SRB2 Message Board  

Go Back   SRB2 Message Board > Archived > Outdated Releases (2.0.X) > Levels (2.0.X)

 
 
Thread Tools
Tortured Planet v9 (scmrtf_TorturedPlanet-v9.wad) Details »»
Tortured Planet v9 (scmrtf_TorturedPlanet-v9.wad)
Version: 9.0, by Fawfulfan (The Tortured Planet guy) Fawfulfan is offline
Developer Last Online: Jul 2017

Version: SRB2 Rating: (82 votes - 4.02 average)
Released: 03-19-2010 Last Update: 07-07-2012 Installs: 52
Single Player Levels Multiplayer Levels SOCs Sprites/Graphics

I know some of you have been waiting for this. You've been waiting for far too long. I've been so focused on other projects, and putting the finishing touches on this was an incredibly low priority for me. But I figured I might as well get it out there, for those of you who want it.

I'm probably not representing this update too well; the truth is, v9 is a huge change. All the levels have undergone massive renovation, plus there's custom music now, courtesy of Charybdizs.

Remember, there is a separate file for music. It's too big to upload here, so I'm providing mirrors.

I'd like to thank everyone who both loved and hated this mod...this community has really helped me on my quest to become a professional game designer. I hope you enjoy it.

Spoiler: changelog
Beta 1: The first demo of this mod. Just included Sunshine Atoll Zone and all the boss battles.

Beta 2: Eruption Conduit Zone and Drowned Downtown Zone have been added, plus a lot of renovations to most of the levels already in the pack!

Beta 3: Snowcap Nimbus Zone and Gritty Columns Zone have been added, plus some more renovations to existing levels. Notably, a new path has been created in SAZ1!

Final Demo: Fume Shaft Zone and Liftoff Gantry Zone have been added. Several of the boss battles have been improved, some drastically overhauled. And a few levels have been tweaked a bit.

Version 1.0: Now we're getting somewhere! Here's a list of the most significant new features:

-Complete Single Player Campaign. The levels are still in a pretty crude shape right now, and they will be improved later, but they're all there!

-Full Coop Support, and Coop-friendly alternate routes in some levels.

-Gamedata and saving capabilities.

-Emblem Hunt! There are 54 emblems in Tortured Planet right now (the Statistics page in the game says 56, but it's counting the secret emblems, which I have not added). One for each player in each of the first two acts of every zone, just like in the official level set. Be aware that the emblem locations are not necessarily permanent--some of the emblems have a somewhat crude placement, especially the ones for Knuckles. Later versions might have emblems which are hidden more creatively.

-A special intro cutscene, replacing the official intro, which explains the back story of Tortured Planet (I already explain it in this topic, but it's nice to have a reference in the mod itself).

-SIGNIFICANT changes to Sunshine Atoll Zone Acts 1 and 2. I'm not telling you what they are; you have to play to find out. However, you'll see many of them from the moment you load up the level.

-General bugfixing throughout the game.

Version 1.1: A hasty bugfix for v1.0.

Version 1.2: A hasty bugfix for v1.1.

Version 2.0: The Match levels have been made, and a few more minor graphical and gameplay bugs have been fixed.

Version 3.0: With the exception of Star Showdown Zone, literally every single map in the entire game has been overhauled at least somewhat (it's not apparent in some of the boss battles, but yes, I did make at least some really minor changes to all of them, too!) The Match levels, though still hardly top-notch material, have had many of their most glaring flaws corrected. And as for the Single Player levels, many of them have been totally transformed. You'll see more texture variation, more path splits, more new gimmicks, new areas, more secrets, and a general reduction in bugs. In addition, I followed a lot of the advice that has been given to me on improving the levels, so you'll see some of your wishes come true!

There is going to be a v4.0, but this should certainly tide you over until then.

Version 3.1: WHOOPS! V3.0 had a couple of problematic bugs...they've been fixed now.

Version 4.0: This update is pretty much as big as 3.0 was. Practically every level has been updated in some way, and many of them have significant new areas, gimmicks, and glitch removal. Also, new cutscenes have been added for the beginning of each zone!

Version 4.1: Bugfix.

Version 5.0: The most massive update yet. Most levels have been improved, some enormously expanded. ECZ1 was scrapped and remade entirely. Sunshine Atoll, Fume Shaft, Liftoff Gantry, and Spacewalk all have lots of new custom textures, and Gritty Columns now takes full advantage of the DSZ set. The boss battles have been revamped, the biggest changes occurring in Fume Shaft 3 and Star Showdown. There are loads more changes that you should also be on the lookout for!

