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Tortured Planet v9 (scmrtf_TorturedPlanet-v9.wad) Details »»
Tortured Planet v9 (scmrtf_TorturedPlanet-v9.wad)
Version: 9.0, by Fawfulfan (The Tortured Planet guy) Fawfulfan is offline
Developer Last Online: Jul 2017

Version: SRB2 Rating: (82 votes - 4.02 average)
Released: 03-19-2010 Last Update: 07-07-2012 Installs: 52
Single Player Levels Multiplayer Levels SOCs Sprites/Graphics

I know some of you have been waiting for this. You've been waiting for far too long. I've been so focused on other projects, and putting the finishing touches on this was an incredibly low priority for me. But I figured I might as well get it out there, for those of you who want it.

I'm probably not representing this update too well; the truth is, v9 is a huge change. All the levels have undergone massive renovation, plus there's custom music now, courtesy of Charybdizs.

Remember, there is a separate file for music. It's too big to upload here, so I'm providing mirrors.

I'd like to thank everyone who both loved and hated this mod...this community has really helped me on my quest to become a professional game designer. I hope you enjoy it.

Spoiler: changelog
Beta 1: The first demo of this mod. Just included Sunshine Atoll Zone and all the boss battles.

Beta 2: Eruption Conduit Zone and Drowned Downtown Zone have been added, plus a lot of renovations to most of the levels already in the pack!

Beta 3: Snowcap Nimbus Zone and Gritty Columns Zone have been added, plus some more renovations to existing levels. Notably, a new path has been created in SAZ1!

Final Demo: Fume Shaft Zone and Liftoff Gantry Zone have been added. Several of the boss battles have been improved, some drastically overhauled. And a few levels have been tweaked a bit.

Version 1.0: Now we're getting somewhere! Here's a list of the most significant new features:

-Complete Single Player Campaign. The levels are still in a pretty crude shape right now, and they will be improved later, but they're all there!

-Full Coop Support, and Coop-friendly alternate routes in some levels.

-Gamedata and saving capabilities.

-Emblem Hunt! There are 54 emblems in Tortured Planet right now (the Statistics page in the game says 56, but it's counting the secret emblems, which I have not added). One for each player in each of the first two acts of every zone, just like in the official level set. Be aware that the emblem locations are not necessarily permanent--some of the emblems have a somewhat crude placement, especially the ones for Knuckles. Later versions might have emblems which are hidden more creatively.

-A special intro cutscene, replacing the official intro, which explains the back story of Tortured Planet (I already explain it in this topic, but it's nice to have a reference in the mod itself).

-SIGNIFICANT changes to Sunshine Atoll Zone Acts 1 and 2. I'm not telling you what they are; you have to play to find out. However, you'll see many of them from the moment you load up the level.

-General bugfixing throughout the game.

Version 1.1: A hasty bugfix for v1.0.

Version 1.2: A hasty bugfix for v1.1.

Version 2.0: The Match levels have been made, and a few more minor graphical and gameplay bugs have been fixed.

Version 3.0: With the exception of Star Showdown Zone, literally every single map in the entire game has been overhauled at least somewhat (it's not apparent in some of the boss battles, but yes, I did make at least some really minor changes to all of them, too!) The Match levels, though still hardly top-notch material, have had many of their most glaring flaws corrected. And as for the Single Player levels, many of them have been totally transformed. You'll see more texture variation, more path splits, more new gimmicks, new areas, more secrets, and a general reduction in bugs. In addition, I followed a lot of the advice that has been given to me on improving the levels, so you'll see some of your wishes come true!

There is going to be a v4.0, but this should certainly tide you over until then.

Version 3.1: WHOOPS! V3.0 had a couple of problematic bugs...they've been fixed now.

Version 4.0: This update is pretty much as big as 3.0 was. Practically every level has been updated in some way, and many of them have significant new areas, gimmicks, and glitch removal. Also, new cutscenes have been added for the beginning of each zone!

Version 4.1: Bugfix.

Version 5.0: The most massive update yet. Most levels have been improved, some enormously expanded. ECZ1 was scrapped and remade entirely. Sunshine Atoll, Fume Shaft, Liftoff Gantry, and Spacewalk all have lots of new custom textures, and Gritty Columns now takes full advantage of the DSZ set. The boss battles have been revamped, the biggest changes occurring in Fume Shaft 3 and Star Showdown. There are loads more changes that you should also be on the lookout for!

Version 5.1: Critical bugfix (a pattern emerges).

Version 5.2: Son of critical bugfix.

Version 5.3: Good grief, another bugfix!

