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[SUGOI 2] Oh My God! It's Joseph Joestar In SUBARASHII: X-Mas Mode In July Details »»
[SUGOI 2] Oh My God! It's Joseph Joestar In SUBARASHII: X-Mas Mode In July
Version: v1.1, by TehRealSalt (Ya Grrl Sal Here (σᴥσ)) TehRealSalt is online now
Developer Last Online: Aug 2017

Category: Version: SRB2 Rating: (10 votes - 5.00 average)
Released: 07-27-2017 Last Update: Never Installs: 4
Single Player Levels Multiplayer Levels SOCs Scripts Sprites/Graphics

SUBARASHII will assume you have already gotten the ~True Ending~ in SUGOI. If you haven't done so, and wish not to be spoiled, you should go do that now.



Sonic Uncovers Banning And Realizes Anime Spoilers Hurt Intricate Ideas is... a mouthful. I mean, it's the sequel to SUGOI, a community project that ended up way more successful than I had ever anticipated! So I thought, why not make a sequel? Turns out, this also became more successful than I had ever anticipated! If you missed out last time, here's what went down: I gave everyone a month to make a level, tied them together with a hub level and a final boss, and released it! It's the result's a mod by the community, for the community! None of this would've been possible without the massive contributions I recieved. While the basic format is the same as last time, I tried to do some extra stuff to make this one unique in its own ways.

Let's see what the back of the box says:
  • 48 fully featured levels, with 7 being unique Emerald Stages!
  • A shop system to give you helpful items in tough levels!
  • An all new Marathon Mode for speed runs!
  • Features work from over 60 different contributors!
  • The exciting continuation of the plot!
  • More gosh dang anime.


Spoiler: The Manual (WARNING: Minor spoilers)
STARTING UP:
Before you can play SUBARASHII, you will need the parent game, Sonic Robo Blast 2. You can find the download over at www.srb2.org. It is highly recommended you have an understanding of the original game before trying SUBARASHII. Afterwards, you can boot up SUBARASHII like any other SRB2 add-on.
  • Opening the included .bat file, labeled "Play SUBARASHII". This method is the most recommended. If you have SRB2PlusC, then you may use "Play SUBARASHII (PlusC)" for IO save file support.
  • Using the addfile console command. Open up the console, and enter in "addfile scr_subarashii_v1.wad". It is highly recommended you do so at the title screen, and not in-game.
  • Using the command line. Running the game with the parameter "-file scr_subarashii_v1.wad" will load SUBARASHII.
  • Using a third-party launcher program. Instructions and support on using these programs should be provided by creator of the program used.
PROLOGUE:
here we last left off in SUGOI, Sonic the Hedgehog found all of the hidden Chaos Emeralds, and got through the treacherous Garanz Site Act 16. However, after doing so he ran into Dr. Eggman, and his latest invention: Anime Eyes Sonic. Sonic was merged with Anime Eyes Sonic, becoming an all-knowing weeaboo of infinite power, as Knuckles the Echidna makes a last second escape before he too was claimed.

Now, Eggman has befriended his previous arch-nemesis, hanging out and discussing anime and manga with Anime Eyes Sonic all day long. However, this newfound friendship doesn't last for very long, when Eggman asks him who is the best girl. Anime Eyes Sonic answers poorly, which sends the doctor into a fit of rage! Proclaiming that Anime Eyes Sonic had failed him, Eggman knocks the anime out of Sonic and sends him into the Shadow Realm.

In the Shadow Realm, Sonic meets up with a gang of hundreds of Shadow the Hedgehogs in their house. They team up to find Hypermysteriousshadonic123311, the only being that is powerful enough to stop Eggman's fiendish plan to destroy Pueblo City!
HOW TO PLAY:
SUBARASHII shares most of the controls and its mechanics from its parent game that will not be covered here. However, there are a few key differences.
  • EMERALD TOKENS:
    The emerald tokens have changed from normal SRB2. Instead of being sent to the next special stage at the end of a level, they will be added to your Emerald Token counter. You can spend these in the hub level, either in the shop or to enter Emerald Stages.
  • HUB:
    Starting a new game will bring you to Joestar Manor, the hub level of the game. Here, you can select a level, buy items, or enter an emerald stage.
    • SELECTING A LEVEL:
      Simply hop into a painting representing the desired level in the hub, and you'll be met with the voting screen. Here, the level name and author will be displayed. Simply press the Jump key to accept, or Spin to decline. If accepted, then you'll warp to the selected level. Otherwise, you'll be brought back to the entrance of the hub. In multiplayer, the majority's vote determines if it is successful or not. If the level is an emerald stage, the token cost will also be displayed.
    • PROGRESSION:
      Each gate in the hub is blocked by a certain number of Emblems. There are various ways to get emblems. You will naturally get an Emblem by completing a level. You can also find Emblems hidden in most levels, and earn Emblems in Record Attack mode by achieving certain goals. Going for as many Emblems as you can in levels you enjoy will unlock gates quicker, while only completing stages can be much slower and more tedious. The ultimate goal is to unlock and complete the single level behind the Final Tower gate, but collecting as many Emblems as you can may net you extra unlockables and extra content. Due to the lack of emblems in multiplayer, progression is based on number of maps beaten instead.
    • BUYING ITEMS:
      On the second floor in the right wing of the hub level is the shop. Step on the platform, and the shop interface will be brought up. This menu shows the currently available items, the Emerald Token cost and the description of the selected item, your currently held item, and your current number of collected Emerald Tokens. The Strafe Left/Right keys change which item for sale is selected, the Jump key buys the selected item, and Spin exits this menu.
  • EMERALD STAGES:
    Emerald Stages work differently from the normal levels. In addition to the normal level completion emblem, they also give out a Chaos Emerald! However, it costs an Emerald Token to enter one each time. Losing any Emerald Stage will bring you back to the hub level. If you find that an Emerald Stage is giving you too much trouble, you can buy out Chaos Emeralds from the shop, but at a much more expensive price. Most Emerald Stages have a special gimmick or alternate control scheme, as well, which are documented here.
    • GREEN EMERALD: Greenflower Grove Zone 1
      In this emerald stage, you play a recreation of Sonic 3D Blast. Defeat the enemies, collect all of the Flickies and bring them to the exit ring to get the Chaos Emerald.
    • PURPLE EMERALD: Tropical Island
      A simple 2D level, but instead of rings protecting you from hits, you have a dedicated Energy meter. It depletes over time and when you get hit. Get to the end of the stage without draining your Energy to get this stage's Chaos Emerald.
    • BLUE EMERALD: A Minesweeper Field
      The goal of Minesweeper is to uncover every safe tile and to place flags on all of the mine tiles. Pressing Spin uncovers the tile you're standing on, while Jump places a flag on the tile. On an uncovered tile, the number indicates how many mines are in the 8 tiles around it. By using the process of deduction, you can figure out which tiles to flag and which to dig.
    • CYAN EMERALD: Unknown Temple 1
      Controls and plays like a normal level, but it has a timer. Press all of the switches and reach the end before time runs out to get the Chaos Emerald.
    • ORANGE EMERALD: Shade Mountain Zone
      To complete this stage, you must fly a hang glider through the dark cavern. You can press up or down to fly in that direction, and hold Jump to accelerate. Every second, you will lose 2 rings. Fly through the Giant Rings to replenish your ring supply until you can reach the Chaos Emerald.
    • RED EMERALD: Songuri
      Take to the skies in this shoot-em-up for the Chaos Emerald! Pressing Jump shoots a laser, while pressing Spin will shoot a rocket; lasers are weaker but faster, while rockets are stronger but slower. The colored target reticule shows what you'll shoot. Press and hold Custom Button 1 to dash, increasing your speed and canceling out your firing animation. Dashing through lasers and defeating enemies will fill up your Hyper meter. Once the Hyper meter has been filled, you can press Custom Button 2 to fire a hyper beam at the targeted enemy and gain a few seconds of invulnerability. Defeat the boss to get the Chaos Emerald.
    • WHITE EMERALD: Highly Responsive to Hedgehogs
      The long awaited SRB2 adaptation of Touhou. You can move left and right, and press Jump to shoot. Tapping Spin when standing still waves your wand around to destroy bullets, while pressing it when moving does a slide. The goal is to knock the Yin-Yang Orb around the stage to flip all of the cards on the screen. You can knock the orb around by shooting it, hitting it with your wand, or sliding into it. Be careful, as touching the ball without hitting it back will kill you! Each screen has a timer; let it run out, and bullets will continuously rain down until you die or flip the remaining cards. Clear all of the screens to get the Chaos Emerald.
EXTRAS:
  • There is a path split that determines the ending of the game. A secret path will open in the final level when all 7 Chaos Emeralds are collected.
  • Emerald Practice unlocks after beating the game. You can attempt any Emerald Stage here freely without any consequences.
  • Marathon Mode unlocks after getting the secret ending. This lets you test how fast you can get through all of the levels in order. Displayed in the bottom-right of the screen is how long you've spent in Marathon Mode. After the credits, your final time will be displayed. Marathon Mode will persist, even if you return to the title screen, until you return to the hub level or quit the game.
  • Once Marathon Mode is unlocked, you can find the Music Test (as well as the rest of the secret levels) in the Gallery, on the second floor of the hub level. The Music Test menu shows the currently playing song, and information on the song you have selected. The Strafe Left/Right keys select a song, the Jump key plays it, and the Spin key leaves the menu.


