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Modify: ASK ME - Maintain: IN MY ABSENCE - Others must ask me for permission before modifying my submission or use it in their own work, and I reserve the right to say no for any reason. However, if I can no longer be contacted, I give permission for my entire submission to be maintained by others.
I made sure my file(s) follow the Submissions Guidelines
  1. Yes
I named my file(s) correctly (see Filename Conventions)
  1. Yes

Please be aware that this mod is still in development, as such there are things that are subject to change for varying degrees.


Now without further ado...
Hello and welcome to the CyberDime Realm. A almost complete 10 zone mappack that started development back in the middle of 2018, and is a sort of simple but a fairly large collection of levels that i have been gradually adding and expanding on to. They aren't too terribly organised so the overall challenge factor greatly varies. All the extra characters unlocked from the main game can be played here right from the start.

Now believe it or not, but this thing has a story! Big props to my friend LightSpeedAngel for originally making this.
Immediately following the defeat of Brak Eggman and the destruction that followed forth, Sonic & the gang safely escape from the crumbling space station via a conveniently placed escape capsule. They land safe and sound with the capsule now lying at the bottom of a secluded beach, the area was unusually quiet.
They press forwards for a brand new adventure then suddenly find themselves strangely teleported to a normal looking lush green landscape, which perplexed everyone but they continued to press forward. As the gang moves further and further on they start to see some faint but strange distortions in the land. From familar locations to cold mountains to barren wastelands, deserts and even a abandoned city. It all just seems so...unnatural.
It's almost as if this world isnt real...


Credits for all the reusable content.

  • Everyone who's assets i have used that contributed to the Community Asset Pack
  • Lat for the AMT Crawla
    (As of 1.4 That Azazel Fire for making new sprites for this)
    Zippy_Zolton for updating the SOC
  • Egg Sandsub by Blade

  • All Super LUA by Aquatic Akito

  • TehRealSalt for the Game Gear Capsules

  • And a very big thank you to all my friends for helping with ideas and playtesting this with me

Changelog
V1.0:
Initial release

V1.1:

  • Green Hill, Bridge, Marble & Hidden Palace Zone are no longer in the level rotation, (though you can still pick them from the level select.)

  • Marble Zone's enemy count has been reduce by a tiny amount.

  • The first checkpoint in Marble 2 has also been moved forward a bit, so you shouldn't get stuck in the doorway anymore.

  • Most of the "Leaps of faith" have removed and replaced with something less confusing.

  • A very small amount of decorative details added to a few of the levels.

  • Some minor texture changes to Shoal Coast.

V1.2:

  • You can now unlock and play Record attack.

  • Ring, Time & Score Emblems have been appropiately added for it aswell.

  • Updated a bunch of old level select pics. (Honestly alot of them were extremely outdated and garbage, didn't reflect the current state of the level very well)

  • Custom boss music has been added in. (Only for eggman as of right now.)

  • Shoal Coast has had more texture changes.

  • The slope at the end of the level has been replaced and made way less arbitrary.

  • Some more texture changes in a few other levels to be slightly less clashing.

  • The classic levels have all been moved and given their own category now.

  • Marble Zone's enemy count has been cut down again, this time to reduce the local Robo-Hood population.

  • All but a select few of the "leaps of faith" are gone.

  • Nightlight Gully & Terrance Trees have undergone theme changes.

  • Certain sections of Chilly Cliffs has been merged into Shrewd Blizzard, (mainly for act 2) meaning there is only one snow level now.

  • Barren Valley has been completely gutted from the mod now.

  • Shrewd Blizzard, Terrance Trees (Now Mountain), Molten Tunnels & Dark Woods (rip Robohood) have different bosses now.

  • Players now start most of the boss acts with 5 rings.

  • Added some TNT barrels to fang's arena to make the fight slightly more entertaining.

  • Fixed a potential softlock in Cyberdime 3.

  • Cyberdime Zone now has a different sky.

  • And many other tweaks that i'm not going to list here. Both in level design and a bunch of minor things.

  • Also updated the credits list.

V1.2.1:

  • Bug fixes.

V1.2.2:

  • Fixed the old Eggscalibur's LUA causing lag in multiplayer.

