SRB2 Message Board  

Go Back   SRB2 Message Board > Archived > Outdated Releases (2.0.X) > Levels (2.0.X)

 
 
Thread Tools
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, 7726 views)
File Type: rar TP_Music.part1.rar (23.84 MB, 5496 views)
File Type: rar TP_Music.part2.rar (15.67 MB, 5228 views)

Screenshots

Click image for larger version

Name:	saz.jpg
Views:	6937
Size:	144.0 KB
ID:	895   Click image for larger version

Name:	ecz.jpg
Views:	6831
Size:	77.1 KB
ID:	896   Click image for larger version

Name:	ddz.jpg
Views:	6349
Size:	76.8 KB
ID:	897   Click image for larger version

Name:	snz.jpg
Views:	6463
Size:	149.1 KB
ID:	898   Click image for larger version

Name:	gcz.jpg
Views:	7073
Size:	161.6 KB
ID:	899  

Click image for larger version

Name:	fsz.jpg
Views:	3995
Size:	99.5 KB
ID:	900   Click image for larger version

Name:	lgz.jpg
Views:	3737
Size:	61.1 KB
ID:	901   Click image for larger version

Name:	sz.jpg
Views:	6329
Size:	71.5 KB
ID:	902   Click image for larger version

Name:	aaz.jpg
Views:	6146
Size:	90.9 KB
ID:	903  

Supporters / CoAuthors

Show Your Support

  • This addon may not be copied, reproduced or published elsewhere without the author's permission.

Comments
Old 04-13-2010   #102
MascaraSnake
aka SpiritCrusher
Moderator
 
MascaraSnake's Avatar
Default

That's already very well known.
MascaraSnake is offline  
Old 04-13-2010   #103
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

Quote:
Originally Posted by Scizor300 View Post
Just making the pile a bit bigger...

In some areas of Fume Shaft, something completely rapes my framerate, might want to fix that.
I already know the areas that do that:

1. The first area with the floating barrels.
2. The area with the fans and spikes over slime.
3. The area with vent pipes and rising acid.

I'm going to be experimenting in future versions with deleting some stuff from those places to lessen the lag.
__________________
Just another indie game developer...check out my website, Chapman Games!
Fawfulfan is offline  
Old 04-13-2010   #104
MascaraSnake
aka SpiritCrusher
Moderator
 
MascaraSnake's Avatar
Default

You used separate control sectors for specials with the same properties. Combining them should improve the framerate considerably.

EDIT: Already half done with the match maps, I see. Did you make sure they play well?
MascaraSnake is offline  
Old 04-13-2010   #105
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

Quote:
Originally Posted by SpiritCrusher View Post
You used separate control sectors for specials with the same properties.
Not that I'm aware of. Give me an example.

Quote:
Originally Posted by SpiritCrusher View Post
Already half done with the match maps, I see. Did you make sure they play well?
That's always a tricky part for me. I can't be sure unless I've played them in a netgame, and I simply can't set up my own netgame due to my necessary port not being open and my Dad forbidding me to open any ports on my computer (because of admittedly sound logic, but never mind).

But I did use the Level Design 101 tutorial as a guide for what to do and not do in my levels. They will probably require a lot of fine-tuning once I find out how they play in a multiplayer game, but I'm generally pleased with them at the moment.
__________________
Just another indie game developer...check out my website, Chapman Games!
Fawfulfan is offline  
Old 04-13-2010   #106
MascaraSnake
aka SpiritCrusher
Moderator
 
MascaraSnake's Avatar
Default

Quote:
Originally Posted by fawfulfan View Post
Not that I'm aware of. Give me an example.
That huge cluster to the south of your map. Many of these sectors could be merged.
MascaraSnake is offline  
Old 04-13-2010   #107
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

Do you mean in FSZ1? I think most of those are different heights. But that doesn't account for much lag...what accounts for the lag in that area are the 100 or so circular barrels clustered together.
__________________
Just another indie game developer...check out my website, Chapman Games!
Fawfulfan is offline  
Old 04-13-2010   #108
The Dark Wolf
Sarnak
 
The Dark Wolf's Avatar
Default

Space Walk Zone.
What can I say that has not already been said? Oh ya... WHY DID EGGMAN LEAVE ALL HIS SPACE JUNK IN ONE SPOT, WHY ARE THERE SO MANY COM-SATS, WHY ARE YOUE GOING THRUGH AN ASTROID MINING STATION, WHY ARE ALL THE AIR LOCKS GONE, WHY ARE YOU BREATHING IN SPACE, WHY ARE THE MOVING PLATFORMS IN WHAT SHOLD BE 0-G, WHAT IS WITH THE SKY SHOWING THAT YOU ARE STILL IN ORBIT, AND WHY DOES THE SPACE JUNK FORM A BRIDGE BETWEEN TWO INTERSTELLER VESLES?
That seems to cover it.
The Dark Wolf is offline  
Old 04-16-2010   #109
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

SURPRISE!

