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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: Dec 2017

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.

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File Type: zip sugoi_v1-2.zip (30.01 MB, 2853 views)

Screenshots

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Name:	MAP10 - Robotnik Park Zone.png
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Name:	MAP13 - Lilac Conservatory Zone.png
Views:	4393
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Name:	MAP21 - Cute Ice.png
Views:	4224
Size:	174.1 KB
ID:	8850   Click image for larger version

Name:	MAPA0 - Teleport Station.png
Views:	4304
Size:	171.1 KB
ID:	8852  

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Comments
Old 11-16-2016   #182
TehRealSalt
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Progress is tracked through emblems, which cannot be checked in multiplayer games, sadly.

There's potential for restoring your SP progress when you start hosting if a way to read unlockables in Lua gets added. I also thought about doing IO support for MP saving/loading, but I couldn't figure out a way to check if an IO exe is being used (and the public version of it isn't up to date anyways; it's not hard to compile it, sure, but it'd be tough getting public games so I thought there wouldn't be much point in getting that working). Sorry!
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Last edited by TehRealSalt; 11-16-2016 at 05:54 PM.
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Old 11-16-2016   #183
Zwip-Zwap Zapony
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Still, just some sort of "unlockall" console command or something would be nice for the host to use in a multiplayer game.
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Old 11-16-2016   #184
742mph
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Quote:
Originally Posted by TehRealSalt View Post
I couldn't figure out a way to check if an IO exe is being used
From my experience, the global variable io will be non-nil if and only if an I/O EXE is being used (and you haven't defined "io" yourself as a local variable or anything).
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Old 12-22-2016   #185
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Quote:
Originally Posted by ForgiveThisNewb View Post
You're absolutely right! I have no idea what I was thinking! I better get right on that before

Oh no! Too late!

Well, what's done is done. Here's the "corrected" version. Hopefully it's obscure enough without being outright unhelpful.
Spoiler:
>Take a shower
http://imgur.com/gallery/Hw4R6
You lied to me.
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Last edited by Dumi; 12-22-2016 at 12:22 PM. Reason: goddamn it imgur stop being a dum dums
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Old 12-22-2016   #186
toaster
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Wrong side.
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Old 12-22-2016   #187
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I know, it's actually the spoopy John Cena animation in the water.

---------- Post added at 07:39 AM ---------- Previous post was at 06:54 AM ----------

Also, I found a typo, which says "opend".
Spoiler:

Cue Thoughty2 saying "Oops".
Also, I have the current version just to make case.
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Old 02-11-2017   #188
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Every time I host Robotnick Laboratory Zone the game crashes with nothing left behind. Can you look in to that?
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Old 02-11-2017   #189
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When you say "crashes" does it freeze the game and say the window is not responding, by any chance?
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Old 02-12-2017   #190
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Quote:
Originally Posted by Monster Iestyn View Post
When you say "crashes" does it freeze the game and say the window is not responding, by any chance?
Yes and it seems to happen in SP too.
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Old 02-12-2017   #191
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Quote:
Originally Posted by Andy Playz View Post
Yes and it seems to happen in SP too.
Sorry, I still don't know what's cause it yet, I just know that this map freezes randomly.
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Old 03-04-2017   #192
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I have completed Sugoi 100%!
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Old 03-08-2017   #193
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For what it's worth I want to also confirm the crash on servers for Robotnick Laboratory Zone. For me it crashed the moment I attempted to use the teleporter here
http://image.prntscr.com/image/bf109...aa2e8ec817.png

I'd like to also say this crashed my server both as a listen server and a dedicated server, and I can't guarantee that was the exact spot as both times I was playing with other players.
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Old 03-08-2017   #194
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Has anyone here ever experienced the freeze in Robotnick Laboratory Zone outside of netplay at all?
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Old 03-08-2017   #195
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I Just played through that level again offline and it didn't crash.
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Old 03-09-2017   #196
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Sugoi is one of my favorites map packs i beated in a single day 100% great work in make this awesome mod
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Old 06-13-2017   #197
TehRealSalt
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Hello again! Yes, I know, SUBARASHII isn't out yet, have patience. For now, there's been a very severe SUGOI netplay issue that I only recently caught wind of, and it's "yikes!" enough to warrant a minor bugfix patch. I thought about porting over SUBARASHII's better codebase and features, but that's another whole can of worms that can wait for 2.2. Have a changelog.
  • 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.
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Old 06-13-2017   #198
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Woah! This is awesome update! Thanks TehRealSalt!
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Old 08-31-2017   #199
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Default Amazing Level Pack!

When i'm Playing SUGOI, i Taught it Was Amazing. The Levels, The Music And The Sprites Are Pretty Awesome! You Are So Cool!
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