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SRB2-The Emerald Isles v. 3.0.5 Details »»
SRB2-The Emerald Isles v. 3.0.5
Version: 3.0.52, by Kuja Kuja is offline
Developer Last Online: Mar 2017

Category: Version: SRB2 Rating: (7 votes - 4.71 average)
Released: 06-03-2015 Last Update: Never Installs: 6
Single Player Levels Multiplayer Levels SOCs Scripts Sprites/Graphics

Hi, and welcome to my level pack that I originally started back in 2008. It's undergone a number of changes through the years(1.09.4-2.0). This project was originally intended to be something to do for people that were bored with the original game...and for me to learn the ins and outs of level design and learning what does and doesn't work in them while trying to improve on my past attempts each time.

The age of the last two levels are very apparent, as they are actually the oldest level in the level pack up to this point. My first level was Rush Canyon, the second was Aquatic Labyrinth, and the third was Shale Village. As of the last release in 2.0, Shale Village was the oldest level in the pack. I said I was going to update it next in my last thread, and I delivered! Take that, 2008 me!

Speaking of which, if you want to avoid the potential lag cluster of the new Aquatic Labyrinth, you may take the left path out of the boss room in Blaze Canyon 3 and go to the old version of the zone-or if you're just curious/feeling nostalgic.

There are no emblems in this level pack this time, as I believe that the merit of just playing it should be entertainment enough. That's not to say there aren't unlockables, there just won't be any that revolve around hunting around a massive level that may not allow backtracking.

Comments/suggestions/critique/error reports are welcome as always, as they may very well determine which direction I intend to go in for future levels.

Also included guest times if you're having trouble speedrunning for the unlock.

Asset package used from
http://mb.srb2.org/showthread.php?t=35544

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File Type: rar scr_TEI3.rar (20.66 MB, 2920 views)

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Comments
Old 06-03-2016   #42
Kuja
 
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Also intended. In fact I was considering making the whole act a damaging floor!


(I'll look into it tonight)
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Old 06-03-2016   #43
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Quote:
Originally Posted by KaisoAri View Post
Especially stairs. They like to bite back.


Hmm... I could have told you about stairs



This looks like an interesting map pack.
Guess I'll try it out and leave my opinion on it... tomorrow!
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Old 06-03-2016   #44
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Ahh, the enemy in the floor below is clipping through to attack you.



Try fighting the floor

edit:I've updated with the changes to issues mentioned above and a few others I've noticed while scouring through the acts. I will note that some rising platforms now act odd when you spindash off of them and give you upward momentum, but I don't know what to do about that at this point.

Last edited by Kuja; 06-03-2016 at 04:41 AM. Reason: updated.
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Old 07-12-2016   #45
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I updated! Even though it's what I consider half of an update, I wanted to release and get some feedback on the first half of the new ice level I was working on-Arctic Ravine. It still needs a bit of polish, but I've decided to change it up with level design this time around.

I realize that the last level I released was fairly difficult to get though, so here's a "softball" level to play. It gave me a chance to try out some of the slope and sector gimmick level design ideas I was throwing around. I also wanted to try to make a more visually appealing level this time around while introducing some of the level mechanics I intend to reuse in act 2.

Along with that are a few new bosses between acts, some level quirks in older levels fixed, some new quirks introduced, and a few nice secrets here and there. Enjoy!
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Old 07-13-2016   #46
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Aside from the fact I got lost in Arctic Ravine three times and then once crashed, it's pretty decent. Unfortunately it's unbeatable by Sonic because these fans simply don't propel you high enough to reach the springs before the end sign.

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Old 07-13-2016   #47
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Quote:
Originally Posted by Steelie View Post
Unfortunately it's unbeatable by Sonic...
Spoiler: Just don't jump

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Old 07-14-2016   #48
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Pretty much what YevaEA said. You don't have to jump into those to reach the platform. You may succeed if you use momentum, but you don't have to.
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Old 07-14-2016   #49
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Quote:
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Pretty much what YevaEA said. You don't have to jump into those to reach the platform. You may succeed if you use momentum, but you don't have to.
You should probably up the strength of it anyways, though. It's a bit of a guide dang it moment otherwise.
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Old 07-14-2016   #50
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Alright, I've adjusted the fan strength and a few stray textures here and there. My next step is to probably make the second half of the level a bit more coherent.

