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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.

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File Type: zip sugoi_v1-2.zip (30.01 MB, 4758 views)

Screenshots

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Name:	MAP10 - Robotnik Park Zone.png
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Name:	MAP13 - Lilac Conservatory Zone.png
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Name:	MAP21 - Cute Ice.png
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Name:	MAPA0 - Teleport Station.png
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ID:	8852  

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Comments
Old 10-05-2016   #162
FuriousFox
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Quote:
Originally Posted by TSHYGUY View Post
okay, I'm only missing one emblem.
Spoiler:
is there a second secret level?
Yes there is. Take another long look at the "Did you get all those Chaos Emeralds" screen after the credits.
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Old 10-05-2016   #163
CobaltBW
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I had difficulty with that one as well. Here's the location if you still can't find it:

Spoiler:
It's in the Lilac Conservatory, inside a waterfall before the first checkpoint.
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Old 10-06-2016   #164
Bryce Hego
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Quote:
Originally Posted by TehRealSalt View Post
Check the statistics screen; you're likely missing the map emblems and the record attack emblems.
Thanks! i didn't think there was any record attack emblems due to there only being 6 left.
Though that's probably my fault for not thinking to check there anyhow.
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Old 10-07-2016   #165
Blaze The Cat
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And then there's me, not noticing Orbital Hangar for months.

Also, nice time on Lavender World, Bryce!
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Old 10-07-2016   #166
TSHYGUY
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Quote:
Originally Posted by CobaltBW View Post
I had difficulty with that one as well. Here's the location if you still can't find it:

Spoiler:
It's in the Lilac Conservatory, inside a waterfall before the first checkpoint.
Wait I did that one! wheres the other one?
Do I have to beat the final boss again AFTER I got all the emeralds?
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Old 10-07-2016   #167
TehRealSalt
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The other secret level is technically optional, but yes there's an emblem for beating the game with all emeralds. It shows that emblem on the statistics screen, even if you haven't beaten any levels; thought people looked at it more, yikes! :V
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Old 10-07-2016   #168
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Quote:
Originally Posted by Blaze The Cat View Post
And then there's me, not noticing Orbital Hangar for months.

Also, nice time on Lavender World, Bryce!
I just realized I forgot that area as well when you linked to this on chat. Shame it's not Gravity Well Zone that's in this spot instead.
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Old 10-07-2016   #169
CobaltBW
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Quote:
Originally Posted by TSHYGUY View Post
Wait I did that one! wheres the other one?
Do I have to beat the final boss again AFTER I got all the emeralds?
Oh yeah, you get a secret level after completing the game with all emeralds. Or maybe just for getting all emeralds. I forget.
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Old 10-07-2016   #170
Bryce Hego
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Quote:
Originally Posted by Blaze The Cat View Post
And then there's me, not noticing Orbital Hangar for months.

Also, nice time on Lavender World, Bryce!
I don't know, i hit the wall and lost my speed i believe, so it wouldn't take much to beat my time. (tip: change random monitor settings in server options) Anyway does anyone know about the extra small secret cause i found it
Spoiler: Spoiler
When you have all the emblems the windows at the hub dissapear not only that but there is a hole leading to a beta level select thing. its pretty rad


---------- Post added at 09:30 AM ---------- Previous post was at 07:30 AM ----------

uhmm...i found a thing what even is it
Spoiler: The Thing
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Last edited by Bryce Hego; 10-07-2016 at 12:10 PM. Reason: Just wanting to ask something
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Old 10-07-2016   #171
Blaze The Cat
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Quote:
Originally Posted by Bryce Hego View Post
I don't know, i hit the wall and lost my speed i believe, so it wouldn't take much to beat my time.
Well if you keep improving it, I can definitely see Sonic having a better time than Knuckles here. It's nice to see someone use the enemy bounce at the end.

Quote:
Originally Posted by Bryce Hego View Post
(tip: change random monitor settings in server options) Anyway does anyone know about the extra small secret cause i found it
If you change the settings after adding the wad, the big ring goes away. You have to change the settings then add the wad. I didn't actually think this would work, because the game yelled at me for cheating.

You should try Skytop next, that's a really fun map for any record or character.
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Old 10-07-2016   #172
Aegix
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@_@

Boinciel, that secret level you made.

Why? ...Whyyyyyyyyyy. *clutches head* I am tripping out from those visuals.

What prompted you to make a level like that? XD
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Old 10-07-2016   #173
Bryce Hego
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Quote:
Originally Posted by Blaze The Cat View Post
If you change the settings after adding the wad, the big ring goes away. You have to change the settings then add the wad. I didn't actually think this would work, because the game yelled at me for cheating.

You should try Skytop next, that's a really fun map for any record or character.
The thing about the big ring is i add the wad first (with the batch file) and then just change the settings and the big ring was still there for me. I just did skytop and i got a decent time but it would be below average maybe ill try it again later.
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Old 10-08-2016   #174
Bryce Hego
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About my lavender world time...knux576 just destroyed it the only way i could beat that is if i did it thousands of times even then i would only beat him by like what? a couple milliseconds! and from what i can tell knux576 is the best speed-runner of this game.
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Old 10-11-2016   #175
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Hey, I'm around.. Sometimes. Though, I'm more a "new strat finder" kind of person.

I know how to get into first-person too, but I find it a lot more fun to play in Third-Person.

Thanks, Glaber, for your level, for containing so many points and rings I went insane for every single character I had to do it with. Constantly directing drillbots for a whole 40 minutes is a lot of fun.

Last edited by Blaze The Cat; 10-11-2016 at 09:01 AM.
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Old 10-11-2016   #176
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Quote:
Originally Posted by Larztard View Post
Don't count on it.

Oops.
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Old 10-11-2016   #177
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I've got 42/45 emblems, and the statistics screen is complete. What am I missing?
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Old 10-12-2016   #178
TehRealSalt
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You likely missed a couple levels. Look in the Level Select from the Secrets menu to go through all of them, and see if any are unfamiliar.
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Old 11-16-2016   #179
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This is incredible, guys. I didn't think the community had it in them to create so much new content. Despite the mantra involving an inequality sign here, sometimes quantity is really cool too!

The true genius of this pack is in it's emblem progression, giving all the maps a fair chance, and giving the option of skipping a map if it's too frustrating or outright bad. If you guys do this again I'd definitely wanna contribute!
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Old 11-16-2016   #180
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Quick question: How do I unlock everything? I don't really fancy playing through all levels all over every time a friend and I want to continue playing where we left off (in splitscreen multiplayer).
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Old 11-16-2016   #181
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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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