SRB2 Message Board  

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 Outdated Releases (2.0.X) 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

 
 
Thread Tools
SRB2: Oceanic Cove Zone v.2.0 Details »»
SRB2: Oceanic Cove Zone v.2.0
Version: 2.0, by 123 Runite (Wait for it... *BANG*) 123 Runite is offline
Developer Last Online: Nov 2010

Version: SRB2 Rating: (22 votes - 4.59 average)
Released: 05-08-2010 Last Update: Never Installs: 11
Single Player Levels SOCs Scripts Re-Useable Content Sprites/Graphics

This is Oceanic Cove Zone (OCZ) for SRB2. Because of all the changes that have been made since the last release here (August 22, 2009), I have decided to name this v.2.0.

Some brief, and somewhat outdated, history of OCZ can be found here:


ACKNOWLEDGMENTS
I would like to acknowledge all my netgame testers: <you know who you are> for testing and giving feedback of the level before this release.
Credit goes to Soundboard.com for ocean, cave, and seagull sound effects
Crappy seagull sprites by Senku Niola


ABOUT
Oceanic Cove has been in the works sometime since May of 2008, of course with long breaks in between. Originally, I have hoped to get it done for v.1.09; but with v.2.0 already out, this has to be ported in order to be continued. The first public release made it to the editing section of the SRB2 Message Board on Friday, August 21, 2009 (Build 6) and has received much criticism enough to futher my progress on OCZ. Soon after, I have changed many textures to fit the growing v.2.0 standards of aesthetics. Lag has been a main problem in the level, and although I have strongly opposed to splitting this into two acts, I have decided against my will to take such action for my own sanity. Even I have been troubled with handling the long waits of saving the level and testing this on my own computer. The entire level as a single act has taken about 5-15 minutes to save, depending on my computer's state. With the split edition, I have been able to cover more distance.

This level is long and massive, some areas may lag, so be forewarned (depends on system)! This level will require skill, endurance, and determination to get through with Sonic, especially. This was created with Sonic, or any other skin that behaves like Sonic, in mind. Tails, Knuckles, or any other character that behaves like them have been disregarded in the initial release of the level. Thus, Tails or Knuckles may not have a hard time getting through the level. On the contrary, although it was made for Sonic only, Tails and Knuckles have their own small secrets to find.

There are two emerald tokens in this level. If you're the type of person who likes finding secrets, then finding them will be a fun challenge for you. Collecting them, however, will be the real challenge. Not impossible, though, but difficult. This goes the same with emblems. There are two emblems for each character (STK) in this level (all in the so-called "Part 2" of OCZ). Finishing the act with an emerald token in possession will take you to a special stage, but a rather unique one: a merging of the concepts of the original SRB2 special stages with Mystic Realm's emerald stages. It will be like a regular stage, but you'll have to find a number of rings to get the emerald. This stage I still have to construct.

For many, it was tough controlling the character while platforming. I've included a script that expands your point of view (see console commands: cam_dist <value> and cam_height <value>). To expand your POV, simply press =. To set it back to its defaults, press -. Whenever the camera bugs up when modified, use the RESET CAMERA key. That is the only problem with the new feature.


KNOWN ISSUES
  1. Few rendering errors with the textures throughout the level.
  2. The level may lag terribly in netgames. Try the level in single player first, and then have fun in the netgame. If necessary, play at a smaller resolution.
  3. There is no blockmap in this level due to its size. Therefore, Crawlas may randomly fall over cliffs. Using "Block Monster" flag may resolve the issue, but areas with flying robots will also have them affected. In addition, you may collide into walls and seem to go through them a bit. These walls are walls knuckles can usually climb, but can't due to this fault. These were not intended to happen, but levels this huge will have such problems.
  4. Switches, when pressed, lowers the zoom tube pipe. However, at times, you may not enter the zoom tube automatically as intended unless you move around in the pipe.
  5. Direction of upward and downward currents are not intended

CHANGELOG
See the MAINCFG lump in the wad if you're interested in a list of changes for each version.


CLOSING

Good luck running through the level, and I hope you have fun while you're at it. Feedback is GREATLY appreciated, positive and negative. But, if trying to make a point, do be constructive.


RELEASE
Current build: Saturday, May 8, 2010 ~ BUILD 10, Version 2.0

Screenshots of OCZ and the level itself are available as attachments below.


MIRROR: I've provided a mirror for the wad here.

Highend edition of OCZ is only available now until any bugs are found. I'll upload a less-laggy version of OCZ soon. Until then, if it lags, play with a smaller video resolution.