Version 5.1: Critical bugfix (a pattern emerges).

Version 5.2: Son of critical bugfix.

Version 5.3: Good grief, another bugfix!

Version 6.0: This update puts 5.0 to shame. It features level improvements just as expansive, plus new secrets and unlockables. There is now a purpose to collecting the emblems and the Chaos Emeralds. Music has been changed in places, too. The levels themselves feature mostly visual improvements, but there are also some new or modified gimmicks and challenges to watch out for, as well as one or two new path splits.

Version 6.1: The mandatory hasty bugfix. This contains a lot of little fixes, instead of just the usual one or two.

Version 6.2: Actually, this one's got a little more than just bugfixes. It also features some minor graphical improvements to GCZ, and Weightless Whaling Zone has been optimized somewhat.

Version 6.3: All previous updates have either been large-scale transformations or tiny bugfixes. This is the first one to be somewhere in between. Version 6.3 features a whole slew of bugfixes, plus substantial changes to the first three zones!

Version 6.4: A couple of bugfixes, improvements to SAZ1 and ECZ, and optimization.

Version 6.4.1: Infinitesimal tweaking of SAZ.

Version 7.0: Sorry, but here's where the trend stops. v7.0 is nowhere near as expansive an improvement as v6.0. But there's still a fair amount of new stuff. The biggest change is the addition of the Tortured Archives, an unlockable blast-from-the-past that will allow you to play Tortured Planet as it was in Version 1.2, pretty much the first stable and complete version of the pack. Of course, v7.0 levels beat the hell out of v1.2 levels, but perhaps a playthrough of the pack at its worst will help you appreciate how far Tortured Planet has come. Besides Tortured Archives, you'll also find an even better Sunshine Atoll Zone, plus scattered bugfixes.

Version 7.0.1: Correction to the MAINCFG lump.

Version 7.1: Minor bugfixes, improvements, and optimization of ECZ2, SNZ1, and GCZ1.

Version 8.0: Significant improvement of ECZ, DDZ, and SNZ, moderate improvement of GCZ and LGZ, and small adjustments to SAZ, FSZ, and SWZ.

Version 8.1: FSZ2 was previously riddled with bugs. Well, not anymore!

Version 8.1.1: Hasty tweak of DDZ2.

Version 8.2: A bunch of bugfixes and optimization.

Version 8.3: Improvement to FSZ2, slight changes to ECZ1, and some assorted bugfixes.

Version 8.4: More bugfixes for FSZ2.

Version 9.0: The mother of all improvements, and probably the last one I'll do, unless I decide to create a 2.1-compatible version when the time comes. Every level has undergone tremendous changes, including scenery updates, gimmick updates, and hundreds upon hundreds of glitches fixed.

Also, Spacewalk Zone is now 100% optional. Those few players who still want to brave this monument to wasted effort can still do so, and the remaining 99.9% can simply jump on the SKIP pad at the very start of the level to take them straight to AAZ.

Finally, of course, there's Charybdizs's music. You'll have to download a separate file, but it's definitely worth it...particularly since the levels are silent without it!


The Story:

After Sonic and company beat Dr. Eggman in Final Fight Zone, the evil scientist fled to another planet, taking the few functional robots he had left with him. Sonic and his friends felt they needed a good, long vacation, and went to Sunshine Atoll Zone for a few months of sun and surf.

But a few weeks into their vacation, EGGMAN ATTACKED AGAIN!

Sonic, Tails, and Knuckles managed to escape to the other side of the island unharmed, but they were seriously confused. How had Eggman managed to return so quickly?

After spying on some robots, Sonic discovered the answer: the planet Eggman had fled to was rich in natural resources--and was home to a peaceable but strong alien race which Eggman had enslaved to reconstruct his evil schemes.

Well, the three of them had to do something. This alien planet desperately needed their help--and what was more, now that Dr. Eggman was powerful again, he was also taking over Mobius! Will Sonic, Tails, and Knuckles EVER get to finish their vacation?