I should point out that the breakable pillar and the button you find further on open up shortcuts in case you fall.
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Old 07-17-2016   #51
KobaBeach
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I enjoyed this up until Aquatic Labyrinth lol
Please tone down the water, it's like Hoenn in here or something

Emerald Isle and Blaze Canyon were pretty fun!
Can't comment on the rest of the mod yet though

Also, Kuja is the best FF villain (and one of my husbandos), excellent name choice~
Best final boss battles are Exdeath (in terms of challenge) and Ultimecia + Griever (in terms of spectacle) imo
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Old 07-17-2016   #52
Larztard
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After all this time playing the official 2.1 port of The Emerald Isles, I've been meaning to ask how to unlock Record Attack. I've been curious on how to unlock it and the hint that it gives away is kinda cryptic too.
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Old 07-17-2016   #53
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Get through Emerald isles act 2 in roughly 2:30, and the door will be open next to the end level sign. The time takes respawning at star posts into account.
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Old 07-27-2016   #54
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Fixed some issues that could cause Sonic players to be stuck on one of the frozen sectors, added some ice friction and added a level select picture. Also added guest times. Might be the last update for a while, until I can decide what to do for act 2.
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Old 08-14-2016   #55
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Quote:
Originally Posted by "Lat'" View Post
Also pls add support for sylveon's HUD and ill rate it 6/5.
Spoiler: Better late than never I guess?

Yes, the "RINGS" text color is a little bit off but this is the closest color to the HUD I was able to get.
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Old 08-20-2016   #56
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Just popping in for a general question to any who might stumble upon this thread again.

If you haven't noticed, I've made a lot of different themes to levels, and I've always tried to mix it up a bit to keep gameplay between stages distinct from each other... but I have to ask what kind of levels do you guys enjoy playing? I don't necessarily mean easy or difficult ones- I'm talking more along the lines of what do you find enjoyable out of a good SRB2 level and why?

If it's easier to point out which levels you absolutely loved or hated with a passion out of this level pack, then that would be acceptable too. Although complaining about lag isn't really a valid criticism because I don't own a computer from 2003, I am willing to accept feedback about the general length of the stages.

Part of the reason it takes me so long to come out with levels is because I kind of lack a direction. I write down some cool ideas I want to try, and see if I can make a cool gimmick out of it. But if you guys can tell me what I'm missing or nailing, I could probably pick out something and try that.

I believe that the greatest sin I could possibly commit on this project would be to crank out 8 more maps that played exactly like Emerald Isle Zone.
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Old 08-20-2016   #57
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I'm just curious, did you hide any Chaos Emeralds/ Emerald Tokens in the levels? Since this is a full level pack, I'd expect some way to collect them.
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Old 08-20-2016   #58
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I'm generally an easy person to please - make some interesting geometry for platforming, springing, and bouncing around, and I'm usually happy. Beyond that, I like it when I have to consider my situation and decide on what to do, instead of just executing the same action over and over again... which is to say, versatility of how a gimmick or badnik is applied is really good, in my eyes.

Above all else though, I love physics play. Stuff that screws around with your momentum - adds to it, reflects it, doubles or halves it, swings it around... stuff that interacts with your motion in a smooth, contextual way such that your motion from before matters and how you interact with it can have a huge range of resulting motion is really exciting for me. The old conveyor belt spin glitch, water surface boosting, bouncy floors and walls, gravity shenanigans, currents, Crawla Bouncing, and slopes are all good examples. Stuff that just replaces your momentum without regard for what it was before such as DSZ waterslides are not. Chain swings are kinda in the middle, since the ignore a lot of prior context about the player's momentum but still have a good bit of depth to them.