Spoiler: The Credits
MAP01, MAP02, MAP09, MAP10: Green Flowers Zone (Hedgefox)
  • Music (Act 1): "Green Hills Zone" from Sonic the Hedgehog 2 (8-Bit)
  • Music (Act 2): "Aqua Lake Zone" from Sonic the Hedgehog 2 (8-Bit)
  • Music (Act 3): "Rainy Savannah" from Sonic Drift 2
  • Music (Act 4): "Boss (Game Gear)" and "Boss (Master System)" from Sonic the Hedgehog 2 (8-Bit)
  • Boss (Act 4): ManimiFire
  • Additional assistance: White T.U

MAP03: Holiday House Zone (TexDreemurr/PSI Pikachu)
  • Music: "Snow Mountain" from Super Mario 64
  • Additional assistance: Sapheros

MAP05: Frozen Valley Zone (Tonic ze Hedgefox)
MAP07: Holiday Hill Zone (SeventhSentinel)
  • Sprites: VAdaPEGA

MAP08: Bubble Tides Zone (TehRealSalt)
  • Music: "Pacific Paradise Zone Act 2" by SeventhSentinel (https://clyp.it/kslhroko)
  • Additional assistance: SeventhSentinel

MAP11: Plastic Factory Zone (Steel Titanium)
MAP12: Funky Headquarters Zone (Puppyluvv)
MAP13: Sapphire Frost Zone (Glaber)
  • Sprites: From SRB2 Christmas
  • Lua Script: Larztard
  • Music: "Diamond Dust Zone Act 1" from Sonic 3D Blast (Genesis)

MAP15: Night Temple Zone (ManimiFire)
MAP16: Crimson Castle Zone (Elvin)
  • Music: "The Portals of Chaos" from Heretic
  • Textures: Ripped from Heretic and Hexen

MAP17: Ice Cap Zone (Chicmunk & SSG3)
  • Music: "Ice Cap Zone Act 1" from Sonic the Hedgehog 3

MAP18: Dusty Desert Zone 1 (Lilac)
MAP20: Magma Peaks Zone (Inferno Drag)
  • Additional assistance: Boinciel & Chicmunk

MAP21: Atlantis (DarkTechno)
MAP22: Snow Summit Zone (SAMMY SWAG)
  • Music: "Diamond Dust Zone Act 1" from Sonic 3D Blast (Saturn)

MAP23: Twilight Grove Zone (Knux576)
MAP24, MAP25: Mount Torval Zone (Boo)
  • Music (Act 1): "Torval - Hoverbike or Bust" from Ratchet: Deadlocked
  • Music (Act 2): "Mount Vesuvius" from Ducktales: Remastered

MAP27: Mix It All Together ! Zone 1 (RomioTheBadass)
  • Music: "High and Broken (Levitated Ruin)" from Sonic and the Secret Rings

MAP28: Steaming Towers Zone (DirkTheHusky)
MAP29: Sundial Veld Zone (Wind Takadiyami)
  • Music: "Plant Kingdom Act 1" from Sonic Rush Adventure, .it version by Steel Titanium
  • Additional assistance: Boinciel and GamingReloaded
  • Testing from Enodesix/PIRY and Danieldad2244

MAP30: Leaps of Faith Zone (MK.exe)
  • Music: "Stage 2 Boss - Strike Ants" from Dangerous Seed

MAP31: Palace Peaks Zone (GamingReloaded)
  • Music: "Sealed Ground (Gigan Rocks)" from Sonic Riders: Zero Gravity

MAP32, MAP37: Roasted Ravine Zone (Lat' & SAMMY SWAG)
  • Music (Act 1): "Great Canyon" from Pokťmon Mystery Dungeon Red/Blue Rescue Team
  • Music (Boss): "Versus Boss" from Pokťmon Mystery Dungeon Red/Blue Rescue Team
  • Music (Pinch): "Boss Battle" from Learn With Pokťmon: Typing Adventure

MAP33: Propulsion Peaks Zone (Inferno Drag)
  • Music: "Mysticism" by Necros/PM
  • Additional assistance: Boinciel & Chicmunk
  • Theme: Based off Skytop Zone by Glaber

MAP35: Empty Sanctum Zone (Chaobrother)
  • Music: "Corridors of Time" from Chrono Trigger

MAP36: Illumination Aerie Zone (JMRante)
MAPA0: Joestar Manor (TehRealSalt)
  • Music: "The Magic House" from Final Fantasy VI
  • Additional assistance: SeventhSentinel

MAPS1: Greenflower Grove Zone 1 (Maximus Universal & Tripel the fox)
  • Music: "Green Grove Zone Act 2" from Sonic 3D Blast
  • Textures: Modified from 2.2 Xmas Textures

MAPS2: Tropical Island (Monster psychic cat)
  • Lua Script: Axis2D by RedEnchilada & chi.miru
  • Music: "Unused Theme (SK Collection)" from Sonic 3 Complete
  • Music (Boss): "Competition Menu (SK Collection)" from Sonic 3 Complete
  • Music (Results): "Level Complete" from Time Dominator 1st

MAPS3: A Minesweeper Field (Rapidgame7)
  • Inspiration: Uh, Minesweeper, dude

MAPS4: Unknown Temple 1 (Sapheros)
  • Lua Script: TehRealSalt
  • Music: "Memories" from Puyo Puyo, "Fang the Sniper's Theme" from Sonic the Hedgehog Triple Trouble

MAPS5: Shade Mountain Zone (Badz)
MAPS6: Soniguri (Yacker & Root)
  • Sprites: Edit of MotorRoach's FSonic, Egg Robo and boss ripped from Sonic & Knuckles
  • Sound Effects: From SUGURI
  • Music: "Azure Lake Zone" from Sonic the Hedgehog 3
  • Music (Boss): "Doomsday Zone" from Sonic & Knuckles
  • Made OpenGL compatible by frozenLake

MAPS7: Highly Responsive to Hedgehogs (LunarDestroyer)
Credits for end-game & hidden levels are included within the game.

Additional Credits:
  • SRB2 Asset Pack released by Sphere
    • Assets from Blade, Monster Iestyn, & Scizor300
  • FreeDoom textures by the FreeDoom team
    • Ported to SRB2 by ShadowHog
    • FreeDoom full credits and license is included in FCOPYING.txt and FCREDITS.txt
  • 2.2 Xmas Textures provided by Boinciel
    • Snowman hat and scarf by CoatRack
    • Hanging star and lamppost by MotorRoach
    • "SUPBRITE" donated by Ritz
    • Present bow by TehRealSalt
    • Snowman, candy cane, pole, bushes, and brick texture base by VAdaPEGA
    • "XMAS21" texture base by Sphere & Nev3r
  • S3K Shields: Sapheros
  • Audio Help, 1-Up SFX: SeventhSentinel
  • Writing and Cutscenes: Boinciel
    • Music (Intro, Happy): "Misato's Theme" from Neon Genesis Evangelion
    • Music (Intro, Dark): "The Attack On Dogma" from Neon Genesis Evangelion
  • Music (Title Screen): "Game Over" from JoJo's Bizarre Adventure (SNES)
  • Music (Player Select): "Choose Your Weapon" from Kirby Super Star
  • Music (Record Attack): "Going after Dynablade" from Kirby Super Star
  • Music (Continue): "Dynablade Overworld" from Kirby Super Star
  • Music (Credits): "Floating Away" from Kirby Super Star


Spoiler: The Changelog
v1.1:
  • Added sugoi_autosave for PlusC users. This makes the game save/load your IO save automatically in the hub. Enabled by default; if you prefer the old method of manually saving with sugoi_save and sugoi_load, you can turn this off.
  • Added support for saving bought items in IO saves.
  • Steaming Towers Zone's fifth emblem hint was made more helpful, at the request of the author.
  • Tropical Island's sound effects are now restricted to only being heard by the player it comes from, preventing ear-bleed in multiplayer.
  • Fixed Tropical Island having issues over occasionally failing to give you the emerald if you were playing as Sonic & Tails.
  • Fixed the issue where the HUD message in Shade Mountain Zone that tells the player to hold Jump to go faster not appearing. I apologize profusely for whatever player experiences I might have ruined by messing that up.
  • The secret path was missing a few bug fixes that were supposed to be included in v1.0. This has been corrected.
  • Attempted to fix the infamous credits bug. I couldn't recreate this one no matter how hard I tried, so if it's still happens then WELP.
  • Fixed a few issues related to playing Marathon Mode online.
  • Fixed some minor shop item description typos.
  • Fixed IO saves incorrectly loading your saved Chaos Emeralds.
  • Added title screen demos.
v1.0:
  • Initial release.


