User talk:Jazz

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Well, if you have problems with, or like my edits (hopefully like) let me know. --Jazz 09:40, 23 October 2007 (PDT)

Music

Who wrote the Deathmatch Arena music? And who remixed the Icecap, S3&K Boss, and Flying Battery? I've been wanting to know ever since I first played Jazz Attack. –SonicMaster 07:33, 21 January 2008 (PST)

ParagonX9 remixed the Sonic tunes and "Orr" created the tune that I used in Deathmatch Arena. You should be able to find both artists on Newgrounds, along with their other works. --Jazz 08:20, 24 January 2008 (PST)

OpenGL

Unfortunately for me, OpenGL goes slow to the point of being unplayable on my computer. Not to mention it crashes my computer as well. I am confined to Software only. –SonicMaster 10:42, 30 January 2008 (PST)

Sorry to hear that. =(

Unfortunately, the fact that certain people who cannot use it doesn't change the fact that it is the superior rendering mode for Match/CTF simply because of the ability to look straight up and down. --Jazz 12:20, 30 January 2008 (PST)

Gamepad/Other peripherals

You mention in my Match/CTF guide the fact that SRB2 can be controlled with a gamepad. Thing is, the guide in general should support the standard peripherals for a PC first-person shooter, which is keyboard and mouse. I'm sure Spazzo will want to add in keyboard-only specifics, and you could edit in the gamepad specific strategies. However, I believe we should stick to the control standards of all other first-person shooters in the general guide. --Jazz 12:20, 30 January 2008 (PST)

Uhh, I doubt people wanna use my control scheme for FPS. I use a PS2-like gamepad by Logitech. And yet, I almost never use the analog sticks except for pressing down on them.

Button Action
Triangle Move Forward
Circle Strafe Right
Square Strafe Left
X Move Backward
Select Show Scores
Start Light Dash or Toss Flag
D-Pad Look up/down/left/right
L1 Spin Dash
L2 Jump
R1 Shoot Special Ring
R2 Shoot Normal Ring
L3 (press down on Left Analog Stick) Reset vertical viewing angle to 0°
R3 (press down on Right Analog Stick) Toggle control scheme as well as camera view

For the record, yes, I do have a Dreamcast. –SonicMaster 11:06, 31 January 2008 (PST)

Skill Improvement?

So have I improved since Cosmic Failhouse?SonicMaster 11:21, 31 January 2008 (PST)

Quite a drastic improvement just from checking out its design. I'd have to give this an actual netgame test to give you any kind of useful feedback, however. When is that going to happen? Who knows? --Jazz 07:24, 1 February 2008 (PST)

How drastic? Does the design look above average? –SonicMaster 11:35, 12 February 2008 (PST)

After playing through the map with a full netgame (8 players,) I have to say that the map's design is absolutely average (5/10). The pipes, though a nice idea, they didn't really add much to the gameplay as they weren't particularly effective for escaping or warping to the other side of the map. Sonic's thok is much quicker. These pipes however are not a bad idea, but they need to be used to bring players to areas that they couldn't otherwise reach, or somehow provide a bigger advantage than traveling to the other side of a small map. =/

Also, you have way to many ringboxes. I was literally monitor-hopping across the entire map, winding up with somewhere over 200 rings in the first minute alone. (I eventually wound up with an Attraction Shield, and later maxed out at 999 rings after the 3rd or 4th minute.) Or, maybe the boxes are fine and I'm just crazy like that. Either way, you'll want to give them a look.

My last comment is on graphics. The blue Christmas-rock looked quite strange against the grass. I would have gone with THZ textures for the pipes, and GFZROCK/OLDROCK for the other formations. But then again, thats just me. -_-

Hope this is of some help. --Jazz 18:52, 12 February 2008 (PST)

It's certainly a good idea to have someone review it before you submit it to the Level Design Contest. ^_^ Anyway, I have an incomplete idea for the new pipe system that looks a bit cooler. I personally loved Daimondus CTF's texturing and decided to apply it to this level; I thought it was very pretty. So I'm not gonna change that. I do have a few too many ring boxes. I think the 25-rings are hurting. But I'm not gonna remove all of those. Just the cheap ones. –SonicMaster 19:52, 12 February 2008 (PST)

Actually, the blue textures against the grass didn't bother me, it was the fact that you also used the vine wall for the perimeter. I didn't get a chance to play it in the netgame (joined during the last minute on Jazz's server)... The bomb also seemed a little cheap, I'd rather do some platforming than spin-thok jump. Maybe with the pipes you should use some wind or gravity effects to make going through them a lot faster. Also the basic layout is an open square, a layout which I personally don't like. I'd suggest trying to be a little more creative in that regard, there are only two 'box' levels in the official rotation and I don't like either of them very much. Of course, thats just for future maps... Good luck with this one. JEV3 09:54, 13 February 2008 (PST)

