Perfect Coop levels! Perfect eyecandy! And Perfect episode for me!
10/10 HYPE
Also, I’m thinking of using other tilesets in some of levels and use AngelScript to recolor them in boss phases.
Nice Nice Nice working on making these levels, Killer, Ninja
Wtf rly it’s so dark
Tst is easy but 7&8&9&10 are so hard XD
This is a test alright. It ticks all the boxes: Top Secret 3, ill-fitting music, test where you have to rocket climb, test where you have to jump just the right height, invisible maze, et cetera. You know, the hits. It’s not particularly offensive, but it’s also nothing we’ve not seen a thousand times, which raises the question: why would we want to see it a thousand and one times?
If you really must make another test, at least try to be a bit original: don’t just re-make the same test that everyone else has already made, but come up with something new, a new kind of puzzle or challenge. This level has none of that.
Ahmed: You can read more about level groups here: https://www.jazz2online.com/wiki/Category:%20Level%20Groups
You don’t join one by claiming it out, but you’ll have to develop yourself as a level maker and when you feel ready, apply for joining by a tryout, typically. :)
cooba : So how I be a part of XLM ?
Rysice : Ok I edited it! Sorry about that! :/
Its unplayble – I can’t capture flag because wrong placed ctf base event
Unless I missed something you are not currently a member of XLM. Please reupload this with the filenames changed.
+ ams02 I very like this bonus level,its original.
+I like how you use butterflies and spin ammo
-am10 and am12 are full of bugs..i was afraid to touch wall because there was so many places when it makes you stuck in wall
-mby more eyecandy ? (Iam not sure if square rain in am8 is good idea and bubbles in am12 )
-its not coop
not bad ;)
@VioletCLM : First of all,, If we play single player with these events you require me to do,we won’t be able to finish these lvls.
Then, about trigger crates I didn’t have ideas to make trigger crates (however, I made some in these lvls), After that, ‘‘Multi-Player” events are not recommended to make in these lvls.
Many Coins Warps I meant this beacuse it encourages you to look for coins, not to get it as a speedrun, Now, All of layers 7,6 and 5 are only move horizontally beacuse the lvl may be ruined if I make them move vertically.
About Ammo, I put one type per level so the player can have much ammo in the next levels, and I put the powerup of each ammo type and I made some ammo rings, I hope you liked them.
These are all your questions. Have more? Ask me.
It’s unclear what makes these “coop” levels. They’re fully linear…the path never splits in two like you might imagine. Not a lot of high jumps where one player should stand on another’s head. No trigger crates or anything are available to encourage one player to help another. No multiplayer-only events that I notice. Many coin warps (one in almost every level), which are one of the least coop-friendly mechanics available.
But they’re solidly… okay. The graphics are more or less functional, and the layouts are mostly horizontal but do have moments of vertical movement that force you to pay attention to the level instead of holding the run key. Enemies are varied and generally appropriate to their tilesets; only butterflies are seemingly omnipresent but they’re so rare in levels outside this pack that I’m inclined to forgive this detail.
Ammo is pretty good too, despite the occasional misstep of placing powerups (ostensibly inside coin warp areas) where they may be shot by electroblaster. This pack adapts a common theme from early (think J2C-era) single player packs where it pretends the player has never played JJ2 before and so all mechanics need to be reintroduced, from ammo types to gems and savepoints… this conceit has never once made the least bit of sense, of course, but it’s cute enough, despite the occasional english issue. Even after all the weapons have been introduced, the pack mostly fits each level with only one weapon type, an interesting design holdover from the official JJ2 levels which maybe doesn’t get used as often by other people. There’s a surprisingly good effort to match enemies and layouts to the weapons most useful against them.
I can’t claim this pack does anything memorable. The levels are disconnected with not even a hint of storyline to justify the random assortment of tilesets, and the layouts are never spectacular. But there’s a lot of effort on display here nonetheless. Many of the levels do genuinely have features unique to them, attempting to match the design to the graphics. That kind of variety is a great thing. This is promising. THE COOLEST COOP LEVELS #2 will surely be better still.
I wanted this to be a featureless boss rush so I’d have had nothing to say about it, but unfortunately this pack does grow gradually more ambitious as it progresses, but never in a good way. Besides the obvious technical issues—several custom tilesets aren’t included in the zip, and the rocket turtle level is completely unplayable due to broken masking preventing you from entering the arena—there’s a lack of interesting content. Boss rushes are always a weird video game concept, but they make the most sense in games that aren’t very moddable, where it would normally take a lot of time to encounter all the bosses because you have to play the entire game linearly to do so. This isn’t the case with JJ2, which has custom single players dating back to 1998, meaning there are innumerable chances to fight the various bosses already out there, most of them more interesting than this. The bosses are complete experiences on their own but this pack doesn’t add much to them—Uterus is underwater, the robot boss has some oddly masked flames, Devan has a whole bunch of respawning enemies, but nothing mindblowing. The graphics are likewise rudimentary at best. The only real appeal of this pack is the bosses themselves—depending on any given player’s personal opinions of them—but the thing is, that’s the part of the pack that you played the least role in creating. What moments there are of non-boss gameplay are largely unnecessary pickup collection or shooting through various destructible blocks. Again, there’s nothing new here, and what there is isn’t executed with any great aplomb. To make successful single player levels, lean less heavily on giant chunks of other people’s preexisting effort and focus more on what you can uniquely bring to the table with your own work.
[21:21:15] Ahmed: Just post a review!
Uhm ok ok …so , Gj I think ..
Btw why is my name in Credits ?
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Eat your lima beans, Johnny.