Just like last time, please be considerate and refrain from posting end-game content outside of spoiler boxes. Thank you.

Google Drive Mirror: https://drive.google.com/file/d/0BwP...ew?usp=sharing

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File Type: zip subarashii_v1-1.zip (55.99 MB, 812 views)

Screenshots

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Name:	MAP16 - Crimson Castle Zone by Elvin.png
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Name:	MAP23 - Twilight Grove Zone by Knux576.png
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Name:	MAP36 - Illumination Aerie Zone by JMRante.png
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Comments
Old 1 Week Ago   #122
DarkPasta
The Darkest Kind
 
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Wow, this was a really fun pack to play. I daresay I enjoyed it more than SUGOI, most of the levels were really fun!

I thought I'd leave a detailed review for each room/area/level/boss so that way each creator can get some feedback.

Spoiler: Hub
I was a big fan of the hub in SUGOI, but I feel like this one definitely topped it from a technical standpoint. It was cool having the levels be in paintings and unlocking different rooms throughout the mansion. The shop was also a nice touch, though I didnít use it too much. My only problem with it was that the items were randomized and there were only 5 slots, so sometimes you went to get something later and it was gone when you loaded it back up. I did like that elemental shields were added, along with some of the cool custom items like the fire flower and the cactus shield. Overall, I liked the hub.


Spoiler: Entrance & Living Room
Green Flowers Zone 1: A nice, simple, easy first level. I enjoyed it for the most part, especially the Sonic 2 8-bit music. However, I did have one problem: the first room. The slope in there was pretty much completely broken, at least for me. I finally was able to spindash and do an obscenely-timed jump to get up there, and by the time the springs took me where I needed to go, I was facing the wrong direction and had to start over. Needless to say, I spent a good bit of time trying to get past the beginning. The rest of the level was fine, mostly linear with a few little hidden things.

Green Flowers Zone 2: Funnily enough, this one took me much less time than Green Flowers Zone 1. I liked that slopes werenít as demanding here, and that there were some simple underwater bits that werenít rage-inducing. I will say, though, that the ďwaterfall mountainĒ at the end was a bit annoying due to the springs often launching you directly into the Skims above. Other than that, fun little level.

Holiday House: A bit small and easy, but a fun emerald-hunting level nonetheless. I liked how emeralds could be hidden under sheets, in bushes or imbedded inside of present stacks.

Sunlit Cavern: I actually liked this level a lot, even if the slopes were sometimes a bit finicky. Nice, simple level with mostly solid platforming. Also, the emblems are quite fun to get and arenít that hard to find, which is a plus.

Frozen Valley: I liked what there was to this level (particularly the icy water, which was a nice touch), but there wasnít much. I often found emeralds in the same places, and the level was done in under 30 seconds. I wouldnít be opposed to this level getting expanded at some point, it has nice potential!

Steel Valley: Well, itís pretty much Techno Hill, but thatís not a bad thing. This one felt very much like a level straight out of SRB2, with lots of small details and small branching path options here and there. However, falling in the slime was a bit annoying since it was the pre-2.1 version of it. Enjoyed this one.

Holiday Hill: Solid Winter/Christmas-themed level with many different places to visit. The ice platforming was a bit annoying in the beginning, but after a couple tries it was no problem. I also liked the music in this one, which I believe was made by SeventhSentinel, so good job!

Bubble Tides: One of the better NiGHTS levels Iíve played, period. I like that this was a 3-mare track, since the original game had 4-mare ones and usually SRB2 NiGHTS levels are just 1-mare. It was cool to see different parts of the quirky area, and to try and grab the emblems along the way. No real criticisms here, really cool!

Green Flowers Zone 3: I have to say, I wasnít expecting to hear music from Sonic Drift 2, but Rainy Savannah is a nice choice. This oneís probably my favorite of the 3 Green Flowers regular stages, I like the aesthetic, the usage of slopes and the small cliff areas you can scrounge for items. Also, having the level end right where the boss picks up is a nice touch. Fun level.


Spoiler: Dining Room
Green Flowers Zone 4: Fun boss, being able to change the music between Game Gear and Master System was cool (I switched it to Master System during his pinch phase). Sometimes it was a bit easy to cheat him into a corner and attack him several times, but the base Egg-O-Matic boss from SRB2 is like that too, so oh well.

Plastic Factory: Cool idea for a level, and a nice twist on the Christmas theme so many of these levels have. It was a bit weird hearing a remix of several songs looping, and some of the platforming near the end was just plain annoying. However, I admire the idea and the emblems were nice and easy, so yeah.

Funky Headquarters: A very short level with one easy emblem that Iím a fan of. It has its fun gimmicks, uses them quickly and then shows you the goal. Cool 2D level.

Sapphire Frost: Well, itís a large, open snow level that uses Diamond Dust Act 1 for its music so already thatís pretty good. The igloos were cool and a nice way to get items. Emblems were mostly fun, and were either hidden or placed well. My only criticism is that sometimes the slopes were a little weird with the speed boosters, and thin ice platforms are never fun. Everything else was very well-made!

Polluted Polis: You know, I may hate Robo-Hoods, but I really liked this level. Itís a very cool idea to have a toxic waste-laden ruin, and I enjoyed finding the emblems and emerald token. Short, sweet and has a lot of style.

Night Temple: Visually this level is awesome. The platforming is a little tight for my liking, though. It wasnít really a problem until the room near the end with the pillars, it just felt a little stilted. Also, the music doesnít really loop well. However, I enjoyed the environment and the mini-boss was fun.

Crimson Castle: Not much to say about this one, good music, solid design and platforming. It was cool to see a lava and castle level without it being the clichť ďfinal fortressĒ type of deal (not that thereís a problem with that, itís just nice to see something more original).

Ice Cap: Well, itís Ice Cap. Automatic plus. However, the first bit of this level (the part that I guess is supposed to be like the snowboarding section in the original) didnít really do much for me. It felt kind of empty, but the skybox looked cool when you moved fast. The later parts of the level were more fun, though, and looked cool.


Spoiler: Library
Dusty Desert Zone 1: Enjoyed this one for the most part, the S3&K sand falls were a nice touch. There were lots of cool events and gimmicks to this level, and quite a few secrets too. However, one thing that really annoyed me here was that damn rising lava room. That thing made me a rage a bit, but nothing too serious. The only real problem is that youíre pretty much screw if you fall in the lava with no shield, since all your rings go under.

Abandoned Airbase: Wow. This one really impressed me in pretty much every regard. It was nice to take a break from enemies and hazards and to play through a puzzle-solving level in an extremely unique setting with the calming music of DSZ2 (Also, Iím a sucker for cool, super-detailed areas, especially ones that are abandoned). Thereís pretty much nothing I would change here, one of my favorites in the pack.

Magma Peaks: Nice little lava level a-la-Red Volcano Zone. A bit short, but not really bad. Canít think of much else to say here, other than that I swear some of those fireballs are invisible.

Atlantis: Iím not a huge fan of this oneís gameplay, but the aesthetic is cool and the music is GORGEOUS. The background impressed me, too. Other than that, my only real feedback is to maybe make the level a bit less reliant on enemy hordes. It got a little annoying sometimes.

Snow Summit: Ah, the lesser version of Diamond Dustís theme. Haha, just kidding, it fits the level. Some of the platforming/slope usage here is annoying, but there are so many extra paths and secrets that I really think it makes up for it. Hell, thereís even one to skip the entire level (I only used it once ;) ). Anyway, itís fun and slightly challenging.

Twilight Grove: Another of my favorites. Nice aesthetic, solid platforming. Not a very open level, but thatís okay, it added to the feeling of being deep in the woods/underground. The only real criticism I can think of is that last emblem between the two cliffs. That one is really annoying to get as Sonic.

Mount Torval Zone 1: Wasnít expecting a Ratchet: Deadlocked/Gladiator reference, but itís a good song. I quite liked quite a few things in this level, though some large, open areas felt a little too minimalistic in detail. Overall, though, itís nice, Arid Canyon-style level with a few branching paths the encourage replays.


Spoiler: Ballroom
Mount Torval Zone 2: I think I preferred this to Act 1. Much more adventurous and varied, with some cool lava visuals. Not much to say gameplay-wise, pretty standard. I will say, though, that I died after spindashing under that one hole a time or two more than I care to admit. Also, I was surprised yet again, this time to hear something from Ducktales.

Fort Nitrate: GAH! I hate this level-- I mean IÖ love it? I donít know, itís complicated. Cool music and idea that actually works really well, but man are those bombs annoying. I swear, it took me a good 30 minutes to realize you could spindash into them in a specific way to launch them over things. But again, just because it was hard doesnít mean it was bad-- it was designed very well-- but Iíd be remiss to say I didnít get angry more than once.

