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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, 6723 views)
File Type: rar TP_Music.part1.rar (23.84 MB, 4413 views)
File Type: rar TP_Music.part2.rar (15.67 MB, 4253 views)

Screenshots

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Comments
Old 08-01-2013   #1582
Maximus123458
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Having some problems with finding Knuckles' emblem for Alien Armageddon Act 1. According to the wiki, "After the chamber where you have to defeat two Crawla Commanders to proceed, at the entrance to the room full of boiling quicksand, turn left and climb the castle wall. The emblem is at the top."

So i'm trying to follow the instructions. After defeating the Commanders, i went forward. There was a swinging chain i had to use to get to the upper area, and i did so. A few steps shortly i was back outside where you could see the background, and like the wiki said, i saw tons of boiling quicksand.

I proceeded to turn left but there was no castle wall, it was just a regular rocky wall. I climbed up it anyway. No emblem in sight. There were a few castle walls here and there in the area, i climbed up them but i saw no emblem. I pretty much glided and climbed everywhere in the area, i couldn't find it. Is the information from the wiki outdated, or am i just missing something?
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Old 08-01-2013   #1583
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Quote:
Originally Posted by Maximus123458 View Post
Having some problems with finding Knuckles' emblem for Alien Armageddon Act 1. According to the wiki, "After the chamber where you have to defeat two Crawla Commanders to proceed, at the entrance to the room full of boiling quicksand, turn left and climb the castle wall. The emblem is at the top."

So i'm trying to follow the instructions. After defeating the Commanders, i went forward. There was a swinging chain i had to use to get to the upper area, and i did so. A few steps shortly i was back outside where you could see the background, and like the wiki said, i saw tons of boiling quicksand.

I proceeded to turn left but there was no castle wall, it was just a regular rocky wall. I climbed up it anyway. No emblem in sight. There were a few castle walls here and there in the area, i climbed up them but i saw no emblem. I pretty much glided and climbed everywhere in the area, i couldn't find it. Is the information from the wiki outdated, or am i just missing something?
The mystery is part of the fun.
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Old 08-01-2013   #1584
TSDude
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Quote:
Originally Posted by CasualNick View Post
The mystery is part of the fun.
Yet it would not be considered fun if it is an actual error.
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Old 08-02-2013   #1585
Maximus123458
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Quote:
Originally Posted by CasualNick View Post
The mystery is part of the fun.
Yeah, except when you run through the very same level about 5 times in a row searching every nook and cranny only to find nothing and wasting your time.

That's not fun. I kinda like making progress, you know?
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Old 08-02-2013   #1586
GuyWithThePie
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Why does it say to insert a disk for part 2 of the music when I download part 1 of the music on a Windows 7? Wtf?
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Old 08-02-2013   #1587
Maximus123458
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You need to download part 2 as well. Make sure both parts are in the same folder, then try to unpack it.
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Old 01-06-2014   #1588
.Luke
 
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I'm not a particularly thread bump happy person, but I've got to leave my praise for this level pack here since I had to register again recently.

You probably don't consider some of this content your best, Fawful, but I've found it to be one of the few level packs to stand up to the main game in quantity and quality. I remember a much older time when most of the levels you produced were hammered in unashamed criticism by the community, but one look at the scale, atmosphere, and attention to detail in these massive maps really says how far you've come in general level design. The original music by Charybdizs only makes it better, it gives each level their own atmosphere; hearing new compositions that aren't taken from the main game is incredibly refreshing.

This is still my favorite level expansion for the game, and it's especially fun running through with Hinote. (Her special ability is great for rocketing out of the water.) Tortured Planet is a shining example of what members of this community can do with enough ambition and patience. Nicely done, Fawful!
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Old 03-18-2014   #1589
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I really love tortured planet, and I would want to see it in 2.1, so are you gonna make one for 2.1?
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Old 04-13-2014   #1590
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I know this is probably considered ancient at this point, what with 2.1 out now and everything, but I have to say this level pack was and is beast. I can definitely tell a LOT of detail went into this one, and I'd love to see it revived for 2.1 as well.

SNZ2 and LGZ2 are two of my favorite maps in this pack by the way, keep up the good work!
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Old 08-08-2014   #1591
Legendary Emerald
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I've been playing SRB2 since Final Demo, and I have to say that this is the most complete level pack that has been released. It is a bit troublesome to have to re-adjust to 2.0 controls every time I play it, though. Is a 2.1 conversation possible? It needs as much content as it can get right now, and this would be a welcomed addition.
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Old 08-08-2014   #1592
Larztard
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Quote:
Originally Posted by Legendary Emerald View Post
I've been playing SRB2 since Final Demo, and I have to say that this is the most complete level pack that has been released. It is a bit troublesome to have to re-adjust to 2.0 controls every time I play it, though. Is a 2.1 conversation possible? It needs as much content as it can get right now, and this would be a welcomed addition.
Well I don't know Fawfulfan's plan for porting Tortured Planet to the latest version of SRB2 but for now, I would stick to just playing 2.0. One COULD just port the level headers so 2.1 can recognize the levels present but what a lot of people who try to do this usually forget everything else like textures, some linedef and sector actions, socs, you name it. Those are what we call unofficial ports which are bad and you should never play. Ever.

