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[SUGOI] Shut Up and Get On It Details »»
[SUGOI] Shut Up and Get On It
Version: 1.2, by TehRealSalt (Ya Gal Sal Here (σᴥσ)) TehRealSalt is offline
Developer Last Online: May 2018

Category: Version: SRB2 Rating: (22 votes - 4.77 average)
Released: 09-05-2016 Last Update: Never Installs: 9
Single Player Levels SOCs Scripts Sprites/Graphics

<SeventhSentinel> OH GOD THE TITLE SCREEN IS SO CREEPY
<SeventhSentinel> JESUS
<SeventhSentinel> PLEASE DON'T KEEP THAT IN
<SeventhSentinel> I LITERALLY ALMOST SCREAMED
<TehRealSalt> I AM ANIME
<TehRealSalt> UGUUU
<TehRealSalt> UGGUUUUUU



Shut Up and Get On It was a community project meant to encourage people to make a level. Any kind of level, without worry of quality or how your level would measure up against others! With 30 total maps, this far exceeded my expectations for entries. I hope you all enjoy experiencing playing this as much as I did working on this! Please avoid spoiling anything in your posts. This got way more secrets than anticipated, so put secret/finale discussion in spoilers. Please try to avoid giving flat-out directions to everything too, unless if asked for.

Back of the box phrases:
  • 30 levels in total from 25 different contributors, with 1 final boss map, 2 secret maps, and a hub map!
  • Progress tracking via emblems, so that you can put it down and finish it later!
  • Special netgame attention! Maps beaten get used as makeshift emblems, and there's a map voting system!
  • Two different endings, based on a complex morality rating system!
  • 45 total emblems, for people who like to complete everything!

I must give special thanks to these fine individuals as well:
  • JStheguy, for making the SUGOI Team intro graphic.
  • Prime 2.0 and toaster, for coding assistance.
  • Zipper, for making the spectacular final boss for my incompetent ass.
  • Boinciel, for making all the secret levels (on accident), as well as writing, acting, and filmography.
  • MonsterIestyn, Sorry For Putting Up With My Antics and Fixing All Those EXE-side Glitches and Crashes for 2.1.16

Spoiler: Custom resources every level used is listed here!
MAP03 - Groggy Gale Zone (TehRealSalt)
Music: "Mountain Journey" by Supergoose (https://modarchive.org/module.php?52496)

MAP04 - Skytop Zone (Glaber)
Music: "Mysticism" by Necros/PM (https://modarchive.org/module.php?48433)
Sprites: Old Drilla by SSNTails
Coding: Prime 2.0 and toaster for creating the Lua script

MAP08 - Contaminated Water Zone (MK.exe)
Music: Unknown, retrieved from "Sonic 3 & Knuckles: Hard Bosses Edition"

MAP09 - Nightlight Ruins Zone (Steel Titanium)
Music: "Entry Into The Crater Part 1" from Phantasy Star Online Blue Burst Episode 4
Textures: SRB2 Asset Pack

MAP10 - Robotnik Park Zone (FuriousFox)
Sprites: Bumper sprites by Blade
Music: "Pleasure Castle ...for Twinkle Park" from Sonic Adventure
Special Thanks: MotorRoach for supplying the balloon pop sprites from Sonic 3

MAP11 - Aquatic Corridors Zone (*icefox*avp*)
Music: "Waves" by kid pixel (https://soundcloud.com/kdpxl/waves)

MAP12 - Overgrown Castle Zone (Chaobrother)
Music: "Fillmore Act-1" from Actraiser

MAP13 - Lilac Conservatory Zone (RoyKirbs)
Music: "Marshmallow Castle" from Kirby Super Star

MAP14 - Sunset Ruins Zone 1 (Hedgefox)
Music: "Beta Aquatic Ruin (Neo Green Hill Zone)" from Sonic the Hedgehog 2
Textures: SRB2 Asset Pack

MAP15 - Sunset Ruins Zone 2 (Hedgefox)
Music: "Danger (Approaching Boss)" from Kirby Triple Deluxe, and "Boss 2" from Sonic 3D Blast
Textures: SRB2 Asset Pack

