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SRB2-The Emerald Isles v. 3.0.7 Details »»
SRB2-The Emerald Isles v. 3.0.7
Version: 3.0.62, by Kuja Kuja is offline
Developer Last Online: Sep 2018

Category: Version: SRB2 Rating: (8 votes - 4.63 average)
Released: 06-03-2015 Last Update: Never Installs: 7
Single Player Levels Multiplayer Levels SOCs Scripts Re-Useable Content Sprites/Graphics

Hi, and welcome to my level pack that I originally started back in 2008. It's undergone a number of changes through the years(1.09.4-2.0). This project was originally intended to be something to do for people that were bored with the original game...and for me to learn the ins and outs of level design and learning what does and doesn't work in them while trying to improve on my past attempts each time.

The age of the last level is very apparent, as is actually the oldest level in the level pack up to this point. My first level was Rush Canyon, the second was Aquatic Labyrinth, and the third was Shale Village. As of the last release in 2.0, Shale Village was the oldest level in the pack. I said I was going to update it next in my last thread, and I delivered! Take that, 2008 me!

Speaking of which, if you want to avoid the potential lag cluster of the new Aquatic Labyrinth, you may take the left path out of the boss room in Blaze Canyon 3 and go to the old version of the zone-or if you're just curious/feeling nostalgic.

*update* There are now red/blue paths to take to the end, in case you feel one level is too difficult. No changing your mind if you choose one or the other, though-you have been warned.

There are no emblems in this level pack this time, as I believe that the merit of just playing it should be entertainment enough. That's not to say there aren't unlockables, there just won't be any that revolve around hunting around a massive level that may not allow backtracking.

*update*You may find other surprises in the levels themselves, however...

Comments/suggestions/critique/error reports are welcome as always, as they may very well determine which direction I intend to go in for future levels.

Also included guest times if you're having trouble speedrunning for the unlock.

*12/26 update*A few level tweaks and changes have been added.
Asset package used from
http://mb.srb2.org/showthread.php?t=35544

Frostburn eggman made by Sapheros.
http://mb.srb2.org/showthread.php?t=41965

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File Type: rar Guesttimes.rar (463.1 KB, 3169 views)
File Type: rar scr_TEI307.rar (22.78 MB, 2124 views)

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Old 06-07-2017   #82
Kuja
 
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Quote:
Originally Posted by TailsFan99 View Post
Yes, and every time I quit, it just went back to Emerald Isle Zone. I don't understand why it's doing that.
Not sure what the problem could be, then. Check that the wad is in the main SRB2 directory. If that doesnt work, then delete the tei3 save file.
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Old 06-07-2017   #83
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TailsFan99, are you by any chance adding other mods that can modify the game after adding The Emerald Isles? They can disable the ability for mods with custom gamedata like TEI to save the game.
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That's an uppercase i, not a lowercase L, for the record. Also, it's pronounced "Yes-tin".
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Old 06-07-2017   #84
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Originally Posted by Monster Iestyn View Post
TailsFan99, are you by any chance adding other mods that can modify the game after adding The Emerald Isles? They can disable the ability for mods with custom gamedata like TEI to save the game.
No I'm not. I've added other mods that are just cosmetic changes, but The Emerald Isles was added AFTER the others, so it shouldn't be unsavable.
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Old 06-07-2017   #85
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Huh, okay then... does typing "ismodifiedgame" in the console at least give you "modifiedgame is true, but you can save emblem and time data in this mod" then?
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That's an uppercase i, not a lowercase L, for the record. Also, it's pronounced "Yes-tin".
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Old 06-07-2017   #86
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Nevermind what I said in the last post, apparently I just got it myself testing TEI myself on its own... very strange. x_x
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That's an uppercase i, not a lowercase L, for the record. Also, it's pronounced "Yes-tin".
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Old 06-07-2017   #87
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Originally Posted by Monster Iestyn View Post
Nevermind what I said in the last post, apparently I just got it myself testing TEI myself on its own... very strange. x_x
Well, I hope Kuja will be able to fix it because I don't want to play the entire mod in one sitting. Thank you.
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Old 06-07-2017   #88
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That is strange Monster Iestyn, I can't seem to reproduce this, with only TEI added.
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Old 06-07-2017   #89
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Just so you guys know, at the end of Emerald Isle Zone Act 3 I used the "blue" exit. In case anyone who didn't experience the bug all went the "red" exit or something.

