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Old 5 Days Ago   #201
Wumbo
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So here's, uh, Knothole Valley.

Submitter: Me
Credits: SSNTails for his original attempt at recreating Knothole Base in 3D
Music: Mega Bomberman - Jammin' Jungle
Description: A recreation of Knothole Base heavily based on SSNTails' original attempt at the same thing.

A little shorter than originally intended, but I'll make up for that during the polishing period. Other than that, the level is about complete.

P.S. No, I did not use X-Treme Sonic to test my level!

Spoiler: Changelog
Changelog:

Version 1:

Initial Release

Version 2:

Added water ambience and tweaked some things around the pool and token area, hopefully to make it better
Attached Files
File Type: zip KnotholeValley.zip (135.6 KB, 11 views)
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Last edited by Wumbo; 5 Days Ago at 11:41 PM. Reason: Update!
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Old 5 Days Ago   #202
DrTapeworm
lord of gradius music
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Download: (attached)
Title: Nova Shore Zone
Submitters: DrTapeworm
Credits: Horizontal Springs by DirktheHusky and Lach; Hyper Ring by Lach; pufferfish sfx by AxelMoon; whoever made the textures from the asset pack i used; music: dream_in_blue_water.mod
Maintainer Notes: not entirely finished! it has an ending and a series of paths that converge but i don't wanna end it where it does right now, plus the starting room lags to hell alongside a few other assorted things i gotta take care of during the polish phase, so don't complain about the ninja unidus on the upper route just yet

Looks like several asses in opengl. don't opengl
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File Type: zip scr_novashore.zip (879.3 KB, 40 views)
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Last edited by DrTapeworm; 5 Days Ago at 07:34 PM.
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Old 5 Days Ago   #203
RomioTheBadass
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I wonder if the palette is gonna make it to the release version of KAWAIII, that aside the level was fun to play and it looks great.
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Old 5 Days Ago   #204
Firework917
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Default Welp, time to die at the hands of submission day

Download(s): https://cdn.discordapp.com/attachmen...ingHeights.wad
https://cdn.discordapp.com/attachmen...talsprings.wad
Title: Morning Heights
Submitters: Firework917
Music: Nothing (yet)
Credits: Horizontal Springs WAD is by Dirk and Lach; Jazz created the skybox for me before I even started major work, so a big thank you to him
Maintainer Notes: Absolutely nothing in this map is done. I was too lazy and didnít do enough during the early work time given, and Iím rushing hard during finals week to finish this now. Iím submitting this so that I can have more time to work on it later. The spawn is also incorrect, and a remnant of map testing - it does drop you off in the area Iím working on currently (if thatís a plus).
Enjoy. If you donít enjoy, I completely understand, but Iíll still be sad.
-Edit: the sneak-in though, hi salt-

Last edited by Firework917; 5 Days Ago at 12:23 PM.
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Old 5 Days Ago   #205
TehRealSalt
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I've used a level palette for my SUBARASHII map, I don't see what the issue would be?
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Old 5 Days Ago   #206
RomioTheBadass
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Quote:
Originally Posted by TehRealSalt View Post
I've used a level palette for my SUBARASHII map, I don't see what the issue would be?
I thought custom palettes affect the entire game and not just a specific level?
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Old 5 Days Ago   #207
TehRealSalt
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There's a level header option for it
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Old 5 Days Ago   #208
ManimiFire
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Updated Desolate Woods due some fixes:
  • Added rings in the beginning of the map so you won't have to take a risk and grab your first ring in the enemies' area.
  • Raised the height of the woods in the turret's area so you can now hide behind every wood when the turret attacks.
  • Fixed the pulley's "nextpoint" issue (nil warnings).
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Old 5 Days Ago   #209
Chaobrother
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Time for the Last Dayô Rush!




The level is complete in terms of length and gimmicks, but more decoration and secrets need to be added.