Quote:
Originally Posted by Iceman404 View Post
Only if he roasts Space Walk Zone and Alien Armageddon Zone in a campfire.
If anything, Space Walk Zone really needs to be redesigned or scrapped as a whole because the overall speed of the level is really slow and platforming is tedious as ever. I think Alien Armageddon Zone would look even cooler if Fawfulfan did some texture work to make it feel like a new planet taken over by Eggman rather than feeling like a mountainside castle level. Also the length for Alien Armageddon Zone is unbearable, I usually give up playing after I get a Game Over when I am almost done with Act 2.
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Last edited by Larztard; 08-08-2014 at 03:38 AM.
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Old 08-08-2014   #1593
Iceman404
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Only if he roasts Space Walk Zone and Alien Armageddon Zone in a campfire.

You know, this kind

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Old 08-08-2014   #1594
Legendary Emerald
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Quote:
Originally Posted by Larztard View Post
Well I don't know Fawfulfan's plan for porting Tortured Planet to the latest version of SRB2 but for now, I would stick to just playing 2.0. One COULD just port the level headers so 2.1 can recognize the levels present but what a lot of people who try to do this usually forget everything else like textures, some linedef and sector actions, socs, you name it. Those are what we call unofficial ports which are bad and you should never play. Ever.
*Finger hovers over the 'play' button*

Okay, okay, I'll wait for an official conversion. :)

Quote:
Originally Posted by Iceman404 View Post
Only if he roasts Space Walk Zone and Alien Armageddon Zone in a campfire.
Now that you mention it, I never did get around to completing Space Walk Zone. I stumbled onto the "skip this zone" switch almost immediately on my first playthrough, and ended up pressing it again on my second go around. The concept for the level is creative, but upside-down platforming is a bit too much for the POV of SRB2 to handle, in my opinion.

I think Alien Armageddon Zone is a very good zone, though. The acts are a bit long, but the same could be said for a lot of acts in the game. I think AA1 might be the map with the swinging chain that gets stuck in the position you launch off of it, though. That could stand to use a fix. Note: I could be, and probably am, thinking of the wrong Zone. :P
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Old 08-08-2014   #1595
"Lat'"
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Well, actually, if he manages to make a port of this mod for 2.1 and its emblem system, I wish him luck for setting up his Score emblems.
BTW, Most of the acts on this mod are fawfuly long, which makes the player only want to end the level and skip all the exploration that is present here.
About Spacewalk, I managed to beat it the first time, I given up at the act 2 because it was fucking slow, long, and boring... I would maybe create the whole zone/scrap it if I was you, a proof is that you added a SKIP button...
AAZ is really challenging tough, but tedious as Sonic... The levels are long (over 10:00!!)and all I wanted was actually end this (Or using exitlevel if it worked in singleplayer) for both acts... Anyways, porting this wouldn't be such an enormous pain, as textures just have to be single images, SOCs are not that hard to port, and most of the levels should work properly, an exception would maybe be Gritty Collums 2.
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Old 08-08-2014   #1596
DrTapeworm
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Quote:
Originally Posted by Iceman404 View Post
Only if he roasts Space Walk Zone and Alien Armageddon Zone in a campfire.

You know, this kind

[image]
The game should end after Liftoff Gantry with a cutscene of Sonic's rocket crashing into a mountain, and "The End" in fancy font fading in on the screen.
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Old 08-09-2014   #1597
Legendary Emerald
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Quote:
Originally Posted by Lat'";758614]Well, actually, if he manages to make a port of this mod for 2.1 and its emblem system, I wish him luck for setting up his Score emblems.
BTW, Most of the acts on this mod are [SIZE="1
f[/SIZE]awfuly long, which makes the player only want to end the level and skip all the exploration that is present here.
About Spacewalk, I managed to beat it the first time, I given up at the act 2 because it was fucking slow, long, and boring... I would maybe create the whole zone/scrap it if I was you, a proof is that you added a SKIP button...
AAZ is really challenging tough, but tedious as Sonic... The levels are long (over 10:00!!)and all I wanted was actually end this (Or using exitlevel if it worked in singleplayer) for both acts... Anyways, porting this wouldn't be such an enormous pain, as textures just have to be single images, SOCs are not that hard to port, and most of the levels should work properly, an exception would maybe be Gritty Collums 2.
While I will agree that probably over half of the levels in this game go on longer than a normal act should, I've never felt that the length caused me to not want to explore, or skip half the level. Quite the opposite, in fact. I much prefer long levels to short level, tho, so I may be biased in that regard.

Perhaps breaking up many of the zones into 3 acts and a Boss act might help the pacing for some people. It'd also be nice if SRB2 got with the times and let you reload your save file from act 2 or 3 of a zone, because I have run into times when I just don't feel like doing the second act at the moment. Having a completed save file negates the problem, but it's still a problem for first-time players.

Quote:
Originally Posted by EvilEnternity3000 View Post
The game should end after Liftoff Gantry with a cutscene of Sonic's rocket crashing into a mountain, and "The End" in fancy font fading in on the screen.
And then Sonic appears on screen and asks if you collected all the hidden library cards.
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