EDIT: Aha, going the "red" exit instead DOES save the game apparently. Interesting.
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Last edited by Monster Iestyn; 06-07-2017 at 08:58 PM.
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Old 06-07-2017   #90
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Okay I know what's going on now: because all the levels going the "blue exit" route from the end of EIZ3 all have hidden=1 in their level headers, none of them are allowed to be saved by the game (as "hidden" levels apparently cannot save the game).
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That's an uppercase i, not a lowercase L, for the record. Also, it's pronounced "Yes-tin".
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Old 06-07-2017   #91
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I had no idea the hidden attribute did that. Ill fix it when I get back in town in a couple of days. Thanks for troubleshooting for me!
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Old 06-08-2017   #92
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This was also an issue in Boss Mayhem as the final levels were supposed to be prevented from access, but since hidden=1 prevents game saving, I had to set up unlockables to be earned after completing them. You could also make a custom level select as a locked unlockable to bypass this.
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Old 06-11-2017   #93
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Ok, updated the MAINCFG with the new attributes, and tweaked a few nuances I've found in some of the other levels.
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Old 09-21-2017   #94
Blaze The Cat
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I tried going through Emerald Isle Zone Act 2 quickly like it says in the secrets checklist (Sub-2 minutes as Sonic) But I still cannot unlock it. How do you even unlock it? The secrets checklist hint isn't exactly helping me.
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Old 09-23-2017   #95
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Try hanging a right past the capsule towards the "secret" door on the wall. The door locks after a certain time limit(roughly 2:30, its pretty lax)
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Old 12-13-2017   #96
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Hey Kuja. I'd just like to come and let you know that I'm going to be playing your mod pack in my speedrun during a speedrunning marathon called Degen Dash 3.

I'll be playing Any% Red Levels Sonic. That means I'll be accessing all the latest levels the pack has to offer, as good old Sonic, without the Chaos Emeralds.

https://www.speedrun.com/dash3/schedule

Here is the schedule, I am blazethecat on the list. Not sure if you'll get the message in time, but I'll see you there.

P.S. I found 2:30 to be very lax. My best time on Emerald Isle zone 2 is now 1:12.22

Last edited by Blaze The Cat; 12-13-2017 at 05:30 AM.
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Old 12-26-2017   #97
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In case anyone thought I missed Blaze's previous post(Or that I was dead), I did acknowledge it via PM. And it was quite an entertaining run! But the reason I'm posting now is because I've finally got around to updating this unwieldy cluster of levels.
  • A few of the longer levels have had some of their "teeth" removed. Many of the nastier/obnoxious hazards that were present before should now be much less do or die (Forgotten Grove Zone 1 in particular)
  • Maps have been optimized somewhat and have fewer sectors and more streamlined paths. Although I can't promise a huge increase for everyone; if you're still playing on a potato you won't notice much of a difference in FPS. Arctic Ravine 2 is still the hugest level there ever was. Sorry.
  • Clusters of air bubbles have been added in new aquatic labyrinth 1 have been added to make them easier to see and get to.
  • The alternate boss in old aquatic labyrinth 3 should now properly give you a choice in the next level to choose.
  • The old music for twilight pass 1 is back as the default.
  • the ??? level difficulty has been adjusted somewhat.
  • Some unrelated graffiti nonsense in BCZ1 ;)
  • Some other stuff I forgot to mention.
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Old 12-29-2017   #98
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Some of the guest times die mid-level or go way out of bounds.

I thought I'd point that out whenever possible.

The new paint job on Blaze Canyon legitimately hurts my eyes. I'm sorry.

Also, can we put Sonic CD US's shoes soundtrack into the mod? https://puu.sh/yQkLo/ba27eab25b.zip

Last edited by Blaze The Cat; 12-29-2017 at 09:01 PM.
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Old 12-30-2017   #99
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For your first point, I haven't gotten around to updating the guest times since like mid-March. I'll probably work on that this weekend.

Retrospectively, the old Blaze Canyon colors were rather samey/drab, with brown walls coupled with brown dirt combined with brown ceilings. Given how colorful Sonic games generally are, it always felt a bit...mismatched with every other level. But I can understand that the "brightness" is off-putting. I'll try and come up with a different color scheme.


As for the speed shoes music, I feel that I'd have to find appropriate / non ear grating invincibility music as well, which is kind of why I've left it as the default all this time. It would feel kind of silly to change one and not the other. Any suggestions(NOT sonic 3/sonic cd)?
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Old 01-24-2018   #100
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Tbh, I was kinda wondering where the racing ghost thingy go..but not paying attention I had the wrong version
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