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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, 7318 views)
File Type: rar TP_Music.part1.rar (23.84 MB, 5002 views)
File Type: rar TP_Music.part2.rar (15.67 MB, 4828 views)

Screenshots

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Comments
Old 12-14-2010   #1002
Fawfulfan
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Quote:
Originally Posted by Charybdizs View Post
And what's wrong with the Thok Barrier in SWZ? I looked at it, couldn't figure out what you were talking about...
Huge parts of it are hundreds of fracunits lower than the bordering sectors. It doesn't make a difference in SWZ1 because both the floor and ceiling of the Thok Barrier are skies, but in general this is a significant design error, and I oppose it on principle.
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Old 12-14-2010   #1003
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I don't know if this has been said already, but I just thought of it today.

The story of this mod is about Eggman enslaving an alien race to serve his evil purposes.

So is Sonic Colors. Weird.

Of course, this mod existed before Sonic Colors was even announced, so I'm certainly not accusing anyone of copying. I just thought it was a weird coincidence.
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Old 12-15-2010   #1004
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You know, I started to wonder why is there only one music for all of the Zone cutscenes when I listened to the SRB2 OST downloadable on the main site. Why don't you use diffrent music implented in SRB2 for each diffrent scene? There are variety of themes that might fit that, like the Misc Multiplayer Music.
In short: Why not to use diffrent song for each Zone introduction cutscene?
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Old 12-16-2010   #1005
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SNowcap Nimbus needs a TEENY bit more work, and then it's done. Expect it tonight, or at latest tomorrow. At least, tonight in my timezone.
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Old 12-17-2010   #1006
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Great! I'm eager to hear it!
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Old 12-17-2010   #1007
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Finished it. I am SO FREAKING HAPPY with this song. Sorry, I need to get to bed, I don't have time to put it on Soundcloud right now, but I'll wake up and do it first thing in the morning.
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Old 12-17-2010   #1008
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Let me know the instant you do. I can't wait to hear this.

By an interesting coincidence, Snowcap Nimbus Zone itself just got some improvements. The 2D gimmick was tweaked a little, and some small retexturing has been done throughout both acts. One of the large, open areas in SNZ1 had its walls pulled in to remove useless space, and was made to look better. Plus one or two bugs were fixed, and the levels were optimized. Other stuff was done too, but I've covered the most noteworthy things.
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Last edited by Fawfulfan; 12-17-2010 at 02:56 PM.
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Old 12-17-2010   #1009
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Fawfulfan, are you planning on soccing another enemy? A fire shooting enemy could be cool...?
Or maybe CastleBot Facestabbers that can't be beaten if theyre stabbing?
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Old 12-17-2010   #1010
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Here it is: Snowcap Nimbus Zone Act 2

I am deliriously happy with this song right now, so it'll be up to you guys to tell me whats wrong with it. Again, I exceeded the Lo-Fi feel of Srb2, but, I don't really care if nobody else in charge (That would be Fawfulfan) cares.

It wasn't even intentional, but this song reminds me of Icecap from Sonic Adventure.
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Old 12-17-2010   #1011
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Fawfulfan, I somehow feel you're not really doing much to improve this pack anymore. You're just fixing some minor problems with the already existing content instead of actually trying to get the lacking content up to par (and there's lots of it). Sure, to really improve your level pack from ground up, you would have to rebuild most levels from scratch while keeping only the good parts and ideas. Yes, that would probably take ages and you probably don't have that time. But if you honestly feel you don't have that time anymore, why don't you declare this pack done and move on instead of fine-tuning stuff of which 40% need to be replaced altogether? I mean seriously, why are wasting time with texture alignment? Who cares about that? Either do serious work to this or leave it as it is, but please don't tinker with unimportant stuff while leave the big problems unaddressed. That doesn't help anything.
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Old 12-17-2010   #1012
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I agree with spiritcrusher. You are improving small things in the level pack that aren't really noticeable...And what happen with AAZ and SWZ? I think that you should try to focus the next update in the final levels. After all SWZ and AAZ are the last zones and have to be good designed like the first levels in your level pack. Also don't rush your update try to take all time you need so you could make an impressive version of TP!
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Old 12-17-2010   #1013
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Quote:
Also don't rush your update try to take all time you need so you could make an impressive version of TP!
Heheh, don't worry, he's waiting for my music to release the next pack. Considering my rate of music making, it'll be quite a while, he'll have a lot of time to make improvements.
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Old 12-17-2010   #1014
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Here's the thing: I actually have been doing some moderate adjustments to the levels, but the bulk of this has been finished. If it weren't for the fact that I wanted to wait for Charybdizs's music to be done, I'd release it today. But since I have a long wait, I felt I might as well devote some time to tiny things that under normal circumstances any designer would overlook. It makes the levels a bit more polished, for one thing. And, even more importantly, by combing and scrutinizing the levels as I am, I do run into things here and there that I decide to legitimately improve. Admittedly there isn't much in the manner of new paths, but there are plenty of differences to the old paths. In fact, there are thousands of small differences and dozens of moderate differences, and these add up. Texture alignment in particular isn't just about the textures, for example--it encourages me to comb every inch of my levels. It means that I find glitches that I would have otherwise overlooked.

