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-   -   tell some of the levels what u are buiding and goning on j2o (http://www.jazz2online.com/jcf/showthread.php?t=14475)

FreeFull Sep 23, 2007 09:09 AM

Map, but I hope there will be an escape route and loads of space filled with stuff.

Jimbob Sep 23, 2007 10:39 AM

It does look really nice imo. I think the background fade really fits and it gives that level a nice day-ish feeling.

DarkSonic Sep 23, 2007 10:46 AM

I don't like that one too much. There is also a dead end in the base area. Anyway, new screens from my level:

[IMG]http://img75.imageshack.us/img75/1143/xlme1zw5.th.png[/IMG]

[IMG]http://img503.imageshack.us/img503/1354/xlme2io9.th.png[/IMG]

[IMG]http://img233.imageshack.us/img233/1417/xlme3pz8.th.png[/IMG]

A carrot at the right side of the level.. but it's on a small platform. And ice as well..

[IMG]http://img337.imageshack.us/img337/2200/xlme4fd0.th.png[/IMG]

Another carrot! And Jazz seems to fall, but to where?

Eigus Sep 24, 2007 12:27 AM

It was supposed to be a dead-end, but there is a tube sticking out now (which kinda denies the name but everything else is pretty much natural) that is actually a warp with multiple warp targets so you don't must backtrack through the base's corridor.

@Darksonic: Looks very nice. Music chosen? XD yes, I'm a freak. Heck, that was my user title a bit back. 'music freak'.

DarkSonic Sep 24, 2007 12:33 AM

The music chosen is 'Shop.it' from JJ3. It was suggested by Birdie. It sounds like the music from Significant, which was one of the levels in Impressions.

Eigus Sep 24, 2007 12:41 AM

Shop.it is just a cut-off version of Carrotus Forest from JJ3. Shop begins from the pizzicatos, which is far after the start of Carrotus Forest. Go use Carrotus Forest, it would fit very nicely ;)

Music for Naturals is chosen too. It's "Epic" by Deebor. Long tune I got not that long ago I think from Modarchive. Go check it out if you want :D

Jimbob Sep 24, 2007 06:01 PM

[img]http://i219.photobucket.com/albums/cc140/jimbobjj2/Jimbobubermarshctf6.png?t=1190685588[/img]
Ahh... Uber Marsh is slowly coming alive...
About eyecandy: This area was just added so I might add some more later. :p

SPAZ18 Sep 26, 2007 03:03 AM

[IMG]http://img381.imageshack.us/img381/7678/oioz7.png[/IMG]

This is a screen of the test level I'm making.
This is the room where the Host controls everything.

It WILL be compatible with 1.23. :cool:
The name "Obstacles Inc." was suggested by Eigus.

PNG is better than JPG!

Eigus Sep 26, 2007 03:34 AM

I've played the unfinished version and I have to say that the test is going to be really awesome. ;)

Keep up the good work Spaz! :D

yeah, don't use jpg kids

Ricerind Sep 26, 2007 12:16 PM

Hey Eigus, i've got three new tilesets for you :p (not that I drew them).

http://www.jazz2online.com/J2Ov2/dow...p?levelID=4835

Converted Battery Check tilesets. (Yes, converted. Not redrawn.)

Hitch Sep 27, 2007 04:21 AM

I have been inactive for about 3 months but I will start making some more levels in the next few months. Coming soon in 2008, I'll be making Memories 2: Radiant Garden. It will be a pack of 6 levels that will all be related to castle tilesets. I haven't got much inspiration right now but I'm brainstorming the ideas in my head. So in 2008, hopefully before March, I'll relase the new pack, Memories 2: Radiant Garden.

Ricerind Sep 28, 2007 04:15 AM

Not to accuse you of copying, and not that I mind, but is it entirely coincidental that you should use the word 'Radiant' not long after I released a screenshot of 'Radiant Slopes'?

Did I inspire you?

Birdie Sep 28, 2007 06:00 AM

Quote:

Originally Posted by Phoenix (Post 415903)
Not to accuse you of copying, and not that I mind, but is it entirely coincidental that you should use the word 'Radiant' not long after I released a screenshot of 'Radiant Slopes'?

Did I inspire you?

Actually, he's been meaning to use the name since before you came back. ;)

Ricerind Sep 28, 2007 06:20 AM

I was just curious.

Eigus Sep 28, 2007 06:27 AM

About my levels:

Naturals has to undergo fixing, so it won't be released in da speed of light.

second... I'm making a pack. ;p

This time it's going to work. I'm motivated, and that's what I lacked when I made Packed Flags and other stuff.

The first level is the Fatal Hypovolemia Fortress (you saw that coming eh? ;p)

It's so incomplete that I won't take screens right now, but they're coming as soon as possible.

Ricerind Sep 28, 2007 06:46 AM

What tileset are you using for FH Fortress?

Eigus Sep 28, 2007 06:53 AM

Just look at our page, Fjol. ;) simple enuff.

