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ForumsShowcase → Life of a Merchant II is out...
Life of a Merchant II is out...
2004-10-22, 7:07 AM #1
...and you can either grab it here or in my sig.

[http://www.massassi.net/ec/images/15030.jpg]
[http://www.massassi.net/ec/images/15031.jpg]
[http://www.massassi.net/ec/images/15032.jpg]
[http://www.massassi.net/ec/images/15033.jpg]
[http://www.massassi.net/ec/images/15034.jpg]
[http://www.massassi.net/ec/images/15035.jpg]
[http://www.massassi.net/ec/images/15036.jpg]
[http://www.massassi.net/ec/images/15037.jpg]
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2004-10-22, 7:27 AM #2
BAH. I have to go somewhere in five minutes! I wanna play it NOW! :(

2004-10-22, 8:05 AM #3
I rock, because I beta-tested!

A perfect 10/10. I ran through with cheats this time, and killed everyone but kedri and the mechanic before I ended the level. It rocked.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2004-10-22, 8:08 AM #4
That texture looks so familiar :/
2004-10-22, 8:39 AM #5
...which one? There are quite a few.
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2004-10-22, 8:59 AM #6
Splendid work! I have no excuse to delay the next entry in the series any longer... :[]
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-10-22, 10:09 AM #7
darn you, I just uninstalled jk/mots...
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2004-10-22, 10:17 AM #8
Quote:
Originally posted by ZOOIkes
darn you, I just uninstalled jk/mots...


correction... i damn YOU!!! :mad:

hehehe, yep, typhon my manbabies are at your disposal.
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2004-10-22, 11:59 AM #9
11/10*

*It's 11 because I'm in it...and I beta tested...DAHHHHHAAAA!!!

In all seriousness this is 10x better then the first. It plays more like a short game then a level.
Think while it's still legal.
2004-10-22, 12:02 PM #10
Quote:
Originally posted by clan ruthervain
correction... i damn YOU!!! :mad:
The first thing I thought when reading that...
"Arrrr! Tannen stop it!!! Damn you, Tannen!"
"No, I damn you. *cocks gun* I damn you, TO HELL!"
Only because it was an awesome movie :)

I should be d/ling + playing this over the weekend.
May the mass times acceleration be with you.
2004-10-22, 12:48 PM #11
Quote:
Originally posted by SAJN_Master
I'm in it.


I don't recall seeing you. Where?

Anyways I enjoyed the Kyle ("3rd time this week!") and Kedri ("Lain lover") cameos. The level on a whole was good, but I think a couple more mini-missions like the kyle, ugnaut, and kedri ones might have rounded it out a little better.

The map didn't show the hospital or a couple other places, which was a little annoying because I had to check all the important spots on the map for them.

The map wouldn't deactivate for me once.

My save game loading crashed once, but only once, and I loaded lots.

Cool water raising stuff in the sewers. A simple cog effect used well, and not one you see used much.

I liked how there were just random deadends and doors everywhere, added to the sense of realism and enjoyment.

Accidentally shooting civs (or the Juzsoft leader) leading to alarms was annoying. Maybe having it trigger after 2-3 shots would have been better.

Do the ATMs have any REAL use? Besides rounding your credits down to the nearest 10 when you deposit them all...

I was in BAD need of health in the first half of the level (before exceltech). I think this was mostly due to the fact that I thought I needed to save credits for a hyperdrive. :p

2004-10-22, 12:57 PM #12
Kyle Katarn, Ticket Scalper, Kedri The Latin Lover, Brian Loizer.*

*Those lines were recorded ages ago. I do not take responsibility if they suck...but if you think they are good I take full responsibility.

>.>
<.<
Think while it's still legal.
2004-10-22, 12:59 PM #13
???? Uhhh... ok...

2004-10-22, 1:12 PM #14
Quote:
Originally posted by jEDIkIRBY
I rock, because I beta-tested!


I can only say: wow!!

nice work with the money.cog
SpriteMod (JO 2003) Roger Wilco Skin

Snail racing: (500 posts per line) ---@%
2004-10-22, 4:34 PM #15
I never played the first, but I enjoyed this one regardless. Good job. [http://forums.massassi.net/html/icons/icon10.gif]
2004-10-23, 10:42 AM #16
wow. THAT WAS SO FUN!!!!!!!! sequel.now. please?
He's Watching you
…../|,-‘`¯¯`\(o)_\,----,,,_………
…( `\(o),,_/` ¯ : o : : : o`-, ….
2004-10-23, 11:18 AM #17
what the hell is your sig supposed to be?
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2004-10-23, 4:14 PM #18
I was about to ask the same question.
||Arena of Fire || Grand Temple of Fire ||

The man who believes he can and the man who believes he can't are both right. Which are you?
2004-10-23, 4:21 PM #19
I likes! And I'm in it! Can you guess where?