My hope is to create a meticulously polished and clean baseline upon which I can build new things and correct old things. I hope to seriously tackle bigger problems in v10.0. But even so, expect pleasant surprises from v9.0. Don't think I've forgotten about the bigger issues; I'm just trying to boil things down so that it will be easier to address them later on.

And the new music lives up to expectations as always. Well done. But for some strange reason, one of your songs on SoundCloud doesn't seem to be part of the Tortured Planet set, at least as far as the website is concerned. It says 4 tracks when there are 5.
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Last edited by Fawfulfan; 12-18-2010 at 03:45 PM.
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Old 12-20-2010   #1015
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Quote:
Originally Posted by Fawfulfan View Post
But since I have a long wait, I felt I might as well devote some time to tiny things that under normal circumstances any designer would overlook.
Why don't you use that time so start doing the big improvements?
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Old 12-20-2010   #1016
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Fawfulfan, I got some suggestions to you. That post SpiritCrusher said before gave me some ideas. The damn Emerald Platform. It could have some cool effect. Just step on it and you're done. NO. Remember that teleporter on Spacewalk 2 you got from ERZ2? You can make something like. And I don't like only getting the emeralds for skip a HUGE part of the game. I think there must be a kinda Final Fight Zone. Sonic, with all emeralds, must defeated a big Eggman's machine miles away from Eeturia (would be good to see the planet down there :D). The scenery would be impressive.

EDIT: Correct me if I'm wrong, but I hacked LGZ2 Sonic's emblem to get it because the place it was defined by the level header was inside a wall.
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Last edited by Kim the Fox!!!; 12-20-2010 at 01:17 PM.
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Old 12-20-2010   #1017
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Quote:
Originally Posted by SpiritCrusher View Post
Why don't you use that time so start doing the big improvements?
In some cases, I actually have. There are plenty of problems that were totally resolved. Remember node errors? Their removal is going to make Tortured Planet a much more agreeable level pack to play in Coop. And a bunch of gimmicks have been modified. I have followed some of your design advice for a few levels (won't spoil which ones here), and I have effected a lot of scenery improvement throughout the pack. Glitches everywhere have been fixed. AAZ1 is a bit better now. The Emerald Platform has been modified to work differently (and better, IMO). A new easter egg was added. I could go on.

Doing simple stuff to Tortured Planet like texture alignment and optimization is kind of a "break period" for me--a few days of relatively easy tasks so I can have some time off. But it is just the tip of the iceberg for changes in v9.0. I'm very proud of a lot of these changes, and I think you won't be disappointed.
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Old 12-20-2010   #1018
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What I mean is that the soundtrack will take a few weeks at least, probably longer than your optimization will take. What will you do after you're done with that and you still have plenty of time to wait for the soundtrack?

Also, I will be disappointed until you start picking rooms that are bad, delete them and remake them from scratch. That's the only way to make big improvements to your pack without introducing other problems.
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Old 12-20-2010   #1019
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Just a few things offhand:

1) Practically nobody plays the match rotation (and the maps are seriously still not very good) so I would think about banishing them to a seperate WAD at this point

2) What The Heck Zone (the only one of those that is fun) needs tunes 25, desperately

3) Other than maybe Fire Flight, don't make the contest stages unlockables, there's no point whatsoever

4) I'm not rooting through this giant thread to see if it's already been suggested, but don't overwrite vanilla SRB2's map slots, much less the music slots. I would think that's asking for unexpected trouble.
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Old 12-20-2010   #1020
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Quote:
Originally Posted by Kim the Fox!!! View Post
I think there must be a kinda Final Fight Zone. Sonic, with all emeralds, must defeated a big Eggman's machine miles away from Eeturia (would be good to see the planet down there :D). The scenery would be impressive.
For a extra final boss for this, I allways thought of a giant mutate alien Eggman accidently created for torturing the planet, for an odd reason...
Or something like that, it could also be some sort of a legendary beast from the planet...? Dunno.
Also, what's Eeturia?
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Old 12-20-2010   #1021
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Quote:
Originally Posted by SpiritCrusher View Post
What I mean is that the soundtrack will take a few weeks at least, probably longer than your optimization will take. What will you do after you're done with that and you still have plenty of time to wait for the soundtrack?

Also, I will be disappointed until you start picking rooms that are bad, delete them and remake them from scratch. That's the only way to make big improvements to your pack without introducing other problems.
The next thing I have on my itinerary is an attempt to do some massive organizational modifications to the WAD. I am going to see if I can organize Tortured Planet's maps and things a little more like Mystic Realm, so that far less gets overwritten from main SRB2 (Yes, Mr. Mystery, I think your idea is a good one). I don't know how well that will go, and it might fail miserably, but I will at least put in a good faith effort. I'm also going to see about changing the overwritten textures to true custom-inserted textures, and use freeslots for music.

I do have plans to start changing rooms as well, but I'm not sure how much of that I can do in this version. What I hope to do here is release a clean, stable, and fresh version which is an ideal platform on which to start making more serious renovations. But in the meantime, there'll be plenty for everyone to enjoy.
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