Single Player level pack collab suggestion

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I'm pretty sure they said they're never going to implement slopes into SRB2 officially, and I doubt they wanna use an alternate .exe that will soon be outdated, as the whole point of this is to create a sort of un-official official expansion pack for SRB2. But I digress, this isn't the place to argue.
 
Whackjood's steampunk Metal Sonic has some terrible design choices, so here's a better representation of how awesome it would be from Google.

SteampunkMetal.jpg


Although old train feet will live on in our hearts forever.
 
Like i said, to make a good level out of that idea, it needs CB.
While there are a few features in CB I would like to play around with, such as the elemental shields, there is no chance of it being used for this community project because Kalaron has vanished and any work we have finished for CB won't be compatible with 2.1
 
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Of all the things that have been done in SRB2, never, have I seen a level with gimmicks involving time travel.

That gimmick has never been used, unless some map makers have encountered a really big error while trying to use this gimmick, personally, I would like to see a Zone involving a Time Travel gimmick.

--Time Utopia Zone--

=====GIMMICKS=====

1. Time Travel - This is used to travel between the Present or Future much like in Sonic CD.

=====THEME=====

A lost zone where few have traveled, the sky is blue with it's clouds white in the Present, the Future however, depends on you.

If you've collected no Chaos Emeralds, prepare for a desolate wasteland filled with badniks, and if you did, speed around with few badniks chasing you.

It takes place on a high plateau filled with many clock pillars surrounding it, as well as a few Time Posts mounted on the top of them.

=====PLOT=====

Dr. Ivo Robotnik has made a machine which rusts any kind of metal, thus making the clocks malfunction, opening Time Portals.

Sonic and Co. will have to reach the main clock and travel through Time, fighting Robotnik in each one of them.

=====BADNIKS=====

ALL TIMELINES

Time Warper - This badnik is equipped with a time traveling matrix, allowing it to warp between timelines.

Attacks

Time Fling - Warps you to a different timeline without will.

Aerial Charge - Just a head on charge.

PRESENT

Elite Jettyson - Robotnik made one of these because we SRB2 players all know how annoying Jettysons can be, so he made one with a lot of speed and firepower, it can also fly.

Attacks

Laser Cannon - A charged up shot that can be fired after 5 seconds.

FUTURE

Spinal Chomper
- This Badnik can climb onto walls, making it difficult to destroy, and can also leap onto you.

Attacks

Leaping Sneak Attack - It is mainly used when the Player is near a pole and this enemy is on it, mainly only objects that can be clinged on.

=====BOSS=====

Clockwork Boomer - The boss of Time Utopia Zone, it also has the Time Fling attack, it is very big in size and has very damaging weapons.

Attacks

Spread Scatter (1st Attack) - A bunch of lasers come out from the boss's chest, firing at you, you need quick dodging skills to dodge this.
Time Fling (2nd Attack)

Black Hole (Pinch) - This move is only used when he can only take one more hit left, and a countdown appears, and if you fail to attack him before that, it's an instant kill.

=====ARENA=====

The arena is falling along with it's clock parts, and thus, you will have eight minutes to defeat the boss before it reaches the ground, causing a crater and instant kill.

You stand on gears and jump to another to be able to attack the boss.

=====NOTES=====

Honestly, this could be the final zone, or the extra, but this would require a lot of SOCing skills, and with it's gimmicks, it makes it even more hard to make, so I highly doubt this will be included in the Level Pack.

Have a nice day.
 
Suggesting something, even if I know that I'll regret it.
Cyber Tower Zone
A virtually generated tower. Could do well with a mix of mechanical and virtual textures. Making it look like the thing isn't "loaded" completely and is using some default texturing of sorts (For example, making a spot on the ground have virtual textures and maybe strange collision) would be nice.

--Gimmicks--
Introduction: Act 1 would start in a completely virtual textured room, then the actual texturing would replace it. Not sure if it should be gradual or instant.

Teleporting: if there is a teleport in the level, the place should turn into a black void and then look like it's loading the teleport destination, like in the Act 1 introduction.

Grids: Occasionally, the player will see these, which have various effects, and said effects can be changed in some way such as buttons or something else. They would use the LITE(letter) textures, with each color corresponding to a particular effect. Would be great for puzzles or path splitting. The area the grid affects would be tinted in a colormap of the same color as the grid. Black grids do nothing, Blue ones would push the player in a particular direction for transporting purposes(Or hazards if you put something harmful at the destination!), yellow ones would make the player super fast and lose rings gradually. (I kind of ran out of ideas here, feel free to suggest stuff.)