Wolfy, no clues!
Edward's Cognative Hazards
2004-10-23, 8:53 PM #20
I loved it. Here is my in depth review:

Gameplay:

This level really shined in this area. The RPG elements really enhanced the look and feel of the city, especially the money, store, and map systems. The fact that you could go up and talk to people, as well as venture off on a variety of mini-missions made the level not only more interesting, but also more involving and realistic. The addition of difficulty settings was a nice touch, and the entire police/law enforcement system was pulled off expertly. I think the most impressive and dynamic aspect of gameplay, however, was the non-linear gameplay. Few JK levels to date can boast such an open-ended layout and objectives. The numerous cameos and couple of secrets rounded up an impressive, and compelling action-packed package.


Design:

The architecture was spot on. Not to elaborate, but varied and intricate enough to hold the player's attention while not distracting too much from gameplay. You wouldn't expect a back-water town to have any distinctive or recognizable landmarks, but at the same time the design in each area is unique enough that you won't get completely lost (the maps also help you fin your way if you do). The same goes for the textures - they were dark, messy, dirty, and commonplace and so seemed very appropriate for this sort of level. Perhaps a bit more variation would have been nice, but overall, this aspect of the level was pulled off very convincingly. Finally, lighting was perfect. It really gave the level that "hive of scum and villainy" kind of atmosphere and yet at the same time there was enough variation between lighter and darker areas to make the level interesting.


Story:

The story was convincing and enjoyable. It was interwoven remarkably well, especially when taking into account all the little subplots and side missions. The characters were rich and diverse in terms of both personality and backgrounds, not every character was what he seemed. Whether a "Latin-Lover" or a homeless Ugnaught, each character brought a depth of enjoyment and depth to the story. The story's greatest asset, in my opinion, were the superb cutscenes and voice-acting. While sometimes a bit hard to make out, the variation in human and alien dialects held my attention from start to finish. All of this helped to establish the story and develop the plot. The only big flaw I found with the story was the ending, which was a bit dull and uninspired. It almost seemed as if you'd rushed the ending just to get the finished product out to the public, but I thought greater care could have been taken with making the final scene as involving and exciting as possible. It's a shame to see a great level just suddenly end without a mini boss battle or climactic plot device. More could have been done with this.



All in all, this level was an astounding and enjoyable addition to the JK-SP archives, which is why I give it a final score of 9.6

Gameplay: 9.7
Design: 9.6
Story: 9.5
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2004-10-24, 5:06 PM #21
I got stuck after the pirate somethingorother and ended up looking down the street like the ugnaut said (went into the other 3-story pirate(?) building with the locked door on the top floor), but I still couldn't figure it out. :(

Might I request a hint please? :)
(If the hint involves getting into the JuzSoft building, please be a little more specific than "Get into the JS building" -- like, which door/window. Thanks.)

[edit]Nevermind. Daft PMed me.
But for anyone who may have the same problem, the instructions are in the spoiler below

in the building with the Pirates and the locked door on the top floor, go down one level and go outside onto the balcony. If you look up, you'll see a hole in the balcony's roof. Jump up on top of the roof, and then follow it to the end. You'll see a window to the top floor - break it, and jump in. You'll see a guy held hostage in there. Talk to him, and you'll get your next objective.
May the mass times acceleration be with you.
2004-10-24, 7:05 PM #22
I loved it. The city had a realistic design sorta feel to it. However, for the key npcs, I think it would've been better if you made them invincable. You did some, but not all. Thats my only real complaint, besides not having enough side quests and getting lost alittle (:o). As I said before, I loved it.
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2004-10-24, 8:37 PM #23
See if I designed this, it would have had a drastically altered gameworld if you killed these major NPCs.... then again, it never would have been released. :(

The one thing that I didn't like was all that churchbrick.mat blankspace you see for the walls of the town. It seems as if there's no depth. What kind of city would have huge walls surrounding each curved street, or huge blank spots between buildings?
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-10-25, 10:57 AM #24
I'm seriously stuck. I'm supposed to find the Hacker, and I've done everything else I can do, but I can't find him anywhere.
Moo.
2004-10-25, 1:28 PM #25
Spoiler for CoW:
There is an enterance into the sewers under the train tracks.