Version 2.0 is out!
__________________
Just another indie game developer...check out my website, Chapman Games!
Fawfulfan is offline  
Old 04-16-2010   #110
MascaraSnake
aka SpiritCrusher
Moderator
 
MascaraSnake's Avatar
Default

Quote:
Keep an eye out for SRB2TP V2.0!
Uhm, yeah. Also, it's scmrt and not scrmt, AFAIK. Anyway, Match maps don't interest me that much due to bad connection and skills, but I'm eagerly awaiting V3.0.
MascaraSnake is offline  
Old 04-16-2010   #111
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

D'oh!
...fix'd. (Both errors).
__________________
Just another indie game developer...check out my website, Chapman Games!

Last edited by Fawfulfan; 04-16-2010 at 04:38 PM.
Fawfulfan is offline  
Old 04-16-2010   #112
Spherallic
a.k.a. sphere
Developer
 
Spherallic's Avatar
Default

Well, I played the match levels in a netgame today.

AND THEY ALL SUCK HORRIBLY
I mean, these stages seem really rushed, and most of them just have bad designs to begin with.
I'll just list all the problems with all the levels:

Coast Clash Zone
-It suffers from overly huge HOMs on the outer parts of the arena.
-The outside is bland as hell, in every aspect.
-The inside is cramped, but it also has 75% of all the important items.
-It looks ugly, GFZROCK is severly overused.
-It's too large.

Molten Massacre Zone
-Why did you make the lava liquid? If you would've done that, the whole level would've been better.
-It has only one path, add a few sub-paths.
-It was really hard to find items, for me at least.
-The item balance was off, the upper parts have too many items.

Flooded Fray Zone
-The gimmick is blatantly stolen from TPZ, but it's even worse here because it's so sloooooooooooooow...
-It looks ugly as shit, because the DCZ textures suck, and you used them really bad.
-There's a missing texture on a large, noticable wall.
-Again, it was really hard to find items, and it was hard to get to the top as Sonic, due to the floating crates being so
sloooooooooooooow...

Slippery Skirmish Zone
-A central room with 6 dead ends is really bad design.
-And it doesn't help that the central room is bad to begin with.
-The entire level looks surprisingly ugly, because of the lack of texture variation.
-I couldn't find ANY shields.
-
The item placement is (again) not good.

Baked Brawl Zone
-
The layout is way too maze-like.
-The textures clash, and the outside area looks horrible.
-Speaking of the outside area, it has two panels right next to each other. In fact, the whole item placement is quite bad.

Toxic Turmoil Zone
-It's way too flat.
-It looks like putrid, and one room literally looks like crap.
-The weapon placement is horrible, and there are WRMs too close to each other.

Rocket Rampage Zone
-...You've got to be kidding me. This is the worst match design ever made. The 8 floors idea is ridiculously bad in reality, and the black wall teleports make it even more complicated.
-It looks bland.
-The items are not very well spread, and the Grenade Panel is only obtainable with the help of another player.

Weightless Whaling Zone
-Just like Spacewalk Zone, this zone looks hideous.
-The low gravity is annoying, and it's hard to figure out that the red springs flip you in gravity, due to there being absolutely no clue to let you notice that it's happening.
-Again, the items are not well spread.

Apocalypse Abuse Zone
-
The black cliff walls blend with the black cliff floors. The overall level also looks ugly.
-Damaging quicksand?
-There is a lack of vertical variation, aside from the occasional red spring.
-And yet again, the items are not well spread.

What The Heck Zone
-lol joke level
-It actually plays better than the other levels.
-The items are actually well spreaded.
-But it's still horrible, due to the design and visuals.

My suggestion: just focus on the SP levels. Most of these Match levels are worse than Misty Mesa, and they even replace the (infinitely better) offical stages! I mean, there are enough free map slots, right?
__________________
Quote:
<D00D64> Sphere CANNOT decorate
Spherallic is offline  
Old 04-17-2010   #113
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

Quote:
Originally Posted by Spherallic View Post
the Grenade Panel is only obtainable with the help of another player.
That was actually an attempt to cleverly make it much harder to get this ludicrously overpowered weapon, as well as increase the odds that players will pay for their lust for Grenade Rings (because it would be possible for a player to lure a player down there and then trap them.) However, I also ensured they wouldn't be trapped forever, because that elevator is vital, and it wouldn't be long before another player needed to use it.
__________________
Just another indie game developer...check out my website, Chapman Games!
Fawfulfan is offline  
Old 04-17-2010   #114
K.S.
Formerly Inuyasha
Retired Staff
 
K.S.'s Avatar
Default


[06:22] <@Inuyasha> ffs, the framerate is so bad I can't get a screenshot that includes the entire HUD

5/35 FPS is absolutely unplayable. Especially when you're trying to navigate jumps like those in FSZ2.
K.S. is offline  
Old 04-17-2010   #115
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

Whoa...I didn't realize it was THAT bad.

