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-   -   Acid Missile for v2.0 (scr_acidmissile.wad) (https://mb.srb2.org/showthread.php?t=31834)

FuriousFox 10-13-2009 03:02 AM

Acid Missile for v2.0 (scr_acidmissile.wad)
 
5 Attachment(s)
Yep, updated for v2.0. Sort of a rush job, not much is changed. Still the same 3 zones: Waterfall Valley, Storm Ruins, and Gloom Metropolis; and the same final boss in Slime Silo.

Some of the music is changed (Bosses, Storm Ruins 1, and Slime Silo), and the final boss uses two different alarm sounds now.

I included 3 special stages I was planning for the pack. The 4th is only half done, so I didn't include it. They're sort of a hybrid between SRB2's style and Sonic 2's style: You have to get a certain amount of rings in order to move on to another part of the level.

Ezer.Arch 10-13-2009 03:56 AM

More than welcome!

I was playing Acid Missile (and Mystic Realm) yesterday. Good moments! :D

D00D64 10-13-2009 04:06 AM

I HAVE WAITED SO LONG FOR THIS
I'd say "Thank You" several times, but I think it'd stretch the page. Definitely my fav mod.

Ezer.Arch 10-13-2009 04:25 AM

I'd expect some cries and whines. If people cried at SS7 of official pack and wanted to kill devs; let them see custom special stages of Acid Missile.

I found them interesting and a tad challenging (yea, I need to get skilled to new SS' concept).

BlueZero4 10-13-2009 04:43 AM

*high five*

Personally, my favorite quality about Acid Missile was how short and sweet it is. Custom special stages only help, though!

Wombatwarlord777 10-13-2009 05:24 AM

Thank you! This is an awesome level pack!

LightspeedX 10-13-2009 01:15 PM

Sweet! Can you put a mirror please? I can't download from the attachments system :<

glaber 10-13-2009 01:35 PM

I gotta try this. I also need a token guide, but that can wait.

How much was done via auto converter? Were "things" lost?

D00D64 10-13-2009 02:06 PM

Quote:

Originally Posted by glaber (Post 645091)
How much was done via auto converter? Were "things" lost?

He stated in IRC that the two SOCced bosses were converted :3

glaber 10-13-2009 02:15 PM

I was referring to the level converter program when I said "auto converter"

MetalKirby 10-13-2009 03:05 PM

Ah man, my favorite level wad from 1.90.4 was converted. Soon as there's a mirror, I'm getting this. Thanks a lot for bringing this over. :)

Ezer.Arch 10-13-2009 03:21 PM

I have a question: Why do switches in Shrouded Terminal Zone not work?

Quote:

Originally Posted by MetalKirby (Post 645103)
Soon as there's a mirror, I'm getting this.

Have fun: http://ezerarch.uuuq.com/files/scr_acidmissile.zip

D00D64 10-13-2009 04:02 PM

Quote:

Originally Posted by glaber (Post 645096)
I was referring to the level converter program when I said "auto converter"

I know, but I thought the Things you were reffering to were the Bosses, mainly.

FuriousFox 10-13-2009 04:10 PM

Quote:

Originally Posted by Ezer.Arch (Post 645104)
I have a question: Why do switches in Shrouded Terminal Zone not work?

Shrouded Terminal could not convert properly using lvlconv. The map is a relic from the 1.04 era, and many of the specials I used in it are no longer supported in v2.0. I tried to update it a little bit, but lost interest. The map is bad; it was my first publically released SP level. It's still in the pack if you use the MAP command to get to it, but I removed it from the secrets menu.

Quote:

Originally Posted by glaber (Post 645091)
How much was done via auto converter? Were "things" lost?

Most of the work was done with lvlconv.exe.

I had to go in and mess with the 1UPs and Tokens in WVZ1 (since the tokens were set to change locations based on difficulty), I also had to delete all of the red crawlas on the bridge in SRZ2 (apparently it only converts hard-mode enemies if they have a z-offset or something, I don't know). I had to change the length of the Play SFX linedef executors in the special stages and Slime Silo to get them to play the right sounds. The axis objects in WVZ3 and GMZ3 had to be modified since the radius is now determined by angle, rather than having 3 different objects for 3 different radius sizes. The boss SOCs had to be manually converted.

LightspeedX 10-13-2009 05:18 PM

Great pack, Furious! Two problems though:

I've gotten all Emeralds, but the level select option didn't appear!
How do you get STZ again? It doesn't appear on the checklist.

Ezer.Arch 10-13-2009 05:37 PM

Quote:

Originally Posted by LightspeedX (Post 645121)
How do you get STZ again?

MAP MAPFB or MAPFC.

There are more info here: http://wiki.srb2.org/wiki/Acid_Missile

glaber 10-13-2009 06:05 PM

Now for the big question. do you run into the SS7 Eggrock 3 teleport glitch in this mod?

Fred 10-13-2009 07:05 PM

Hey, thanks! It'll be nice to have some of the extra single player content back in 2.0.

LightspeedX 10-13-2009 07:29 PM

Wasn't STZ an unlockable level in 1.09.4?

FuriousFox 10-13-2009 07:31 PM

Yes, see my post above about why I removed it. You can still get to it through the MAP command if you really want to play it, but it's not completely functional.


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