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

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Oct 2, 2007, 05:31 PM
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Maybe. Needs more Bg Ec.

As for Memories 2: Radiant Garden, I have just finished, 90% of my first level. Tileset, Chateau. Screen shots:



Well, I had another shot of my level, but image shack is being a load of crap, so I'll post another one tomorrow is I have enough time.
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Jimbob

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Oct 2, 2007, 05:34 PM
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Well I'm still (obviously) not done with the eyecandy. :p
I know this tileset has cities and stuff like that in it but I want to keep the level looking like a marsh. :p
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Oct 3, 2007, 05:32 AM
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Hitch: I'll be willing to beta test the level when it's done. Is that level symmetrical? I see Toaster ammo on the left side of that level, and some bananas.. I hope the rest of the level is interesting too.
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Oct 3, 2007, 06:17 AM
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I see them bananas too.
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Oct 3, 2007, 07:13 AM
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Bananas, toasts, Chateau...

Looks very nice, Hitch. ;D
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Oct 3, 2007, 07:34 AM
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Quote:
Originally Posted by Jimbob View Post

Btw, the coin warps cost 100 coins each and I made it (with a little use of some trigger zones and warps near the start position) so that the people on the red team cannot get to the blue team's coin warp, and vice versa.
Violet once gave me the subtle hint that trigger zones only work locally. You have to use crates...
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Oct 3, 2007, 01:18 PM
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No, them being local is the point. Team-specific triggers - trigger zones that are only gone over by members of one team - have to be trigger zones, or otherwise both teams would have Red triggers, or both have Blue triggers, whichever. This feels like a really bad explanation somehow but trigger zones are what are appropriate here.
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Oct 3, 2007, 02:27 PM
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A few more shot's of Memories 2: Radiant Garden, level 1:







@ Ds, yes, it's symmetrical. It fits the level well.
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Birdie Birdie's Avatar

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Oct 3, 2007, 03:46 PM
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The seek PU is awesome on many levels.
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Decorate the grey filling in the ground more. That tileset is a good one, but that particular tile in it happens to be poorly textured and rather dull. Using it a lot detracts from the level.
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Oct 3, 2007, 06:50 PM
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Well actually there is only one texture for that brown ground tile. :p
...Or are you talking about Hitch's level?
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Oct 4, 2007, 10:31 AM
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Quote:
Originally Posted by Hitch View Post
(images)
FINALLY I see somebody else really trying to finish something with that set. Well done.
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Oct 6, 2007, 04:34 AM
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FH Fortress

tileset: battleships bl

music: peter "skaven" hajba - "razorback [unreal mix]"

annd does it suck? no base dead end now :3
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Oct 6, 2007, 04:55 AM
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It looks very eye peeling Eigus. Keep it up ;P
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cooba cooba's Avatar

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The music is cliched >
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Oct 6, 2007, 06:02 AM
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kóób: it's badass though.

Hitch: thanks!

Would it look bad if I left some tiles flipped? unflipping is a pain. D:
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Oct 6, 2007, 06:04 AM
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But awesome! DMLiandri has always been my favourite UT Deathmatch map, partly because it uses this track

I like the color scheme of that palette edit. Quite curious about the level
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Oct 6, 2007, 06:09 AM
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Stijn you mean the music is cliched but awesome? if yes, ah.

Anyway, thanks for tha comment

So how about the flipped tile stuff?

Ah, and instead of the engine columns there was supposed to be lightnings in layer 7. but i thought it would look too bland so there I got the engine columns ;p

Oh, also the reason I used Battleships BL is because Fjolsvidr designed the FH site after it.

Blame Fjolsvidr not me ;p anyway thanks for commentstuff.
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Oct 6, 2007, 08:46 AM
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You didn't have to use BattleshipsBL, althought it is AWESOME!
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Eigus

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Oct 6, 2007, 08:48 AM
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I like to stylise stuff after stuff. ;p

Thanks Fjol.

Any other comments? Too unfinished to make more screens atm though D:
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Oct 6, 2007, 11:51 AM
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Original ammo shape, is it not? :p
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Level 1: Fairytale Fantasy Land - 140x140
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Diamondus Night FP - y_light.xm
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6% - ||||||||||
Beach+ Tropical - tropical_beach.s3m
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Level 3: Starlight City - 140x140
5.387% - ||||||||||
Big Landscape Evening - aws_anew.xm
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Level 4: Nightly Nature Walk - 180x180
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IC - SluggionP - alc_run.xm
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Oct 6, 2007, 11:58 AM
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Original as it may be, mixing the types of ammo pickups in one ammo shape isn't generally a good idea. Plus, the shape doesn't fit to its place, as it's more or less rectangular, while placed close to a sloped passage.

