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Jazz 2 hard difficulty project - need a group

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laffer

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Aug 26, 2005, 06:05 PM
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Jazz 2 hard difficulty project - need a group

As some of you know, I have decided to redo the original Jazz 2 levels in order to make them more difficult, about the same as Jazz 1.
I've learned one thing since I started and that is that I suck at mapping, even if I'm just fixing up a few things.
Therefore, if anyone else would like to do this too, I would really appreciate the help. I've downloaded some of the wonderful level packs from this page and some of you guys are talented level designers
If one or more experienced Jazz 2 level designers could help me out on this one, it could turn out great!
What I have in mind is that we should use the original levels as a basic layout, but change them enough so that they are hard to recognize and can be put up on this page as a level pack. We'd have 2 levels of each tileset like the original has and have them in the same order with the same story and everything.

Since I'm not good at mapping at all (!) I could do any boring tasks you'd like to give me, like remove all items from one of the maps we're redoing so that you could design it the way you want and add items yourself.
I could also do other things you might ask, and I would also betatest the thing.

If anyone's interested, my MSN address is - oystein_olsen35(at)hotmail.com.

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EvilMike EvilMike's Avatar

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Aug 26, 2005, 07:22 PM
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So you want to make entirely new levels with the same structure as the jj2 single player? I think Overlord did something like this several years ago, but I don't think the plot was the same.
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Last edited by EvilMike; Aug 27, 2005 at 12:38 AM.
laffer

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Aug 26, 2005, 07:42 PM
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What I really had in mind is that we use the existing levels as layouts, and just edit those. If we change them enough, we could say that they are inspired by the original levels, and that would not be illegal.
But the legality isn't the only reason why I would like some changes to the levels themselves and not just enemy count and such.. I really think it's almost impossible to make those levels very hard without changing them quite a lot.
At least I failed when I tried, they became harder but not really hard

So if anyone's interested, I would really like to make this a reality. The difficulty level bothers me a lot every time I play that game, it could be so much better if only it was more difficult.
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Aug 26, 2005, 11:35 PM
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While I'd really want to help you, right now (stupid broken arm sjfsjhfskjfhsdkjf) I can't do anything in JCS, so...
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Aug 27, 2005, 05:32 AM
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What, I don't get what you mean by mapping, this might be something i'm interested in.
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Aug 27, 2005, 05:39 AM
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I guess by mapping he means using the editor Tubs.
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Aug 27, 2005, 06:25 AM
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My program didn't make it hard enough yet?
laffer

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Aug 27, 2005, 07:21 AM
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It becomes harder, but not hard enough
Finishing this game without loosing 1 heart on hard is easier than finishing most other great platformers
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Aug 27, 2005, 10:31 AM
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Play it without losing one heart... while only looking at the screen out of the corner of your eye!
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laffer

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Aug 27, 2005, 01:51 PM
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Hmmmm.... I still think it would be too easy
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Aug 27, 2005, 01:54 PM
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I'd disagree.

EDIT: Just play in splitscreen mode and in 320x200 resolution.
And only use the first player.

Last edited by White Rabbit; Aug 27, 2005 at 02:14 PM.
laffer

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Aug 27, 2005, 02:26 PM
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Haha
Well, I guess that would work, but it's sad that we have to do that. I would like to play it in great graphics and all that and still have a hard time
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Aug 28, 2005, 08:41 AM
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I played every official SP level in 320x200 and I saw a lot of eyecandy(Granted, this was because I did alot of random running around to find some). The original four episodes are also meant to be played in each of the resolutions so you're not being a 'purist' or whatever playing in the largest res.
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Aug 28, 2005, 01:02 PM
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Try playing it with your eyes closed.
laffer

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Aug 28, 2005, 02:52 PM
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I have actually finished a few levels doing that. I had to open them a little bit sometimes to see where to go, but I had them closed for most of the time.
Still too easy actually

But seriously... if anyone want to make this game harder, add me to your MSN contacts and we can talk about it there. My address is : oystein_olsen35(at)hotmail.com.
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Aug 29, 2005, 07:50 AM
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I can just save and load everytime I am about to get hit.
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Aug 29, 2005, 01:24 PM
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You could make it harder by placing a Float Lizard on every single tile (Except start position and end)... but that would be dumb and would have bad level design.
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laffer