V1.3:

  • All 3 acts of Dry Gulch have almost been completely reworked. Act 1 is mostly a drastic overhaul, still featuring some old
    familiar areas mixed in with new ones where as Act 2 & 3 is remade entirely. And now has a bigger emphasis on the Desert Temple theme.

  • As part of the second wave of aesthetic upgrades, Desolated City has gone under a bit of a paint job, many of the buildings are
    now sporting different colours, and added a small amount of decorative destruction to the level..

  • Techno Trouble has also undergone a partial theme change. Now called Amaranthine Outpost.

  • Barren Valley returns (and is now called Timeless Wastes) and has been heavily overhauled, all 3 acts have now been merged
    into one level & is sporting some small changes in the level design and many, many decorative details added. Oh and the music has
    been changed aswell. (Unlockable Level)

  • Terrance Trees also returns and has also been merged into a single act (except for act 3), aswell as a few small similar changes
    to it's spookier counterpart. (Also Unlockable)

  • All of the classic levels have been removed from the mod, but they will return in some other fashion.

  • Added in new music for a bunch of levels.

  • Added in some short sections for Fang for the parts he gets stuck/softlocked in Shrewd Blizzard 1 & Terrance Mountain 2.

  • Updated some of the level select pics again.

  • Way too many more texture changes. (are you seeing a pattern here?)

  • And of course a bunch of minor other fixed stuff that i'm not listing here.

V1.3.1:

  • Another bug fix update.

V1.3.2:

  • Even more bugs fixed!

  • Added custom music to Dark Woods 2.

  • Updated the Greenflower section in Cyberdime 1 to feature the 2.2 version now.

V1.4:

  • Overhauled a bunch of levels, some more heavily than others:

  • Added a skybox to Shoal Coast Zone

Sunrise Uplands:

  • Act 1 has been massively overhauled, sporting several areas redone and a ton more new areas added in, the level has also been extended a bit.
  • (Act 2 will recieve its fair share of changes in the next update)

Shrewd Blizzard 2:
  • Altered a few paths a bit in a attempt to make the level less confusing to navigate.

Nightlight Gully:
  • The entire Zone now has a global colourmap.

Dark Woods 2:
  • Altered the level design in a few spots to hopefully make the level a little less difficult to navigate.

Cyberdime Zone:
  • Added some small decorative details in for act 2.
  • Finally added in the missing rvz and erz sections for act 3.
  • Remade the final boss's arena. (And gave him a new theme too.)

  • Updated the AMT Crawla sprites (thanks That Azazel Fire for making them)
  • Updated the old Eggscalibur again (thanks to Sonic1983 for porting and updating this thing)

  • Fixed the title screen map using the wrong sky. (oh god how did i overlook this for so long)

  • And of course the usual fare of a ton of minor changes not worth listing here and
    bug fixes because i apparently don't test my levels enough

V1.4.1:

  • I did a big bruh moment and broke the special stages somewhat, they should be fixed now


  • For the time being until it gets remade, i have decided to gut the entirety of Dark Woods Zone for the mod since i feel like in its current state is a irredeemable mess.

  • Restored the old eggscalibur to Molten Tunnels 3 and remade the arena to accompany it.

V1.4.2

  • Remade the title screen and added music to it.

  • Shrewd Blizzard 3: Remade the boss arena so the fight itself shouldn't be exceedingly difficult anymore.

  • Nightlight Gully 3: Raised the bottom floor height to make the fight less cheap and irritating.

  • Molten Tunnels 3: Scrapped the old eggscalibur entirely and restored the egg sandsub to the map.

  • Digital Destruction: Added in the 2nd phase for the final boss from the Sonic.EXE character mod.

V1.4.3:

  • Removed the 2nd phase for the final boss because of the crashing problem being way worse than I thought, and made it so you start with 5 rings in the level.

V1.4.4:

  • Added new music to Shoal Coast & Nightlight Gully 2.

  • Updated the entirety of Sunrise Uplands Zone to sport a updated and better looking global and water colourmap.

  • Made a small level design change in act 1 in one of the paths to attempt to reduce unnecessary backtracking.

  • Included Zippy_Zolton's updated AMT Crawla SOC.

  • Fixed the final boss map so it's beatable in multiplayer again.