Magnet boots: a special kind of monitor that appears only in this zone. When popped, it would allow the player to cling to metallic ceilings for a bit of time. Jumping or going on a non-metallic section would mean falling off. The monitors themselves respawn after being popped even if respawnitem is turned off.

Eggman signpost: First thing first, Act 2 should seem too short to be true. When you reach the signpost, it is proved that it was, as the signpost stops while showing Eggman's face, explodes, and the player is teleported in another section, which is the actual act 2. Preferably, it should look different from the rest of the zone.

--Midboss--
Right at the end of act 2 (the actual end, not the eggman signpost one), the player should suddenly be moved to an entirely virtual textured room. A special theme starts playing and a green sonic appears, only to copy the player's skin/color! (Yes, it's possible to SOC.) It then starts to run around, jumping or spindashing sometimes and also shooting multiplayer rings occasionally. (Might not use the rails.) Beating it will make the signpost fall from nowhere and show the player's face when it lands, ending the act.

--Boss Arena--
The fight takes place in a hexagon shaped area with windows looking outside and triangular floating platforms aligned with the sides of the main area, which is a hexagonal platform. Outside there is some ground outlining the area and there are also some decorative things, but falling off is instant kill (See the boss' first Panic Attack if you're wondering how you could fall off with windows blocking you.) Some hurtful hazard is at the bottom. (The idea is quite hard to describe, and I'd like to make this act myself.)

--Boss--
This time, you fight your favorite egg shaped evil genius at the top of the tower. His latest eggmobile edits (this means that it acts like the eggmobile except with different attacks) are themed around missiles:

Attack 1: Eggman shoots 5 missiles with a delay of about half a second between shots. The missiles make a small explosion (half the size of an explosion ring blast maybe?) and leave temporary elemental-shield-spintrail fire where they land. Eggman dashes away horizontally after this attack.

Attack 2: Eggman launches a homing missile that does exactly what it should: follow the player everywhere. It'll only chase the player for about 5 seconds before overheating and exploding though.

(Do note that it can use the normal attacks in the panic phase.)

Panic attack 1: Eggman launches a super missile that is very fast, causes massive knockback if it hits player directly and can break the windows of the arena if it hits them instead. There's still a charge-up time/sound before he uses it.

Panic attack 2: Eggman launches a missile that, when it hits something, creates an explosion of turret projectiles that fly all over the place (basically A_OldRingExplode without the objects going to DeathState).

--Music--
I'd suggest using this: http://www.youtube.com/watch?v=FI1HJWTTZ3c

Oh and by the way, I got an idea on how to SOC/already SOC'd all of the things I suggested, and I would like to help with other SOC related stuff as well.
 
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A time-travel zone could be done with multiple copies of a level in the level and relative teleports, but it would be way too much work to turn into a full zone. A one-act zone, maybe. In fact, it could be related to the steampunk zone Whackjood suggested. Maybe as the third act? Steampunk goes well with clocks, and clocks go well with time travel. A combination of the two themes would be neat.

I know that at one point I had planned to try a time-travel version of GFZ1 as a proof-of-concept map, but then university and SRB2SBAHJ got in the way. I never came up with a proper method of transmitting the player, though.
 
A time-travel zone could be done with multiple copies of a level in the level and relative teleports, but it would be way too much work to turn into a full zone. A one-act zone, maybe. In fact, it could be related to the steampunk zone Whackjood suggested. Maybe as the third act? Steampunk goes well with clocks, and clocks go well with time travel. A combination of the two themes would be neat.

I know that at one point I had planned to try a time-travel version of GFZ1 as a proof-of-concept map, but then university and SRB2SBAHJ got in the way. I never came up with a proper method of transmitting the player, though.

That works well too, I planned this to be a final/extra/secret Zone or Act, And I do agree with your Steampunk suggestion, it would work well.

And of course, I feel sorry for you having to do school and some code changes or whatever was SRB2SBAHJ.

And of course, I also agree with you on the method, honestly, it would either be teleports or you going through different parts of time while hitting a switch (which could act like a Time Post).
 
Heavenly Tower Zone

THEME:
Heavenly Tower Zone is a huge, ancient, ruined building that stays alone in the mountains. The tower could use DSZ textures, I guess.

The first act would be completely inside the structure, Sonic and friends must make their way to the top. The act will feature many paths, open areas, and rays of sunlight that shine from cracks in the ceiling.

