivor levels and added gems in all of them (to make it easier to see who's out). One thing that differentiates this pack from my/our previous work is that I have finally acknowledged other custom tilesets than my own, and started using them in this pack; partly to show my respect to those levelmakers and partly to make the pack more varying. Because the filesize would get too big otherwise; I cut the pack in three parts. Download the levels Download the tilesets Download the music files Here's the full list of levels, have fun ![]() Airboard Pilots (by Chiyu and Vegito) 28-07-2004 Spooky Towers (by Chiyu) 22-08-2005 L.S.P. (by Chiyu and Ragnarok) 23-08-2005 Frozen Castle (by Chiyu) 02-09-2005 Pinball Wizard (by Dx) 01-09-2005 Waterfall of Diamonds (by Spybunny) 13-09-2005 Not SBv2 Either (by Chiyu) 11-09-2005 [dedicated to Ragnarok] The Temple of the Assclowns (by Chiyu) 07-09-2005 [dedicated to Shaney] Metalbattle (by Spybunny) 11-09-2005 Future of the Past (by Chiyu) 16-11-2001 -> 20-09-2005 In Another Vision (by Dx) 15-09-2005 Brick House (by Spybunny) 17-09-2005 Air Wrestling (by Chiyu) 21-09-2005 Make a Choice (by Chiyu) 01-10-2005 Electrical Storm (by Spybunny) 02-10-2005 Apeman (by Chiyu) 06-10-2005 Lunar Survivor (by Chiyu) 11-11-2005 Serious (by Chiyu) 17-11-2005 Merry Christmas 2005! (by Chiyu) 18-11-2005 Lockdown (by Ragnarok) 27-10-2005 Lake in the Jungle (by Chiyu) X-X-2001 -> 07-10-2005 River in the Night (by Chiyu) X-X-2001 -> 08-10-2005 Icey Pool (by Chiyu) X-X-2001 -> 08-10-2005 Grotto! (by Chiyu) X-X-2001 -> 08-10-2005 Advanced Dome (by Chiyu) X-X-2001 -> 09-10-2005 Plants 'n Insects (by Chiyu) X-X-2002 -> 15-10-2005 Tropical Island (by Chiyu) X-X-2002 -> 16-10-2005 Survivin' in Texas (by Chiyu) X-X-2002 -> 16-10-2005 Surviving Between Flames & Ice (by Chiyu) 01-02-2003 -> 20-10-2005 Cracco Ground Force (by ET) X-X-2001/2002
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![]() Last edited by Chiyu; Nov 25, 2005 at 09:22 AM. |
Nov 21, 2005, 09:57 AM | |
Last Man Standing pack
So this is one of the other projects that has kept me busy lately. 23 of the 25 levels were made in 2002/2003, I only had to make two new ones.. However, I had to work a lot on each of the levels, giving them a more automatic system, and better yet; a random system. No longer will players be able to memorize which gate gives them which gun, since now you will randomly get 1 of the 8 ammo kinds...