I like that kind of thing because there's a lot of granularity and depth to how you can interact with or use it - it gives you that feeling that maybe you didn't make it to where you were going for this time, but if you keep trying and tweak this part of how you entered and that part of how you traveled through the air, you'll manage it, and when you finally do it feels like you've just gotten away with something you really shouldn't have. Maybe you have actually gotten away with something, for that matter! But at its core, it's stuff that interacts with player physics in a way where it's fun just to screw around with, and which getting familiar with it can really help you out, and help you out more the more familiar you get. SRB2 really does not have enough of this kind of thing, even though it was such a core part of what made Sonic a unique platformer on the genesis.

TEI always stuck out to me because of its open, highly vertical levels where multiple paths were running above each other in the same room, which is cool in and of itself but which also led to some amazing crawla bouncing scenes. If this were expanded to include more physics play gimmicks while still having level architecture that lets you go really wild with it the way you can go really wild with crawla bouncing in some stages, I'd be super happy about that.
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Last edited by Prime 2.0; 08-20-2016 at 05:49 AM.
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Old 08-20-2016   #59
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@Flare957:Yes, I've hidden quite a few of them around-You'll definitely have to check those corners for them, though. There are roughly 20 of them spread throughout the zones.


@Prime
Thanks for stopping in to post this, I definitely appreciate your insight on the matter. "Good" momentum-based platforming is definitely something I've found difficult to get right in this game. Knowing that you can't really launch yourself forward and upward without some slope or air current shenanigans makes it sort of difficult to come up with engaging level design, outside of that awesome rising platform glitch that recently got introduced. I'll definitely try and make a return to making winding paths that have flow like I used to enjoy doing. Blaze Canyon comes first to mind.

Considering that the next level I'm working on is Ice-based, I'm trying to come up with ways to make it challenging but fun without resorting to actively throwing the player into a pit, or having Tails/Knuckles come by and invalidate the challenge altogether by snapping the level in half...though I sort of gave up on that part a long time ago.
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Old 08-21-2016   #60
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Quote:
Originally Posted by Kuja View Post
@Flare957:Yes, I've hidden quite a few of them around-You'll definitely have to check those corners for them, though. There are roughly 20 of them spread throughout the zones.


@Prime
Thanks for stopping in to post this, I definitely appreciate your insight on the matter. "Good" momentum-based platforming is definitely something I've found difficult to get right in this game. Knowing that you can't really launch yourself forward and upward without some slope or air current shenanigans makes it sort of difficult to come up with engaging level design, outside of that awesome rising platform glitch that recently got introduced. I'll definitely try and make a return to making winding paths that have flow like I used to enjoy doing. Blaze Canyon comes first to mind.

Considering that the next level I'm working on is Ice-based, I'm trying to come up with ways to make it challenging but fun without resorting to actively throwing the player into a pit, or having Tails/Knuckles come by and invalidate the challenge altogether by snapping the level in half...though I sort of gave up on that part a long time ago.
When considering tails and knux, you have to make different rooms challenge different characters - as Azure Temple and Tempest Valley's emerald stage proved, crampt spaces with hazards, especially guillotine hazards, are how you challenge tails. Figure out how to force the player to consider their flight plan and timing in advance. You're almost never going to get to make a single room the same difficulty for everyone (and DEFINITELY not the same difficulty for the same reason), so for the most part you kinda just have to accept that some rooms will be easier for some characters, and come up with a balance.

Buzz and other flying enemies (besides bashes) are also good for forcing tails to the ground, but with buzz especially you kinda have to model that along the lines of "this buzz will force the player to stop and deal with it at this specific, pre-planned moment in time"... which applies to all characters, actually, but to tails especially since "stopping and dealing with it" requires a quick descent, either to land or to get the buzz directly above.
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Old 08-22-2016   #61
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Yeah, you don't see tails/knux only paths too often in levels period. Knux would be easy, but I'm sure I could give it a try with tails too.
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