Why are your ceilings straight lines? Work on them, give them little bumps, stalactice-esque formations, etc. Same with the caves (particularly on the right).
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Oct 9, 2007, 11:02 AM
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I'm hoping to finish my level (that I should finisht like 3 months ago) in 2 weeks...
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Oct 9, 2007, 01:21 PM
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Eigus, it looks a tad crowded(noplace tododge)
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Oct 10, 2007, 04:23 AM
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Quote:
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Eigus, it looks a tad crowded(noplace tododge)
Ha, didn't know about this aspect thing ;p Anyway, I'll try to avoid this error in later levels/parts of this level.
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Eigus

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Oct 13, 2007, 06:42 AM
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doublepost... man, I suck. ;p

Anyway,



This is the very bottom of the lvl. Also, it's finished now, so stay tuned for screens of lvl 2.
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Oct 13, 2007, 08:38 AM
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Wow that's a pretty sexy looking level.
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Oct 13, 2007, 10:14 AM
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Nice work Eigus!
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Aeris

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Oct 13, 2007, 10:42 AM
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And now for something completely different...

Hello, everyone! This is the very first time I’ve posted, so let’s start it out with a bang, shall we?

I am 99.9% finished with my single player episode pack. I have been building it for nearly one and a half years, on and off. I was building it for fun, originally, and when I found this site about a month ago it really motivated me to get the levels done. Anyway, my pack is ten levels long, not including the credits, which will be coming. Tilesets include: MegaM123, MegaM123N, Credits, (called E.E.H. ending credits – forgot where it came from) Desert, Top3, and Heaven. The music files I have included are: hgh-will.xm, m04.mod, empty4st.xm, fyingIndian.S3m, Haunted.it, rba-psys.xm, and finally, organic.xm.

I created a new kind of story, and it does not have anything to do with Devan at all. I don’t want to spoil it, though, so all I’m going to say is that the game will be slightly different depending on whether you play as Jazz or Spaz. Something happens to your brother (the character you didn’t select to play), and that is what the rest of the story is based on. I have utilized the separate Jazz/Spaz start points to make the story fit with each character.

All I need to do is play through all of the levels to see which ones you can save in (three are quite large), and my pack will be ready for beta-testing! So if anyone would like to have their name in the credits and be eternally in my debt (maybe) please post your thoughts and I can work out getting the levels to you. Thanks!
I hope you are as excited about this as I am!!

P.S. If you guys would tell me how to put screenshots up there I will gladly oblige.
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Why, that sounds pretty neat

If you could send me the screenshots, I could host them online for you.

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You can easily put screenshots online via a service like TinyPic or ImageShack.
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Oct 13, 2007, 02:06 PM
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It looks cool. Maybe you could add more to the background layer than just hallway doors. Or show us more screen-shots of the non-hallway areas of the map.
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Oct 14, 2007, 03:55 PM
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Levels Completed!

Well, I’m finished with everything! I played once through with both Jazz and Spaz. The levels all work great and every level is save-able. They seemed big while I was making them, but now that I look at devres23, I see that they are not big at all

So who wants to gain exclusive pre-release testing rights? For those of you that are interested, I can just attach the levels with an e-mail and send them to you, right? I can’t see why that wouldn’t work.

I hope to upload it within the month, if that is possible. I am also wondering which music files and tilesets I should include with the upload, because some of them came with other level packs and I don’t think they are available on their own, namely Credits, Desert, and Top3. (I lost track of where the music came from) I do believe all of the tilesets came from EvilMike’s “The Rebirth of Evil,” though, so everyone should have them already.

But basically, I’m just looking for a handful of people to play through my levels and say, “This is great, go ahead and upload it,” or, “This and this could use some work.”
It’ll be fun!

Last edited by Aeris; Oct 14, 2007 at 03:58 PM. Reason: Misspelling? Oh no!
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Quote:
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The perspective seems a bit strange when looking at the floor in this screenshot. These rectangles are at least two tiles high, and at the bottom they are in the foreground and at the top they are in the background, with the middle being the part where the player stands on. The problem is the top and bottom don't look any different, which makes the overall effect jarring when compared to the overall visual style of the tileset. The best way to fix this would be to use some sort of gradient where the shading goes from dark to light.

Another issue with perspective here is in the arches in the background. Judging by the floor and the ceiling, the viewpoint here is angled downwards. Because of this, it should be impossible to see underside part at the top of the arches where it meets the wall.
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Given my recent track record, nobody is going to believe me when I say this, but I can test your pack, Aeris. Honest, I'm on fall break...
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me too k thx

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I confused your name with Aegis aka Erik first. Reading through the post, the way of gameplay sounds interesting in fact.

You can count me in. Vivando at koti.luukku.com
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Oct 16, 2007, 02:52 AM
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Hmm, well, I'll try it too.

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(gmail rox btw)
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I working on a really big level pack, but I started 7 weeks ago!
It's name is "Jazz Jackrabbit 2 - The Movie"!
Pretty original idea, not?
I upload some screenshots later.
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