Mix It All Together! Zone 1: This oneís interesting, and I like the music choice. Iím often a sucker for levels like this, but some parts definitely work better than others. To be honest, the hardest part is probably the beginning, seeing as how the slopes are a little weird there. The rest of it is pretty straightforward, and I enjoyed it.

Steaming Towers: This is another love-hate sort of deal. I like the aesthetic, and a lot of the pipe puzzles are fun. But I HATE the sections that rely on extreme precision platforming-- particularly the final stretch of the level. Other than that, it was good; the slopes worked well, enemy placement was good (except for those damn Buzzes, hate those things) and the emblems were fun to look for.

Sundial Veld: Oh boy, you know Iíll give it points right off the bat because it uses Plant Kingdom music. It was a nice change of pace to have a medium-difficulty nature level amidst the much harder other ones, even if some of the platforming was a bit slick at times. Also, Iím 99% sure that you canít get any of those emblems with Sonic. Which is annoying, because heís the character I completed this pack with.

Leaps of Faith: Iíll be honest, I like the concept, but over 75% of this level was annoying. Not in a super bad way, though! Most of the platforming I was capable of pulling off on my first try, thereís just some, um, ďleaps of faithĒ that didnít sit well with me. I noticed that the level got expanded recently, Iíll have to give that a try at some point too.

Palace Peaks: I liked this one a lot, along with the Sonic Riders music. Very big, open areas with challenging platforming and plenty of enemies and hazards to boot. Not much to say, this level was fun, so good job. Another of my favorites, probably.


Spoiler: Bedroom


Roasted Ravine Zone 1: Hoo boy, this one was a doozy. Awesome mechanic, solid, almost stressful platforming and a lot of surprises (particularly the, er, end of the level). Itís honestly great, though sometimes the ropes were annoying and the level started to drag a bit from being too long later on in my opinion.

Propulsion Peaks: This levelís quite small, but encourages exploration which I think is great. I had to replay it a few times to truly discover everything hidden here. Plus, the music is great.

Pipes of Green: Well, Fudge Canyon was my favorite level in SUGOI, so I was excited to see what else VAdaPEGA was up to. And I have to say, this level was awesome, if not a bit confusing. I had no trouble the first time playing through this, but on subsequent replays I got lost a few times. Trippy, awesome music (Which I know VAdaPEGA made, good job) and level design and cool new enemies. Itís a short, art piece-type level that I enjoyed.

Empty Sanctum: Another cool NiGHTS level. It may only be 1-mare, but it was really cool to be able to go around on foot like in the original game or in Spring Hill. The only thing that annoyed me was that the water took away time, no other criticisms. The Chrono Trigger music was cool too.

Illumination Aerie: This zone looked awesome, and it played well too! Iím honestly intrigued by this world, and why it has those pink trees and quirky ruins. Iíd give criticisms but I really canít, I had a lot of fun here!

Roasted Ravine Zone 3: Wow, this was a really fun boss. Itís too bad we didnít get to see Act- actually, wait, scrap that. Act 2ís usually longer than Act 1. Anyway, I loved the variety of attacks and the pinch phase that used the roasting mechanic. The ditch-effort insta-kill attack at the end was cool too, good thing I saw it coming! I like how Eggman used the cactus shield as his weapon (aside from the laser), that was a cool detail. Also, DAMN, I didnít know Learn with Pokťmon: Typing Adventure had such hype boss music.


Spoiler: Special Stages
Greenflower Grove: Well, itís Sonic 3D Blast, which I got immediately, but for some reason it took me a minute to realize that it PLAYED exactly the same. Once I got that I needed flickies, the level played just fine. A nice, easy special stage thatís not nearly as janky to control as Sonic 3D Blast (also, good job keeping in the mechanic of grabbing things on springs with flickies).

Tropical Island: I daresay this oneís even easier than Greenflower Grove, at least once you fully learn the mechanic of your energy meter. I liked how this level played, but the boss was a bit cheap to be honest. I only won by cheating him into a corner. If it werenít for the constant laser beam, itíd probably be fine.

A Minesweeper Field: Well, itís, uhÖ itís Minesweeper, alright. Kind of cool, really. Not much to say, it plays the same and itís a nice, slightly challenging puzzle.

Unknown Temple 1: I liked the concept of this one, though it took me a few tries in Emerald Practice to get it right. On one hand, itís kind of trial-and-error, but on the other, the levelís rather short. I liked the boss, was that Eggman Nega? Anyway, one of the easier ones to play/figure out in my opinion.

Shade Mountain: This one. Okay, Iíll be honest, once I figured out what the hell I was supposed to do/where I was supposed to go, I thoroughly enjoyed it, good job. However, for about 5 or 6 tries I could see nothing and was aimlessly flying around for a few seconds until the BASH I was riding exploded. Iíd recommend making the main path easier to see. Other than, cool, fun concept that I enjoyed.

Soniguri: This one was pretty easy after one or two tries, and I liked it. Azure Lake is one of my favorite classic themes, so nice touch. I enjoyed the variety in enemies and the usage of the Doomsday bossí first phase. The only thing Iíd change is the attacks of the boss. They do have a pattern, but theyíre a little ridiculous. However, I did enjoy this space shooter-style level.

Highly Responsive to Hedgehogs: I enjoyed this one too! Itís a little challenging, but itís the 7th special stage, so thatís to be expected. I enjoyed the boss and it felt worth it when I won and got that last emerald. Iíd recommend making it a bit easier to decipher what to do, though, as it took me a minute to even understand what was happening when I first played.


Spoiler: Final Tower
Final Tower: I liked the look of this place. Thatís really all I can say, since itís just a bridge level to a boss.

Final Boss: I really enjoyed this boss! Nice variety of attacks and a good system for chain attacks over time. I was a bit surprised that there was no pinch phase, but thereís really no problem with that. Good, fun boss, but not that hard.


Spoiler: Gallery

Sound Test: This was a cool little fun thing to mess with. Nothing else to say.

Custom Minesweeper: Well, itís like the special stage, but custom. Not really anything new to say, itís Minesweeper so itís a fun puzzle.

Deleted Domain: Okay, I really liked this level. As I said earlier, Iím a sucker for levels that are mixture of different things, and it was cool to see so many mini-levels, all of them fun in their own way. The bridge levels were nice too, Iíve always liked the mainframe aesthetic.


Spoiler: MEGA SPOILER

Star Garden: This was a fun mini level! I liked the underwater bits and how the environment shifted. The water flowing backwards was a nice detail. Also, that cutscene was actually really well done! Good job.

Star Genesis: Bravo. I wasnít expecting the Star Dream fight from Planet Robobot, and I certainly wasnít expecting to be fighting Ristarís original form. This boss looked great, worked well and utterly made me forget I was playing a WAD in SRB2. Nothing bad to say here, I enjoyed every minute of this. Probably my favorite boss in the pack.


Overall, a great sequel to SUGOI and a great pack at that. I hope to see more from you and all these great creators in the future. :)
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Old 1 Week Ago   #123
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Okay, here is the first part of my review of each level. It covers only the hub and the living room. I tell myself each time that I'm only gonna write a few sentences for each level, but I end up writing way more.

Spoiler: Hub
Hub by TehRealSalt:

Amazing hub. The detail and atmosphere is impeccable. I like the SM64 feel with the paintings and the unlocking doors. Overall it just has a ton more personality than the first SUGOI hub. The hub is really what brings it all together and makes Sugoi feel special. The jokey plot and the shopkeeper (and his dialogue!), as well as the music and the different rooms being unlocked - that's the real genius that ties all the maps together. It shows just how much the WAY a game is structured can contribute to the feeling it gives you. There's just so much personality, and the pick-up-and-play nature makes it easy to come back to. Not to mention that the texturing and detailing is just perfect throughout. You nailed this hub, Salt.


