It’s a perfect level for anniversary bash 22
To anyone using this in the future: if editing the bmp files this tool extracts in Photoshop, Photoshop will save them with four trailing hex 00s at the end. I have no idea why it does this, but it alters the file size and causes everything to be offset by 1 pixel, causing some nasty streaking. If you want to use this tool and Photoshop, make your edits to the bmp, save it, and then open it in a hex editor like HxD and delete (not clear, but delete) the last four zeros from the file. You can then repack them to BLOCKS.000 or whatever without issue.
Other than that, very useful too, has been fun making some tweaks to the tilesets.
[Please rate Photoshop elsewhere, and limit your score to JJ1MOD here. Rating (4.5) removed. -Stijn]
WTF can l say about this pack of weapons ?!
They are the coolest weapons I have ever seen!
The best weapon of them is the roller :D
a perfect 10
highly recommended by someone who has used the NOKA conversion for several completed levels in the past, and kicking himself that this didnt exist back then
+ 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 ;)
Absolute must play.
The sound, the visuals and the scripts all make it an absolute 10!
It was simply the best JJ2 experience I’ve had. If you’re reading this, don’t hesitate and play it now!
Cool weapons I can use them in my server and they are actually made in AngleScript
So .. I want to tell you something about them ..
First the blaster… It is about a fire that when you shoot it, it comes back to you, cool weapon
Second thr bouncer, it is like a digging machine that when you shoot it, it digs the ground, and it becomes unseen that makes the player have a hit without knowing why he had this hit. However, It is cool to make in a server.
Third the freezer, it looks like a flame weapon but freezes instead of toasting the player, but the bug in it that it finishes quickly, but I forgive this detail.
Forth the seeker, it looks like an electric fire that goes to a certain area then it increases in length if speed is fast.
Then the RF, it goes from two directions on left and right, so the player has known how to shoot to down.
Now the toaster is changed to a ring of bombs, that is cool for throwing the player away instead of running away from him.
The TNT, is changed to an area like the hurt event in JCS. Like a spike thing or another…
Now the fireball, it becomes multiple when comes to a certain area (like 1—2——4)
Finally the electro blaster (And it is the best one if them)
It is about a fire of electricity that goes up then goes down like a rocket, it is cool that you can fight of a masked wall.
So final rating is 8.0
DOWNLOAD IS RECOMMENDED!!!
Ok…First of all … This editor is actually weird and now I am going to talk about the details of this editor. (Bugs “-” and goods”+”)
+ It is good for paletting and drawing new tiles and editing tileset.
+ Good for making a j2as without opening the program, but you have to set tge default program first.
- Paletting is very difficult that you do to change the tileset color, I may ruin it, so I advise you to be much better in coloring the tileset.
+ You can search for events without hacing a long time while looking for an event.
+ Adding new layers is very good, that you can make about 100 layer with a forest and natural areas, makes the level good.
+ Instead of typing a number, you can check a box, or chossing the type easily.
- This program needs framework.net 4.8 to work, firstly the program didn’t save changes, but when I tried to install framework.net before, it was not supported for opering my system, so I had to change my windows.
+ And finally I see a jazz jackrabbit 2 editor that can browse for music and play it while making a level, so it won’t be nassecery to know the music file name correctly, by typing the first two letters of the file, it appeares completely.
+ Yeah, and the four texturesare now set! thanks.
+ Flipping vertically is very good.
+ I can name this editor to a tileset creator! Because of editing tiles and adding new tilesets!
BUT ALTHOUGH EVERYTHING! I RATE 10.0!!!!!!!!!!!!!!!
@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.
This level is pretty cool and I like it….Looks like an Egyptian level that is made by another tool :D
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.
THE COOLEST UPLOAD FOR YOU (And I think Bl18 is nice too)
But some cool tricks and intellegence that changes the game
LOL….That can be anotther game not JJ2+++ only!!
YOU ARE THE KING OF JJ2++!!!!!!!!!!!!!!!!!!!!!!!
[21:21:15] Ahmed: Just post a review!
Uhm ok ok …so , Gj I think ..
Btw why is my name in Credits ?
Azazilisland starts strong (as shown in the screenshot), placing you in the middle of the level with a bunch of stuff going on in every direction. This is a very non-linear level, so you can go in any direction and still make progress, assuming progress is defined by gradually removing all enemies and pickups from the level. There are a handful of spots in the level that are actually necessary to visit, in order to hit certain trigger zones, but for the most part there’s not a lot distinguishing those spots from any other possible destination, so your best strategy is just to go everywhere and do everything. If there’s an enemy near you, you haven’t gone that direction yet, so give it a try.
There seems to be a bit of an intended order for you to visit the trigger zone spots, in that certain of them are initially locked off by trigger scenery blocks that get removed by others. Nothing about this order is explained anywhere in the level, and nor is the end area made very explicit, and yet somehow I found myself visiting everything in exactly the right order (and guessing where the end area was). I don’t know if this is coincidence or level design genius but either way it’s hard to complain about.
This is, then, a level all about exploration, and thankfully there’s a decent variety in areas contained within the level: you’re not just in a maze of twisty little passages, all alike. The most obvious example is that the entire bottom section is a sandy beach, but the thin wooden platforms are more or less common in different parts of the level, and there are a handful of other landmarks to help you figure out where you are. Additionally, the level is very easy to explore (if you’re willing to do the occasional uppercut/double jump onto a higher wooden platform), preferring lots of small blocks over long tunnels, so it’s always possible to change direction and wander until you find somewhere genuinely new. The only real slipups on the explorability fronts are certain tiles which look like they should be vines but are in fact fully solid, therefore preventing vertical movement between areas.
Indeed, the level is so navigable that there’s even a witch enemy toward the top of the level, with Eva placed a little farther down, more in the middle. If you forget where she is, it’s possible to fall all the way down to the bottom of the level and eventually climb back up to find her again (provided you don’t die along the way). I’m not sure how I feel about the witch’s inclusion overall, but I appreciate that the level makes sure you can get back up to her as a frog… but not much farther up than that.
Besides the one witch, there’s a respectably-sized menagerie of enemies that seem appropriate to the tileset, all managing to pose the occasional, yet never outsized, thread. The level also boasts a solid, yet never excessive, number of carrots and ammo pickups to make your battles that much easier. And ultimately its success lives and dies on the question of how much you enjoy walking around and shooting normal JJ2 enemies, because it gives you a whole lot of opportunities to do that, without any obvious flaws but without any enormous innovation or variety… and there’s nothing wrong with that.
Absolutely sublime, my favourite level of 2019 by a long shot. I especially love the integration of the Oasis and Aztec2 elements, greatly enriching the Islands tileset. My only slight complaint is I find the bottom area feeling a bit lacking compared to the rest, but if anything that’s a reflection on well designed everything else is.
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Eat your lima beans, Johnny.