The second act would take place outside the structure, with occasional inside moments. The second act will have clouds that bounce you higher, but they wouldn't be all over the place. This act will have more obstacles.

The boss (act 3) would take place on the tip of the tower, any shape as long as it isn't just random. The sky is very cloudy, as it is about to storm. When the boss goes into pinch mode, it starts storming.

ENEMIES AND THE BOSS: The enemies can be flying, or jumping. Mechanical birds are what I have in mind.

The boss will be the Deep Sea Boss, but with different maneuvers. It will be guarded in three "pods," a different one each attack.

wzcLB.png

When the player attacks the pod, the ruin will shatter and an entrance will be made. The players falls in, the boss teleports to a new room, switch to 2D, and...

oDzxa.png

The player hits the boss, the door opens, the player falls back into the arena, the boss is in a different pod, repeat process again, then you get to the final room when you fall in the last pod.

PeIBf.png

MUSAC: Act 1 Act 2 Act 3 (Boss)
 
I personally think the idea of "Gravity Garden Zone" to be the first act and have "Cloudy Domain Zone" as the follow up act seems appropriate.

For example:
From space, you transcend into the planet by managing yourself into a domain within the sky?
Have some form of level transitions within it, regardless if it won't blend with the other zones.
 
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I'm seeing a lot of custom enemy and boss ideas, many (if not most) of which are plain impossible to SOC. If you want your zone idea to materialize, you should focus more on level gimmicks that are possible in SRB2 and less on complicated enemy ideas that have no chance of happening until we get Lua in 2.1.
 
Zany Ziggurat Zone

Theme:
Jungle/Temple/Lava/Desert
Much like Kuba11's last OLDC entry, this level would take place among a South American styled jungle. Dense forests with murky swamps, ruins of ancient civilizations, and a landscape now and then pierced by channels of volcanic activity. This would be the first act. The second would take place within chambers and caverns underneath a massive Amazon temple, lost to time. Quicksand and lava would be commonplace down there, with sand rivers threatening to plunge the player into a very hot bath.

Gimmicks/hazards/ideas
Rising Sand, Rising Lava, Sand falls like inside the pyramid in Super Mario 64. Falling platforms, Closing gate puzzles. Murky water, lava chasms. Vine swinging if possible. But more important that any gimmicks, great platforming as you work your way up ancient structures overgrown with vegetation and worn with time.

Badniks/boss ideas
First and foremost, vicious piranhas for the rivers. Something absolutely vicious and dehabilitating, to make the player cringe on sight of water. Maybe some sort of sector based carnivorous plant? The electric worms from Angel Island Zone would also fit well, for sure. Again, no boss ideas. I suppose the Egg Sand Sub or a variation would fit quite well. Can it dunk itself in lava without getting hurt?

This level would kind of fit any of the above mentioned motifs, desert, jungle, lava, and temple, and it could always be adjusted to fit certain ones and not others.

Musical Inspiration:
http://www.youtube.com/watch?v=7D-B2VxQqhs
http://www.youtube.com/watch?v=3F1vpo8jzmI
http://www.youtube.com/watch?v=F4oP-r9YJxk
 
Vine swinging would be possible. Just replace the swinging chain sprite with a vine sprite. Btw, is anyone planning on starting an act anytime soon?
 
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srb20235.png

My proposed zone's already been started, mate.
 
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Zany Ziggurat Zone

I love the idea of the zone, but it seems to me that it should have a more serious name. How about Forested Shrine Zone, or Desolate Palace Zone? Feel free to completely disregard my advice, but I do think those names would be a little more appropriate.
 
Vine swinging would be possible. Just replace the swinging chain sprite with a vine sprite. Btw, is anyone planning on starting an act anytime soon?
I made a start at Gravity Garden a few weeks before I made this thread. But it's insubstantial and theres nothing interesting to it.

Regardless, I've noticed that there are still quite a few zone cliches that people haven't suggested. For example, there is a distinct lack of ice levels which is something I expected to see a few suggestions for by now. I'm sure the last thing we want is to be flooded with levels using the same few themes.
 
I love the idea of the zone, but it seems to me that it should have a more serious name. How about Forested Shrine Zone, or Desolate Palace Zone? Feel free to completely disregard my advice, but I do think those names would be a little more appropriate.

Why is that name unfitting? It's not like this is some grimdark fic involving Shadow and Black Doom and stuff. Sonic games have always been quite cheery. Anyways, ZZZ. Top that!

More ideas coming soon!
 