For those who are not familiar with the concept LMS, I'll give a brief explanation. The principle is simple: a bunch of players enter an arena and the player who survives after all others are killed wins. It's heavily luck based, since you don't know which kind of ammo you're going to get; but that makes it more exciting and fun. The pack consists of 25 remastered last man standing levels. Enjoy. Because the filesize would get too big otherwise; I cut the pack in three parts. Download the levels Download the tilesets Download the music files Here's the full list of levels, have fun ![]() Last Man Standing 1 (by Chiyu and EvvilSpoon) 20-01-2002 Last Man Standing 2 (by Chiyu) 20-02-2002 Last Man Standing 3 (by Chiyu) 12-02-2002 Last Man Standing 4 (by Chiyu) 13-02-2002 Last Man Standing 5 (by EvvilSpoon) 14-02-2002 Last Man Standing 6 (by Chiyu) 14-03-2002 Last Man Standing 7 (by Chiyu) 22-03-2002 Last Man Standing 8 (by Chiyu and Rammstein) 29-03-2002 Last Man Standing 9 (by Chiyu and Maestro) 02-04-2002 Last Man Standing 10 (by Chiyu) 07-04-2002 Last Man Standing 11 (by EvvilSpoon) 16-04-2002 Last Man Standing 12 (by Chiyu) 25-04-2002 Last Man Standing 13 (by Chiyu and Link) 26-04-2002 Last Man Standing 14 (by EvvilSpoon) 01-08-2002 Last Man Standing 15 (by Chiyu) 30-07-2002 Last Man Standing 16 (by Chiyu) 30-07-2002 Last Man Standing 17 (by EvvilSpoon) 02-08-2002 Last Man Standing 18 (by Chiyu) 02-08-2002 Last Man Standing 19 (by Chiyu) 16-09-2002 Last Man Standing 20 (by Chiyu) 31-10-2002 Last Man Standing 21 (by Chiyu) 23-01-2003 Last Man Standing 22 (by Chiyu) 27-02-2003 Last Man Standing 23 (by Chiyu) 30-08-2003 Last Man Standing 24 (by Chiyu and Spybunny) 06-11-2005 Last Man Standing 25 (by Chiyu) 05-11-2005
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![]() Last edited by Chiyu; Nov 25, 2005 at 09:22 AM. |
Nov 23, 2005, 05:28 AM | |
Great levelpack. I didn't know you still had ideas left.
![]() GREAT JOB. and 9.5 ![]() |
Nov 25, 2005, 09:21 AM | |
Conquest pack
Seven old levels (most from 2001) packed together; six Conquest levels and one Warfare levels. I planned to make a new 8th level but I lost motivation so I'll leave it like this. With Vegito's aid, I implemented the relatively new teambattle systems in the Conquest levels, so playing with 2 teams will be more "automatically", although I left the original versions in as well (for playing with 3 or 4 teams; which isn't recommended).
These two concepts deserve some explanation. I'll quote: Conquest: "First you have to divide the players in teams. The first six levels all have two versions. One for two teams (recommended; should be hosted in CTF), one for three or four teams (should be hosted in battle). The problem with battle is that members of a team can also shoot eachother, and this creates serious problems in Conquest. Choosing which team you want to play in is done by choosing and going in a hole. Then, each time has to decide who they want as king/leader. If there are only two teams, the leader of each team will get a flag. When all the decisions are made, it's time to start the game. Traditionally in my levels, although this is not neccesary for the concept to work, each team starts at their own castle/base, where they can pick up ammo etc. The objective is to kill the enemy team's leader. If hosted in CTF, everytime you kill him/her, your team gets a point (thx to Vegito for fixing this part). However, if played in battle (with more teams), there is no clear way to keep track of the scores, so you will just have to memorize it or play sudden death mode. However, there is a catch. When players die, they will end up in a jail, where they will have to be freed with ice by their teammates. It's vital that you get your teammates out as fast as possible, because they need to defend the king and at the same time hunt down the other leader(s)! Naturally, the leader won't end up in the prison after being killed. Of course, there are also Conquest levels without the jail system." Warfare: "First, every player chooses his or her "job", you can choose between; - King/general (orange) He can only stay in the king's room and shoot down ammo for the knights and ninjas If he's/she's killed, the other team wins - Knight/Warrior (green) Can leave the castle for the battlefield This is the only job wich can invade the enemy's castle and kill the king - Ninja/Scout (gray) Can use the underground network and gun9 to kill enemies above it - Guard (yellow) Should guard the king with his/her life, can help with shooting down ammo Can walk through the castle but can't leave it - Dragoon (indigo) Can fly through the battlefield Can't enter castles or caves To play the game, you need at least a king and a knight for the blue team and a king and a knight for the red team. The goal is to reach the other castle, and kill the king in there. Each castle can have some obstacles in the way, or puzzels with triggers to make it harder for the enemies to reach the castle and kill the general." Because the filesize would get too big otherwise; I cut the pack in three parts. Download the levels Download the tilesets Download the music files Here's the full list of levels: Conquer: Take Over!!! (by Chiyu) 25-11-2001 Risen: Strike Back!!! (by Chiyu) 28-11-2001 Raid: Get 'em!!! (by Chiyu) 25-11-2001 Hoensbroek: School Sux!!! (by Chiyu and EvvilSpoon) X-01-2002 Cajun: Western Pillaging (by EvvilSpoon) 05-08-2002 Extramundane: Space Invaders (by Chiyu) 01-02-2003 WARFARE (by Chiyu and COOLM@N) X-X-2001
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Nov 25, 2005, 09:25 AM | ||
Quote:
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Nov 25, 2005, 01:56 PM | ||
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Will download stuff shortly. |
Nov 26, 2005, 07:52 AM | |
SFC pack
The SFC levels from 2002 (2001 and 2002 have to be my most creative years ever) packed together, including Team SFC. Comparable to a multi-player version of the Quest levels like LoC, in which you have to compete against eachother. SFC stands for "Search For Coins", however, this doesn't mean you have to look for coins in all of the levels. It's just a name.
