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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)

Valco Mar 15, 2008 12:40 PM

It's not like fixing the problem would be much of a big deal anyway. If he moves the trees a bit to either side we can stop debating over this.

Unhit Mar 15, 2008 05:34 PM

Quote:

Originally Posted by n00b (Post 427329)
Theres a good quote in the "Art of Open Season" book that I'm going to paraphrase: "Its a lot of work to get these small details in, and to be honest the audience will never notice it. They rarely notice something small when its right. They will immediately notice, however, if its wrong."

I totally agree. While it could be irrelevant in big communities where the average standards of levels are lower, the stated quote is definitely is true for JJ2. My experience from WC3 mapping e.g. is that i spend a huge amount of time on improving details which, when ultimately playing online, noone really notices or even cares (nor would they if they were missing). But in the mapping community, they do notice and they do appreciate all that small work. And well, basically, the JJ2 community is a big levelmaking community because many people, or rather, a high percentage of the community, have a fair amount of experience with levelmaking. And they'll pay attention to such things. So heed n00b's warning!

Odin Mar 15, 2008 06:06 PM

Remember: Your job, as a level designer, is to immerse the player in a world you create. As soon as the player notices something out of place, no matter how small it is, the illusion is broken.

Stijn Mar 15, 2008 06:27 PM

[img]http://www.stijnpeeters.nl/hd/guimoingame1.png[/img]
(first in-game test)

Valco Mar 15, 2008 06:28 PM

That looks awesome! The tileset's more flexible than I first thought.

Stijn Mar 16, 2008 06:26 AM

[img]http://stijnpeeters.nl/hd/guimoingame2.png[/img]

Currrrves

Unhit Mar 16, 2008 06:37 AM

real tilesets have curves

Odin Mar 16, 2008 07:39 AM

Quote:

Originally Posted by Stijn (Post 427449)
Currrrves

I like my tilesets like I like my women









Pixelated and with a simplified color scheme

Nonomu198 Mar 16, 2008 01:22 PM

You know, thats finally a tileset that makes it fell like Jazz and Spazz are rabbits and not (-) huge human rabbits. Imean look how small they are!

Eigus Mar 17, 2008 10:08 AM

supernova levels scrapped and started again
 
[IMG]http://img144.imageshack.us/img144/8171/snovactf01ht1.png[/IMG]

new plans: ctf and battle, 6 levels.

this is ctf01 - mire hills

cooba Mar 17, 2008 10:11 AM

Those blocks are too bright to be used in the background.

Speaking of the background, the mountains ring a bell ;|

Eigus Mar 17, 2008 10:21 AM

Quote:

Originally Posted by cooba (Post 427528)
Those blocks are too bright to be used in the background.

Speaking of the background, the mountains ring a bell ;|

will making the layer speed higher so it'll look like the 'temples' are closer to the sprite layer work?

cooba Mar 17, 2008 10:29 AM

They still wouldn't work with the dark cave tiles in front of them

Stijn Mar 17, 2008 04:02 PM

Teaser
 
[img]http://www.stijnpeeters.nl/hd/Image3.png[/img]

Valco Mar 17, 2008 08:25 PM

OMG gravel! That tileset is going to be the best ever!

EvilMike Mar 17, 2008 11:02 PM

Not just that! Look, there's moss! Gravel and moss! Dot j2t!

9.5

Violet CLM Mar 18, 2008 11:53 AM


This one looks less blown up and pixelated, hoorah!

Stijn Mar 18, 2008 12:05 PM

Well, for this one the "tiles" are actually 32x32, so I just kept them their original size here 8)

Unhit Mar 19, 2008 05:57 PM

also this one might do as a viking tileset so gg (at least the terrain is ok)
you know what i mean (!)

CrimiClown Mar 20, 2008 06:07 AM

[img]http://chaos.foxmage.com/CrimiClown/luigi.png[/img]

Valco Mar 20, 2008 06:12 AM

That reminds me of when I made Jazz and Spaz from the Top][Secret set.

Birdie Mar 20, 2008 07:56 AM

That layout is amazing crimi.