Download: The level is attached
Title: Bio Satellite Zone
Submitters: Chaobrother
Credits: The music is "Millennium" by SideWinder from Mod Archive
Maintainer Notes: The charging script has not been tested in multiplayer. The script does not work with characters who have normal speeds less than their run speeds and no run animations. Some dummied code is in the script which may help for characters with run speeds greater than their normal speeds, although a crash will happen if 60 normal speed would force a character into their running animations and they do not have any.
Attached Files
File Type: zip scr_biosatellite.zip (409.0 KB, 30 views)
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Old 5 Days Ago   #210
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Quote:
Download: attached
Title: Redcurrant Brewery
Submitters: Monster psychic cat
Maintainer Notes: I half-assed the song - it's also supposed to loop, which SRB2 ignores
Attached Files
File Type: zip scr_redcurrantbrewery.zip (368.0 KB, 30 views)
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Old 5 Days Ago   #211
TehRealSalt
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Quote:
Originally Posted by Firework917 View Post
Download(s): https://cdn.discordapp.com/attachmen...ingHeights.wad
https://cdn.discordapp.com/attachmen...talsprings.wad
Title: Morning Heights
Submitters: Firework917
Music: Nothing (yet)
Credits: Horizontal Springs WAD is by Dirk and Lach; Jazz created the skybox for me before I even started major work, so a big thank you to him
Maintainer Notes: Absolutely nothing in this map is done. I was too lazy and didnít do enough during the early work time given, and Iím rushing hard during finals week to finish this now. Iím submitting this so that I can have more time to work on it later. The spawn is also incorrect, and a remnant of map testing - it does drop you off in the area Iím working on currently (if thatís a plus).
Enjoy. If you donít enjoy, I completely understand, but Iíll still be sad.
-Edit: the sneak-in though, hi salt-
I like what I'm seeing so far! You've got that neat open-ended style that I like :)

Unfortunately I can't add this to the KAWAIII preview set just yet, as it does not seem to have an exit, and the player start seems to be in a testing location. Absolutely feel free to update during the polishing phase though, and I'll add you as soon as you can fix these things!
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Old 5 Days Ago   #212
Root
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Me and Yacker made a Lua platformer game because we're insane. (It's sort of a sequel to a game I made, but I tried to make it not require context..even though the plot makes no sense either way :P)

Download:Attached
Title:Mr. Triangle The Pizza Delivery Guy Mania 1.5
Submitters:Root & Yacker
Credits:Root:Main Programming, Event System, Sprites, Level 2
Yacker:Programming Assistance/Boss code, Original Platformer engine, Level 1
Music:A MIDI of Sunset Hill Act 2 by "Jace"
and Kirby's Dreamland 3 - Boss
Maintainer notes:HUD works in splitscreen, but I didn't actually add any specific view stuff for it so it only follows player 1. (I might work on this in a few days)
It sets the player's movement speed/jumpfactor in PlayerInit, and SRB2 doesn't reset it when moving to another map. I don't know of a better way to keep the player from jumping/moving so..
Also it doesn't work in OpenGL

EDIT:Updated to fix it not resetting on map load.
EDIT 2:Added a map header variable.
Also similarly to Goldenhog last page, I don't really use discord so if anyone has feedback it should be in this thread.
Attached Files
File Type: zip sc_mrtrpdg15v3.zip (596.4 KB, 10 views)

Last edited by Root; 4 Days Ago at 02:17 AM.
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Old 5 Days Ago   #213
*icefox*avp*
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Download:
Attached
Title: Raspberry Desert
Submitters: Revan
Credits: Desert sprite for the skybox by cesar993, people who made the Assetpack textures because I used the sand ones, the cloud texture from Sonic Mania, DanielMania123 for the starry sky texture and Desert Dream by laxity/kefrens '92
Maintainer Notes: If you know how to fix the rocket sandfalls, either dm me here or in Discord. Playable in both renderers, but I still recommend software to play this for better visuals. The map is not finished though, so you can consider this a KAWAIII edition.
Attached Files
File Type: zip scr_RaspberryDesertV3.zip (649.8 KB, 1 views)
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Last edited by *icefox*avp*; 5 Hours Ago at 08:13 PM.
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Old 5 Days Ago   #214
TehRealSalt
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@Root: Mr. Triangle is absolutely brilliant, but before I can let it mingle with the other maps I'll need a Lua map header variable to prevent it from running on other maps. I could do it myself, but it'll be annoying if you end up updating it.