  • Starting from this version and onwards, the file name has been updated as the V prefix is no longer necessary.

V1.5:

Shoal Coast:
  • The entire level has been updated and opened up to feature more areas to explore along with even more visual changes,
    some small level design additions and less awkward thok barrier issues.

Sunrise Uplands:

  • All 3 acts have undergone a big theme change. Act 1 has also had it's ugly thok barrier problem fixed which should improve navigation.

  • Act 2 has been extended by a bit and small level design changes/additions to the already existing areas.

  • Act 3 now has a new boss fight.

  • Added new music in for Act 1.

Nightlight Gully:

  • Act 1 has been opened up a smidge and has been extended.

  • Minor similar edits to act 2.

  • Adjusted the global colourmap so it's not as strong now.

Terrace Mountain:

  • Edited the zone name a tad as *Terrance* apparently sounds really stupid to a lot of people.

  • Act 3's arena has been remade and now has a unique boss fight courtesy of Spectra.

Molten Tunnels:

  • Act 1 has now been completely gutted from the mod due to serious optimization issues. Act 2 is now Act 1 in it's place.

Amaranthine Outpost:

  • Remade act 3 and added in another unique boss just for it, also by Spectra.

Dry Gulch:

  • Added a few new areas to act 2, extending the level a bit and the split path part way through the level is now gone.

Cyberdime Core:

  • Updated the level name a tad to reflect what the level really is.

  • Act 2 has been removed with Act 3 now taking it's place, and formerly Digital Destruction zone is now act 3.

  • Made some small level design changes to act 2.

  • Added some decor to act 1 and 2. (mostly act 2)

Extra Stuff:

  • 2 more levels have been included, the first level i ever made: Frozen Valley Zone makes it's overly long grand return as a VERY short and simple unlockable level.

  • The boss rush level has been re-added in from a very old version of CDR and has been remade. (Doesn't include two certain bosses for being a nightmare to get working)

  • Made Timeless Wastes even more moody than it already was.

  • Most importantly that the gamedata for the mod has been changed. Apologies if you have multiple save files but the old save data was too much of a mess to deal with after so many massive changes.

  • And of course many minor changes to a couple of the levels that i'm not gonna go into detail here.

V1.5.1:
  • Fixed a pretty nasty visual bug in NGZ1 in software mode and a misplaced death pit in MTZ1.
  • Fixed CCZ2 being accidentally skipped over.
V1.5.2:

Changed the music for the Badnik Bosses​

Added music in for Amaranthine Outpost 1​

Made a handful of texture changes to a few levels​

Due to a alarming amount of complaints about the difficulty of this boss, the Egg Frostburn for Shrewd Blizzard 3 is now gone and temporarily added the Egg Slimer in it's place.​

Added in a ton more details and extra fluff to Nightlight Gully 1 (Big thanks goes out to Othius for making all these changes)​

Added in a entirely new short path for Terrace Mountain 1​

Removed and replaced all the incredibly redundant minecart sections from Dry Gulch 1​

The buzz boss should hopefully no longer crash the game when you use a certain custom character​

Made the majority of the time emblem requirements a bit more forgiving to do now​

V1.5.3:

Fixed a small bug or two​

Fixed some misplaced death pits in Dry Gulch 1​

Reverted every change made to Desolated City 2 back to how it was in 1.5.1 as it was absolute rendering hell in software mode​


Supporters/Co-Authors:
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Author
Zeno
Downloads
35,570
Views
35,570
Extension type
pk3
File size
39.2 MB
MD5 Hash
deb3689772cd8cf5dc6ae3265c1595c7
First release
Last update
Rating
3.83 star(s) 12 ratings

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Latest updates

  1. 1.5.7 Update

    1.5.7 Changelog: Made some small changes to the first half of act 1 for Nightlight Gully. Made...
  2. 1.5.6 Update

    1.5.6 Changelog: As a quick important side note, starting from now the most recent version of...
  3. 1.5.5 Update

    -Made some more small changes to Shoal Coast, Dry Gulch 2, Desolated City 1 & 3. -The last...

