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-   -   seen some of the levels will never gon on j2o (http://www.jazz2online.com/jcf/showthread.php?t=18119)

Stijn Oct 15, 2015 12:28 PM

I was just reading an article on urban exploration and abandoned underground stations, so the idea of something of an abandoned underground system resonated with me. The level looks fairly confusing though, with a lot of areas looking very similar. The problem with navigation via warps is that you lose track of where you are really quickly. I guess a good way to address that would be a minimap or something.

cooba Oct 15, 2015 12:39 PM

I remember discussing tube systems with Violet once upon a time and reaching a conclusion that had Stonar had an abandoned underground (surely the hands have to come from somewhere), the trains would have been animal skeletons on tracks.

snzspeed Oct 15, 2015 12:47 PM

[IMG]http://i.imgsafe.org/e82ddd3.png[/IMG]

[IMG]http://i.imgsafe.org/e9d6270.png[/IMG]

Im still quite proud of this, and some other unreleased levels I've made. Obviously inspired by TR2. :)

Oh and one more.

[IMG]http://i.imgsafe.org/177aa2d.png[/IMG]

[IMG]http://i.imgsafe.org/8cb9da9.png[/IMG]

I recall that while I originally started this level/tileset angelscript wasnt available. It didnt stop me from being creative (or stupid :D) though, as I used a custom anims file where I deleted the player's blaster bullet sprites. Hence I managed to disable the infinite blaster. I also made a custom sprite for coins, making it look more like a gem, although I think I lost the anims file. Heh...

Love & Thunder Oct 15, 2015 04:25 PM

Stijn: Agreed. If I return to it, I'll probably downplay warps in favour of more tubes, since that was the initial idea.
The samey look is mostly a result of the level still being unfinished; I planned on giving it a more varied look when some more levels were done(Perhaps even using a script to swap out the teleport sprite to make it look like Jazz is walking through doors, rather than teleporting through them). Basically, I really wanted to start work on level 2(Never did), which was going to involve tube junctions with switches to change directions. Kind of like the tram level of Half-Life, except faster and with more action between puzzles.

Cooba: Interesting.

SNZ: Wow.

snzspeed Oct 15, 2015 05:45 PM

Thought I had lost this set. Seems I wasnt looking hard enough.
 
You know what

[IMG]http://i.imgsafe.org/461ed57.png[/IMG]

"Picture City"

[IMG]http://i.imgsafe.org/9516988.png[/IMG]

I've also found lots of unfinished/unused completed levels. I think that if I combined them all I could make a release or something.

Obi1mcd Oct 15, 2015 06:39 PM

Quote:

Originally Posted by snzspeed (Post 488560)
You know what

[IMG]http://i.imgsafe.org/461ed57.png[/IMG]

Nice, is that water a textured background?

snzspeed Oct 16, 2015 12:12 AM

Quote:

Originally Posted by Obi1mcd (Post 488561)
Nice, is that water a textured background?

Yes!

Stijn Oct 16, 2015 01:54 AM

That looks very good!

XxMoNsTeRXM Oct 16, 2015 10:07 PM

Quote:

Originally Posted by snzspeed (Post 488560)
You know what

[IMG]http://i.imgsafe.org/461ed57.png[/IMG]

I've also found lots of unfinished/unused completed levels. I think that if I combined them all I could make a release or something.

From where do you have that tileset? I want that tileset, can you give me a link? Or did you made it?

snzspeed Oct 17, 2015 01:31 AM

Quote:

Originally Posted by XxMoNsTeRXM (Post 488566)
From where do you have that tileset? I want that tileset, can you give me a link? Or did you made it?

I made all those tileset's myself. They are unreleased but I could upload them in one pack, the thing is that most of them still need fixing/proper mask and updated tile layout.

SaVn Oct 17, 2015 04:10 AM

Quote:

Originally Posted by snzspeed (Post 488560)
You know what

[IMG]http://i.imgsafe.org/461ed57.png[/IMG]

"Picture City"

[IMG]http://i.imgsafe.org/9516988.png[/IMG]

I've also found lots of unfinished/unused completed levels. I think that if I combined them all I could make a release or something.

Nice levels!

SaVn Oct 17, 2015 04:13 AM

Quote:

Originally Posted by snzspeed (Post 488557)
[IMG]http://i.imgsafe.org/e82ddd3.png[/IMG]

[IMG]http://i.imgsafe.org/e9d6270.png[/IMG]

Im still quite proud of this, and some other unreleased levels I've made. Obviously inspired by TR2. :)

Oh and one more.

[IMG]http://i.imgsafe.org/177aa2d.png[/IMG]

[IMG]http://i.imgsafe.org/8cb9da9.png[/IMG]

I recall that while I originally started this level/tileset angelscript wasnt available. It didnt stop me from being creative (or stupid :D) though, as I used a custom anims file where I deleted the player's blaster bullet sprites. Hence I managed to disable the infinite blaster. I also made a custom sprite for coins, making it look more like a gem, although I think I lost the anims file. Heh...


It is similar to Kejero's TombRabbit 2

cooba Oct 19, 2015 12:38 AM

Quote:

Originally Posted by snzspeed (Post 488560)
I've also found lots of unfinished/unused completed levels. I think that if I combined them all I could make a release or something.

You have to do this!