Well, I'm going to lower the framerate in that area no matter what that might entail.

Oh, and in case you want one, here's a status report on V3.0:

I've updated the textures in Coast Clash Zone, and I've also made significant modifications to SAZ1. In the new version, expect SAZ1 to have more alternate paths (that's right, even SAZ is getting new alternate paths!), less confusing layout, slightly more creative secrets, better texturing, and more sector-based scenery. In fact, let me post you a screenshot of a sector-based palm tree which will be a common sight in SAZ from now on:



You might think it rapes the framerate, but it actually doesn't, as long as it's placed appropriately.
__________________
Just another indie game developer...check out my website, Chapman Games!

Last edited by Fawfulfan; 04-17-2010 at 11:30 AM.
Fawfulfan is offline  
Old 04-17-2010   #116
Mystic
チェン!
Administrator
 
Mystic's Avatar
Default

Quote:
Originally Posted by fawfulfan View Post
Whoa...I didn't realize it was THAT bad.
It causes my rather high-end machine to completely chug. I have to revert to my old reflexes for playing laggy as hell maps from back when I ran a PII266.
Mystic is offline  
Old 04-17-2010   #117
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

Quote:
Originally Posted by The Dark Wolf View Post
If I was aware of your location, Fawfulfan, I would want to do something illegal. As for you little revenge on co op, Fawfulfan, you make me want to get revenge on you in how I plan to make content.
I'm not quite sure what you're saying, but it makes me feel extremely uncomfortable. Am I to interpret this as a threat on my personal wellbeing?
__________________
Just another indie game developer...check out my website, Chapman Games!
Fawfulfan is offline  
Old 04-17-2010   #118
Spherallic
a.k.a. sphere
Developer
 
Spherallic's Avatar
Default

Quote:
Originally Posted by The Dark Wolf View Post
If I was aware of your location, Fawfulfan, I would want to do something illegal. As for you little revenge on co op, Fawfulfan, you make me want to get revenge on you in how I plan to make content.
You should learn to respect other people's opinions. Plus, this post makes no sense at all, which makes you look even more like a troll.

Anyways, I like how the new SAZ looks so far, and it's good to see that the changes will not only be on the visual department. However, I think that you should tone down the shadow under the palm tree.
__________________
Quote:
<D00D64> Sphere CANNOT decorate
Spherallic is offline  
Old 04-17-2010   #119
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

Good idea. I'll do that.

Bear in mind that not all areas of the level are being changed to JNGWL14...a couple of areas are still going to have GFZROCK or GFZVINES. But the mixture is going to be handled carefully...it won't look like a mess.
__________________
Just another indie game developer...check out my website, Chapman Games!

Last edited by Fawfulfan; 04-18-2010 at 10:49 AM.
Fawfulfan is offline  
Old 04-18-2010   #120
BlazeFan1
 
BlazeFan1's Avatar
Default

I don't play the multiplayer in SRB2 much, so I havent tried your maps, but the single player campaign maps are fun. Challenging though.

I can't get past Fume Shaft 2 though. The combination of the lag and just the level difficulty is... tough.

I beat fume shaft before this became a mod. Now that there's a save file and I can't skip to a further level, I can't seem to beat it again...
BlazeFan1 is offline  
Old 04-18-2010   #121
MascaraSnake
aka SpiritCrusher
Moderator
 
MascaraSnake's Avatar
Default

Quote:
Originally Posted by fawfulfan View Post
But the mixture is not going to be handled carefully...it won't look like a mess.
That has to be a typo. Whatever, it's a good thing to variate the textures, so I'm looking forward to that.

Quote:
Originally Posted by BlazeFan1 View Post
I beat fume shaft before this became a mod. Now that there's a save file and I can't skip to a further level, I can't seem to beat it again...
If you just can't beat it, type "devmode" into the console and then use "map mapXX" to warp to whatever map you want to. I also haven't beat FSZ2 normally yet.
MascaraSnake is offline  
 

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Little Big Planet 2 Autosaver Video Games 28 01-28-2011 06:59 AM
Tortured Planet BR (Planeta Torturado) Marcelo_Souza555 Editing 8 11-22-2010 11:05 PM
SRB2 Tortured Planet: Final Demo Before Release! Fawfulfan Editing 98 03-18-2010 12:17 PM
Lost Planet UruZingLo Video Games 0 07-13-2009 02:33 AM
The Gems Planet (Not By Me) Bio Spark SRB2 Discussion 6 06-29-2009 01:33 AM


All times are GMT. The time now is 10:09 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2018, vBulletin Solutions, Inc.