@Revan: Mind changing the names of your recolored textures? A couple of other people are already using the normal Asset Pack textures, and just a few of your texture names still use the DP naming scheme that conflicts.
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Last edited by TehRealSalt; 5 Days Ago at 09:22 PM.
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Old 5 Days Ago   #215
LJ Sonik
Default Green Hill Zone

Download: Attached
Title: Green Hill Zone
Submitters: LJ Sonic
Attached Files
File Type: zip sc_GreenHillZoneKAWAIII.zip (85.9 KB, 27 views)
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Last edited by LJ Sonik; 5 Days Ago at 12:10 AM.
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Old 5 Days Ago   #216
*icefox*avp*
Or call me Revan
 
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Quote:
Originally Posted by TehRealSalt View Post
@Revan: Mind changing the names of your recolored textures? A couple of other people are already using the normal Asset Pack textures, and just a few of your texture names still use the DP naming scheme that conflicts.
Sure thing! If you will do it yourself, tell me because I'm on my way to change the names and I don't want to do a thing that was already done.
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Old 5 Days Ago   #217
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Despite everything, this is actually the first normal single player map I've completed for SRB2. Who'd have thought?
It turned out a lot more compact and platforming-oriented than average, but I think I ended up with a good enough result.

Download: Attached to this post
Title: Diamond Valley Zone
Submitter: Badz
Credits: BGM used is "Jazz Castle" from Jazz Jackrabbit 2
Maintainer notes: There's a custom enemy included, with its MapThingNum set to 2160. You shouldn't have to tamper with anything else to get it to work.


I'm planning to improve the visuals a bit during the polishing phase so it's less red and brown everywhere, and possibly extend the final area a bit, but the layout is pretty much complete otherwise.
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ID:	12852  
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File Type: 7z scr_DiamondValley.7z (312.2 KB, 21 views)
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Old 5 Days Ago   #218
Ikkarou Tatsuru
Previously Kim the Fox
 
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Oof, I thought I was going to die. Shame on me for only joining two weeks in.
But here it is, Amethyst Aqueducts, my first map... in its worst iteration.

It's absolutely not complete. It's shorter than intended, lacks decoration, secrets and effects, and the waterslide sections are mostly provisory. Since I'm only submitting it right now to get some feedback, I thank in advance however can give me details on how to improve the final version.

Known issues:
・The waterslides are ugly.
・I have not yet implemented the locks that prevent the switches from being activated while they are already running. Reentering them without waiting for them to end their cycle might temporarily desynch the effect, so caution.
・Some switches might spawn slime trails at their edges. I don't know what causes this.
・Have you found the secret switches? Good. They don't do anything yet.
・The second switch room of the lower path doesn't have a proper gimmick. Activating the switch (in the correct way, mind you, it's a puzzle) creates a temporary fan sector over the floor inside the pillar maze which last 3 seconds, as usual. This is the only switch whose action is not properly clear, so I'll be adding corresponding iconography for each of them.
Update: The level has been regarded as having an irregular difficulty curve as well as some technical problems that might compromise completion. These are going to be fixed as soon as possible.

Quote:
Download: Attached.
Title: Amethyst Aqueducts Zone
Submitters: Ikkarou Tatsuru
Credits: Glaber for the Flasher enemy, Lach for the horizontal springs, and everyone else who helped me out in the Discord server with stuff besides assets.
The music is Aquarium by Awesome.
Maintainer Notes: As previously stated, this is not the final cut.
Attached Files
File Type: zip scr_amethystaqueducts-v1.zip (1.71 MB, 16 views)
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Last edited by Ikkarou Tatsuru; 5 Days Ago at 12:41 AM. Reason: Update number 1
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Old 5 Days Ago   #219
*icefox*avp*
Or call me Revan
 
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A tiny update. I renamed the textures due to texture conflict reasons.
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Old 5 Days Ago   #220
Wumbo
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Quick update to my map

Aside from that, I'm honestly surprised by how many last-day entries there are. Hopefully, that can raise the amount of submissions to over 30 maps (so it at least beats SUGOI in map count).
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