Srb1 for Srb2 (scr_srb1beta3.wad)

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Torgo

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Its a 2D wad (I know how much you hate those) of Srb1.

Here are some screenshots

Character select screen
srb1titleiq1.png


Knothole Base Zone


Lake Zone


Here is Beta 3
MAIN SERVER (Flat File Host)
Mirror 1 (Sendspace)
Mirror 2 (Thanks to Tails92 for this link)

Beta 3 without srb1 sonic
MAIN SERVER (Flat File Host)
Mirror 1 (Sendspace)
Mirror 2 (Thanks to Tails92 for this link)

Changes in beta 3:
- Supports Coop and Race modes
- Fixed colormap glitch in Lake Zone
- Rings in Lake Zone Act 1
- Added *Really* Unfinished LZ2 and IP1
- Midis from the original game
- Most importantly the original srb1 sonic!
 
This is good. I recommend adding a bit more scenery, though. And tag GFZGRASS as the Upper texture, and tag Upper Unpegged on grassy floor sectors. It would help a bit.
 
I was going to add scenery and stuff later, I am more concerned about layouts. I am not sure if I like the GFZGRASS texture, I will try it out.

I am sorry about forcing sonic, but it was the only playable character in SRB1 (except for a few levels). I will have to figure out how to disable character abilities (thoking), and then I will give you (plural) the other levels I worked on.
 
Actually, I think it would be a bit more interesting if you took out FORCESKIN. It might be fun to play as someone else.
 
Check out the update, I am very open to new suggestions.
Oh, I didn't add scenery, but I did take out FORCESKIN for now.
 
All right, FORCESKIN is still on in this, at least for map 1. I did like the design of Lake zone, but it needs rings. >.< And Act 2 of Knothole has a REDWALL. Nad COLORMAP isn't applying completely in Lake Zone. But this really is looking good right now.
 
Opps, sent the wrong version, oh I can't figure out why the colormap thing happens in GL mode. It works in software mode though. Lake zone still has no rings in this one.

Edit: Opps again, I clicked on Report file for breaking rules on flatfilehost by accident (I hate not having a mouse for my labtop). So I sent it on Sendspace.
 
I should also mention you should use the original songs in this. It would make it feel more authentic. ;)
 
I don't know, most of the songs (if not all of them) came from commercial games. I don't think its a good idea because of copyright stuff. Then again, I am not making anyone pay for this.
 
Good work!
It's very good for a first wad, seeing as most first wads are only cheap Sonic recolors.
Oh, and I've always liked SRB1.
 
Torgo said:
I don't know, most of the songs (if not all of them) came from commercial games. I don't think its a good idea because of copyright stuff. Then again, I am not making anyone pay for this.
Screw that, if it's ok for it to have it in SRB1, why not in SRB2?
 
If you could point me out to a good music ripper, I might put in the original songs (not from the commercial game versions the srb1 ones).

Are their any other suggestions regarding layout/graphics before I start on new levels?

So far I got
-Fix graphical glitch in Lake Zone for Open GL
-Add scenery
-Add Rings in Lake Zone
 
You don't need to rip the songs. Google will come up with the original MP3s of each of the SRB1 songs. I know because I have virtually all of the music from the Sonic games...Just forget the SRB1-specific ones. >.<
 
I would like a list of the songs and which level they correspond with. The original game is so glitchy, that I don’t want to play through all the levels again.
 
It's actually possible to rip the MIDIs from SRB1.
Back in December, I wrote a midi extractor for KNP/TGF files.
It was very buggy, but at least it worked.
Anyway, I've lost it, but I can try to rewrite it.
 
I would be interested if you can write the midi extractor, but if you don't I will go to plan B and find the songs myself.

Progress is going very slowly now, I haven't touched doombuilder in a while, but the good news is I *can* start today on making levels and such.
 
Thank you very much tails92.

Progress:
I figured out how to fix the colormap problem in Lake zone.
I also started on Ice palace.

I think I will release only one more beta, and then the final version, which will be a long time from now.
 
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