Downloads:

MUSIC MIRROR:
http://miburl.com/i12LBS

Download Now

File Type: rar scmrtf_TorturedPlanet-v9.rar (15.02 MB, 6703 views)
File Type: rar TP_Music.part1.rar (23.84 MB, 4394 views)
File Type: rar TP_Music.part2.rar (15.67 MB, 4234 views)

Screenshots

Click image for larger version

Name:	saz.jpg
Views:	5843
Size:	144.0 KB
ID:	895   Click image for larger version

Name:	ecz.jpg
Views:	5719
Size:	77.1 KB
ID:	896   Click image for larger version

Name:	ddz.jpg
Views:	5416
Size:	76.8 KB
ID:	897   Click image for larger version

Name:	snz.jpg
Views:	5458
Size:	149.1 KB
ID:	898   Click image for larger version

Name:	gcz.jpg
Views:	6028
Size:	161.6 KB
ID:	899  

Click image for larger version

Name:	fsz.jpg
Views:	3087
Size:	99.5 KB
ID:	900   Click image for larger version

Name:	lgz.jpg
Views:	2785
Size:	61.1 KB
ID:	901   Click image for larger version

Name:	sz.jpg
Views:	5299
Size:	71.5 KB
ID:	902   Click image for larger version

Name:	aaz.jpg
Views:	5134
Size:	90.9 KB
ID:	903  

Supporters / CoAuthors

Show Your Support

  • This addon may not be copied, reproduced or published elsewhere without the author's permission.

Comments
Old 03-30-2010   #42
Metal96
spaghetti coder
 
Metal96's Avatar
Default

Yeah, I noticed that when I played it on different computers.

Anyway, I was playing it on 1280x800 and FSZ still crashed. Granted, I have a pretty slow processor; I'm hoping to upgrade it soon. I'm not going to rate this yet in hopes that the next version will boost it from a 5/5 to a 6/5. =)

Nice loop.

Nice backgrounds.

I never knew O_MAP18M existed until I played this. I originally thought it was a custom music, but when I looked in the wad, i thought differently.
Metal96 is offline  
Old 03-31-2010   #43
Kyasarin
 
Kyasarin's Avatar
Default

I really, really disliked this.

The first Zone was nothing more than extremely basic platforming, where there's no real hazards resulting in pretty much no difficulty whatsoever. There's a huge amount of Rings here, to the point it's just hilarious.
In the second Act, if you fall off through the canopy, you can end up in the water because of bad luck alone, then wander around a big pit of water, find a Spring, and end up going backwards.

The second Zone was some more really basic platforming, and most of the rooms, were pretty empty (though, the beginning was overly cramped).
In the first Act, there's practically no hazards at all besides the conveyor belt at the very end, which is very easy to avoid.
The second Act boiled down to running from flat hallway to flat hallway, searching for the Spring or whatever that takes you to the next path. There was one room where it opened up a bit which was really annoying, because there's no sense of direction and I wound up going in circles for a while.

Drowned Downtown incredibly frustrated me. The water was too thick and dark, making it hard to see anything. The level was mostly running through mazes where each texture is practically the same, and then probably taking the wrong path and having to go back where you started.
The scenery was absolutely terrible, and the Gargoyle puzzles were extremely messy: Pushing them is annoying enough to do, but then you have to put them in specific areas. The one with the pillars was terrible, and so was the one with the boxes. There's no real signal, and they were a giant chore to do, made even worse by the fact that it's underwater.
The waterslides added almost no gameplay at all (I only jumped once and didn't touch anything at all during the rest) except for the one with the branching paths, and it was simply timing a few basic jumps or else you're forced to go either to the beginning of the maze or to some other equally-dull area.
Near the end of the second Act where the subway was, it resorted to button-mashing in a bland and empty room as Sonic.

Snowcap Nimbus had really basic platforming. The rope pulleys were all entirely skippable (besides only one). The inconsistency with the oil (whether it's quicksand or not) really annoyed me. The floor was too slippery and there's too many pillars in the hallways, so I'd frequently crash, stuck and frustrated.
The parts with quicksand were totally skippable because you can simply Thok your way past the entire thing. The rooms with the icy floors annoyed me because the weak areas weren't obvious or expected.
The mixing between the two themes looked really bad, and there was very little variety in textures and flats in each room, making it look even worse.