I'm sick of unused levels disappearing for years until somebody remembers to host their entire cache folder one night. Lots of amazing or simply very interesting levels, ideas, concepts have gone to waste that way and in 2015 we can not afford that.

proud2beamerican Oct 19, 2015 08:36 PM

Quote:

Originally Posted by snzspeed (Post 488557)
[IMG]http://i.imgsafe.org/e9d6270.png[/IMG]

I would do something with that gray texture, as it looks completely out of place. IMO it's better to have simpler graphics than trying too hard to make it look realistic.

Quote:

Originally Posted by snzspeed (Post 488557)
[IMG]http://i.imgsafe.org/8cb9da9.png[/IMG]

IMHO interiors of the buildings are the most boring levels ever. No offense.


Quote:

Originally Posted by snzspeed (Post 488560)
You know what

[IMG]http://i.imgsafe.org/461ed57.png[/IMG]

"Picture City"

[IMG]http://i.imgsafe.org/9516988.png[/IMG]

I've also found lots of unfinished/unused completed levels. I think that if I combined them all I could make a release or something.

YES! That's what I want to see! Brave colors and 2D graphics full of platform-game like energy!

snzspeed Oct 20, 2015 12:53 AM

Quote:

Originally Posted by proud2beamerican (Post 488580)
I would do something with that gray texture, as it looks completely out of place. IMO it's better to have simpler graphics than trying too hard to make it look realistic.

I started remaking the gray texture during sometime when the set was completed. It was far more simpler, and somewhat completed, but I had to change tile layout which made the level scrambled, which is why I didnt take a screenshot with that version.

Quote:

Originally Posted by proud2beamerican (Post 488580)
IMHO interiors of the buildings are the most boring levels ever. No offense.

OK? IMHO They are usually good.

Quote:

YES! That's what I want to see! Brave colors and 2D graphics full of platform-game like energy!
These 2 shots were heavy WIP's so I guess final one would have had way more color.

Violet CLM Oct 20, 2015 10:51 PM

Some themed junk from 2002-2008. Most are example levels of one sort or another. Not sure anyone besides URJazz ever saw these... there's a backstory there but it's not mine to go into.

A Spelunky-inspired SP level that randomizes its layout every time you play it; you can also play this online (and you may have seen it hosted before), in which case all players will see the same layout. Health, ammo, and coins are all maintained across cycles, but when you die, all are reset. Carry Eva clones or purple gems to the exit for extra health/coins. Buttstomp objects in stores to buy them, but hope you have enough money to pay the cost. All done in 4.# AngelScript, before useful things like object behavior functions or custom net packets or bulk tile cache handling.

DennisKainz Dec 22, 2015 09:03 AM

[IMG]http://i.imgur.com/bJY2OjZ.png[/IMG]
Not really an abandoned project, just a showcase of what possibilities the new JJ2+ offers with background. I didn't know where else to post this.
HERE'S THE FILE
WARNING! This level takes an insane amount of CPU, so make sure you have a powerful computer!

Stijn Dec 23, 2015 07:28 AM

Well done, that looks like a proper jungle!

Slaz Dec 23, 2015 08:48 AM

Nice indeed! Maybe try expanding it by making the textured background look like a jungle puddle, using fadeposition and (perhaps) a different texture.

Primpy Dec 23, 2015 12:58 PM

Beside the fact that some trees' quality is too low, it looks fantastic!

Violet CLM Jan 27, 2016 11:14 PM

A bunch of stuff, mostly from the early 2000's. Some finished (but unreleased) multiplayer levels, some example levels, a couple of eyecandy tests, the first ever mutator, and a script for a battle level that I never got around to making a layout for.

ETA: and here's this

DennisKainz Mar 31, 2016 06:24 AM

A colonius remake I was working on. It took me like 3 days just to draw this, so I give up.
[IMG]http://i.imgur.com/nIUi3jq.png[/IMG]

Stijn Mar 31, 2016 06:55 AM

Looks very nice though. But it's also rather similar to the original, so maybe it wouldn't quite be worth the effort.

Treylina Mar 31, 2016 08:48 AM

The more you practice, the faster you get at art.

However, perhaps there are too many panels and bricks at once, making it tedious to work on. The other advantage of making it bigger and in smaller amounts, is that you can also add more detail into them.

I consider the optimal way to make tilesets is to keep features simple, then work the details into them (rather than the other way around).

Violet CLM Apr 17, 2018 11:27 AM

CheloniaV is a tiny battle level I made just for testing MLLE's JJ2+ features (while they were in development) but isn't really interesting on its own.

Jelly Jam Apr 17, 2018 12:27 PM

With a little more work, it could be a small, proper duel level

cooba Apr 17, 2018 12:33 PM

Quote:

Originally Posted by Violet CLM (Post 492782)
but isn't really interesting on its own.

What does it matter? Please post it on J2O where JJ2 levels belong.

Violet CLM Apr 25, 2020 12:59 PM


Mighty Switch Test! 2! (out soon) is set in a series of discrete bits of blown apart spaceship, where you navigate from one to the next by using an airboard and bubble shield to get through the vacuum of space. That's taken from this 2005-era draft. Also featuring a cool sequence at the end (if you skip the inviting-looking tube) where you have to shoot destruct scenery blocks with the right timing to avoid death.


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