Version 6.0: This update puts 5.0 to shame. It features level improvements just as expansive, plus new secrets and unlockables. There is now a purpose to collecting the emblems and the Chaos Emeralds. Music has been changed in places, too. The levels themselves feature mostly visual improvements, but there are also some new or modified gimmicks and challenges to watch out for, as well as one or two new path splits.

Version 6.1: The mandatory hasty bugfix. This contains a lot of little fixes, instead of just the usual one or two.

Version 6.2: Actually, this one's got a little more than just bugfixes. It also features some minor graphical improvements to GCZ, and Weightless Whaling Zone has been optimized somewhat.

Version 6.3: All previous updates have either been large-scale transformations or tiny bugfixes. This is the first one to be somewhere in between. Version 6.3 features a whole slew of bugfixes, plus substantial changes to the first three zones!

Version 6.4: A couple of bugfixes, improvements to SAZ1 and ECZ, and optimization.

Version 6.4.1: Infinitesimal tweaking of SAZ.

Version 7.0: Sorry, but here's where the trend stops. v7.0 is nowhere near as expansive an improvement as v6.0. But there's still a fair amount of new stuff. The biggest change is the addition of the Tortured Archives, an unlockable blast-from-the-past that will allow you to play Tortured Planet as it was in Version 1.2, pretty much the first stable and complete version of the pack. Of course, v7.0 levels beat the hell out of v1.2 levels, but perhaps a playthrough of the pack at its worst will help you appreciate how far Tortured Planet has come. Besides Tortured Archives, you'll also find an even better Sunshine Atoll Zone, plus scattered bugfixes.

Version 7.0.1: Correction to the MAINCFG lump.

Version 7.1: Minor bugfixes, improvements, and optimization of ECZ2, SNZ1, and GCZ1.

Version 8.0: Significant improvement of ECZ, DDZ, and SNZ, moderate improvement of GCZ and LGZ, and small adjustments to SAZ, FSZ, and SWZ.

Version 8.1: FSZ2 was previously riddled with bugs. Well, not anymore!

Version 8.1.1: Hasty tweak of DDZ2.

Version 8.2: A bunch of bugfixes and optimization.

Version 8.3: Improvement to FSZ2, slight changes to ECZ1, and some assorted bugfixes.

Version 8.4: More bugfixes for FSZ2.

Version 9.0: The mother of all improvements, and probably the last one I'll do, unless I decide to create a 2.1-compatible version when the time comes. Every level has undergone tremendous changes, including scenery updates, gimmick updates, and hundreds upon hundreds of glitches fixed.

Also, Spacewalk Zone is now 100% optional. Those few players who still want to brave this monument to wasted effort can still do so, and the remaining 99.9% can simply jump on the SKIP pad at the very start of the level to take them straight to AAZ.

Finally, of course, there's Charybdizs's music. You'll have to download a separate file, but it's definitely worth it...particularly since the levels are silent without it!


The Story:

After Sonic and company beat Dr. Eggman in Final Fight Zone, the evil scientist fled to another planet, taking the few functional robots he had left with him. Sonic and his friends felt they needed a good, long vacation, and went to Sunshine Atoll Zone for a few months of sun and surf.

But a few weeks into their vacation, EGGMAN ATTACKED AGAIN!

Sonic, Tails, and Knuckles managed to escape to the other side of the island unharmed, but they were seriously confused. How had Eggman managed to return so quickly?

After spying on some robots, Sonic discovered the answer: the planet Eggman had fled to was rich in natural resources--and was home to a peaceable but strong alien race which Eggman had enslaved to reconstruct his evil schemes.

Well, the three of them had to do something. This alien planet desperately needed their help--and what was more, now that Dr. Eggman was powerful again, he was also taking over Mobius! Will Sonic, Tails, and Knuckles EVER get to finish their vacation?

Downloads:

MUSIC MIRROR:
http://miburl.com/i12LBS

Download Now

File Type: rar scmrtf_TorturedPlanet-v9.rar (15.02 MB, 7579 views)
File Type: rar TP_Music.part1.rar (23.84 MB, 5345 views)
File Type: rar TP_Music.part2.rar (15.67 MB, 5084 views)