MAP16 - Lavender World Zone (CarlosGamer72)
Music: "Jumper" by Waterflame

MAP17 - Sky Labyrinth Zone (Tripel the fox)
Music: "Act 1" from Sonic Labyrinth
Coding: Tripel the fox for the original script, toaster for tweaking it

MAP18 - Fiery Volcano (Monster Psychic Cat)
Music: By JexuBandicoot527

MAP19 - Mine Maze Zone (RomioTheBadass)
Enemy: Drilla taken from Glaber's SRB2 The Past

MAP20 - End of Time (Duon)
Boss: Derived from SOC by Morph and Thompson
Music (Cutscene): "void" by nutcase (https://modarchive.org/module.php?169697)
Music (Level): "Heaven of Pain" by MADOKAN (https://modarchive.org/module.php?44352)

MAP21 - Cute Ice (Zipper)
Music: "REMNANT" from Megadimension Neptunia Victory II

MAP22 - Robotnik Laboratory Zone 1 (Manimi)
Music: "Mechanical Resonance ...for Final Egg" from Sonic Adventure
Sprites: By strikezee

MAP23 - Robotnik Laboratory Zone 2 (Manimi)
Music: "Bullet Station" from Sonic Heroes

MAP24 - Fudge Canyon Zone (VAdaPEGA)
Music (Easter Egg): From Soup 0.9

MAP25 - Orbital Complex Zone (Knux576)
Music: "Okta-xy-geen" by Skaven252 (https://modarchive.org/module.php?71907)
Textures: Spherallic for the skybox flat

MAP26 - Gravity Well Zone (Goldenhog)
Music: "Galactical Galaxies" from Speedy Gonzales in Los Gatos Bandidos

MAP27 - Kodachrome Void Zone (Boinciel)
Music: "Overscan" by Andreas Bilke (https://modarchive.org/module.php?158049)
Special Thanks: MonsterIestyn for fixing texture/flat animation bugs for 2.1.15, inspired by the Doom level "Dada" by Scientist (https://www.doomworld.com/idgames/le...rts/d-f/dada01)

MAP28 - The Grand Finale (Zipper)
Music (Level): "Continuous Hits" from Megadimension Neptunia Victory II
Music (Boss): "Purple Heart's Theme" from Hyperdimension Neptunia Re;Birth 3
Music (Dogoo): "Game Over" from Hyperdimension Neptunia Re;birth
Special Thanks: Boinciel, for Boin things

MAP29 - Garanz Site 16 (Boinciel)
Music (OGG): "Mystic Forest" from Umineko: When They Cry
Music (MIDI): "Jungle ~A Lush Load~" from Phantasy Star Online

MAPA0 - Teleport Station (TehRealSalt)
Music: "bump-n-knock" by phaser (https://modarchive.org/module.php?116891)

Additional Credits:
Graphics (Title Screen): Background from Super Castlevania IV
Music (Title Screen): "Dracula Battle" from Super Castlevania IV
Music (Credits): "Void Glide" by Gargoyle (https://modarchive.org/module.php?43717)
Music (~True Ending~): "Hellraiser ~The Mastermind Behind The Scheme~" from Megadimension Neptunia Victory II


Spoiler: Changelog
v1.2:
  • Fixed a very catastrophic mapping error in Robotnik Laboratory 1 that caused wall scrolling thinkers being applied to almost every linedef in the map. This would crash the host when someone tried joining during this level.
  • A really quick port of the fake cecho system from SUBARASHII has been added to replace the actual cechos. This fixes unlock messages being red after End of Time, and removes any chance of console errors about cechos popping up.
  • Mine Maze's level select picture has been updated, at the request of the author.
  • Lavender World's lavender grass flat was previously an invalid size. This caused no apparent side-effects in game, but it has been replaced with a properly sized version.
  • Fixed the 50 Big Ring and the HHH having their despawn behaviors flipped around. (Previously, the 50 Big Ring would despawn if Area X was unlocked, while the HHH would despawn in Match.)
  • A Lua hook for the Elemental Shield from another add-on that accidentally made it's way into the file has been removed.
  • The mod is now wadzipped, reducing the file size by a fair chunk.