SFC: "There has to be a mod room, and all the playing players have to wait in the hole till the moderator starts the game. It can either be hosted in battle or treasure, that doesn't matter much (when it's battle you can be killed and instantly lose, that can make it more fun, but with treasure you can make it easier to see who won). The goal is to go to all bases and touch the trigger zones, faster than the others and then go to the 'goal' place. You can only enter the goal place when you have all the triggers on, and the person who can enter the goal place first wins!" Team SFC: ""A Cold Place To Be" is different from the other levels. It's built on the principles of Team SFC. All players must work in teams (there's room for up to 4 teams, but hosting in CTF with 2 teams is recommended so you have lower health). Naturally you can have as many people in one team as you want. Each time has one or more attackers, who go out and hunt for the keys, while the defender(s) stay at the base and make sure nobody from the other team gets the key. This is especially fun if hosted in instagib, so it'll be very hard to get the trigger if there are defenders present. " Because the filesize would get too big otherwise; I cut the pack in three parts. Download the levels Download the tilesets Download the music files The four levels: Temple of the Scarabs (by Chiyu) 01-08-2002 A Cold Place To Be (by Chiyu) 02-08-2002 Reach for the Stars (by Chiyu) 06-11-2002 SFC: Robbery (by Chiyu and Link) 10-05-2002
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![]() Last edited by Chiyu; Nov 27, 2005 at 03:56 AM. |
Nov 27, 2005, 03:55 AM | |
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The MFC levels from 2002, including CFC. Yet again, the abbreviation (MFC) is a little off, it's just a name.
MFC: "MFC is played like battle. Each player who joins the server will have to choose a class or job, which he will play as for the rest of the round (or till he rejoins). Each class has different characteristics. Some have ammo that others don't while some have unique abilities like having more places to go, having access to an airboard or carrot, etc. What different classes there are and how they are different, depends on each level. The host himself could play, but not until all his "guests" have arrived in the server, since he will mess up triggers otherwise (causing everyone who joins to have the same class as him/her). When making an MFC level, it's very important that you make all the jobs balanced. Don't make over-powered ones!" CFC: "In this pack you will also find a CMC (better known as Customizable Fighting Classes) level. In CMC, you won't have to choose between a set number of jobs, but you will be able to "make" your own one. You start with an amount of coins (in my level; 15), and with these coins you will be able to buy your characteristics; for example, ammo, airboard, carrot or the ability to swim or teleport. The rest of the game works exactly like battle or MFC, just kill the others with your powers ![]() Because the filesize would get too big otherwise; I cut the pack in three parts. Download the levels Download the tilesets Download the music files The contents of the pack: Medieval Fighting Classes (by Chiyu) 23-02-2002 Mexico MFC (by Chiyu) 29-07-2002 Castle Courtyard MFC (by Chiyu and Link) 23-03-2002 Invader's Homelands MFC (by Chiyu, Link and Young Link) 04-04-2002 Customizable Fighting Classes (by Chiyu and Link) 09-11-2002
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Dec 1, 2005, 07:29 AM | |
CTF pack
I needn't explain what CTF is. This pack is a compilation of several packs, really. First it has four old (and pretty bad; I strongly suggest you NOT to test MLEB) levels from 2001 and 2002. Then it has the christmas pack which CC' assembled for the christmas server at 2004; consisting of five levels. Lastly, there's the small NLM pack from 2005.