Latest reviews

All these maps are epic! My favorite's the Icy/Snowy one (I forgot the levels name...)
Upvote 0
The levels are peak.
Upvote 1
I've made it far into this level pack, and I think my thoughts on it are pretty set already.
This is awesome, the best level pack so far in my opinion.

Aesthetics are at SRB2's best, the music is absolutely amazing, level design is open but fast, and the special stages...
OHH THE SPECIAL STAGES

To be honest, I never get the emeralds, mainly because the official special stages are really boring, I don't enjoy them. But these ones... Oh my god.
Never enjoyed getting emeralds as much as in this.
BUT
I just got two of them... which kinda sucks because I love the gameplay (skill issue, I know).
I think adding a spoiler section in the overview tab where you show the medal placements would be cool.

The only reason I'm not giving this 5 stars is because the stages' difficulty is mainly set by the number of enemies, level design being not punishing at all, which could be improved.

I'm really looking forward to the next updates.

Cheers to ya.
Upvote 1
i dont know how to do intros to these typa things so basically: Me (avery) and Neon played this entire mod fully today and decided to write a review on it!!! awesome yea go read

Starting off, Shoal Coast Zone was really cool and an absaloute great start. The level design was fantastic, the design of the level were really solid to play through and the design was great, the transitions from the beach to grass to cave were well executed and overall it was really enjoyable. As for the transition to the little lab thing, the trap was timed perfectly and transitions well into the lab part with Mecha Sonic (who i'll talk about in a bit), and the fakeout leading into the virtual world bit was really well done and I loved every bit of it! My only ick is the sheer amount of bumblebore spam but everything else was great!!

Sunrise Uplands Acts 1 and 2 were GORGEOUS. The sunset vibe was beautiful and the stage design was really nice and we loved every single second of it. The music was great, the sections were nice to go through and had a lot of love put into them, and overall it was the best levels out of this entire mappack. No complaints regarding this level from both of us, amazing work you guys!!! :DDDD

Much like the first, Shrewd Blizzard was also great. Nothing much to say, nearly same level of quality as Sunrise. Aside from getting lost a little, enjoyed this one! :]

Midnight Gully Zone Act 1 is where the problems come in. Level was generally really empty and boring, was very easy to get lost and if using other characters (i.e: Mario or Cacee) you could just skip over the whole thing. I also died twice at the end because there was 0 indicator on where the goal was and I flew right over it unfortunately. Act 2 is the same except it's way easier to get lost in this one, even to the point where I asked Neon genuinely where we were going, boss was kinda icky too.
=+= Neon Note: ourple water =+=

Terrance Mountain Zone was something. Off the bat music was awful, was a bit too optimistic about it going in but aside from that: Cool concept, executed poorly. Ghost enemies were ripped straight from the base game with changed texture which was cool was still pretty lazy and was spammed EVERYWHERE, level design didnt make up for that either unfortunately.
Suprisingly there was a completely original boss which definetely redeemed this stage a bit, even if the attack patterns were pretty awesome to see! "it was fucking touhou" -Neon
=+= Neon [+ avery] Note: trampolin :))) =+=

Molten Tunnel just sucked. We don't talk about Molten Tunnels.

Amaranthine Outpost Zone was alright, nothing too special here, level design was same as the rest and nothing too interesting. 0 indicators on where to go and generally just a bit uninteresting and empty, not to mention the whole horde of enemies attack was kinda just shoehorned in there without any proper intro, the doors just open and that's it, you don't even have to fight them if you figure out they even open in the first place. However being able to see the enemy concepts was a neat touch.
Nothing too special about the boss, it was custom again so that's neat but not too much interesting about it aside from feeling like the one from Terrance Mountain.

Dry Guldge Act 1, as Neon once said: "this is literally fucking arid canyon from 2.1", whilst yea, it does have a few other bits mixed in, it generally just feels pretty rushed. And the quicksand just made it a pain in the ass. Aside from the quicksand, Act 2 looked really cool and I loved the temple design! Not too much to say from it, gameplay was meh but concept was cool!! As for the boss, I liked the room design but the fact quicksand came in midway just ruined the entire thing. Also there was Fang for some reason?? (fuck fang we hate fang) ((except blitz fang he's cool -neon)