I don't think there is some problem with that name at all. It seems to be a lot more fitting for a Mayan shrine (built by Mobians, yeah!) inside an Amazon-like jungle. Also, when I heard that name, I simply thought of Mesopotamia, but well...
 
Cryonic City Zone

Theme


A haywire cryonics laboratory surrounded by a frozen city with buildings encased in ice.

Gimmicks/hazards/ideas


Crumbling, slippery roads. Fire hyrdrants that can be broken, shooting a water geyser upwards that flash freezes and can be used as a platform. Spindash-powered temperature machines that can thicken or thin-out the amount of ice in the surrounding area. Act 2 places a greater emphasis on indoor sections.

Badniks/boss ideas


Obligatory sliding penguin badnik, bunny-hopping snowman badnik with an icicle shooter, viking badnik that lobs axes.
 
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Sparkling Neon Zone

Theme
This zone takes place within a city filled with bright lights and tall structures everywhere. You will find yourself stumbling upon a couple of plazas you could visit and you will also find yourself venturing through buildings whenever it seems that there is no other way through the city. Throughout this zone you will be walkways higher up from the ground you can follow to go through some of the alternative paths and even find some goodies.

Act 1 has you going through the lower level of the zone where you will be traversing through different streets, parks, and plazas of the city while Act 2 will have you travelling in the higher level of the city where you no longer will be travelling along the main streets that would be found between buildings anymore and you , but you still will go through plazas, sides of buildings, and now you will be venturing through buildings more often as well.

I was thinking of using some of the textures from Egg Rock and Castle Eggman Zone mixed in with custom city-like textures that are inspired by tiles from other zones like Spring Yard Zone and Casino Night Zone.

For the music what I was thinking was using these two tunes Stardust Speedway, this one http://www.youtube.com/watch?v=ON1_geFiP5s&feature=channel&list=UL and this one http://www.youtube.com/watch?v=h2SBwE0cX90&feature=relmfu


Gimmicks/Hazards/etc.
-The main gimmick that occasionally would be used to reach higher areas is the tarps which will bounce up when you jump on it.

-Another gimmick that can be found through out the zone are "speed sliders" which act as a railway for Sonic & co that propels them forward whenever they are on them. These speed sliders are sectors that can be found either on the ground or suspended in the air which start you off as if it is a zoom tube and you will continue to travel in a spin animation as long as you stay on them. You still have the ability to jump while you are travelling on these speed sliders except when you are going through a tunnel. You have an option to jump off of these any moment except when you are going through a tunnel. Whenever you go through these speed sliders you can find yourself going to other paths you cannot reach regularly, but these also can lead you into harm's way as well. Most speed sliders will end being broken up and some others will not be placed at the same level as the one you are already travelling on.

-Another thing the zone will feature will cables that you could hang on, but they all will normally have electricity flowing through them. They are kind of optional most of the time in Act 1, but Act 2 is where they will they will play a more prominent role.

-The disappearing blocks from Casino Night return in Act 2 of this zone,except with some variation. The green ones with appear and disappear fairly quickly in a straight path while the blue ones will appear and disappear in random areas.


Badniks
Robo-Cop: This badnik is the city's Robo-Hood. One thing that definitely differentiate them from their counterpart is that there are multiple versions of them and sometimes they can be found grouped together in twos or threes. One version will chase (through short thoks) after you shooting off three bullets at a time periodically while another will stay in place shooting off a explosive rocket at you. The third version of this enemy acts as a Cop Speeder from Sonic Adventure except it tries to boost into you as well.


Boss

An idea I had for a boss was something like the mini-boss at 2:30 of this video. http://www.youtube.com/watch?v=l2twdfgfwps
Either Eggman or a Robo-Cop enemy would be riding a heavily armed vehicle. Its means of attacking would shooting a machine gun fire along the ground, shooting exploding cannonballs at a semi-low arc, and charging at you. The boss shoots off the short burst of machine gun bullets when it chases after you and backs away quickly when about to shoot off cannonballs. The charge attack will leave the boss invulnerable, but it is only used at mid-range. Whenever you hit the boss it will spin out and will be invincible much like a Sharp. In its pinch phase the boss will start off spinning out dropping mines. The mines are similar to the grenade weapon you would use in multiplayer, but the mines explode after a couple of seconds if they do not do so whenever neither player makes contact with it nor the player is very close to it. The cannonballs are shot off at a faster rate and the boss will also drop mines occasionally, but the machine gun fire will stay the same. Since the spin attack has can home in at you it will replace the charge attack, but it will not be spinning out as long as it normally would be when you land a hit on it.
 
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