Spoiler: Living Room

Green Flowers 1 by Hedgefox:

From the outset I see those SRB1 orange and brown textures and they're just awful. The whole level does an okay job at having texture variety but these are ugly. Another bad first impression is the music. Maybe I'm just not the person to enjoy this kind of music, or my sound settings are all wrong, but it's too loud and harsh! The 8-bittyness makes it sound like the music someone would use in those parody sanic videos. The level design itself is mostly good though! I like that, for a short map, there's a decent amount of exploration and speed. I really liked the placement of the emerald token. The enemy placement can be pretty frustrating, however. Mainly the quick enemies on the ledges. They'll hit you when you're on your way up from a spring and have little control and so it feels really cheap. I nearly lost a life to those guys and this is the first level of the game! However the slopes are implemented badly. If they're not the random kind (occasional slanted platforms that only serve to make your momentum awkward), then they're ramps that don't work the way the level tells you they will, the two biggest examples being the first yellow spring ramp and the ramp coming out of the zoom tube. Both sloped areas seem to be telling you that simply rolling up/down them will take you where you need to go, but the actual way it's all put together doesn't do the job. For the yellow springs, you need to jump as you roll up it, even though it feels like you should be able to spindash up the ramp. And for the zoomtube ramp you need to- well, I don't even know what you need to do to make this ramp effective. This makes the flow even more awkward than it needed to be. This isn't helped by the bizzare-feeling skybox and the strange way the player progresses through the level. Because of the strange skybox, some areas of the level make the player feel like they're jumping over the boundaries of the level to progress. Skyboxes, when used like this, confuse the hell out of my eyeballs and depth perception, and so I end up stumbling my way through the levels not knowing if the next jump will run sonic smack against an invisible wall or make him proceed to the next part of the level. I think this level would've been greatly improved without the skybox - or a better one - and no slopes. If not used extremely meticulously, slopes just make the level feel sloppy. Or dare I say... slopey? ;)


Green Flowers 2 by Hedgefox:

Somewhat similar to the first one, but I like this one better. It just flows better, and the use of slopes is a ton better. The skybox isn't as confusing-looking, but the player still interacts with the level boundaries in awkward ways at times. Nothing as bad as the first room of Green Flowers 1 however. The underwater area was actually designed rather well. The slopes lend a naturalistic cavey feeling to it, as do the cracked holes you have to pass through to proceed. The waterfall mountain at the end was a nice setpiece to end the level, but there's more cheap enemy placement as you get lifted by fans/springs and quick enemies chomp your ass as you fly by. Just get rid of these enemies, dude. Or in case of the waterfall mountain, place a "no enemies" linedef just before the ledge so they don't cheapshot the player. Midi music also still earbleeding, though this one isn't as offensive. I think I have to adjust my sound settings or something.


Green Flowers 3 by Hedgefox:

My least favorite of the three. I'm usually a sucker for nighttime grassy levels, and I like how the time of day has been changing throughout, but this one borders on plain bad. The springs send you in unexpected directions, the platforms are cramped, the borders of the level are sloppier than ever, and the level flows in random sharp directions that kill any sense of speed. You know that thing that happens, where you're running towards the end of a hallway, when all of a sudden an entire area of the map is revealed behind a big corner of F_SKY1? It feels very strange and takes you out of the experience. This happens WAY too much throughout all of the Green Flowers Zones. The player feels like they could just hop down into the weird flowery skybox, but they can't because it's an invisible wall of sky. You should actively try to keep these areas out of reach of the player, or make the borders actual cliffsides with pits. Skyboxes should contain custom assets (so that the player doesn't confuse it for regular level geometry), and they should make it seem like stuff in them are very far away (so that the perspective throughout the level doesn't mess with the player's sense of perspective). Essentially, the skybox is infinitely far away, so I shouldn't feel like the flowers in your skybox are just a small jump ahead. Another weird but less severe detail in this level is that there's a starpost right before the end level sign. Confusing, but not harmful I suppose. I feel like you can do better than this Hedgefox. I see a lot of potential spread across these levels, I just feel like you were sloppy because you wanted 4 levels with your name on them throughout the pack. I would've really rather preferred you pour your effort into making one really good level instead of 3 sloppy levels with a boss.


Holiday House Zone by TexDreemur/PSI Pikachu:

I liked this one! The music was fun and the aesthetics were cozy, which is exactly what I want from a snowy SRB2 level. Although I wish the house in the center actually looked like a house from the outside. Then the four corner outdoor areas of the map would feel like the yard of a super cute cottage. I'd freaking love that because I freaking love cute snowy cottages. The mixture of rings and coins was a bit odd, but not a big complaint. I actually liked the random monitors, which is unusual because I normally hate when they're used in... well, any map/gamemode really. But for this emerald hunt the random monitors helped add to the replayability, especially since there's actually a good amount of enemies and the powerups are pretty useful, especially when you're stocking up on lives for the later levels. The replayability was also helped by the random emerald spawns. They were surprisingly well-selected. I was actually stumped for a good while on my second playthrough of this level because the emeralds weren't in the same general area as the first time. That's awesome! Very solid map.


Sunlit Cavern Zone by Bronsokip:

This level has kind of a beginner-mapper feel to it, but not in a bad way at all! Sure, it's linear and maybe not as detailed as other maps but it actually plays VERY well. The aesthetics are minimalist but still bring forth a lot of atmosphere, with the sunlight coming through the cracks in the ceiling and the little splashes of detail here and there. The atmosphere here is actually pretty unique. It feels like a peaceful untouched place you're exploring. Despite being a straight line, there are a few goodies here and there and they're satisfying to find. I liked the way the emblem was hidden, as well as one of the 1-ups. I think that the slopes here are some of the best I've seen, to be honest. Ramps that actually work? And they're telegraphed to the player with ample time and space to use them effectively? AND they work the way you'd expect?? That's incredible. Not enough maps do it this way. Some of these little ramps are placed just right. You must've agonized over them while making this map. The open area with water was a bit less fun for me, but mostly because the yellow spring commits two sins: (1) you hit your head on the ceiling when you bounce on it, and (2) you have to press forward when you're launched forward to make the jump. Sometimes the pushing forward is okay when you have enough time to react, but because, as I mentioned, you hit your head on the ceiling as you go, that shortens the reaction time considerably. In general, I like my diagonal springs to take me exactly where I need to go right after hitting them, without any additional player input. Communicating to the player that they have to move on their own is a move that risks you making the player frustrated. Other than that, though, this is a great map. The last little area with the end level sign is actually kinda gorgeous. This map is short and sweet with extra stuff there if you want it - just how I like my Sugoi maps! Yes I know that sounds hypocritical, considering the map I submitted :x


Frozen Valley Zone by Tonic ze Hedgefox:

Another christmas themed emerald hunt. The emeralds are barely hidden in this one, which is sort of disappointing. The level construction had some good potential, though. The skybox was well done, the song was pretty dope, the slopes weren't offensive, and the level architecture had a good sense of space and flow, with good texturing and scenery. Too bad there's just not much more to it. I would've liked to see a more detailed version of this with more hiding spots and interesting nooks and crannies. Emerald hunt levels should be about exploring a smallish but open area with amusing little locations sprinkled in. You've got the smallish-but-openness down but not the amusing locations.


Toxic Valley Zone by Elvin and Revan:

Now we're getting good. The slopes are kinda the rumpled-piece-of-paper sort that I tend to go on about, but are still used pretty decently here. I actually think the aesthetics in this level are better than the regular THZ, and there's tons of details you guys put into this that I love. I like the way some of the rock walls have cracks exposing metal underneath (usually it's the other way around), I like that the lights have that hazy shining effect, and how the slime pools actually have signs that communicate that it's the harmful variety, not the fun bouncy variety. I also like the ample use of pipes going everywhere, they really give a lot to the atmosphere. It seems like every single wall was given careful attention and ample detail which is something I highly respect in a map. This map is the best of the bunch so far in the game, with a good amount of speed and exploration. In fact, with so many out-of-the way areas and high ledges to explore, it's a shame there aren't more emblems to find. There's also a semi out-of-the-way path that ends in an invincibility monitor that I thought looked a little ignored, since it was so underdetailed compared to the rest of the level. It's a small gripe though. Still a killer level. You guys should make an Act 2.


Bubble Tides Zone by TehRealSalt:

Holy poop! I've never seen this before! Granted, I never make it past the DSZ-themed special stage in the regular game, but I've never seen any nights level change track midway through like that! Super interesting and dynamic level, I think it would be fun to run through as regular Sonic just to see how it's all put together. That, the decoration, the music, everything is incredible. It's a blast to play and the twists and turns aren't insane like the worst of the nights stages. For real, I hate HARD nights stages. This one keeps it fun. The visuals were incredible, especially the "surface" section. The fountains and the sky and texturing was so trippy and cool, I loved the feeling. Incredible job.

Holiday Hill Zone, by SeventhSentinel:

This one was an all-around solid map. It checks all the boxes: big spacious areas with good flow, multiple paths, cool gimmick with the yellow-springed turtles, and awesome visuals. I especially love that you sloped the walls of the level where the rock meets the sky. Incredible attention to detail. Something about the map makes me feel like it was designed by Blade or Coat somehow. Can't put my finger on it. Their style is just so much like this. There was probably a level by Blade that was snowy with the spring turtles that's sparking my memory. Anyway, this is one of the few levels I'll be coming back to just to explore and find everything I can. I love that the level ends with a big ol' christmas tree too :D



Spoiler: Dining Room

Greenflowers Zone Act 4 by Hedgefox:

A pretty good boss. His behavior is challenging and fun to fight against, and I wouldn't mind this boss actually being in a level pack somewhere. The slopes in the level don't seem to actually do much, as usual, but I do like how it connects to the end of Act 3. We again have walls of skybox as borders here, but I think I've already written too much about how it's bad to do that. At least here it doesn't feel so bad, and having actual cliffsides would've made the fight a lot more frustrating. All in all a pretty decent boss level.


