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tell some of the levels what u are buiding and goning on j2o

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Jul 18, 2006, 12:31 AM
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Quote:
Originally Posted by DashRed
...

You mean communist? If so, I dunno.


V-- not done
FOO OFFICIAL TILESET MIX.

...too identifiable...
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Jul 18, 2006, 12:51 AM
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Quote:
Originally Posted by Innocent
FOO OFFICIAL TILESET MIX.

...too identifiable...


And it's freaking hard to use :/ Where art thou, oh diagonal tiles

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minmay

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Jul 18, 2006, 07:54 AM
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Spaztic: Well, it's going to be much easier to get around in the final version, because the paths will be well-defined by the brightly colored waterfalls. When I eventually upload it, I will include a day version without the ebil darkness and lightning.
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Jul 18, 2006, 12:17 PM
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Quote:
Originally Posted by Spaztic
I downloaded the level for this and thought the lighting effects and overall eyecandy was well done. However, there is either too much time spent in darkness or the darkness itself is.. too dark. Having to pause every couple of seconds got old rather quickly.

But nice job so far, it looks promising. Aaand I love everyone who uses my tilesets.
Huh? I didn't submit anything, just that picture. You must be referring to my old levels, using the same tileset. Gosh, it's starting to sound overused... oh, well...

And a Carrotus level? That's awesome!
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Jul 18, 2006, 12:19 PM
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Quote:
Originally Posted by Sucka_Tube
Huh? I didn't submit anything, just that picture. You must be referring to my old levels, using the same tileset. Gosh, it's starting to sound overused... oh, well...

And a Carrotus level? That's awesome!
I dont think he was talking to you though.
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Jul 18, 2006, 01:04 PM
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Quote:
Originally Posted by Sucka_Tube
Huh? I didn't submit anything, just that picture. You must be referring to my old levels, using the same tileset. Gosh, it's starting to sound overused... oh, well...

And a Carrotus level? That's awesome!
It's quoted to Minmay.

If that Carrotus level is pointed at me, for one, the tilesets shown in that picture are Inferno 1 and Diamondus.
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Jul 18, 2006, 02:29 PM
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Quote:
Originally Posted by DashRed
It's quoted to Minmay.

If that Carrotus level is pointed at me, for one, the tilesets shown in that picture are Inferno 1 and Diamondus.
I seem to have confused the two planets... there was never any Carrotus to my knowledge... Hemmm Hawww....
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Jul 18, 2006, 02:33 PM
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You are but weird.
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Jul 18, 2006, 02:40 PM
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Quote:
Originally Posted by minmay
You are but weird.
But, you are weird.

Huzzah for punctuation!
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minmay

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Jul 18, 2006, 07:53 PM
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Actually, "you are but weird" is a perfectly normal sentence with perfect grammar.
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Jul 19, 2006, 02:43 AM
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Quote:
Originally Posted by Sucka_Tube
I seem to have confused the two planets... there was never any Carrotus to my knowledge... Hemmm Hawww....
Tossed Salad.

Next picture is again unfinished, and tilesets are Tubelectric, Diamondus, Carrotus, Castle and Inferno.


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Jul 19, 2006, 04:17 AM
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Quote:
Originally Posted by DashRed


And it's freaking hard to use :/ Where art thou, oh diagonal tiles
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Jul 19, 2006, 06:38 AM
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Does anyone have any idea on how to think up a nice layout? I keep having trouble with it and it's just... bleh. My levels are all so platformy, spaceless and they suck
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Jul 19, 2006, 07:21 AM
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Quote:
Originally Posted by DashRed
Does anyone have any idea on how to think up a nice layout? I keep having trouble with it and it's just... bleh. My levels are all so platformy, spaceless and they suck
Which is also my problem. Although I think I have made a level with another type of layout than you usually see of me in one of the levels. What I do is that I look at other levels and see how they are built up. I think a level with a platformy layout like DW is not what you should make at the moment. However, a level with 'DS style'(yes that's becoming popular) has just some platforms in the sky that have little purpose. Download some of my levels from 2004/2005 to see what I mean.

And also try to make open levels, as they have much better flow. I think my 'Some Treeish Level' is a perfect example because it's not open.
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Jul 19, 2006, 10:51 AM
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If you have a problem with platformyness, I studied a lot of levels, and I developed a good mind-set. Don't think of levels as platforms floating in air, but as tunnels carved into walls.
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Jul 19, 2006, 11:36 AM
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I try to design my levels as naturally as possible, but of course, realistic level design would mean that it's all just some flat area with possible platforms being branches or something. It all depends on the tileset you are using and the area you are trying to create, then try to think of ways to still make the design interesting. Basically, what Strato said, too.
In the original levels, Colonius would have some parts where the sewers are sort of built into the houses and rise above ground level; that's unnatural.
For natural design, I'd give you a shameless plug for Fragile Existence, but since that has design flaws... study Evil Mike's Invasion of Deserto packs.
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Jul 19, 2006, 11:52 AM
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Quote:
Originally Posted by minmay
Inferno is underused because it sucks. It just doesn't have versatility.
Inferno is perfect if you want a hell level with Lark's recolor.
It's just insanely hard to use, that's why it's underused. None of the official tilesets are so insanely bad that the general population of JJ2 players will think they suck.
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Jul 19, 2006, 11:58 AM
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Quote:
Originally Posted by n00b
None of the official tilesets are so insanely bad that the general population of JJ2 players will think they suck.

