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SA2B mod -- Beta 1 --

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Replace enemies? yeah, i have thinked in that... but i will not do it because the sprites will suck and I think all the community would like more normal srb2 enemies.


About the .rar file... it s like a zip file
Posted by Chisuun:

1.) Download WinRAR and install
2.) Download the .rar file
3.) Right-click the .rar and extract all the files to your SRB2 folder
 
Overall, this is a pretty lousy mod.
Not only is it far too cramped, it simply doesn't work with SRB2's physics engine because everything is either too small or done incorrectly. The levels only very vaguely resemble their Sonic Adventure 2 counterparts. The ripped textures are very ugly and aren't aligned or rotated to fit the areas, making the whole thing look like an ugly mess. They don't fit well with the palette, so there's unusual patches of colors here and there.
There's some unlockables: A Green Hill Zone remake (which I'm very positive is simply copied from someone else's WAD as I was able to name all the flaws I saw in it from before), a backwards version of Green Forest (which is pretty bland and awkward) and a Chao Garden, where you simply sit there and do nothing.
This mod suffers from being a generally terrible port of good level design. The ideas are very poorly recreated (some aren't even done at all, although it's very possible) and the way you made them feels sloppy and weird. I didn't have any fun at all while playing this outside of laughing at how sloppy it was.

2/10
 
I don't understand why people perceive this to be a good wad, and I really don't want to see a repeat of the old STH360.wad thread, so I'm not going to beat around the bush here. Your mod sucks.

My reasoning behind this stance is that your level design is poor and your choice of aesthetics is poor. Without either of these two, you don't stand a chance at creating a decent level pack.

Let's get one thing out of the way first: utilizing SA2B textures does not automatically make the levels look better. Most commercial games are able to stretch textures to suit the occasion, and SRB2 doesn't have the ability, so by default, almost all textures look smaller than they would in their source. This means you need to be a lot more strategic with how you use textures. A few of the textures you added just look bad in general, so I'd recommend even scrapping some of them. It seems like you're adding only the bare minimum to make sure the map somewhat resembles the original level, and you really need to start being more creative with floors and fofs and pegs whatever to make levels look pretty. As it stands, your forests look like wastelands, the pyramid's tunnel passageways look like diarrhea plastered onto walls, and the rails in the last level are awkward and dull in comparison to the vibrant look of the original's. Quite a few of your levels look like absolute garbage, and the only level that should look like that is Garbage Zone.

As for level design, naturally you're setting yourself for a subpar path by limiting yourself to SA2B's original linear level design, so I won't go on about every level hovering over a death pit since it pretty much goes under that. This is certainly not the only flaw in the mod, and besides the fact that all of these levels are much smaller than their Dreamcast/Gamecube counterparts, there's a lot of flaws irrelevant to the fact that this is a port that I just don't think should be seen in a single player level in general. Your enemy usage is questionable and inconsistent. Sometimes there will be none, leaving sections with no action; sometimes they'll be there, but they're deafed for no apparent reason. There are very few monitors and the likes to spruce up the gameplay and reward the player. Tails passes over pretty much all of the level design. You have an unlockable level that takes thirty seconds to complete and has absolutely no depth to it, just like the rest of the level pack. You have a map that's a race track WITH NOTHING IN IT. I can't tell you how many times I got lost in the emerald hunting stages just because every structure looked the friggin' same.

I probably shouldn't even be posting criticism here to help you improve, because it appears to me that you just don't care enough to put forth the effort required to make these into decent levels. I could probably make a level like yours in only a few days, and that's the amount of time a decent match stage in 1.09.4 is supposed to take, not a single player level. If you want to make good levels based off of SA2B, you first need to know how to make good levels. And I'm just not seeing the skill or creativeness necessary to make this happen.

Luminous beat me to the punch, but I had this all typed out, so I hope you enjoyed my tl;dr.
 
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Dude, make that music smaller. I'm not downloading something worth 76.8MB that's a mod without any massive edits. Look, I can do it for you, just tell me which music and I'll compress it for you. Or at least make a version without the music.
 
Dude, make that music smaller. I'm not downloading something worth 76.8MB that's a mod without any massive edits. Look, I can do it for you, just tell me which music and I'll compress it for you. Or at least make a version without the music.

How many times I have to said that?? I have converted all the musics to OGG in the beta 2
 
Okay, so I played this, and some parts impressed me and others really felt lacking.

Metal Harbor was pretty garish. You need at least two distinct shades of gray to prevent this level from becoming monotonous. The battleship needs its own textures and refined structures (a satellite dish or radar antennae would do). Scrap the ending and replace it with a huge girder / giant missile set piece similar to the one found in the original Metal Harbor.

If you can’t do anything interesting with Route 101, scrap it.

Final Rush was the most exciting stage in SA2, but was the most boring stage in your mod. The level is completely flat and the repeated *rail* pieces come across as hackneyed and repetitive. Ditch them entirely. SA2’s Final Rush had great non-rail platforming. Base your stage more on that.

The emerald hunts were my favorite parts of the mod, but there’s a glitch in which sometimes only two emeralds appear in the map (there are supposed to be three), making it impossible to clear the stage. This is unacceptable.

Too many of your stages rely on simple platforming, and that gets really repeatitive. Add unique gimmicks, like crushers, lasers, moving platforms, more fans, inversed gravity, ect, even if this means deviating from SA2's original level design just a bit.

City Escape and Green Jungle were fantastic, visually and gameplay-wise (though do add more textures to City Escape). Mission Street looks both boring and disgusting, but it had perhaps the best level design and enemy placement of the whole package. While this mod is *far* from perfect, it has its shining moments.

