![]() |
Quote:
...too identifiable... |
Quote:
And it's freaking hard to use :/ Where art thou, oh diagonal tiles :( [Alternate image url, since old O RLY pic was replaced by porn due to a hacking incident. To prevent instances like this from occurring, you should preferrably not use images from other sites (this is frowned upon anyways) but use your own hosting space. - FQuist] |
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.
|
Quote:
And a Carrotus level? That's awesome! |
Quote:
|
Quote:
If that Carrotus level is pointed at me, for one, the tilesets shown in that picture are Inferno 1 and Diamondus. |
Quote:
|
You are but weird.
|
Quote:
Huzzah for punctuation! |
Actually, "you are but weird" is a perfectly normal sentence with perfect grammar.
|
Quote:
Next picture is again unfinished, and tilesets are Tubelectric, Diamondus, Carrotus, Castle and Inferno. [IMG]http://img208.imageshack.us/img208/6615/foomergelevelhx7.jpg[/IMG] |
Quote:
|
[IMG]http://myspace-128.vo.llnwd.net/00356/82/16/356426128_m.jpg[/IMG]
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 :( |
Quote:
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. |
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.
|
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. |
Quote:
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. |
Quote:
Yeah, right. ...and Inferno is very limiting in most aspects, which is the main reason that it's hard to use. |
Quote:
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. |
Quote:
|
Quote:
You could also try the same strategy in the bathroom. Just hide whatever you were doing in the newspaper that's mysteriously there. |
Here are some very, VERY early screens of my level pack. This is one of the levels, Chilly Caverns.
[IMG]http://img138.imageshack.us/img138/8792/screenie1nv6.gif[/IMG] [IMG]http://img226.imageshack.us/img226/8372/screenie2qd3.gif[/IMG] [IMG]http://img88.imageshack.us/img88/471/screenie4wv1.gif[/IMG] Expect changes and better eyecandy later on. |
Purple and pink snow = bad D=
|
Yeah, removing the snow is part of the "better eyecandy" thing.
|
Ah, good.
|
At any rate, here are some newer screens that more accurately reflect the level. The level has also been renamed "Hypothermia Hills".
[IMG]http://img85.imageshack.us/img85/9986/ascreengf4.gif[/IMG] [IMG]http://img111.imageshack.us/img111/6992/ascreen2js2.gif[/IMG] [IMG]http://img154.imageshack.us/img154/2944/ascreen3jv4.gif[/IMG] [IMG]http://img115.imageshack.us/img115/5355/ascreen4ku6.gif[/IMG] [IMG]http://img114.imageshack.us/img114/3796/ascreen5fi9.gif[/IMG] |
[img]http://img291.imageshack.us/img291/1432/jazzbatmanls3.png[/img]
I AM BATMAN! |
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. |
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.. |
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:
[IMG]http://img144.imageshack.us/img144/9774/fob2ew6.jpg[/IMG] I am currently working on the Frog Path ATM. I have not started on the Bird Path yet. |
Um, how about more eyecandy? Using the same kind of block can get on nerves. Same goes for the layer 5.
|
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.
|
My Next Project is My First Tileset: "Peridot Hills".
|
I've changed my mind. I'm actually going to make a level called: "The Amazing Maze".
|
Good name =)
|
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.;-)
|
Wow. PJ7 your level sounds great. I look forward to seeing it and I WILL be downloading it.
|
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. |
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 |
[img]http://www.freewebs.com/birdie8d/j3.png[/img]
|
| All times are GMT -8. The time now is 01:25 AM. |
Powered by vBulletin® Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
JCF © 2001-Infinity Jazz2Online