Gritty Columns, in both Acts, either had very basic running through hallways, or very basic crusher gimmicks which were very weak hazards and barely a threat. The use of quicksand made many areas skippable (especially the one at the start of the first Act with the elevators)
The Gargoyle puzzle was messy and I suggest you remove it.
The rising quicksand areas can be skipped easily by button mashing as Sonic.
The platforming with the crushers felt overused and uninteresting.
The area where the sand lowers to reveal the temple was really ugly-looking. Really, the only nice-looking part was somewhat near the end of the second Act, mostly because of the lights.

Fume Shaft. At first it was really bland walking (extremely empty and I just Thokked with no danger at all), and then it was really basic platforming with ridiculous visuals that totally wrecked the framerate.
I simply got too frustrated here and lost all my patience. I quit before finishing the first Act.

Overall, this was a terrible pack. It's either extremely boring, very repetitive, or really frustrating and annoying.
The scenery altogether was really horrible and texture variation is extremely needed. There's a terrible lack of Thing and Sector-based scenery as well.
The levels all felt really "same-y": Mostly, it's a bunch of dull hallways, one after the other, and a really un-notable gimmick.
This really needs a lot of work. Add Sector and Thing scenery, remove some of the ridiculous gimmicks and puzzles (Mazes? Dark-as-hell water? Repetitive crusher segments?), add more of a challenge, and cut down on the massive amount of hallways (really, the entire pack felt like a giant bunch of hallways).
I honestly didn't like a single bit of this pack and was frustrated and annoyed throughout the whole thing.

I haven't played SRB2 in several months, and when I finally decided to give it a shot, I played this. Not exactly a good thing.
The only thing "tortured" was me when I played through this.

0/10
Kyasarin is offline  
Old 03-31-2010   #44
MascaraSnake
aka SpiritCrusher
Moderator
 
MascaraSnake's Avatar
Default

Kyasarin, we know that you dislike everything that has only the tiniest flaws (not to say this level pack hasn't got any), but this is really not only basic platforming, no matter how often you say it.
MascaraSnake is offline  
Old 03-31-2010   #45
Kyasarin
 
Kyasarin's Avatar
Default

Quote:
Originally Posted by SpiritCrusher View Post
Kyasarin, we know that you dislike everything that has only the tiniest flaws...
And I know you like to exaggerate points.

Quote:
Originally Posted by SpiritCrusher View Post
...but this is really not only basic platforming, no matter how often you say it.
I never said it was just basic platforming; I said it mainly consists of it.
There's quite a lot of pillar-hopping sections and areas which are just standard platforming.
There really didn't feel to be anything out-of-the-ordinary or interesting, and I just thought it was tedious and dull, even in the areas with gimmicks involved. The conveyor belt hazards were really easy, the crushers got pretty old after a while, and the icy floors simply got annoying.

Eh, opinions.
Kyasarin is offline  
Old 03-31-2010   #46
MascaraSnake
aka SpiritCrusher
Moderator
 
MascaraSnake's Avatar
Default

Eh, I think we should calm down a bit, and concentrate on what this thread is about, but whatever. I don't quite know what you except of an SRB2 level. For me, it is perfectly fine if a level has some basic platforming sections. A level can't really consist entirely of new, original and challenging gimmicks for the whole playing time and still be several minutes long. I myself am perfectly fine with some basic platforming. You also said you liked Oceanic Cove, and that really only consisted of basic platforming for ten minutes.

I think your dislike for this level pack is more rooted in your dislike for this game than anything else. A score of 0/10 means that something has absolutely no redeeming value whatsoever, and that this is the worst of the worst. I really doubt that this is what you want to say.

But hey, I respect your opinions.
MascaraSnake is offline  
Old 03-31-2010   #47
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

In general, Kyasarin, I do like how you explain what you don't like about levels. That's a step in the right direction. But frankly, I'm getting kind of tired of your failure to see anything positive at all, and I'm not just talking about my pack. I'm talking about everyone's work.

I really think that you are spending so much time dwelling on what you don't like (and I'll grant that TP has some problems, a few of them major) that you don't spend any time at all looking for positive traits. I know that you always respond that there isn't anything about it that you like, but a rating of 0/10 is simply gratuitous. Plenty of other people, including people who on the whole didn't like my level, found at least some things they liked, and thought there was some redeeming value (including Mystic and plenty of other people who know what they're talking about).

By this point, I've seen the pattern of how you rate things, and I have to agree with SpiritCrusher here: it's not all the levels you hate, it's SRB2 in general. You've even said it yourself.

