Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Forced Decay | Sean | Custom / Concept | 7.9 |
-------------------Forced Decay-------------------- -------------------seandecay.j2l------------------- Before you play this level, please type the commands: /evilice on /tntdamage 1 /extendedtnt on i.....Preface I.....Story II....Layout III...Ammo Placement IV....Assassination-specific i. Preface Before you start reading, a few notes. This level is played in the Assassination gamemode, which is in turn played under the CTF gamemode. The object of the Assassination gamemode is to kill the leader of the opposite team, AKA the flag holder. This map is made for FireSworD's 'Dethrone The Tyrant Contest'. This map is also one of the toughest I have ever made, and definitely is the largest so far, and will probably only be superseded when I finish my hotel level. But that's another story. If you are not clear on the way to play Assassination, please read: http://www.jazz2online.com/jdc/event/eventdesc.php and look for the section 'Assassination'. I. Story It has been 4 years since you defeated the Schwarzenguard in his lair, which in turn took place during the Resurrection of Devan Shell. Ever since Devan was defeated, a private military company has been looking for: -a. A facility for training of its employees/soldiers. -b. More soldiers. Soon, a reference to the Schwarzenguard's old lair brought them there. As the old layout was very much combat-based, the company liked what it saw, bought the place from the government, spent massive amounts of money on expansion and renovation to convert the hideout into a training facility. Eventually, Facility No. H876 was completed as an experimental training facility. They then handpicked a group of the best from their soldiers to test out this new facility. You are one of those soldiers. II. Layout There are basically six 'rooms', and ten 'caches' filled with ammo and a +1 carrot, arranged like this: c c c | | | | | | c---R-----R-----R---c | | | | | | c---R-----R-----R---c | | | | | | c c c ...where 'R' is a room and 'c' is a cache. When visiting a room, text pops up, showing which room you are in. Examples are: ooX ooo ...and... ooo oXo ...which both correspond to the location of the room compared with the others. The ground floor is mostly flat, except for room oXo, where there is a big trigger scenery hole. If a crate is hit at ooo, the mask disappears, allowing you to take a shortcut from top to bottom. ooo oXo To the left and right of every ground floor is a red spring, and a zigzag path up to sucker tubes which take you between rooms/caches and more zigzag routes. Movement in this level is unique, as you may only move in an anti-clockwise direction between rooms. For example, you may go from room ooX to room oXo but not backwards, and also from Xoo to ooo, but also not backwards. ooo ooo ooo Xoo To access the top caches, there are springs on the top center of every room shoot you up into a sucker tube which takes you to the cache. To access the bottom caches, there are holes to drop in at the middle of the ground floor. The side caches (all of them) are only accessible to leaders. The sucker tube leading IN to the cache is always the top one, while the tube leading OUT of the cache is always the bottom. III. Ammo Placement All rooms have all the ammo that is possible to pick up in the 'arena', and caches only contain bouncers, seekers, RFs, or toasters. Pepper is sprinkled everywhere, so you should be comfortable if you run out of PUs that at least noone can see where your shots are. The ground floor only contains pepper ammo, placed in threes at the windows. The path leading up also contains only pepper ammo, until you encounter a green spring, which contains ammo that changes from room to room. I won't tell you what they are, because I myself don't remember. There is only one PU in the entire arena, and that is a Seeker PU at the middle of the ground floor of room oXo. As mentioned before, that area has trigger scenery ground, therefore when the trigger crate at room ooo is hit, the PU will fall down to the top middle of that room. ooo oXo Caches all contain +15 ammo boxes, with different ammo inside for different caches. Every ammo box repeats itself every three caches, excluding the leader-only caches. Speaking of which, the leader-only caches all have Seeker ammo boxes, which should give them a decided advantage. IV. Assassination Specific You should know how the gamemode is played by now. There are three classes in the level: Leader, Soldier, and Spy. Leaders have access to four more caches (including the ammo and carrots that come along with it), have five PUs: Bouncer, Ice (which the level contains no ammo for, so use sparingly), RF, Toaster, and Electro (also NA). Oh, and not to mention they capture the flag, and therefore are hunted like rabbits. Get it? Rabbits! Soldiers are not much special, the only really big thing about them is that they have access to TNT (NA, and also can be very useful in this map). They have the choice of the following PUs: Bouncer+Electro(NA), Toaster+Ice(NA), and RF+TNT(NA). Well, at least you're not getting hunted. Spies are very special in this map, and for what reason? They are the only class that can go against the anti-clockwise flow. They have access to warps (which green springs at each top-corner lead to) that can take them either two rooms forward or two rooms back. They also have access to hiding places (AKA they can go through into some of the jails) and they use the Blaster + Fastfire PU. They're pretty nifty. They have an unfair advantage, given, but hey, someone's gotta have one, right? Depending on the server speed, sometimes teams score twice. I don't know a solution, so if someone knows one, please do tell me and I will fix it accordingly. ------Ending------ So thanks for downloading my level and reading through this boring readme, which really is actually helpful if you cared to read it :)
Jazz2Online © 1999-INFINITY (Site Credits). We have a Privacy Policy. Jazz Jackrabbit, Jazz Jackrabbit 2, Jazz Jackrabbit Advance and all related trademarks and media are ™ and © Epic Games. Lori Jackrabbit is © Dean Dodrill. J2O development powered by Loops of Fury and Chemical Beats.
Eat your lima beans, Johnny.