Plastic Factory Zone by Steel Titanium:

I remember giving you feedback on this one in the submission thread. Although I can't quite remember, I think you've straightened out some of the sector walls as well as added some more presents to the factory and maybe some extra areas but my memory is a little fuzzy. In general, there's a lot of effort put into making the level explorable, with a decent amount of extra areas and nooks and crannies to explore. Visually the level is kind of awkward and disjointed, with the christmas elements and the factory elements interacting in a very superficial way. With a name like "Plastic Factory" you'd really expect to interact with the plastic-making machinery somehow. Is it a plastic factory because of the random toys throughout? Why not "Toy Factory"? Gameplay-wise it flows well, giving the player enough room to run freely and avoid obstacles. It's actually really cool that the player returns to the starting area through that glass walkway they see when they first enter the factory, even if you had to "cheat" with that teleporter in the dark corridor. Stuff like that - unexpected returns to previous areas - always makes me smile. Again, I can't put my finger on the specific improvements, but I had more fun with this version than the first one you submitted. Good job on that!


Funky Headquarters Zone by Puppyluvv:

Short and fun level. I would love to see a fleshed-out version of this level about 2-3x longer, since there's a lot of untapped potential here! The theme of the level is really unique, the aesthetics are cool with the skybox being especially gorgeous, and the yellow, red, and blue platforms have a lot of possible fun interactions that haven't been used. I have a feeling you made this level a lot shorter than you would've liked. Still a fun level, good job!


Sapphire Frost Zone by Glaber:

Another big snowy explorable level. Maybe THIS one is my favorite! You have a good grasp on how to use slopes in a fun, non-superficial way. In fact, I think that the boosters right before slope ramps are perhaps the best way to utilize big slope ramps. That area in particular, where you roll down a hill, around a corner, boost up a ramp into a bustable wall gives me a really strong Sega-Genesis-Sonic vibe that I really don't feel in other levels. The level design here is all around really strong, with interesting organic architecture, good explorability, and exceptionally fun emblem placements. I don't know if I was supposed to do huge crawla bounces to reach those emblems, but doing so felt really good anyway :)
I don't quite like how often the player has to rely on yellow and red springs to move through the level, however. Aesthetically, the map is a bit dull/empty, with only the occasional igloo and scenery item to break up the blue-and-white monotony. I wish I could've gone completely INTO an igloo, actually, but those sloped FOFs really are a pain in the butt. The level architecture and fun gameplay more than make up for the somewhat dull scenery though. In fact, I really like how each room is organically shaped (as in, not an obvious rectangle). I don't know about other level designers, but I tend towards making my rooms big rectangles no matter how hard I try not to. I noticed how decidedly non-rectangular this level was, and that's a plus! Good work Glaber!


Polluted Polis Zone by A Guy:

Nice aliteration on the title! I see you've gone with green grass instead of brown and it looks fantastic. I'd say that this is the best-looking 2D level I've played in recent memory. There are tons of details, from the grassy backdrop with the toxic barrels to the cracked pillars in the foreground, everything looks polished to a spitshine. I also like the careful, proceed-with-caution style of gameplay. My only complaints: the air jets which take you out of the goo, and the placement of Robo-Hoods basically everywhere. The air jets are especially frustrating. Falling into the liquid either means death, or dealing with losing my rings over and over again at the last second because one can only escape if the jet is timed exactly right. Most of the time I just let myself die. And then the Robo-Hoods knock you into the dreaded goo, so they're frustrating by proxy. Here's the deal: if the only thing you do to this level is replace the air jets in the goo with blue springs, your level will improve dramatically. Which would be awesome, because everything else about this level is more or less perfect!


Night Temple Zone by ManimiFire:

Cool atmosphere! These purple textures are great and way underused within the community. Although the level was probably a tad too dark (I had to turn my brightness way up to even play it), I liked that you used torches as beacons of light. They create some dramatic visual contrast which is the key to making something look striking and memorable. Most of the hazards were fun to navigate around, and the boss at the end really added to the feeling of entering an ancient temple with ancient guardians and everything. However, the level felt a bit too cramped. You don't give the player enough breathing room to navigate around your obstacles without slowing down to a nearly complete stop. In addition, some of the rooms looked sloppily designed, with the angles of the walls just slightly off. I praised Glaber for non-rectangular rooms, but for buildings and structures, like temples, you're usually better off sticking to 90 or 45-degree angles for the corners of your sectors. The ramp at the end was also an unreliable way to get to the exit, which makes the deathpit at the end an even cheaper obstacle than it would've been because the previous starpost is actually BEFORE the boss. You should have a starpost before AND after every major obstacle. Otherwise I think you've done a good job with the level. I like the overall feel of the map a lot; you captured the dangerous temple vibe really well!


Crimson Castle Zone by Elvin:

Well this was a nice surprise! The Heretic textures and music were an inspired choice and they lent a ton of atmosphere to the map where the crappy CEZ theme would've failed. I was so interested in this map that you created that it took me about 6 minutes to go through my first time, then about 1 the second time. I actually didn't notice that it was somewhat short the first time through. But that's a good sign, normally with SUGOI maps I'll just take the obvious path as fast as I can, but you slowed me down deliberately with the map's atmosphere and attention to detail. Playing as sonic, I saw areas that I simply couldn't access, even with clever trickery, and it made me hungry to see more. I'll definitely go through this with another character, so be proud. I only ever really play as Sonic :P


Ice Cap Zone by Chicmunk and SSG3:

At once this level feels like it was made by an experienced mapper, and a not-so-experienced mapper. Which is which? ;) Anyway, the best part of this map is the way the skybox scrolls as you move up and down its giant ramps. It actually made me say "woah" out loud, which isn't common! It's one of those skyboxes that I think adds a lot to the map, even if it does manage to lag me like crazy. If only you guys didn't do the sky/wall thing! It was bad in Greenflowers, and somewhat bad here. Not as bad as in Greenflowers, at least. I get that it's supposed to feel like the level is suspended in the middle of the skybox area that you've created, but when the level twists and turns around the walls that are also sky-textured it ruins the effect. You guys even put a hole in the sky/wall in one area for the emerald token room! Shameful! In my opinion, if it looks like I could walk off the level's edge and fall into a pit, that's exactly what should happen when I try. Anyway, the aesthetics are half good, half bad. There's a good amount of sector/slope based scenery as well as the aforementioned badass skybox. But the level is very linear and simplistic, some areas are put together in kind of a haphazard way. Linearity doesn't have to be bad on its own, but when the straight line is so obvious ahead of you it feels cheap. Gameplaywise, I actually like it a lot. You gain a lot of speed blasting through this as sonic, and there's usually enough room for you to enjoy running around and rolling off the ramps. I really liked the colored platform room too, once I reached the highest platform I crawla-bounced my way to the end which was very satisfying. Overall kind of a jarring experience, but still fun.


Phew. My hands hurt from typing so much. I may not write so much for each level for the rest of the posts. I guess I just have a lot of opinions! Thanks for reading, if you managed to get through it all :)
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Old 1 Week Ago   #124
Legendary Emerald
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I've beaten the Final Tower map twice now, but I'm not receiving a completion emblem from it, which is keeping me from getting another emblem for completing all normal stages. Is there no completion emblem for that stage, or is there a different requirement involved in getting it?
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Old 1 Week Ago   #125
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Final Tower is not supposed to have a completion emblem at all, and it's not counted as a normal map.

If you got the level completion emblem from a level, but didn't wait until the intermission screen came up, then you'd need to redo that level. I don't think people would normally do that, but it's definitely a possibility, since the extra emblem uses the actual map beaten check that the game keeps track of itself and not my silly emblem workaround. I wouldn't know what you're missing, but I would suggest combing through some of the levels you don't remember very well again (excluding emerald stages or anything in the Gallery).

If you really can't figure it out, then as a last-ditch effort you could play Marathon Mode; it goes through all of the maps needed for the emblem naturally.
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Old 1 Week Ago   #126
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Spoiler:


And then this kinda sorta happened o_o
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Old 5 Days Ago   #127
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How many emblems do you need to get to unlock all levels? Because some of the Score Attack emblems are frankly ridiculous. And fuck you I'm not gonna get good at NiGHTS.

This is much harder than SUGOI was, I got all emblems in that!
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Old 5 Days Ago   #128
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If you count the hidden levels, you need about 80 to unlock all the levels.
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Old 5 Days Ago   #129
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Originally Posted by Sonic Shadow View Post
How many emblems do you need to get to unlock all levels? Because some of the Score Attack emblems are frankly ridiculous. And fuck you I'm not gonna get good at NiGHTS.

This is much harder than SUGOI was, I got all emblems in that!
When you collect the 80th Emblem the last secret stage is unlocked, with all Emeralds you'll unlock the true final stage.

