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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, 7968 views)
File Type: rar TP_Music.part1.rar (23.84 MB, 5754 views)
File Type: rar TP_Music.part2.rar (15.67 MB, 5473 views)

Screenshots

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Comments
Old 02-03-2011   #1262
Charybdizs
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Quote:
Originally Posted by Kim the Fox!!! View Post
Hey guys! Long time no see! *broken computer face*
So, I was reading those posts and I read quite a fight.
Welcome back to the kingdom of srb2!

And nah, it wasn't a fight, only good criticism like I want anyways.

Quote:
No, Chary, don't change SNZ's song. It is perfect.
Haha, thanks for the compliment, but it isn't perfect. It's a nice song, one of the best I've done in my opinion, but it's not fitting to what the level is supposed to be.[/QUOTE]

Quote:
Originally Posted by Metal-Rawr View Post
Kim, the current one doesn't even fit, it has no "mechanical" reminder of the oil tracks and machinery. I suggest changes in instruments a bit here and there, but besides that it's all good. (IMO, of course.)
Long time no see. XD

Meh, I think if I was to redo it, I'd change pretty much the whole thing around, for the fact that the one I did already has an entire different feel, to it, meant to give the same awesome feel that this one gives. Which is, in essence, a pristine ice envorinment, untouched by the works of man. Which, is exactly what is wrong with mine, because Snowcap Nimbus is full of the presence of Dr. Robotnik.

But still, I'll have to see what Fawfulfan thinks.

On a side note, did anyone notice that Snowcap Nimbus Act 2 was in 7/8 time? :}

*waits for Fawfulfan*
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Last edited by Charybdizs; 02-03-2011 at 09:49 PM.
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Old 02-03-2011   #1263
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SWZ's music reminds me of LoZ's Song of Healing in places...not sure how. The key sounds the same & the melodies are similar, I guess.
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Old 02-03-2011   #1264
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I'll just add my two cents to this little vote.

Charyb, I think most of your music for this is great, but I'm gonna have to agree with a few of the others; if there was one track you should redo, its probably snowcap nimbus. I'm not getting a strong enough "ice level" feel from it, and, like everyone else said, its needs to be a bit more sinister to reflect Eggman's stuff there.

The song in itself is a nice work, it just is a bit out of context with the game.

Again, Fawfulfan has the final say.
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Old 02-03-2011   #1265
daiches99
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Quote:
Originally Posted by BlazeFan1 View Post
I'll just add my two cents to this little vote.

Charyb, I think most of your music for this is great, but I'm gonna have to agree with a few of the others; if there was one track you should redo, its probably snowcap nimbus. I'm not getting a strong enough "ice level" feel from it, and, like everyone else said, its needs to be a bit more sinister to reflect Eggman's stuff there.

The song in itself is a nice work, it just is a bit out of context with the game.

Again, Fawfulfan has the final say.
This mainly, if you listen to Ice Cap's first piece, it uses the guitar and other synths in a kinda 'Cold' feeling mannerism, yours feels... 'Warmish'. I dunno, maybe it's the simplicity of the music that makes it sound so 'Cold and empty' compared to your 'Warm and lively' pieces which usually have a fair amount of instruments going.
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Old 02-04-2011   #1266
Fawfulfan
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You know what, I'm gonna go ahead and say that I agree. It's an interesting tune, but I'm not sure it's entirely appropriate for SNZ. It needs to be more "frigid". If ever you decided to redo a track, this might be it.
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Old 02-04-2011   #1267
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Quote:
Originally Posted by Charybdizs View Post
On a side note, did anyone notice that Snowcap Nimbus Act 2 was in 7/8 time? :}
Well, the guitar solo part in the middle is. The rest is straight 4/4.
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Old 02-04-2011   #1268
Charybdizs
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Quote:
Originally Posted by SpiritCrusher View Post
Well, the guitar solo part in the middle is. The rest is straight 4/4.
What the... Now that I take a listen, I'm wrong... I know I started making this song in 7/8! Now when I listen, I count 4/8 or 4/4 time in the beginning, and then 6/8 in the middle where you're talking about I think. Remarkably, there is no 7/8 time in there at all, the only hint that it even was there is the irregular transition from the guitar solo into the flute and strings part... I have no clue how that happened, I'm gonna have to take a look at the project file now and see where I went whacked...

