Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
BloodBunny's CTF Pack | stripe | Capture the flag | 9 | |||||
Swingin Jazz | BloodBunny | Capture the flag |
Filename(s): bbswing.j2l bbswinga.j2l Title: Swingin' Jazz Tileset: Jungle 2 Dimensions: 96x50 Music: medivo2.j2b Type: Capture the Flag Author: BloodBunny/Ninjin Email: Edward Kmett <harmless@bloodshed.com> URL: http://www.bloodshed.com/~harmless ICQ: 1985432 Comments: I put this level together to address some of my frustrations with the masks in the jungle tileset. Most of the sucker tube/spring board combos would not be possible without using some of the dirty tricks hidden behind the foreground layer. Rather, they would be possible but you would see jazz's arms or ears through the sides or top of the trunk like in the in-game levels using these tilesets. I had initially intended to use swinging vines in this level, hence the title, but this was a no-go for multiplayer since it appears that all of the independantly mobile events dont work in multiplayer. Which is understandable given the difficulties of syncronizing such behavior over the network especially in the face of high latency where trying to make things look right for even a nominally lagged player would be a programming juggling act thats probably not worth the effort for event objects which are inherently slow to navigate anyways and thus not very friendly to a player running his tail off with the flag. Also notable is that tiles with 'bad' masks which would cause motion to catch are shunted to the foreground where possible or made one-way. In the former case you just dont collide with them, in the latter you can move upward through them even if they dont mesh quite right with the masks around them. Examples, respectively are the bottoms of the end-of-platform on a 45 degree downslope tiles which otherwise catch your feet and the edges of the water basin areas which otherwise if you press in close, will not let you jump out. There are two versions of this map included in this package because of a relatively obscure cheat which works only when using the Flying Carrot or Airboard in a level intended for CTF. If one enters the 'jjnowall' code in Single Player mode, it affects you later in Party Mode. In other words, once you touch an Airboard, you can fly though walls. This would not be a real problem if in this state you responded to fly-off events or if the code just didnt stick when you started the next level or joined a server to begin with, but I can The 'jjnowall' cheat becomes a problem because if a person in this state touches the flag of the opposite team, the flag vanishes. This effectively requires the server to restart, is just as annoying as the 1.21 flag bug, and still happens on a 1.22 server. People using this cheat are annoying on Battle maps, but on CTF they render the server unusable the moment they touch the flag while flying. 'bbswing.j2l' is the version of the map without the Airboards, safe for leaving up online. 'bbswinga.j2l' is the version of the map WITH Airboards, because I feel they add enough to the level that if you trust the people you are playing with or are using 1.22 or above and can kick/ban people who come on 'jjnowall'ed that its worth playing. However, because of the Airboard problem, I would not recommend leaving this version of the board in the playing loop on a dedicated server. This version also might be worth having around if they fix the issue with Airboards, which technically isnt a bug because if you mark a map for CTF you arent SUPPOSED to be able to use Airboards or Flying Carrots in the first place... but still. =) Also, look at the sky in 16 bit color if you get a chance. ;) -BB/N
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