And SUGOI had 45 Emblems, whereas SUBARASHII has a whopping 190, so of course it's gonna be harder.
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Old 5 Days Ago   #130
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Quote:
Originally Posted by LightspeedX View Post
When you collect the 80th Emblem the last secret stage is unlocked, with all Emeralds you'll unlock the true final stage.

And SUGOI had 45 Emblems, whereas SUBARASHII has a whopping 190, so of course it's gonna be harder.
Well, yeah, but SUGOI's emblems were more reasonable in general.

I'm glad the game doesn't require you to get all 190 to get some sort of final super secret, outside of Pandora's box.
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Old 4 Days Ago   #131
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So, now that I've completed the game 100%, I can now finally focus on the review properly!
I will divide my review of each map into 3 different points:
- Aesthetics: How the map looks. Don't worry if you made a simplistic map; I will take note of that and scale my expectations accordingly (not that there were many simplistic maps to begin with).
- Gameplay: How the map plays (duh) and how much of an appropriate challenge it is for the room that it was featured in.
- Emblems: This is solely focused on the emblem spots and hints (as the token spots are somewhat irrelevant due to the token farming mechanic) and time/score challenges. If the map doesn't have any, it will not be judged in that aspect (plain and simple).

Without further ado, let's get to it!

Spoiler: First level and living room levels
Green Flowers Zone 1:
Aesthetics: Pretty simple, so not much to judge here. The map looked okay, although they were a few rough spots, nothing too big.
Gameplay: The map had to be easy due it being the first map. It still serves as a nice introduction to ramps.
Emblems: Only the clear one.

Green Flowers Zone 2:
Aesthetics: Same as above, but it seems a bit more detailed than the first, which is a plus.
Gameplay: Nothing to say either (although I could make a case for the Jet Jaws and Skims camping near some blue springs, which can be quite annoying for beginners).
Emblems: Same as above

Holiday House Zone:
Aesthetics: Good looking map. Very nice attention to detail.
Gameplay: While the amount of detail helps hiding the Emeralds a bit, the size of the map itself makes it kinda easy.
Emblems: Nothing here either.

Sunlit Cavern Zone:
Aesthetics: It's also meant to be simplistic, so I won't judge that. But I'll give my two cents and say that I'm not a fan of "linear 3D" maps.
Gameplay: Another easy map, but I will say it might be too early to introduce ramp jumps on top of insta-death hazards (again, by beginner standards).
Emblems: I'd say their locations were fair and the hints were clear enough (but then again, the "linear 3D" thing with this map makes it easier to guess where some of the secrets are). Time emblem feels a bit too difficult for the map. (Maybe it was intended?)

Frozen Valley Zone:
Aesthetics: Appropriate size for an Emerald hunt, but feels somewhat empty.
Gameplay: Some of the Emerald locations are out in the open, making the map an easy 100k points.
Emblems: Nope.

Steel Valley Zone:
Aesthetics: Good looking map here. Stairs and ramps are very well used to make the map enjoyable to look at, and for its size, it feels quite vivid.
Gameplay: Again, the hazards of this map were well placed and don't feel unfair. I also like the use of the Spring Shells here; makes it possible for some nice skips.
Emblems: Eh, nope.

Holiday Hill Zone:

Aesthetics: Overall good map. Sometimes feels empty and overly huge but it's not a dealbreaker to me.
Gameplay: Again, creative use of Spring Shells right here.
Emblems: A bit unfair for Sonic users, as they have to struggle through hard ramp jumps in order to get to the emblems.

Bubble Tides Zone:
Aesthetics: Beautiful map, not gonna lie.
Gameplay: Basic NiGHTS gameplay with 3 mares and low ring requirements, nothing too difficult.
Emblems: Somewhat easy for all of them and good hints. (Although, as you explained previously, the preview not showing the "correct" requirements makes it confusing)

Green Flowers Zone 3:
Aesthetics: I'm gonna be honest here: feels like a downgrade of the previous levels.
Gameplay: Nothing to say about this however; still appropriate.
Emblems: None here.


Spoiler: Dining room levels
Green Flowers Zone 4:
Aesthetics: A bit bland compared to most other boss levels (not just talking about SUBARASHI).
Gameplay: Boss was interesting and easy enough.
Emblems: What? It's just a boss stage.

Plastic Factory Zone:
Aesthetics: Looked alright, but nothing really spectacular to mention.
Gameplay: Feels slightly easier than usual, but then it might be me.
Emblems: They were kinda easy. The hints were very straightforward (maybe too straightforward).

Funky Headquarters Zone:
Aesthetics: AYYYY IT'S DISCO TIME!
Gameplay: It feels kinda easy if you ask me. However I will point out that there's an unintended insta kill spot (spin the disk on top of a Monitor to find out).
Emblems: There was only one, and it was a fair one, considering the map was in 2D.

Sapphire Frost Zone:
Aesthetics: Nice map, but sometimes feels way too big.
Gameplay: The boost pad jumps were a nice touch and spice up the map.
Emblems: The fourth hint is quite confusing, as there are many places Sonic can't reach by himself.

Polluted Polis Zone:
Aesthetics: Looks nice, not much to say about it.
Gameplay: The Robo-Hood abuse is real! More seriously, it's not about the quantity, but the placement. Yeah, getting over it is easy by itself, but they're used at so many critical points you HAVE to get out of your way to bust them if you want to do the map correctly sometimes.
Emblems: Nothing much to say except the previous issue makes the score/ring emblem a pain to do.

Night Temple Zone:
Aesthetics: The map looks okay. Non-serious question, but why does the boss have to say "Yeah!" in a suggestive manner every time we hit it? Lol
Gameplay: The map was fair and the boss was too (except if you can stay close to it and jump repeatedly; then welcome to the loop game).
Emblems: The hint is vague. Sure, since the map was mostly purple, you could find where the emblem was, but finding how to get to it is a whole new story.

Crimson Castle Zone:
Aesthetics: The map looks really cool. The music helps with setting a somewhat eerie vibe (although there probably are better choices).
Gameplay: Not too difficult despite how it seems at first glance.
Emblems: No hints. Sure, the emblems aren't that hidden, but try finding Knuckles' emblem first try.

Ice Cap Zone:
Aesthetics: The map feels unnecessarily huge to be completely honest. Plus, some segments are completely empty of details or enemies.
Gameplay: Here, a good example of where aesthetics hurt gameplay. It feels too easy at first due to the emptiness of the map, then there's this difficulty spike with tougher jumps.
Emblems: None here.


Spoiler: Library levels
Dusty Desert Zone 1:
Aesthetics: Nice map overall, not really much to complain here.
Gameplay: A fair challenge, but the rising lava part is a bit of a significant difficulty spike, and the platform falling right after the ruins part is way too sudden (let alone the fact that, if you come from the hidden path in the spike room, you have to spindash through it AND not fall from the momentum).
Emblems: All of them were fair, but the fourth one was a bit too hidden (IMHO) when it comes to "looking around".

Abandonned Airbase Zone:
Aesthetics: A beautiful map, to say the least. You didn't slack off in decorating it, I see.
Gameplay: Feels easier than it should be.
Emblems: All of them were fair, but Sonic's is too easy: you say you need a skillful bounce; but I say you simply need a good jump from the platform you have to stand on.

Magma Peaks Zone:
Aesthetics: Not really fond of this map. Ice and fire don't mix well when it comes to map design IMO.
Gameplay: Some jumps were a bit too difficult, but it overall respects the bar set for the library levels.
Emblems: The Knuckles one is quite badly placed, as a mistake means instant death. Otherwise, not much to complain about.

Atlantis Zone:
Aesthetics: Beautiful map. Beautiful music. It does feel empty sometimes, however.
Gameplay: The map is fairly challenging. But the lift part is pretty tough (except if you just trigger the lift and wait 40 seconds outside of it).
Emblem: Honestly, there should have been a way for Sonic to reach the area where the emblem is hidden, as keeping the Attraction Shield with him is a challenge on its own. It also makes the score emblem impossible to do with him.

Snow Summit Zone:
Aesthetics: This map's big. It doesn't feel bland or anything, but I dunno if it was necessary to do so.
Gameplay: The map, while big, is surprisingly quite easy. While there are death pits, some path literally break the difficulty.
Emblems: Hints were quite clear, but the time emblem is quite tight to do (makes it sorta fun). Also, how is Sonic supposed to reach the third emblem? If you say "Bounce Jumps", I say ain't nobody got time for dat!

Twilight Grove Zone:

Aesthetics: A good map to look at, nothing to complain about. The music complements the map well too, so good choice.
Gameplay: Slightly easier than the norm, but overall was fun.
Emblems: All of them had fair locations and requirements.

Mount Torval Zone 1:
Aesthetics: This map is unnecessarily big. It doesn't help that most sections are empty. Honestly, it felt like I was shrunk and the real map was much smaller.
Gameplay: Some tight jumps as difficulty spikes, but there's nothing else that really makes your progress diffcult.
Emblems: None.