If that doesn't help, read on:

After falling down under the train tracks, your next goal is to go left, fall down, and down there somewhere find a switch to raise the water level, so that when you go back to that area, it will be full of water and you can float across.

2004-10-25, 2:40 PM #26
I'll just post here instead of replying to all the PM's I got; I managed to find my way through, and just beat it a few seconds ago. Thanks for all the help :)
Moo.
2004-10-25, 6:56 PM #27
Finished last night.

I must say, this is the best JK SP level I have ever played. I pretty much agree with what Daft said in his analysis.

Though there were a few small issues (but I still <3 this level)
  1. There was a really horrid lighting spot in the sewer. It was near the beginning and just around a curve/turn -- there were lit surfaces against black surfaces. However, this is the only ligting problem I found.
  2. The lamp post has some missing surfaces on the top. Not that you'll see it more than maybe once, but it's likely a 10 second fix.
  3. In that big room in the sewer where you continually raise the water level and swim troopers dive in, some of the sectors against the walls were not set to be water, and I ended up walking from water to air, then back again. Kind of like the gungan forcefields...
    [/list=1]

    But I rated the level a 10 regardless.

    So many pros, so few cons. [/lame joke]

    btw, should we be looking forward to LoaM 3?
May the mass times acceleration be with you.
2004-10-26, 8:42 AM #28
Quote:
Originally posted by Darth Slaw
btw, should we be looking forward to LoaM 3?


Once I'm done with this semester, I may start work on a LoaM3.
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2004-10-28, 9:15 AM #29
Why the heck wasn't I offered the option to beta this?! This level r0xor3d, to say the least. Here's a "quick" rundown of my opinion:

Pros:
  • City has a much better feel to it, and was quite extensive. I often got lost.
  • Lighting and texturing was done superbly; special effects were well used here.
  • The new HUD looks nice (though I'm not sure who gets credit for that)
  • I'm glad that no money was needed to win the game, as well as the fact that it was dropped by random foes.
  • Voice-overs for virtually every line! This was a huge improvement in my eyes; the voice acting wasn't that bad at all, either. Even though this bulked up the size qutie a bit, it was well worth every byte to listen to the cutscenes.


Cons:
  • A display of current money would've been nice (perhaps you could've replaced the force power display?), but the cash card item was still a lot better than nothing; this is only a minor detail.
  • Not terribly many side-quests; mabye three or four more would've rounded out the level very nicely.
  • The map kiosks froze the game on me once; haven't the foggiest clue as to why.
  • The ****tered glass looks too purple-ish.
  • The sewer sectionss was perhaps a wee bit too long; I grew tired of it near the end, despite how great the area's puzzles were scripted.


Total Scoring:
  • Quality: 90%
  • Atmosphere: 93%
  • Innovation: 95%
  • Gameplay: 100%
  • TOTAL: 94.5% (A)


P.S: Make a LoaM3 or DIE! Also, letting me beta test it as well would be nice...
Wake up, George Lucas... The Matrix has you...
2004-10-28, 2:28 PM #30
GoZ made the HUD.

Yeah, listening to the cutscenes is quite a treat; much better than *beep* + Text

Are you sure the map kiosks froze it, or did you just turn away from facing them while looking at the map? If you turned away, you couldn't reactive the kiosk to turn off the map.
May the mass times acceleration be with you.
2004-10-28, 3:29 PM #31
Quote:
Originally posted by nottheking

I'm glad ... that [money] was dropped by random foes.


Thank you, thank you. I came up with that idea.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2004-10-28, 4:41 PM #32
Nice idea kirby :)
Concerning that, the trando in the pirate house dropped some creds, but I couldn't pick them up. :confused:
May the mass times acceleration be with you.
2004-11-01, 10:49 AM #33
Quote:
Originally posted by Darth Slaw
Nice idea kirby :)
Concerning that, the trando in the pirate house dropped some creds, but I couldn't pick them up. :confused:

Yes, on occasion, I noticed that the credits couldn't be picked up, as well as noting that sometimes, a pile of credits game me energy or power cells instead.
Wake up, George Lucas... The Matrix has you...

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