Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Lori\'s Redemption | Arclite288 | Custom / Concept | N/A |
=========================================================================== =========================================== Lori's Redemption - a demonstration aimed at enabling better understanding of Lori's capabilities on JJ2 --------------------------------------------------------------------------- ------------------------------------------- Disclaimer: You don't have to read all of this if you don't want to. It's mostly just advice and explanation to go with the level. If you don't care about Lori even after playing this level, that's fine by me. I don't mind others having different opinions, but what isn't acceptable is for people to flame others for any reason. Flaming cannot be justified, reasonable disagreement can be (emphasis on *reasonable*). What you do with this advice is entirely up to you, since you are the one(s) doing the good things on J2Online. My intention is only to provide means to make more use of Lori. Also note that the ideas in this level and readme were discovered independently of J2Online. If there are any copyright infringements in here, they are entirely incidental and were not intended, or even forseen. As far as I am aware, I have not plagiarised anything, and cannot take responsibility for anything I had no knowledge of. --------------------------------------------------------------------------- ------------------------------------------- This is a small test level I made to highlight several flaws that many have experienced with Jazz Jackrabbit 2: The Secret Files, mostly regarding the character Lori. As I'm sure you're aware, Lori had been sloppily programmed in the standard TSF release. She couldn't grab onto copters, many multiplayer issues were in place, and she had no higher jump. All of this has sadly led to many on the J2Online community to regard her as useless. Well, the main goal of this level is to change that. Since this level uses JJ2+, you'll be able to see the bugfixes that it provides on Lori's end of things, which already give her many more uses. This level is not password-protected, partially because I do not believe that password protection is a justified means, but primary so that others can absorb these tricks into their consciences and use them for their levels, many of which will be better than anything I could produce. The tileset for this level was chosen simply for eye candy reasons, nothing too obscure. Just bear in mind, I'm not the kind of person who tends to venture out there on the Internet, so don't expect to see much in the way of uploads or contributions from me. That being said, I simply couldn't allow this level to go to waste. I just had to share it with you guys. Besides all that, have fun using Lori more often. She has many unique uses that usually require lateral thinking to put into practice. Use these tricks in combination with things you know, and/or find ways that I haven't shown you, and you'll see that she's as good and as valid as Jazz and Spaz. --------------------------------------------------------------------------- ------------------------------------------- Other neat tricks in Lori's arsenal: Stupid AI - As I'm sure you're aware, some enemies like to smack into you to cause damage. So long as Lori is doing the kick animation, any enemies that try that stunt will be stomped. Simply make sure Lori can't move in that direction, and hold the kick until your enemy touches you. Great for dealing with those infernal Dragonflies. Mass Takedowns - If for any reason you are faced with a huge line of enemies on the ground (enemies like Lizards, Turtles, Crabs, anything like that), simply hold kick until you've ploughed through the whole pile. They won't be able to do squat to you, and you'll dispatch with them in a matter of seconds. Comparison: Jazz, Spaz and Lori -Some may wonder, why does Lori not have a higher jump? Well, it turns out that there's a very good reason for that. It's all to do with what she does have. -The copter ears ability is a desperately useful feature when it comes to controlled flight, careful landing and long-distance jumps. Since Spaz can only do his double-jump once in open mid-air, Jazz and Lori are capable of going much further. Since Jazz can't side-stomp, Lori can clear a path through side-stomp blocks and then long-jump afterwards; she has the best of both worlds. -There's a big difference in the side-stomp features as well. Spaz's slide tackle only lasts for a limited time, before he has to stop, and wait a while before he can execute another. This means that he isn't able to clear the side-stomp blocks that path over the collapsible scenery in the included level. Lori's kick makes her not only move faster, but she can also recharge it quicker, and it remains active until you let go of the buttons. The result, high-speed never-ending stomping fun with the added extra of a speedy change in direction, should one annoying little enemy happen to evade you. -In short, the lack of a higher jump on Lori's end of things is actually a balance thing. She doesn't have to jump high to be downright useful in places, and lethally powerful in combat. =========================================================================== ===========================================
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Eat your lima beans, Johnny.