v1.1:
  • A new cvar has been added: "useemblems". Setting this to "no" will force the game to use the multiplayer/modified game method of tracking maps beaten and not unlocking the same gates between files (at the cost of maps beaten not being saved due to limitations for Lua/save game interactions). Useful for replaying the game without deleting your gamedata.
  • A cvar from an old dev version returns (and this time actually working), "votetime"! This lets you set how many seconds the voting timer lasts; you can also set it to 0 to have it last until everyone has put in their vote, or set it to -1 to have it skip voting and go straight to the map picked.
  • If you're pressing anything during the first ten tics when a vote starts, input will now get ignored until you stop pressing anything. This helps prevent accidentally voting when someone starts a vote unexpectedly in a netgame.
  • Nightlight Ruins has been heavily extended. It's nearly twice as long now!
  • Robotnik Park now has sexy new bumper sprites, courteousy of Blade!
  • The button that opens the exit in Contaminated Water has been made a bit more obvious; it now has more metal flowers around it, a different texture, and lowers when you press it.
  • Gravity Well's had its gravity strength made to be much more lenient in areas where you were required to spindash, for the sake of staying future-proof.
  • Kodachrome Void has additional extra lives in various, very evil spots. Most of the pure black walls have also been made unclimbable.
  • A couple of platforms in Groggy Gale had been moved around and adjusted.
  • Slight adjustments to The Grand Finale; you now get rings on spawn in netgames (the amount scales with players) and the BonusType is now Boss instead of ERZ3.
  • Unlocking Garanz Site 16 now highlights the "F" on the mulitplayer progress bar with yellow, and has a multiplayer cecho.
  • Garanz Site 16 is now possible to access from the hub in Race mode.
  • Fixed a grass flat bleeding into a couple other sectors in Skytop. Not really sure how, I just moved a couple vertices around, but it's fixed so
  • A couple of lines have been made unclimbable in Teleport Station.
  • Moved a couple of monitors in Sunset Ruins 1 that were sitting on top of torches.
  • Moved two rings that were stuck in a pit in Retro Hill 1.
  • Act number was removed from Aquatic Corridors, at the request of the creator.
  • I didn't properly store player names for the voting hud, so if the person who started it left mid-vote you'd get an error message! Now properly checks for player.valid, stores the name for when the player leaves, and has a backup easter egg string if all these fail for whatever reason.
  • A kind of small, slightly secretive extra that unlocks on 100% completion. This is gamedata compatible, so if you've already gotten all emblems then you can go right for it!

v1.0:
  • Initial release.


Records Site 16: http://records.srb2.org/maps.php?pack=4
Google Drive Mirror: https://drive.google.com/file/d/0BwP...ew?usp=sharing

This mod is compressed with wadzip to make downloading it as easy as possible.

Download Now

File Type: zip sugoi_v1-2.zip (30.01 MB, 4771 views)

Screenshots

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Name:	MAP04 - Skytop Zone.png
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Size:	158.9 KB
ID:	8847   Click image for larger version

Name:	MAP10 - Robotnik Park Zone.png
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Size:	310.3 KB
ID:	8848   Click image for larger version

Name:	MAP13 - Lilac Conservatory Zone.png
Views:	5429
Size:	198.4 KB
ID:	8849   Click image for larger version

Name:	MAP21 - Cute Ice.png
Views:	5213
Size:	174.1 KB
ID:	8850   Click image for larger version

Name:	MAPA0 - Teleport Station.png
Views:	5293
Size:	171.1 KB
ID:	8852  

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Comments
Old 09-19-2016   #122
TSHYGUY
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I was using FSonic in single player. or do you mean how many character wads were added on launch?
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Old 09-19-2016   #123
SANICBOOM644
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Quote:
Originally Posted by RedEnchilada View Post


We've got a frame war going on in MAP06
[citation needed]
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Old 09-19-2016   #124
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Wanted to join the fight. Great job with way finding! The last crawla bonce to pool is genius.
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Old 09-19-2016   #125
glaber
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Quote:
Originally Posted by TSHYGUY View Post
Am I the only one with serious framerate issues on Skytop Zone? it's dropping to single digits for me no matter what I do...
Where in the level are you getting the issues?
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Old 09-19-2016   #126
MK.exe
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Quote:
Originally Posted by Larztard View Post
That's sick as fuck! How did that even happen?
Either... the use of the Same route, hacks or just extreme skill
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Old 09-19-2016   #127
Knux576
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ok

Last edited by Knux576; 09-19-2016 at 06:15 PM.
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Old 09-19-2016   #128
Goldenhog
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Quote:
Originally Posted by SANICBOOM644 View Post
[citation needed]
http://records.srb2.org/records.php?class=348

The pic is outdated tho, they left me quite in the dust. And I can't even get a sub-26 sec run anymore.