Yeah, right.




...and Inferno is very limiting in most aspects, which is the main reason that it's hard to use.
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Jul 20, 2006, 06:33 PM
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Quote:
Originally Posted by DashRed


Does anyone have any idea on how to think up a nice layout? I keep having trouble with it and it's just... bleh. My levels are all so platformy, spaceless and they suck
Although you probably don't care to hear my little old advice...

I make my levels by playing it by ear. The level creator is my canvas, the tileset my paint. Music helps as well, that is, getting into the 'mood' of your level. Yes, levels have moods, as well as faces and desires. They all will become great... all you need is to give it your all.

Cookies need love, just like everything else.
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Jul 21, 2006, 03:18 AM
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Quote:
Originally Posted by Sucka_Tube
Although you probably don't care to hear my little old advice...

I make my levels by playing it by ear. The level creator is my canvas, the tileset my paint. Music helps as well, that is, getting into the 'mood' of your level. Yes, levels have moods, as well as faces and desires. They all will become great... all you need is to give it your all.

Cookies need love, just like everything else.
I do that (Well, not the canvas part :P) but that won't really help making a layout, more for the eyecandy.
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Jul 21, 2006, 09:34 PM
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Quote:
Originally Posted by Camou
I do that (Well, not the canvas part :P) but that won't really help making a layout, more for the eyecandy.
Hmm. You know, what I also do is wait until the power goes out, giving me an excuse not to be on the computer. Then I draw a very crude scetch of the level I was planning on making, along with a printout of the tileset to see if it is plausible. This usually works until the candle burns my work/fingers/house.

You could also try the same strategy in the bathroom. Just hide whatever you were doing in the newspaper that's mysteriously there.
Old Jul 22, 2006, 04:50 PM
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Aug 10, 2006, 12:51 AM
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Here are some very, VERY early screens of my level pack. This is one of the levels, Chilly Caverns.







Expect changes and better eyecandy later on.
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Purple and pink snow = bad D=
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Yeah, removing the snow is part of the "better eyecandy" thing.
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Ah, good.
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At any rate, here are some newer screens that more accurately reflect the level. The level has also been renamed "Hypothermia Hills".









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The single player adventure I have in mind is so big and ambitious that I'll have to release it in seperate halves. Unfortunately, since I just thought it up a couple days ago, it's not terribly solid, but I know that I'm looking for a tileset that shows the interior of an airplane and a Roman-themed tileset (possibly with people in it).

Try not to draw any conclusions until I actually have something concrete to present.
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Maybe a Horror SP level or levelpack using tilesets like Medivo and The Haunted House.

Maybe I should make one based on Ratchet Gladiator (One of my fave games on the PS2) and call it "JackRabbit Gladiator".

Yeah..
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I'm making a sequel to my "Froggy or Birdie" level. My previous one sucked as it only got a 4. This one will be much bigger than the first one (256 x 64). The new one will be 1000 x 550. Here's a screenshot of the Frog Path:



I am currently working on the Frog Path ATM. I have not started on the Bird Path yet.
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Um, how about more eyecandy? Using the same kind of block can get on nerves. Same goes for the layer 5.
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Also another hint: Focus on quality, rather than quantity. In other words, a short but very original, fun, and challenging level is a lot better than a long, boring one. A good example of a short but fun level can be found here. Of course, if your level is both, fun AND long, that is awesome.
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My Next Project is My First Tileset: "Peridot Hills".

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I've changed my mind. I'm actually going to make a level called: "The Amazing Maze".
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Good name =)
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It will be my own custom type, "Maze". It will be used for co-op gameplay. One person is Jazz while the other player must be Spaz or Lori. You need teamwork in order to play the level and work together to beat the Boss at the end. You can add as many obstacles and enemies as you like(more is better). You could have something like some Horizontal Blocks then some Vertical Blocks straight afterwards. And I'm also making a level pack "Rabbit Adventure". If anyone has any tips for level making please post them.

Last edited by PurpleJazz; Sep 6, 2006 at 12:56 PM.
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Wow. PJ7 your level sounds great. I look forward to seeing it and I WILL be downloading it.
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Sounds interesting, yes, but the gametype you're talking about is simply called "coop". =P

If you're looking for tips on designing SP packs, you might want to have a look at this article.
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My Rabbit adventure level pack will have 20 levels, so I'm uploading them in 5 packs of 4 levels. Rabbit Adventure Levels 1-4 should be on Jazz2online around Xmas. All 5 packs should be on sometime next year. "The Amazing maze" will be released about February/March. Here is a list of levels names for RA.
Levels 1-4
*Eco Forest
*Storm in the woods
*Forest Ruins
*Lizard's Domain

Levels 5-8
*Frog Palace
*Turtle Trample
*Egyptopolis
*Darkness Dwelling

Levels 9-12
*Terrible Tower
*Road Rampage
*Space Maze
*Lunar Chaos

Levels 13-16
*Angel Kingdom
*Bilsy's Attack
*Virtual Nightmare
*Sacred Stones

Levels 17-20
*Deserted Death
*Dusty Slopes
*Pits of Hell
*The Showdown
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