But the fact that you continue to play something you hate is something that absolutely confounds me. If SRB2 is an endless parade of torture for you, why do you bother with it?

I think I can answer that question: because there is something about the game that you like, and you don't really have a solid grip on what that something is. That means that if you tried harder, I think you could find redeeming value in these sorts of things.

Your constructive criticism, Kyasarin, is missing a fundamental element. Proper constructive criticism must be two-sided, praising positive things and condemning crap. If all that a person is hearing is that his levels are terrible and have no redeeming qualities, how can you expect that person to improve?

To imagine the difficulty here, think of constructive criticism with the ever-tired metaphor of the stubborn mule. The stubborn mule moves towards the carrot because it wants to be rewarded, and away from the stick because it does not want to be punished. This is how constructive criticism works, too...SRB2 level makers gradually stop doing the things that other players complain about, and do more of the things that other players praise them for. But when you try to motivate the stubborn mule, Kyasarin, you haven't got any carrot at all. You're just jabbing the mule repeatedly with a stick. And without any positive accomplishments to compare failure to, nobody could easily figure out what they should be doing.

Please think about what I've said. I'm not just complaining because you didn't like my level. I'm complaining because you never even try to like anything.
__________________
Just another indie game developer...check out my website, Chapman Games!
Fawfulfan is offline  
Old 03-31-2010   #48
ashtheman14
Not this moron again...
 
ashtheman14's Avatar
Default

Remember me?[/offtopic]
Fume shaft zone 1 does have a low framerate (the lowest I got is 0) but there are some things good about the MOD like sunshine atoll zone but maybe that's just because I like beach levels...the other levels we're not too bad either. Like mystic said: "this was enjoyable"
__________________
Current Project: Twilight realm
Overall= 15%
1 SP map... 55%
1 Race map... 12%
Just testing the water really, seeing what I'm good at...

Last edited by ashtheman14; 03-31-2010 at 04:37 PM. Reason: missed out the "s" in "levels"
ashtheman14 is offline  
Old 04-04-2010   #49
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

I have BIG news!

V1.0 is almost ready to roll. I'd say there's a reasonable chance it'll be out by the end of today. If not, it'll certainly be out by Monday evening. So get ready to see Tortured Planet in a way you've never seen it before!
__________________
Just another indie game developer...check out my website, Chapman Games!
Fawfulfan is offline  
Old 04-05-2010   #50
MascaraSnake
aka SpiritCrusher
Moderator
 
MascaraSnake's Avatar
Default

Today evening? I...I...I don't think I'm prepared for this...
*prepares for ultra-long review*
MascaraSnake is offline  
Old 04-05-2010   #51
metalsonicmk72
 
metalsonicmk72's Avatar
Default

Are you still planning to redo/fix some of the levels or even just fix issues that have been complained about such as lag issues or ridiculous rising sand speed after the next release?
__________________
MSMK72's Not So Entertaining Studios: http://www.youtube.com/user/metalsonicmk72
metalsonicmk72 is offline  
Old 04-05-2010   #52
MascaraSnake
aka SpiritCrusher
Moderator
 
MascaraSnake's Avatar
Default

Short answer, yes.
MascaraSnake is offline  
Old 04-05-2010   #53
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

Long answer, yyyyyyyyyyyyyyyeeeeeeeeeeeeeeeessssssssssssssssss.

Okay, moving back to seriousness, Version 1.0 will not be the end of it. There's going to be a Version 2.0, and a Version 3.0 after that. I'll explain the details of what to expect in these future versions when I officially release V1.0...which should probably be within the hour.
__________________
Just another indie game developer...check out my website, Chapman Games!
Fawfulfan is offline  
Old 04-05-2010   #54
STHE123O
Little Monster
 
STHE123O's Avatar
Default

Quote:
Originally Posted by fawfulfan View Post
...when I officially release V1.0...which should probably be within the hour.
:D That would be great! waiting for it then...
STHE123O is offline  
Old 04-05-2010   #55
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

All right...it's up! Enjoy!
__________________
Just another indie game developer...check out my website, Chapman Games!
Fawfulfan is offline  
Old 04-05-2010   #56
Kyasarin
 
Kyasarin's Avatar
Default

I tried giving this another shot.