Yeah, I don't rock with making maps. This is only my third custom Match map. –SonicMaster 10:01, 13 February 2008 (PST)

Crystal Caves was my third match map. It didn't rock at all. You can't make good maps until you make a few (Or in my case, many) sub-par ones. -_- --Jazz 10:05, 13 February 2008 (PST)

Actually making the map is easy, just deciding whats going to be in it, thats extremely hard. I could make an fof labyrinth in under ten minutes, but it took me hours just to decide which way the pipes on VDZ would go. I think thats part of the reason its harder to make early maps, experience makes creating it faster, but its almost vital for designing it. JEV3 19:33, 13 February 2008 (PST)

Actually, I was trying to make it a bit different than Daimondus in texturing. And I avoided GFZROCK at all costs. –SonicMaster 00:03, 14 February 2008 (PST)

You rock

Anyway, as far as map-making skills go, you learn fast. Physics Lab should definitely be in Jazz Attack v1c. Replace Vertical Forest or Crystal Caves with it, plz? I think the community will be a little better off with your Match Strategy Guide. Thanks again. Eventually, you will be able to make maps worthy of a 9.00 or above rating. Enough experience for the win. –SonicMaster 09:29, 4 March 2008 (PST)

Actually, Physics Lab is replacing the even more sub-par Space Platform map. Crystal Caves and Vertical Forest have both been replaced (remade if you will) for 1c. No problem about the strategy guide, it actually is helping me realize the reasons why I do all the strange things I do in netgames.

And, considering the current votes (7, 7, 9) I have on Physics Lab, for all I know, it could indeed earn a 9.0 or above. Doh! I've cursed myself. Now the next five people will give me votes below five or something. -_- --Jazz 09:37, 4 March 2008 (PST)

Either way, when I first played it in 1v1 (which just doesn't work...), Gemini and I were very impressed by your gimmick. Didn't take too long to figure out how everything worked. –SonicMaster 09:55, 4 March 2008 (PST)

Wiki formatting

It seems like you always need to use [[Rail Ring|Rail Ring]] when you could have just used [[Rail Ring]]. Why? –SonicMaster 08:19, 6 March 2008 (PST)

Maybe because he's used to how external links work: if you do this: [http://www.examplepage.com/], you get this: [1] ~Kaysakado  •  Talk  •  20:26, 6 March 2008 (UTC)

I thought the format was [[Page Name|Text that has link]] I did not realize that just leaving the page name displayed the page name as the link. I will go back through my Match Guide and fix these immediately. --Jazz 13:31, 6 March 2008 (PST)

ShufflarB2 Match Guides

Thanks for the Space Dock one. It looks cool to see DW's map have almost full documentation (still doesn't have Thing stats). And just by looking at the level design, you'll probably want to try out Emerald Park Zone before Gamecube Battle Zone or PlayStation Battle Zone 2. Why? It'd be more fun for you.

The latter two look like they have very bad design. They're too open, and each of them only have one weapon ring. Gamecube Battle has absolutely no ring monitors. Even while just browsing through it by myself, grabbing an Attraction Shield sucked up everything in the map very quickly. –SonicMaster 20:46, 6 March 2008 (PST)

Did Emerald Park. I'm assuming you still want techniques for the sub-par maps? --Jazz 20:59, 8 March 2008 (PST)

Hmm...maybe I should go and start making articles for some of the other maps, like Fort Eltsac. –SonicMaster 21:51, 8 March 2008 (PST)

All right, why not come up with techniques for Fort Eltsac? –SonicMaster 21:10, 12 March 2008 (PDT)

Mwahahaha

Don't feel TOO confident yet, Jazz. Though Physics Lab managed to get the same score as Thunder Citadel Zone, you have to realize that Thunder Citadel actually got 10s in its votes. –SonicMaster 10:56, 9 March 2008 (PDT)

I'm also quite sure Thunder Citadel got more than 5 votes. =/

I'll also have you note that my map was the top score of the contest, even though that in itself was a fluke! Mwahahaha! =P --Jazz 11:04, 9 March 2008 (PDT)

At least it didn't have Jazz's-Old-Maps Syndrome, e.g., Sonic at the Disco. I define that syndrome as having a cool gimmick but with bad sector layout. Interesting how you put not to do that in the Wiki.

The reason why I don't like that zone is because everyone just cramps around the music-changing buttons. The rest of the map doesn't get used a lot. It's been that way in basically every Jazz Attack netgame I've played. –SonicMaster 15:42, 9 March 2008 (PDT)

Your other sandbox

Yeah, why not finish that one? :P –SonicMaster 19:33, 25 September 2008 (UTC)

Because I barely play netgames anymore and would rather be writing the guide for 1.1, which has better netcode, and a more interesting match mode in general. --Jazz 14:03, 29 September 2008 (UTC)

Sector-Based Spike Rows. –SonicMaster 17:46, 2 October 2008 (UTC)

Cool. --Jazz 02:15, 3 October 2008 (UTC)