Ricerind Sep 28, 2007 06:58 AM

What?

Eigus Sep 28, 2007 07:00 AM

Just see from what our site was stylised then you'll understand. Tileset choice would be harder if our site wouldn't look like a tileset ;p

Ricerind Sep 28, 2007 07:21 AM

I understand.

Eigus Sep 28, 2007 07:50 AM

More news about FH Fortress: it is symmetrical. Sorry, still too incomplete to make screens.

Current Not Named But Packed Stats:

1. FH Fortress

Tileset chosen [won't be revealed till screens]
Musicfile chosen [won't be revealed till screens]
Work in progress

2. [won't be revealed till screens]

Tileset chosen
Musicfile chosen
Plans done

3. [wbrts]

Tileset chosen
Musicfile not yet chosen (have to choose between two)
Plans done

4. [wbrts]

Tileset chosen
Musicfile chosen
Plans done

5. [wbrts]

Tileset chosen
Musicfile chosen
Plans done

6. [wbrts]

Tileset chosen
Musicfile chosen
Plans done

Ricerind Sep 28, 2007 08:09 AM

'Radiant Slopes' is complete. I have begun work on 'Quiet Streams'.

Ricerind Sep 28, 2007 12:43 PM

What is that tileset Spaz18?

SPAZ18 Sep 29, 2007 05:00 AM

Quote:

Originally Posted by Phoenix (Post 415942)
What is that tileset Spaz18?

Top Secret ]|[

Jimbob Sep 29, 2007 11:58 AM

Uber Marsh CTF again! :p
 
I just got more inspiration and decided to put more in my level again! :p
[img]http://i219.photobucket.com/albums/cc140/jimbobjj2/Jimbobubermarshctf7.png?t=1191095663[/img]
There's actually going to be a reasonable amount of eyecandy, and there's also a little to much ammo atm, so I am going to try to reduce some of it.

Birdie Sep 29, 2007 12:07 PM

Add EC in layers 6 and 7.

Eigus Sep 29, 2007 12:12 PM

Actually, Birdie, I had a look at the level. It IS there, but it's viewable only on the very bottom of the level.

Jimbob, I could help you to make it so it's viewable even of the very top. If not, I just could say the technique here. ;)

Jimbob Sep 29, 2007 02:19 PM

Well you can just say it here so I don't have to re-send the level to you. :p

Hitch Sep 29, 2007 05:59 PM

Jimbob, I've looked at your screenshot's the past three pages, your levels look very empty. Add more eyecandy than you think a lot is. As for the background of the level, be creative. I recommend looking at a few good levels and getting ideas and some inspiration from those. Just a thought.

Jimbob Sep 29, 2007 06:28 PM

Quote:

Originally Posted by Hitch (Post 416029)
Jimbob, I've looked at your screenshot's the past three pages, your levels look very empty. Add more eyecandy than you think a lot is.

Quote:

Originally Posted by Jimbob (Post 416000)
There's actually going to be a reasonable amount of eyecandy, and there's also a little to much ammo atm, so I am going to try to reduce some of it.


Eigus Sep 30, 2007 12:45 AM

Well, Jimbob, when you have the Y-Speed set to 1 you only see the BG on the very bottom. Make the Y-Speed something like 0.06. But make sure that the bg doesn't look cut off. Also, high X-Speeds look phugly in natural levels ;) at least in this one.

Jimbob Sep 30, 2007 08:53 AM

Well look what it does then. :p
[img]http://i219.photobucket.com/albums/cc140/jimbobjj2/gibblectf.png?t=1191171153[/img]

Eigus Sep 30, 2007 10:07 AM

...You sure you didn't set Tile Height and Auto Y-Speed?

...Anyway, if it looks weird, you can send it to me. I'll do what I can ;D

Jimbob Sep 30, 2007 10:31 AM

I did check Tile Height but when I uncheck it I get no background at all! :p

cooba Sep 30, 2007 10:34 AM

......

Why don't you fix it with trial and error until it works? It's easier and more logical than it might seem.

Eigus Sep 30, 2007 11:19 AM

What Cooba said, also since I said I would help you uncheck Tile Height and place the white straw stuff somewhere near the top of the layer. That should help.

Violet CLM Sep 30, 2007 11:53 AM

Adding some blank rows to the bottom of the layer can be good.

Jimbob Sep 30, 2007 12:58 PM

@Eigus: Ty! That really helped! :)

Eigus Oct 1, 2007 03:48 AM

@Jimbob: No problem. I didn't know this method for slow-motion bgs about a month ago too ;p

Jimbob Oct 2, 2007 04:54 PM

[img]http://i219.photobucket.com/albums/cc140/jimbobjj2/Jimbobubermarshctf8.png?t=1191372557[/img]
Looking pretty sweet so far, doesn't it? :p
As you can see, the layout of the level is really hilly. :p
It's been going really slow. :p
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. :p
EDIT: I must say, I think this level has very much potential to be a really good level (by me, that is, not like birdie or anyone else, just by me). :p


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