The first Zone still feels very empty and lonesome in parts, mainly in the outside areas and when you enter a deeply forested location.
The second Zone had some fun things to explore and I liked finding them. Not much else to say.
The underwater city level still frustrates me a bit. The Gargoyle puzzles still feel out-of-place and dangerously flow-breaking, and even on my second run the little mazes tripped me up.
The snow Zone still feels too bland and simple.
The desert Zone was overly easy; the quicksand eliminated a very big amount of the challenge, and the rest of the level was crusher segments, which really weren't too hard to dodge.
Fume Shaft Zone had some really annoying platforming, what with the slime falling on the player when it isn't expected, and the fan segment got on my nerves because of the loose controls and the fact that there's random little holes that would just cause you to fall. The "railway" segments were all overly wide and bland, while the cavernous areas tended to be overly cramped.
A lot of things in LGZ annoyed me: There was a large amount of Snailers placed that really annoyed me very much, as some of them were over pits and in somewhat large groups. The climbing segments felt like they were done too long and felt boring as a result. The area with the shrinking really confused me for a while and left me running in several circles before finding out where to go.
Space Walk Zone just really annoyed me. It's very slow-paced and it's the same falling-rock hazard again and again. The gravity flipping made the level confusing (especially at the beginning of Act 2). There's one point in Act 2 where you go into a tunnel (with the red floors and blue floor gimmick) which led me running in circles until I decided to skip the level entirely.
Alien Armageddon...ick. The beginning room with the rising/sinking rocks was ridiculously wide for no reason, and most other parts of the level were cramped with enemies that would cause cheap deaths. I got too annoyed with this Zone and quit in the middle of it.

Overall, on this second run, I enjoyed this pack more than I did before. A main problem is some annoying Thing placement, and the fact that most levels have a "same-y" feeling, and there's some pretty bad visuals. The later Zones really need some fine-tuning.
I found it more enjoyable than before, but it's still a bit below average. It has potential with the Zone ideas you have but they just don't feel as fleshed-out as they could be.

3.4/10

Keep in mind that I'm always a pretty hard person to please, so you shouldn't take this too seriously.
Kyasarin is offline  
Old 04-05-2010   #57
corneliab
 
corneliab's Avatar
Default

Why does DD2 now begin 3/4 into the stage now? Is this a mistake?
corneliab is offline  
Old 04-05-2010   #58
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

Quote:
Originally Posted by Kyasarin View Post
3.4/10

Keep in mind that I'm always a pretty hard person to please, so you shouldn't take this too seriously.
Don't worry. I adjust my reaction to your scores based on your high standards. I'm glad that you liked it a bit better the second time around.

I agree with you that many parts are repetitive. Much of what is in these levels is just "placeholder" stuff, which will be taken out when I can think of better gimmicks to add in their place.

Quote:
Originally Posted by corneliab View Post
Why does DD2 now begin 3/4 into the stage now? Is this a mistake?
YIKES! I was afraid I'd do that!

Okay...I'm putting up v1.1, which corrects the handful of bugs I've found, including that.
__________________
Just another indie game developer...check out my website, Chapman Games!

Last edited by Fawfulfan; 04-05-2010 at 11:20 PM.
Fawfulfan is offline  
Old 04-05-2010   #59
corneliab
 
corneliab's Avatar
Default

Some more starting point issues:

CNZ2 starts near the way end, and I don't believe SWZ1 starts at the correct point either.

FSZ2's starting point is incorrect as well, though the stage is disabled by normal means so I guess that doesn't matter...
corneliab is offline  
Old 04-05-2010   #60
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

What are you talking about? FSZ2 isn't disabled.
__________________
Just another indie game developer...check out my website, Chapman Games!
Fawfulfan is offline  
Old 04-05-2010   #61
corneliab
 
corneliab's Avatar
Default

It doesn't show up in the multiplayer level select, so I just assumed it was.
corneliab is offline  
 

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Little Big Planet 2 Autosaver Video Games 28 01-28-2011 06:59 AM
Tortured Planet BR (Planeta Torturado) Marcelo_Souza555 Editing 8 11-22-2010 11:05 PM
SRB2 Tortured Planet: Final Demo Before Release! Fawfulfan Editing 98 03-18-2010 12:17 PM
Lost Planet UruZingLo Video Games 0 07-13-2009 02:33 AM
The Gems Planet (Not By Me) Bio Spark SRB2 Discussion 6 06-29-2009 01:33 AM


All times are GMT. The time now is 08:19 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2017, vBulletin Solutions, Inc.