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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: May 2016

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, 6263 views)
File Type: rar TP_Music.part1.rar (23.84 MB, 4008 views)
File Type: rar TP_Music.part2.rar (15.67 MB, 3847 views)

Screenshots

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Comments
Old 03-22-2010   #22
Fawfulfan
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Maybe...but the fact remains that I just don't like Coop, and I am reluctant to be a party to its proliferation. I'd much rather encourage Match mode by having some of those type of levels in my pack.

EDIT:

You know what? I'm going to give it Coop support in V1.0 after all...but it'll have the problems I've already outlined. I may create a solution in later versions.
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Last edited by Fawfulfan; 03-23-2010 at 03:38 PM.
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Old 03-24-2010   #23
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Quote:
Originally Posted by fawfulfan View Post
You know what? I'm going to give it Coop support in V1.0 after all...but it'll have the problems I've already outlined.
Then what's the point? People can already play these stages in online coop if they want, problems and all.
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Old 03-24-2010   #24
Fawfulfan
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What? But how is that possible? I left out Coop support.
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Old 03-24-2010   #25
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All you have to do is bring up co-op multiplayer, select one of the SRB1 remake stages, and type in 'map map01 -force' into the console. Simple workaround.

Last edited by corneliab; 03-24-2010 at 04:40 PM.
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Old 03-24-2010   #26
Fawfulfan
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Well, you won't have to do that in the next version, because the levels will henceforth have Coop support. In later versions, I may create workarounds for the problems incurred in Coop, but for now, good luck dealing with them.
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Old 03-24-2010   #27
MascaraSnake
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That's the good thing about skipmapcheck, if you use it, you don't care what supports what anymore.
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Old 03-24-2010   #28
Little Djermy
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Ugh, I finally got the chance to play this. I only got up to the level after the snow level (I can't remember names, even though I played it a few minutes ago), but I saw enough to say that I am impressed.

Pros:
-Solid levels that don't really allow you to get lost. The paths are always very clear and the amount of openness gives plenty of replay value.

-Great detail. The levels feel very alive and structured, with interesting shots chosen as backgrounds.

-Great platforming gameplay. The jumps aren't cheapened by bad use of blue springs or ridiculous distances.

-Awesome length suitable for a level pack.

I can't really think of any cons right now. I'll update this post when I finish the pack, but for now, I like what I've played.
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Old 03-25-2010   #29
Metal-Rawr
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this mod is awsome! in it has a real fast progress. do you think you can add new enemies that are made from space metal from the other planet and bosses as well? also the thing that bugs me the most is well... the fact that the zones that reminds other zones from SRB2 remind them even more cuz the musics are the same like in the second zone. why not add new music to some zones on v1? C:
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Old 03-26-2010   #30
Fawfulfan
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Here's a progress update: I've just completed Spacewalk Zone! Which means that the only level left to make is Alien Armageddon Zone, and then I'll patch up the details and release v1!
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Old 03-26-2010   #31
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Thats wonderful news since there is a lot of people playing this in coop even if its not yet coop compatibility. I sure hope in future version (after v1.0) theres gonna be alternate paths. This is 1 of my favorite or even my favorite sp pack levels. Keep up the good work
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Old 03-26-2010   #32
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This is a pretty good wad, Fawfulfan. I don't think I've ever seen anybody use transparency as good as you do, and the 2D section of SGZ2 is actually a lot of fun. Can't wait to see the whole shebang.

Will we see the aliens?
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Old 03-26-2010   #33
Fawfulfan
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I'm afraid I don't have any plans, at least as of yet, to actually add in the aliens themselves. I'm toying with the idea of making it so that the robots throughout the entire game have the aliens in them, instead of the regular animals, but I'm not that great a spriter, so that may never happen.
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Old 03-27-2010   #34
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how did you even get that shit to work??? i tried it in srb2 v.1.09.4 and i just got red ground, walls etc.

(smaxx95 received a warning for this post: Use correct grammar and spelling.)
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Old 03-27-2010   #35
Agent Hack
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Quote:
Originally Posted by smaxx95 View Post
how did you even get that shit to work??? i tried it in srb2 v.1.09.4 and i just got red ground, walls etc.
You need Sonic Robo Blast 2, v2.0.4
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Old 03-27-2010   #36
Fawfulfan
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Quote:
Originally Posted by smaxx95 View Post
how did you even get that shit to work??? i tried it in srb2 v.1.09.4 and i just got red ground, walls etc.
Out of curiosity, why in the kadiddlehopper were you trying to play this mod in SRB2 1.09.4?
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Old 03-29-2010   #37
Mystic
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So, I was bored and gave this a shot. Overall I found it quite enjoyable, but there were a few nasty spots that really need ironing out. These are just things I remember:

There is an extremely cheap death in DDZ1, at the end of the first waterslide, if you try to jump to the left at the end, you hit an invisible wall and die outright. Extremely lame. The first spot with spikeballs is practically impossible to dodge the first time as well.

SNZ in general is long and really kinda tedious after a while. It wasn't hard, either - just long as hell. Put some spice in there somewhere. SNZ also has massive consistency issues. In some places the oil is instant kill and in others it's perfectly fine to stand in. That's extremely cheap and should be fixed.

The raising quicksand areas in GCZ are tedious and cheap. The first time you're basically guaranteed to end up in the quicksand, and since it's not instant death you'll sit there for 20 seconds trying to get out onto the ground before dying eventually. The insta-kill slime used later is better than this. GCZ3 is complete BS. The quicksand is quirky and you have to rely on just mashing jump to get out, hoping the step-up code triggers. Also, heaven help you if you try to actually get out onto the middle platform.

Not to be a broken record, but that framerate in Fume Shaft 2 is terrible. I lowered my resolution to 640x400 to try to get rid of the SIGSEGVs and it STILL killed my framerate. It also feels like you basically NEED the Whirlwind Shield to get through this level. Might I suggest a little more leeway in your level design?

The 2D sections in LGZ are really cheap with those stupid enemies everywhere that are impossible to see coming.

Overall, though, the entire pack was quite playable (crashes aside) and just needs a lot less of using the same gimmick over and over in the stage. As guilty as I am with copy-paste in Mystic Realm, this does it a LOT more than me. Seeing the same trick 5 times in a stage gets old.
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Old 03-29-2010   #38
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I've never once gotten a SIGSEGV in Fume Shaft Zone Act 2...but I agree the framerate is terrible. And, I admit, that gimmick is pretty cheap, especially after having used similar gimmicks in GCZ.

I plan to address most of these problems eventually...and I've already fixed a few of them. I've toned down the sinking power of the quicksand in GCZ3, deleted a few pipes and things in FSZ to try to improve framerate (though it still needs more revision), fixed the cheap death in DDZ1, and made the enemies in the LGZ2 2D sections much easier to dodge. You'll see these things, and more, in V1.0.
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Last edited by Fawfulfan; 03-30-2010 at 01:12 PM.
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Old 03-30-2010   #39
Mystic
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I was running at 1920x1200, which might have something to do with it. It didn't SIGSEGV again after I switched back down to 640x400.
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Old 03-30-2010   #40
Fawfulfan
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1920x1200!? I don't even HAVE that resolution option in my copy of the game. Does that just mean that SRB2 detects the capacity of your screen and only gives you resolution options it knows will fit or something?
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Old 03-30-2010   #41
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I think it has more to do with your video card, but yes, SRB2 tries to auto-detect what video modes your computer supports, and is actually pretty good at it.
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