Name | Author | Game Mode | Rating | |||||
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BloodBunny's CTF Pack | stripe | Capture the flag | 9 |
Filename(s): bbcity.j2l Title: Dirty Laundry Tileset: Colon 2 Dimensions: 78x68 Music: boss1 Type: Capture the Flag Author: BloodBunny of Ninjin & ELM Email: Edward Kmett <harmless@bloodshed.com> URL: http://www.bloodshed.com/~harmless ICQ: 1985432 Comments: This was my first attempt to work with a tileset which I actively disliked. I started this map to try to build a Colonius map that I would actually enjoy playing, unlike the "Colonius Wars" map included with the jazz2 full version. Many factors contributed to my dislike of "Colonius Wars", primarily the overabundance of small 1 health carrots (which in my experience seem to be more appropriate to Battle than to CTF), the lack of one-way events on window sills and several places where you can see an obvious line between foreground and background. All in all, these factors and others led to a frustrating time when playing on that level, making it the first 'Standard' level which I removed from the loop on my server. I dislike several things about this tileset as well, primarily regarding the inability to move much of it into the foreground properly because of the lack of a no-background version of many of the vertical walls. That and/or having the sewer wall tiles come all the way to the tile boundary would have settled the issue, but instead some tiles in the sewer are in the foreground and drop a green line of 'background wall' which can occlude the flag or jazz and just in general bothers me ;) In many places I was forced to use the foreground layer anyways, for tunnels or to composite a fore and background tile to make a reasonable replacement for some nonexistant tile. One tile sorely missed is a nice 'stairtop' tile for use at coordinate [23,29]) This kept me from using stairs afterwards because placing a building atop the area reached by the steps requires that poorly fit tile to be used. This is the approach used in the 'official' jazz levels with this tileset as well. I attempted to condense the map into a connected whole, unlike "Colonius Wars" which has many free floating platforms and I find difficult to orient myself in. At the same time I tried to differentiate elevations by placing different things at different heights along the map. I.e. sewers, streets, rooftops, clotheslines. I also attempted to reduce the arbitrariness of what portions of the map worked and didnt. If there is a window in a wall, it works as a tube. If there is a manhole, you can stomp it. Consistency encourages exploration. (Another sorely missed tile is a 'foreground' half to the wall inset windows, like at [5,20]. As it is, whenever used as a way to walk through you appear in front of the near side of the window. I tried to cover this by using a lot of sucker tubes inside the windows so one would not stand around trying to discover inconsistencies. I started 2 maps using this tileset and eventually merged them into one. One was going to be an all-sewer map. This didnt pan out because there is no good place to sit a CTF base in the sewer, (it doesnt stand on the floor right) so I gradually added more area above the sewer to accomodate the bases and eventually most of the capture routes. (One of my pet peeves is that I wish there was an Adjust Y value in the CTF base object) In the end I pulled my second map entirely into another layer and carved pieces off of buildings to create the level I wanted. One thing to watch out for when using sucker tubes is they do not appear to work on the extreme right edge of the map. Caveat emptor. Other peeves include the fact that the sewer manholes have masks which lip inwards slightly relative to the holes you have to drop the player into, this makes it so that the player can only exit from the top if he is in the center of the vertical passageway. Since these are 2 tiles wide, I can only provide a spring which will launch the player out of the manhole when approached from one direction. This is why all of the springs leading up and out of the sewer are againt a wall on one side. Another ugly trait of this tileset is that it appears to use up too much of the palette for the 'Warp Horizon' effect to attenuate at all in 8bit mode. This leads to the trippy psychedelic horizon as seen in Jon McClellan's bchbrawl when played in 8bit color. Since I can't stand this effect, I had to rummage around in the tileset until I found a black tile. This allowed me to black out the sky, and by using Warp Horizon anyways, I was able to place a starfield in the backgroud, and a slight fade for highcolor users to liven up the sky a little. (Peeve: why do some stars in the starfield move FASTER than Jazz?) The inability to fade the Warp Horizon is why I have not done a Beech tileset based level as well, which has the same problem. (Peeve #345: Why is it that the relative scroll speed of the Warp Horizon controlled by the tileset used, somehow, rather than any of the relative x, y speed parameters in JCS?) Despite all of my negative comments in this section, I do like the way things turned out overall. I religiously avoided warps on this level to keep from disorienting the player. The proliferation of sucker tubes and manhole routes which were added over time allow for some daring escapes and limit the effectiveness of the seeker missiles. The sewers were my first time using echo and light events. I found doubling "flick light" events works well, singular flickering lights dont emit enough light for my tastes. The echo also helps to distinguish the sewer from above ground. I used "Set Light" events heavily in the sucker tubes and the sewers. Aside from disliking the lack of an instant light level set, and/or the ability to control the rate of light level change. I like the lighting effects available. I do wish that one could control the lighting on a per-tile rather than screenwide basis, but thats something for Jazz3 I guess. -BB/N/ELM
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