CrimiClown Mar 20, 2008 09:20 AM

Quote:

Originally Posted by Birdie (Post 427717)
That layout is amazing crimi.

Thanks. ;) I never pixeled in JCS before so even I got kind of amazed.

Unhit Mar 20, 2008 10:52 AM

I like how you emphasized the, obviously low, nipples (!)

CrimiClown Mar 20, 2008 01:33 PM

Quote:

Originally Posted by Unhit (Post 427730)
I like how you emphasized the, obviously low, nipples (!)

Those are the buttons of his overalls*. D=

n00b Mar 20, 2008 01:38 PM

... overalls?

Odin Mar 20, 2008 03:56 PM

Quote:

Originally Posted by Crimiclown™ (Post 427712)
luigi

MAMA? MAMA LUIGI?!

AHAHAHAHAHAHAHAHA

Jimbob Mar 20, 2008 05:28 PM

A Little Update on Emerald Forest :)
 
Hi y'all. It's me, Jimbob, again. Just letting you guys know that I am making progress (slowly, but surely) on Emerald Forest. I now have the layout complete, and I am adding in some more eyecandy.

Valco Mar 20, 2008 05:34 PM

TILEBUGZ !

Besides that little problem in the background, it's looking quite nice.

Jimbob Mar 20, 2008 06:47 PM

Unfortunately there's no way to fix that tilebug in the bright green leaves. D:

Bboy Type7 Mar 20, 2008 08:24 PM

Quote:

Originally Posted by Crimiclown™ (Post 427712)
[img]http://chaos.foxmage.com/CrimiClown/luigi.png[/img]

lookin good. keep up the good work man.

DarkSonic Mar 21, 2008 04:44 AM

And I was the one who was watching while he made that. It was really fun.

About the level: it took us longer to make than we expected at first, maybe that's because we put more time into the eye candy than planned. We had some funny ideas (like the TNT in the tree) and I think we both did as much. The idea of starting with a weapon was made up by Crimiclown. We didn't know that the platform lift didn't work in Multiplayer, but we found that out when we first hosted the level. I did most of the eye candy, but Crimiclown helped me a bit with finding the right tiles and such. He also made most of the background and the ammo placement. Anyway, have fun with the level!

Jimbob Mar 26, 2008 12:09 PM

Another update ;-)))
 
About Emerald Forest: As you can see, here I am at the red base.

(The music is (still) aws_cave.xm.)
As you can also see, I made an evening version of this level as a bonus for people who hate the darkness in the other version:

(The music here has been changed to mikko56.s3m.)
EDIT: Private message me if you want to test the level so far. Eyecandy and ammo placement is not complete, however the layout is complete.

PurpleJazz Mar 26, 2008 03:45 PM

Mi Crappi Atemput Att Esspee By Prupeljazz Adged Fre An A Harf
 
[IMG]http://img149.imageshack.us/img149/2606/jazz0006ss1.png[/IMG]

From what logic interprets in this screenshot, Water = Death.
How to get past this part?

WAIT AND SEE

n00b Mar 26, 2008 05:16 PM

n00bs solution: Watch enemy movement carefully, wait for best time to strike, shoot the friggin' fish.

Valco Mar 26, 2008 05:51 PM

Bouncers.

Unless the fish respawn, then just take the damage and run out of there before you're damaged again. Unless there are INVISIBLE WALLS around it. :!

Birdie Mar 26, 2008 06:19 PM

he can't swim >.>

DoubleGJ Mar 26, 2008 06:32 PM

use Rapiers as stepping stones by stomping on them

simple as that

EDIT: although that spike boll may be a problem...

cooba Mar 27, 2008 07:53 AM

Quote:

Originally Posted by PurpleJazz
Mi Crappi Atemput Att Esspee By Prupeljazz Adged Fre An A Harf

What's with the awfully pretentional mistyping?

Screenshot looks okay.

FireSworD Mar 27, 2008 01:27 PM

I think that screenshot looks interesting. If there is a good story involved, this is really something to look forward to.

Also, is this just one level or an entire pack?


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