Spoiler: Ballroom levels
Mount Torval Zone 2:
Aesthetics: Better than your previous map, honestly.
Gameplay: Not exactly difficult to be honest, although some might find some sections tricky.
Emblems: Only the clear one...

Fort Nitrate Zone:
Aesthetics: Looks quite nice. The attention to detail is really there.
Gameplay: The bomb mechanic is interesting (but the new Egg Bombers sometimes are quite annoying, and the platforms should protect you from the bomb you placed below). The last part of the map feels nerve-wrecking as Sonic.
Emblems: Until you realize that, once you can get the Whirlwind Shield as Knuckles and go to the Tails path with it, the second emblem is going to be a pain.

Mix it all togehter! Zone 1:
Aesthetics: It's a hodge podge of multiple types of zones. While it doesn't look all that bad, it still is below the standards set by most of the other levels.
Gameplay: If you master ramp jumps, nothing is really hard in this map.
Emblems: What emblems?

Steaming Towers Zone:
Aesthetics: It looks okay. Yeah, nothing noteworthy.
Gameplay: Some difficult jumps to spice up the action, but the perspective screw in the last part doesn't really help.
Emblems: Well, looks like you have to play as Knuckles to get most of these emblems. I don't really mind some character exclusive emblems, but it's kinda redundant if you make them obtainable by everyone. Also, the path of the third emblem is BRUTAL! Some jumps there require you to basically do a leap of faith because the pipe is hidden by the corner. And no wall climbing to save you either. I will give you props for editing the last emblem's hint however.

Sundial Veld Zone:
Aesthetics: It looks really neat. Also, ayyy Sonic Rush Adventure music.
Gameplay: I feel it's lacking in difficulty somewhat.
Emblems: For the first emblem, you have to know where the first token is. Both require some tough ramp jumps as Sonic. Ain't nobody got time for dat!

Leaps of Faith Zone:
Aesthetics: Feels kind of bland, honestly. Map has detail, but feels monotonous.
Gameplay: Now that was a fun stage. The jumps aren't too difficult, but still are a good challenge.
Emblems: Hints were quite vague, but none top the gargoyle one. The spot to put it was easy to find, but then you also have to find the arrow. The spot you put the gargoyle on has 4 markers that look like an arrow, making it even more confusing. THEN you have to hope for the best and jump towards the wall of where the arrow is pointing. AND THEN you have to find the switch because thanks perspective screw.

Palace Peaks Zone:
Aesthetics: A big map, but it looks real good. None of the areas feel bland or anything.
Gameplay: A fair challenge too. The aerial platforming should have already been mastered at this point.
Emblems: I don't know why I would forget about the enemy spam in the third emblem room. Probably because I could just zoom past it with little to no worries. Still, thanks for guiding me Gaming.


Spoiler: Bedroom levels
Roasted Ravine Zone 1:
Aesthetics: Looks really nice, but boy is this map big. Apparently, it's so big it can be almost unplayable in Coop (lag + map = ded).
Gameplay: THE SUN, IT BURNS! AAAAAAAAAAAAAA- oh hey an Elemental Shield/a hat.
Emblems: WHERE IS THE SIXTH EMBLEM HINT YO?

Propulsion Peaks Zone:
Aesthetics: Pretty small map for where it is. Not much to say about it.
Gameplay: It's not in the bedroom levels for being hard, but rather for being an extra life fountain.
Emblems: Second emblem hint is kinda vague. AND WHERE IS THE SIXTH EMBLEM HINT YO?

Pipes of Green:
Aesthetics: Looks... underwhelming. I expected something more, but I don't know what.
Gameplay: Easy map, don't know why it was placed in the bedroom levels.
Emblems: And none here.

Empty Sanctum Zone:
Aesthetics: A nice map indeed. With nice looking waterfalls.
Gameplay: Another NiGHTS map, so nothing too diffcult.
Emblems: The score one was a pretty good challenge (thanks again for Gaming, I noticed I could do 4 good laps). The first emblem hint was vague (there are abysses EVERYWHERE), the third as well ("how many rings do I need" and "where do I go then" are the main issues here), and the fourth just has no hint. If you don't use the emblem radar for that one, you're going to miss it (almost) every time.

Illumination Aerie Zone:
Aesthetics: It looks okay, to be honest. Sometimes feels empty before the ruins.
Gameplay: A nice map overall, but slightly too easy for where it is.
Emblems: WHERE IS THE SIXTH EMBLEM HINT YO?

Roasted Ravine Zone 3:
Aesthetics: And that's how you make a good looking boss room. Sure, the battle stage itself doesn't look too detailed, but all the fluff around it makes up for it.
Gameplay: Not a really hard boss, although the final attack is going to surprise many.
Emblem: Not gonna lie: while it was fun, sometimes it feels like the time emblem is a luck based mission as some attacks have longer animations than others.


Spoiler: Emerald levels
Greenflower Grove Zone 1:
Aesthetics: Feels Greenflowery enough. Gets a pass.
Gameplay: Now that was something interesting. There should probably be a hint for you being able to pick up the birds, however.
Emblems: In an emerald level? AHAHAHAHA!

Tropical Island:
Aesthetics: Map looked good. Nice use of the axis rotations there.
Gameplay: The energy mechanic is pretty easy. Then you get Eggman, which gets really strong in 2D and can take half your energy bar in one go. Unless you know how to relentlessly attack him that is.
Emblems: AHAHAHAHAHA, still funny.

A Minesweeper field:
Aesthetics: Uh, Minesweeper graphics in 3D dude.
Gameplay: Uh, Minesweeper dude.
Emblems: Uh, none here dude.

Unknown Temple 1:
Aesthetics: This map looks a-maze-ing *shot*. Bad puns aside, it looks great.
Gameplay: The last bit can be really unfair, but nothing too hard.
Emblems: Why are you still going on about this?

Shade Mountain Zone:
Aesthetics: Really good looking map, not gonna lie.
Gameplay: Ayyyy, it's the return of the missle mechanic from 2.0! Has the right amount of diffculty.
Emblems: Wait, you mean there's actually emblems here? HOLY-
The hints were clear, and the ring emblem was fun to do.

Soniguri:
Aesthetics: Quite simplistic. Too much in fact, you probably could have used more detailed assets.
Gameplay: Felt surprisingly easy. All I needed to do was dodge/tank the small fry, and do the same for the boss. So many controls but only a third of them were needed!
Emblems: None

Highly Responsive to Hedgehogs:
Aesthetics: It's Touhou... And some MSPaint sprites. Eh.
Gameplay: It's interesting, but GOSH IS IT INFURIATING! Controlling the ball is a chore. And the boss fight, if you don't have the MSPaint boss that follows your movements, you're going to get bodied.
Emblems: Thankfully, none.


Spoiler: Final Tower
Egg Diobot:
Aesthetics: The map itself looks okay, but the arena feels bland-ish. But I will say, PROPS for the boss. I really like that the boss' mugshot changes whether it hits you or you hit it, just like in the Capcom fighting game which had the sprites you used.
Gameplay: A fun boss fight. Heck, I really loved how his health mechanic was similar to All-Star Battle's Vampire health mechanics.
Emblems: Yare yare. The time emblem was a blast to do.

Star Genesis:
Aesthetics: The pre-fight map was well designed. The boss fight was pretty clean too.
Gameplay: Now here's the big problem: the boss light column attacks can be easily dodged by standing on the sides of the screen (if horizontal, up or down; if vertical, left or right; if both, choose a corner). But it really felt like a Kirby final boss, which was the point of the fight to begin with.
Emblem: Huh, none surprisingly.


Spoiler: Deleted Domain Zone
Aesthetics: So many levels that were scrapped. And they looked pretty great too.
Gameplay: The grid parts were most likely the challenge of the map. But overall, all of them were pretty great.
Emblems: Gosh was the time emblem fun. The Whirlwind Shield allowed me to do some pretty nice skips.


Also, I really liked the small interactions with Shadow as well as some of the easter eggs.

Overall, this was great to do and to complete. There were some rough maps and some bad challenges, but it still was fun to go through. Thanks a lot!

Last edited by TheXIIIthGuy; 4 Days Ago at 09:41 PM.
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Old 1 Day Ago   #132
GamingReloaded
 
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Spoiler: ENDING SPOILERS
This happened during the pre-true-final boss cutscene. The server was a dedicated server, so I'm assuming it's caused by the lack of a host/Player 1 when the cutscene requires it. Also if you just exitlevel and go straight to the boss level, it spawns you in the room normally, but the boss doesn't spawn.
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Last edited by GamingReloaded; 1 Day Ago at 07:35 AM.
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Old 23 Hours Ago   #133
jiazji
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This is gonna be showered in servers
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Old 45 Minutes Ago   #134
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I updated my review post with the dining room levels. I think it'll take me quite a long time to finish the damn post, but for now, if your level was in the dining room, enjoy my comments on them! Or not...!

>:)
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