*wanders off dazed and confused*
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Old 02-04-2011   #1269
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Quote:
Originally Posted by Charybdizs View Post
What the... Now that I take a listen, I'm wrong... I know I started making this song in 7/8! Now when I listen, I count 4/8 or 4/4 time in the beginning, and then 6/8 in the middle where you're talking about I think. Remarkably, there is no 7/8 time in there at all, the only hint that it even was there is the irregular transition from the guitar solo into the flute and strings part... I have no clue how that happened, I'm gonna have to take a look at the project file now and see where I went whacked...

*wanders off dazed and confused*
Oh yes, of course it's 6/8. When you said "it's in 7/8", I basically listened to it, noticed that it's not 4/4 and automatically assumed "he must be right then". I should have counted myself :P

EDIT: You know what? You're confusing it with Spacewalk. That one's in 7/4.

Last edited by MascaraSnake; 02-04-2011 at 07:44 PM.
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Old 02-04-2011   #1270
Charybdizs
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Ah yes, I was. Thanks for clearing that up!

EDIT:
Fume Shaft Zone Act 1 will be done tomorrow night at the latest.
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A dome structure? something that could be filled with diatomaceous earth?

Last edited by Charybdizs; 02-04-2011 at 11:01 PM.
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Old 02-05-2011   #1271
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Quote:
Originally Posted by Charybdizs View Post
Fume Shaft Zone Act 1 will be done tomorrow night at the latest.
I bet it was hard to "get in the theme" of it.
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Old 02-05-2011   #1272
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Sorry. Had to do that.



Other than that, I liked the levels, they are simple and good.
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Old 02-06-2011   #1273
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OpenGL bugs don't count, because that mode isn't supported.
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Old 02-06-2011   #1274
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Quote:
Originally Posted by NeroTheArmadillo View Post
they are simple
You're a liar. ;)
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Old 02-06-2011   #1275
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Fawfulfan, Maybe it is a red wall?

Ill check in software and in Opengl
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Old 02-06-2011   #1276
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Quote:
Originally Posted by NeroTheArmadillo View Post
Fawfulfan, Maybe it is a red wall?
If it was a redwall, it would be red.
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Old 02-06-2011   #1277
Virt
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Quote:
Originally Posted by SpiritCrusher View Post
If it was a redwall, it would be red.
Hahaha, well said, well said.


Fawfulfan, in most of your levels, I wasn't sure which way to go. Maybe you could mark it a little better?
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Old 02-06-2011   #1278
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Quote:
Originally Posted by Virt the Fox View Post
Hahaha, well said, well said.


Fawfulfan, in most of your levels, I wasn't sure which way to go. Maybe you could mark it a little better?
Actually, I had that sometimes, usually when I first played a level.

Charybzs, how much longer until FSZ?
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Old 02-06-2011   #1279
Kurby
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:| Is it just me, or is DDZ way too long? Also, when I died in the next zone (forgot the name) I had to complete DDZ again. Was that supposed to happen?
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Old 02-06-2011   #1280
Fawfulfan
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Quote:
Originally Posted by Virt the Fox View Post
Fawfulfan, in most of your levels, I wasn't sure which way to go. Maybe you could mark it a little better?
"Marking" which way to go is a crude and lazy solution. The better way--which I have attempted to do--is to generally reshape and modify the levels so that it is naturally more obvious.

Quote:
Originally Posted by Kurby View Post
:| Is it just me, or is DDZ way too long? Also, when I died in the next zone (forgot the name) I had to complete DDZ again. Was that supposed to happen?
...!?!?!?!?!?

I've never heard of this happening. Can anyone else second this claim?
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Old 02-06-2011   #1281
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Let's see... *loads Tortured Planet v8.4* *Loads Vector.wad* (It's my favorite) Hmm... I've noticed that the one thing you SHOULDN'T do with this is load in SMSfun... It adds a creepy Michael Jackson enemy that has a bad palette swap.
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