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Aug 29, 2005, 04:22 PM
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I just wonder... all of you guys think Jazz 2 is very, very easy.. right? Or perhaps I just have incredible skills
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Aug 29, 2005, 04:59 PM
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The problem is not just the level design, it's also the enemie's artificial stupidity.
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Aug 29, 2005, 05:39 PM
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I don't necessarily think JJ2 is easy. Single player is really easy, as a rule it seems. Multiplayer is when it gets much harder, playing against real people who aren't AI preprogrammed to be stupid. (Though sometimes it may seem that way)
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Aug 29, 2005, 07:18 PM
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Well, the episodes that came with the game are certainly easy, but most good SP packs are much harder (or at least more interesting and original).
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Aug 30, 2005, 01:19 AM
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I can only repeat myself. You're all playing the original episodes the wrong way.
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As if they weren't dead easy by your way.
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Aug 30, 2005, 01:22 AM
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They're dead easy my way, that's right, but they're fun.
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Hmm... Anyway, I can't help you on the project due to my own unfinished project, but I wish you all the luck you need. And, as always, have FUN creating the levels. Without wanting to make them, they turn out very bad (From my own experience)
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Aug 30, 2005, 10:59 AM
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JJ2 is so easy thatI could finish it dead.
The enemies are stupid, that´s the problem, just walking back and forth. The bees are enemies that are a bit tougher tho.
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Aug 30, 2005, 11:01 AM
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They may be stupid, but when placed right they can be annoying as heck. You should know that yourself, Bjossi.

I still remember betatesting your last level, I died a lot.
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Aug 30, 2005, 11:33 AM
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Dragonflies on hard... then again, that's only unless you have seekers or flamethrowers...
It's kind of frustrating for a level-maker how the only really serious enemies are insects.
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Aug 31, 2005, 12:43 AM
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Quote:
Originally Posted by Fawriel
Dragonflies on hard... then again, that's only unless you have seekers or flamethrowers...
It's kind of frustrating for a level-maker how the only really serious enemies are insects.

Sooooo true.
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Aug 31, 2005, 01:51 AM
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Come on, guys. You can even place norm turtles strategically. I know how.
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Aug 31, 2005, 01:53 AM
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Norm turtles behind a wall! They bite right through it!
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Aug 31, 2005, 01:54 AM
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That's another method I hadn't thought of. Interesting.

My idea was to place turtles on some kind of bridge over spikes/lava/similiar things and making the bridge destruct scenery. The player can choose:

a) Kill the turtle, and destroy part of the bridge (remember the shell).
b) Buttstomp the turtle.
c) Ignore it.
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Aug 31, 2005, 01:55 AM
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Edited my post.
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Aug 31, 2005, 01:58 AM
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Wow... I used that too in 'The Lost Tribe'... That part is annoying for other players. But, you promised not to kill any turtles 'yet' So you insta-kill when you kill a turtle.

Edit: You die because of many many TNT-Crates beneath the bridge that are triggered when touched by a shell. The whole bridge explodes and you fall into a warp, which will bring you to the CTF bases, so you die.
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Aug 31, 2005, 02:14 AM
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The lost tribe is your side project, isn't it?
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Well, it WAS my main project, but the story got lame... Collecting 4 gems... Pfft... Who's waiting for THAT?! Exept Trafton... Don't ask me why I named Trafton...
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Two projects at once, that's a lot of work. It takes me ages to make just one, I started mine in may, and I might release the beta on JCF this weekend. That's about four months for an 11 level episode! At that rate you would be working for decades for your two episodes!
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Quote:
Originally Posted by Jazzmusic
Two projects at once, that's a lot of work. It takes me ages to make just one, I started mine in may, and I might release the beta on JCF this weekend. That's about four months for an 11 level episode! At that rate you would be working for decades for your two episodes!
Well, it's not two projects 'at once'. I decided to remake the whole Lost Tribe episode AFTER I finish Spaz Revolutions. Gotta update my siggy.
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Sep 1, 2005, 12:42 PM
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Quote:
Originally Posted by LittleFreak
They may be stupid, but when placed right they can be annoying as heck. You should know that yourself, Bjossi.

I still remember betatesting your last level, I died a lot.
Of course I know that, but don´t you think there should be tough enemies that don´t need to be placed strategally? Such as an enemy that flies fast towards you using a flamethrower that has maybe 5 health.
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