Screenshots

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Comments
Old 08-28-2010   #782
Fawfulfan
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I might be able to release v8.2 soon. Let's keep our fingers crossed.
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Old 08-28-2010   #783
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Guys, I've got good news and bad news.
Good news: Fawfulfan is going to the college, so he will follow his career (*o*)
Bad news: Fawfulfan is going to the college, and then TP's next version can't be forecasted...
But it is OK, I'll be a well of patience.
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Old 08-28-2010   #784
Metal-Rawr
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LOL I think this information has been told about a month ago kim, but thanks for clearing it out more *thumbs up*
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Old 08-29-2010   #785
Josh
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Awesome mod truly! I get every version no matter what!
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Old 08-29-2010   #786
Metal-Rawr
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Hey fawfulfan, I found 2 things in SWZ, first, if you get a shield before you get hit by the invinci-ray machine, and then it turns off, the shield remains invisible (I kept attracting rings with nothing, maybe rings think im hot? XD, and I tried getting another atraction shield later, it was still invisble (probably because its the same time of shield)).
Also, I got sigseved right when I was FINALLY about to pass SWZ 2, in the part where it rocket-launches you and you need to stay a bit on the "huge circly things" to make you not touch the deathpit.
But it doesn't really mater, I got sigseved a second before I touched the ground, wasnt ready for this sort of gimmick...
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Old 08-29-2010   #787
Fawfulfan
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Uh, it doesn't actually sound as though you were anywhere near about to pass SWZ2. That room is only about two thirds of the way through the level.

Anyway...v8.2 is out now, the first version to be completed from my college dorm. Not tremendous, but it addresses some of the more serious issues you guys have brought up.
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Old 08-29-2010   #788
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I don't have a screenshot of it, but I think halfway or around there in Eruption Conduit, there are like 2 boxes side-by-side in front of a corner, and a couple boxes stacked on top of one-another from floor to ceiling. Kinda hard to explain the area, and i'll have a screenshot eventually, but I thought it was like a secret or something, and jumped over the side-by-side boxes, and there wasn't anything there...and I was stuck!
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Old 08-29-2010   #789
WhiteHeroAlex
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Uh, there's actually only one download link available, the RAR one. Can you put down the .zip one for us who can't use .rars?
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Old 08-30-2010   #790
Virt
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I clicked "Mirror 2: ZIP" and it led me to a download link of a rar file. ._.
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Old 08-30-2010   #791
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Quote:
Originally Posted by Virt the Fox View Post
I clicked "Mirror 2: ZIP" and it led me to a download link of a rar file. ._.
What? Perhaps you clicked Mirror 1 by accident? I just checked Mirror 2, and it looks like a zip to me. =S
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Old 08-30-2010   #792
Virt
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Huh. That's odd, because I did click Mirror 2. Anyway, nice mod, FawfulFan.
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Old 08-30-2010   #793
Fawfulfan
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No, Virt was right. Mirrors 1 and 2 led to the same place. It's just that I fixed it the instant I saw Virt's comment.
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Old 08-30-2010   #794
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I found this in Snowcap Nimbus Zone act 2, but I can't remember where exactly:


Also, perhaps you could cut down on the Jettysyns in Snowcap Nimbus Zone acts 1 and 2? There seems to be too many of them IMO, and they can be quite annoying at times too. =/
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Old 08-31-2010   #795
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Okay so I have 55 of the 56 emblems it says there are in Tortured Planet. I got all 54 emblems placed inside the levels, and one for completing the mod. So I'm gonna assume the last one is the perfect ring emblem?
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Old 08-31-2010   #796
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I'm pretty sure it's the all-emerald emblem from 1.X's unlockables. The mod extra emblems weren't updated.
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Old 09-01-2010   #797
Fawfulfan
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Quote:
Originally Posted by Mystic View Post
I'm pretty sure it's the all-emerald emblem from 1.X's unlockables. The mod extra emblems weren't updated.
I'd get rid of it if I could, but I believe you said earlier that there's no way to do it short of going straight to the source code.
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Old 09-01-2010   #798
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Well, I'm not playing too much SRB2 anymore.But when I beat your mod I'll put my comments. =P
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Old 09-02-2010   #799
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This is by far the best mod i ever play in SRB2 Fawfulfan. Cant wait for the next version.
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Old 09-02-2010   #800
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Quote:
Originally Posted by Fawfulfan View Post
Uh, it doesn't actually sound as though you were anywhere near about to pass SWZ2. That room is only about two thirds of the way through the level.
DOH! Seems like im never gonna finish spacewalk zone, the gimmick's too hard for me- I neither get to the sucking vent things when im too close to the floor (deathpit) or I rise to much and get sucked into them, even tough the funny thing is, I played in netgames in AAZ almost all the time and almost know the way by heart, poor lil' me XD
Also, are there videos providing embelm/token location? the right-left-u turn-leftie~left on the wiki just confuses me too much O~O
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Last edited by Metal-Rawr; 09-03-2010 at 09:51 PM.
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Old 09-04-2010   #801
Badnik
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I got some suggestions.
  1. The emerald platform in spacewalk zone should be a teleporter.
  2. When you access the UFO's commands in AAZ, a closed door could open, revealing the auto-destruct button. The player would then have to press it to make the UFO crash.
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