Also, about the enemy sprite swaps, it would add more distinction to your mod and would reinforce the whole “SA2” thing. I’m sure the community sees enough Crawlas and Jetty-Syns that something different would be welcome. Even if your sprites aren’t pretty, put them in the game. You can always improve on them later or enlist somebody to help you. Come to think of it, you could also have SA2 style item-boxes (that’d be only a few simple sprite changes) and “breakable” crates (apply whatever qualities a breakable wall has).

Whatever. It’s your mod. Do with it what you will.
 
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You liked City Escape and Green Jungle?
I really didn't because of how repetitive the gameplay was and how bland things looked. City Escape is very cramped with little flow, and Green Jungle is very small over a bunch of giant pits.
I really dislike how the creator doesn't even bother with recreating gimmicks. You actually can somewhat recreate the falling pillars, opening doors, and other such ideas. He just hasn't tried hard enough.
 
Okay, so I played this, and some parts impressed me and others really felt lacking.

Metal Harbor was pretty garish. You need at least two distinct shades of gray to prevent this level from becoming monotonous. The battleship needs its own textures and refined structures (a satellite dish or radar antennae would do). Scrap the ending and replace it with a huge girder / giant missile set piece similar to the one found in the original Metal Harbor.

If you can’t do anything interesting with Route 101, scrap it.

Final Rush was the most exciting stage in SA2, but was the most boring stage in your mod. The level is completely flat and the repeated *rail* pieces come across as hackneyed and repetitive. Ditch them entirely. SA2’s Final Rush had great non-rail platforming. Base your stage more on that.

The emerald hunts were my favorite parts of the mod, but there’s a glitch in which sometimes only two emeralds appear in the map (there are supposed to be three), making it impossible to clear the stage. This is unacceptable.

Too many of your stages rely on simple platforming, and that gets really repeatitive. Add unique gimmicks, like crushers, lasers, moving platforms, more fans, inversed gravity, ect, even if this means deviating from SA2's original level design just a bit.

City Escape and Green Jungle were fantastic, visually and gameplay-wise (though do add more textures to City Escape). Mission Street looks both boring and disgusting, but it had perhaps the best level design and enemy placement of the whole package. While this mod is *far* from perfect, it has its shining moments.

Also, about the enemy sprite swaps, it would add more distinction to your mod and would reinforce the whole “SA2” thing. I’m sure the community sees enough Crawlas and Jetty-Syns that something different would be welcome. Even if your sprites aren’t pretty, put them in the game. You can always improve on them later or enlist somebody to help you. Come to think of it, you could also have SA2 style item-boxes (that’d be only a few simple sprite changes) and “breakable” crates (apply whatever qualities a breakable wall has).

Whatever. It’s your mod. Do with it what you will.

Final Rush is totally revamped with lot of plataform instead of that ugly rails (u will see it in beta 2)

Mission Street is longer now, i think it s one of my best stages!

Route 101 is... em... i dont know, i only did it to have all Tails levels

The 2 emeralds problem is of the new SRB2, not of my mod, so, SSNTails and the team must fix it

City Escape has now more textures and i replaced the green one.

Green Forest is longer and have more scenary from the real game.

About the enemies... I m not really sure what to do...
 
How many times I have to said that?? I have converted all the musics to OGG in the beta 2

Yeah, you transfered it to OGG. But forgot to compress it. Unless you release a version without the music, I'm not downloading.

Edit: You have 76.8MB, I can make it about... I dunno... 10-20MB?
 
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I have converted all musics to OGG, you will be able to play the mod with that musics in the next beta, so, if you dont want to download this one, wait for the next one
 
You liked City Escape and Green Jungle?
I really didn't because of how repetitive the gameplay was and how bland things looked. City Escape is very cramped with little flow, and Green Jungle is very small over a bunch of giant pits.

The gameplay is indeed repetitive and the graphics are indeed bland in City Escape. What makes it better than most of the levels, in my opinion, is that it's a mostly accurate recreation, has good length, and isn't totally boring. Other than that, I can't really give justice to that stage. I was probably being too generous in my last post when I deemed it to be "fantastic".

Green Forest (not Jungle, my bad), on the other hand, is perhaps the most complete stage in this entire mod. I can stand the textures, the level design is fairly interesting and there are short multiple paths, something that the other levels in this mod don't have. I also found the use of scenery to conceal enemies to be pretty cleaver, although you could make the totally valid counterpoint that it's annoying. Finally, negotiating the series of springs near the end is authentically thrilling.

Although the linear, pits-a-plenty level design of this mod doesn't adhere to the usual SRB2 conventions, remember that this is a remake of Sonic Adventure 2, a very linear, pits-a-plenty game.

I still want to know how STHE123O plans to fix the "two emeralds" glitch.
 
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I thought that climbing up the big tower at the end was one of the worst parts, actually.
Even though this is based off of Sonic Adventure 2, that doesn't mean he shouldn't try to change things a bit so they fit in the game.
 
¿? I dont know how to fix it, it s an SRB2 problem. To play the level with 3 emeralds, try restarting the level

In time attack i have restart the stage 13 times, always two emeralds, and i have restart the game 4 times, why this does not happen with normal levels?
 
I have converted all musics to OGG, you will be able to play the mod with that musics in the next beta, so, if you dont want to download this one, wait for the next one

Obviously you didn't read what I said. Transferring to OGG doesn't make the file any smaller, only if you make the music 16-bit and make it mono, not stereo. The only music you would need stereo is Rail Canyon since one channel will go blank at one point for the other one. So, could you at least get rid of the music or compress it at least.
 
In Time Attack, sometimes when I exit a level (Knux's usually) and try to return to the Time Attack screen the game sigsegv's -.-
 
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