Desolated City zone was a bit of an ick for the both of us. I don't really see how an entire city level fit at all. The level overall feels really empty and lazy. The giant gaps in the floor weren't really explained, and the buildings were just not well placed. Act 2 is just the titanic, no other comments LOL
The boss was just Metal Sonic with no really extra features, however we do like Metal Sonic in this household so its permissable :)))

Cyberdime Zone Act 1 was really dissapointing, I thought it was gonna be a completely new zone until my hopes and dreams were shattered right infront of me as I realised all the zones to get the emeralds were just exact copies of the prexisting zones from the base game but just SLIGHTLY buffed with some original stuff thrown in, not even in a fun way either. We were incredibly sad too because this level looked so promising when we went in but just ending in what it did. I get the premise of this zone was to be like a throwback of all the levels but it just comes off as really lazy. Act 2 was relatively the same as the first, nothing interesting in that part.
The boss is just a whole other can of worms, the start made it seem like were were going to leave the literally Matrix bit but instead we got transported to... just the base final boss. Devastating, I nearly had a heart attack and Neon threw himself off the edge of the map. Music was bad too. Ya'll didn't even change the ending either which sucked. We couldn't even play the remake stages either :(
=+= Neon Note: I COULDN'T PLAY MARBLE ZONE IM GOING TO FUCKING RIOT YOU MOTHER FU =+=

Special stages were actually really awesome, genuinely really creative idea instead of just copying the base Special Stages and the fact it loops so you can fix your mistakes as well makes it even better, gameplay was great, we love to see it :DD (obviously ignoring the last one but it's still in progress so I don't mind :]
The music though was a bit annoying as its literally the same track every time with different instruments, but I'll let that slide as the gameplay was fun.

Here's my main problems with all the stages:
- Firstly, the level design for most of them is confusing in the fact that half the time you literally can't tell if you're going backwards or forwards half the time. This got to the point where I genuinely asked Neon "Are we going the right way or not?"
- Some of the music (I'm pretty sure some was original? Dunno tho) wasn't the best honestly, improvement to be had there.
- Level design post the first 3 zones was really empty and just felt progressively lazier throughout, work to be done there
- Less enemy spam. I fucking beg.
- Story direction is odd, Mecha Sonic was at the start but was never explained as to why and there was 0 transitions between levels.

Overall, we rated it a 3/5 collectively. It's really promising however there's definitely work needed to make it the best it can be. If you're still updating this then don't give up!! This concept is really cool and I'd love to see it fully complete, best of luck :DDD

"im having a fucking annurism" - Neon


thats the review go home
Upvote 0
The level design gets kinda meh at the end but still, this is a very good level pack
Upvote 0
Cyberdime Realm RETURNS! I Like this Level Pack
Upvote 0
This pack is mutually fine overall, but there is a bug with Nightlight Gully Act 1, the game SIGSEV's before the stage even starts, and apparently I have no idea why that's happening. If there could be some sort of way to fix that problem with the stage, let me know about that.
Upvote 1
this map pack has a lot good about it, however, it needs a LOT of improvement.
the aesthetics and music are stellar, i won't deny that, but the actual level design is in DIRE need of a change. the levels are very mazelike and the path to the goal will often be in a random spot that isn't relative to the rest of the level. (i.e., a red spring in 2-1 that sends you up to another area of the level that most players wouldn't notice at first.) this level pack does have a lot of potential, and once again, apart from the level design, it's great, but it still needs a lot of work done on the levels.
Upvote 0
Loved the style overall. Yes, I see there are more "mature" maps than others, but still I like the styles and its friendly design used and the direction this pack is going to.

The main things I think that need to work on:
- Better dimensioning, specially in DGZ2 with its cramped rooms/sand slides. I think it's too much 3 sand slides.
- Better direction. Some path split/merges are confusing and may lead the player to take the wrong turn or walk in circles. E.g. SBZ2 (near 7700,-8100), NGZ2 (8100,-14500) and DCZ1 and 2.
-CCZ2 feels grinddy... hum, that button hunting in vanilla rooms is necessary?

One of my favorites level packs btw.
Upvote 1
I played through the most recent version with a friend, and it honestly almost feels like an entirely new adventure in comparison to the older versions. Assuming this still has yet to be finished, I'm just even more excited to see how this turns out.
Upvote 0
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