I guess fourth place is comfy enough. ;_;
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Old 09-20-2016   #129
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I'm sorry but

how on Earth do you get the last emblem in Skytop???? I know where it is but it seems impossible to get when you play as Sonic :(
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Old 09-20-2016   #130
glaber
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if it's the one under the bridge on the secret path, in a high spot before the rising floor, or near the end, I recommend using a wind shield, Full charge spin dash with a jump at the top of the hill with wind shield equipped, or full charge spin dash down the jump ramp respectively.

Or just use Tails or Knuckles, Emblem progress is shared between characters.
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Old 09-20-2016   #131
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Quote:
Originally Posted by Ors View Post
Wanted to join the fight. Great job with way finding! The last crawla bonce to pool is genius.
Your fucking jump at the start is destroying my hands and ruining all my fun ;_;

I'm upset because I'm only 8 frames awaaay
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Old 09-21-2016   #132
Boo
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Here is a image of Super BSonic in the Final Battle in SUGOI:

http://imgur.com/a/60DTR
I havent posted BSonic.wad because when i post in the submissions it says there is a security token missing.
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Old 09-21-2016   #133
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Nice effort on trying to avoid the boss' attack, its almost like cheating out for the sake of the fact that its pinch move is "really powerful". Give me a break. Supers are awesome, I can't deny that, but in SRB2 its a reward given to the player for going through hell and back to get the emeralds. I don't know why people fail to understand this- *bricked for ranting for no reason*

I guess to be more on topic of the mod. I love it, I absolutely love it so damn much. the variety of levels will always surprise newcomers to SRB2 that there is a shit ton of talent out there, the modding community is well and alive and I'm really glad I got the chance to submit something for the Mod.

Though, anime will never rule me anytime soon. :B

Last edited by Sapheros; 09-21-2016 at 10:29 PM.
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Old 09-21-2016   #134
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Quote:
Originally Posted by Boo View Post
Here is a image of Super BSonic in the Final Battle in SUGOI:

http://imgur.com/a/60DTR
I havent posted BSonic.wad because when i post in the submissions it says there is a security token missing.
Sorry about that but, Isn't those sprites of BSonic are from SonicCE's sprites from 2.0? And if yes, so you have permission for them?
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Old 09-21-2016   #135
TehRealSalt
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Please no out-right spoiling the finale or the secrets.

Also because you disabled replying to your PMs: no, I will not make the final boss transform you into Super.
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Last edited by TehRealSalt; 09-21-2016 at 07:49 PM.
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Old 09-22-2016   #136
Boo
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O
Quote:
Sorry about that but, Isn't those sprites of BSonic are from SonicCE's sprites from 2.0? And if yes, so you have permission for them?
Yes, and i do.

Quote:
Please no out-right spoiling the finale or the secrets.
Sorry about that Teh Real Salt.
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Old 09-22-2016   #137
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Just getting warmed up:

http://imgur.com/a/l0MiK
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Old 09-22-2016   #138
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OH DANG

Last edited by h0is; 09-23-2016 at 02:27 AM.
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Old 09-23-2016   #139
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Nitemares for weeks becuase of dat title screen
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Old 09-23-2016   #140
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Well it is one of the best wads i saw
But for my opinion,NPC will make it better. Like tropics for every boss you completed
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Old 09-23-2016   #141
TheGuyThatDrawsThings
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This mod level pack is rather well done, with very original levels, and good music (even though some were from other games), as well with it making you go crazy, because of the hard as heck platforming in some levels.
I'm looking at you, Sky Labyrinth Zone!
Also, dat final boss tho.
Another thing is that you should add this quote from Lemmings in case someone goes ax-crazy over the game;
"WARNING
We are not responsible for:
Loss of sanity
Loss of hair
Loss of sleep"
Nuff' said, this is probably the weirdest, but biggest collab in SRB2 history.
10/10 for pain endurance, difficulty, insanity, music, and most importantly, the surrealism.
(Hold up, when was there a collab like this before?)
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