Because the filesize would get too big otherwise; I cut the pack in three parts. Download the levels Download the tilesets Download the music files All CTF levels: Mountain Lake Electro Base (by Chiyu, hate to admit it) X-X-2001 Cracco Marsh (by Dark) 28-12-2001 Cracco Wild Nature (by Chiyu) 12-02-2002 Cracco RammAss (by EvvilSpoon and Rammstein) 12-02-2002 The unforgotten Christmas (by Anakin) X-12-2002 CTF-Snowworlds (by Anakin) 12-11-2004 Christmas Blast (by Chiyu) 03-12-2004 Snookie Mountains (by Chiyu) 21-12-2004 Don't shoot in christmas night. (by Vegito) 25-12-2004 Shockwave Strategy (by Chiyu) 20-04-2005 Cave Connection (by Chiyu) 27-04-2005 God's Garden (by Chiyu and Anakin) 21-04-2005
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Dec 1, 2005, 09:12 AM | ||
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Dec 1, 2005, 10:08 AM | |
Well, it explains why out of sudden CC began playing matches in it and why were they so rocking in them, why did Grytolle give it a 9.2... whatever, this is irrelevant.
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Dec 1, 2005, 10:25 AM | |
This is indeed irrelevant.
However, I can honestly say we barely played in those levels in comparison to how much we played in the classic levels (DW, Semi, etc.) and the JJ2WC2 levels this year. And thx for the compliment that we were rocking in them, I appreciate that ![]()
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Dec 2, 2005, 06:18 AM | |
Tilesets pack
These are the final versions of the 30 "official" Cracco Tilesets. Technically this doesn't count as a level pack but I want to have released ALL my stuff before I completely retire, so that includes the tilesets. Almost all these tilesets have a codename (a C, followed by a letter, in later tilesets by a number). Most of the older tilesets still have their codename as their filename. Btw, some of these tilesets were never released before and most have been updated through the years, so don't think it's only old stuff
![]() Download the tilesets All CTF levels: Craccoset (by COOLM@N) 01-01-2000 (palette by COOLM@N) Elemental (by Chiyu) 27-12-2002 (palette by Violet) Mountain (by Chiyu) 12-05-2002 (palette by ET) Space (by Chiyu) 11-05-2002 (palette by ET) Poke Rainbow (by Chiyu) 08-09-2002 (palette by Chiyu) The Elemental Clan (by Chiyu) 24-09-2002 (palette by Chiyu) X-Caves (by Chiyu and COOLM@N) 11-05-2002 (palette by ET) Yeasts (by Chiyu) 10-06-2002 (palette by ET) Zest (by Chiyu) 12-06-2002 (palette by ET) Future (by Chiyu) 23-06-2002 (palette by ET) Winter (by Chiyu) 11-06-2002 (palette by ET) Gathering (by Chiyu) 26-12-2002 (palette by Violet) Volitant (by Chiyu) 11-03-2003 (palette by ET) CC-TEC-UR (by Chiyu, URjazz and Zieg) 27-11-2001 (palette by Chiyu) ET CCa (by ET) 23-02-2002 (palette by ET) Q-Base (by ET) 01-02-2002 (palette by ET) Place (by URjazz) 16-01-2002 (palette by URjazz) Haggard (by Chiyu and ET) 23-06-2004 (palette by ET) Island (by Chiyu, EvvilSpoon and ET) 19-06-2004 (palette by ET) Køøl (by Chiyu and ET) 11-01-2004 (palette by ET) Outerspace (by Chiyu and EvvilSpoon) 18-04-2005 (palette by Chiyu) Party Casino (by Chiyu) 25-01-2004 (palette by Chiyu) Desert of the Lazy Donkeys (by Chiyu and EvvilSpoon) 22-06-2004 (palette by Chiyu) Sanctuary of the Vampire (by Chiyu and EvvilSpoon) 29-12-2003 (palette by ET) Mini X-Mas (by Chiyu) 07-12-2002 (palette by Nightmare) Santa's Snowy Zone (by Chiyu, EvvilSpoon and Nightmare) 27-12-2003 (palette by Violet) Riverside Camping Site (by Chiyu and Link) 08-01-2005 (palette by Chiyu) Holy Moo Land (by Chiyu) 22-06-2004 (palette by Violet) Arizonian Highway (by Chiyu) 05-12-2004 (palette by Newspaz) Frozen Castle (by Chiyu) 01-09-2005 (palette by Chiyu)
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Dec 6, 2005, 12:35 PM | |
Gladiator pack
Working on the LMS and Gladiator took place at the same time (everytime I made a new tileset I made both an LMS and a Gladiator level with it) but since I prefered LMS, I stopped making Gladiator levels near the end of 2002. That's why this pack only has 20 levels while the LMS pack has 25 (I couldn't find the motivation to make five new ones).
There can be up to 8 players, and 1 host. The host must enter his mod-chamber and stomp the first trigger so nobody else will be able to enter. Then all the fighters must enter holes, which the host or mod can close. If there are less than 8 players, people can get "byes". Once the holes are filled, the tournament can begin. Player 1 will play against player 2, 3 against 4, 5 against 6 and 7 against 8. The winners of the respective matches will have to face eachother, by linking two arenas together to one big one. Then finally, the two winners of that match will have to face off in the special "final arena". The winner of this match will be the winner of the tournament. However, there's a warp leading to the final arena in the mod room, so if he wants there can be a bonus "mod vs. champion" round, for fun (for which the champion will NOT get a carrot). After each normal match, each victor will get a carrot. Included in the pack is the Cracco Multiplayer Tournaments. The Gladiator concept was heavily inspired by this level, a co-production of Newspaz and me. There are a number of differences between the two concepts though. Because the filesize would get too big otherwise; I cut the pack in three parts. Download the levels Download the tilesets Download the music files Golden Gladiator (by Chiyu) 05-03-2002 Silver Gladiator (by Chiyu) 10-03-2002 Bronze Gladiator (by Chiyu) 15-03-2002 Ruby Gladiator (by Chiyu) 18-03-2002 Steel Gladiator (by Chiyu) 18-03-2002 Wooden Gladiator (by Chiyu) 31-03-2002 Coral Gladiator (by Chiyu) 31-03-2002 Emerald Gladiator (by Chiyu) 01-04-2002 Copper Gladiator (by Chiyu) 07-04-2002 Stone Gladiator (by Chiyu) 08-04-2002 Diamond Gladiator (by EvvilSpoon) 08-04-2002 Iron Gladiator (by Chiyu) 10-04-2002 Meteorite Gladiator (by Chiyu) 22-04-2002 Platina Gladiator (by Chiyu) 14-05-2002 Coal Gladiator (by EvvilSpoon) 17-05-2002 Nickel Gladiator (by Chiyu) 30-07-2002 Cobalt Gladiator (by EvvilSpoon) 30-07-2002 Mercury Gladiator (by EvvilSpoon) 04-08-2002 Neon Gladiator (by Chiyu) 21-09-2002 Shady Gladiator (by Chiyu) 24-11-2002 Cracco Multiplayer Tournaments (by Chiyu and Newspaz) 14-07-2001
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Dec 7, 2005, 01:54 AM | |
Honestly Tom... Is this all you've got!? (j/k)
![]() EXTREMELY GOOD WORK!!! (but with me saying it, it really doesn't mean much a bite of...) *sigh* Anyways... these levels OWN! *goes testing a bit more* |
Dec 8, 2005, 12:08 PM | ||
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Dec 8, 2005, 12:11 PM | |
I was wondering the same thing, but I couldn't post because of a 404 error... Strange enough, only on THAT post... =\
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White Rabbit |
This message has been deleted by White Rabbit.
Reason: CC, it's because of the 'cc' bug. Use something other than cc... :p
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Dec 9, 2005, 09:29 AM | |
XD Whitey and Gry. What in satan's name are you doing!? XD
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