Download Now

File Type: zip scr_oceaniccove_b10-highend.zip (4.59 MB, 2805 views)

Screenshots

Click image for larger version

Name:	srb20207.jpg
Views:	1867
Size:	143.1 KB
ID:	687   Click image for larger version

Name:	srb20208.jpg
Views:	1329
Size:	83.5 KB
ID:	688   Click image for larger version

Name:	srb20211.jpg
Views:	1143
Size:	94.1 KB
ID:	689   Click image for larger version

Name:	srb20212.jpg
Views:	1032
Size:	63.8 KB
ID:	690   Click image for larger version

Name:	srb20214.jpg
Views:	1114
Size:	120.1 KB
ID:	692  

Click image for larger version

Name:	srb20217.jpg
Views:	971
Size:	115.4 KB
ID:	693   Click image for larger version

Name:	srb20218.jpg
Views:	1146
Size:	107.1 KB
ID:	694   Click image for larger version

Name:	srb20213.jpg
Views:	908
Size:	105.6 KB
ID:	695  

Supporters / CoAuthors

Show Your Support

  • The author of this addon has given explicit permission for its content to be re-used and/or reproduced.

Comments
Old 06-05-2010   #22
Spherallic
a.k.a. sphere
Developer
 
Spherallic's Avatar
Default

Quote:
Originally Posted by Autosaver View Post
Its funny, everyone is complaining "it lags! :(" but it played perfectly fine on my computer.
This applies to me too. Really, it didn't lag at all on my PC.

Quote:
Originally Posted by Kyasarin View Post
Quote:
Originally Posted by SpiritCrusher View Post
I personally prefer ERZ2 because it looks just as good as has actually interesting gameplay.
Ironically it's the opposite for me. I don't see what the hell makes Egg Rock popular, but I really liked Oceanic Cove.
Why do I find this so funny? Anyways, I do prefer Egg Rock, but I like Oceanic Cove as well.

Quote:
Originally Posted by SpiritCrusher
Sure, if you prefer 15 minutes of jumping over slippery and/or crumbling platforms, this is heaven.
The strange thing about this level is that that's exactly what it is, but there's something about it that makes it better than most other SRB2 levels. I dunno what it is, but this level is just impossible to hate or rate lowly for me.
__________________
Quote:
<D00D64> Sphere CANNOT decorate
Spherallic is offline  
Old 06-05-2010   #23
MascaraSnake
aka SpiritCrusher
Moderator
 
MascaraSnake's Avatar
Default

Quote:
Originally Posted by Spherallic View Post
The strange thing about this level is that that's exactly what it is, but there's something about it that makes it better than most other SRB2 levels. I dunno what it is, but this level is just impossible to hate or rate lowly for me.
Don't get me wrong, I like this level too. But that mostly stems from the outstanding visuals, the platforming alone wouldn't draw me to it (although it isn't bad, per se).
MascaraSnake is offline  
Old 06-05-2010   #24
Autosaver
 
Autosaver's Avatar
Default


I found an error right here...
Autosaver is offline  
Old 06-05-2010   #25
123 Runite
Wait for it... *BANG*
 
123 Runite's Avatar
Default

Thanks for the comments, I hope they keep coming. I am glad at the least that this topic seems to be more active now. I'm getting somewhat further need to continue on this. I thought this is dead.

Quote:
Originally Posted by Neo Chaotikal View Post
I wanted to play this, laggy as it was. Act 1 was somewhat bearable, but when I got to Act 2 it turned into a freaking slideshow. Does this level not have any one-sided linedefs?

So I opened it up in SRB2 Doom Builder to try and figure out what the hell was going on.

What in hell...?

Why do you have so many redundant linedefs? Like, for a completely flat wall, you use up 4 linedefs. No wonder the game lags so much, it's trying to render four stages at the same time! Did you goof up or something? How does this happen?
It seems that splitting linedefs did fix the level's graphical issues. Otherwise, the level would contain lots of those disgusting slime trails. I'll double check after I merge linedefs (why isn't there a simple feature for this...) for some rooms.

Quote:
Originally Posted by J-town View Post
Geh, I was unable to play it at ALL it was so laggy on my system. Running in windowed 640x400.

I managed to get like, 2FPS at best. (Actually counting the frames per second, not using the glitchy FPS counter. That always says 30. No matter what.)

As Neo Chaotikal stated, I believe you should stop trying to render four stages at the same time. This thing's laggier than CASTLE EGGMAN!
Neo was over exaggerating when he said "rendering four stages at the same time." If the game really was, then ALL the linedefs in the level would be split into 4 smaller ones. Not in this case.

It's too bad the level was so slow for you. Did you have so many other applications chewing on your RAM? Have you tried playing with a smaller video resolution?

Quote:
Originally Posted by BlazeFan1 View Post
The only thing I didn't understand was what permitted the level to run so well. Some of those rooms are WAAAAAY to big to not be subject to all kinds of horrible graphical issues, so all I'm wondering is why it works well, when I get those weird bars that block out the character sprite when I make rooms that size.
I spent much of my time trying to clear these ugly glitches. I am not sure either if what I did really fixed those bugs (splitting some extremely long linedefs into smaller ones, moving control sectors over the place, positioning of sectors within larger ones, etc.). Maybe I was just lucky because you can never be sure for a perfect nodesbuild (or, I just lack knowledge on how it works).

Quote:
Originally Posted by BlazeFan1 View Post
There is only one thing you might want to change editing-wise that I noticed. In the room in part 2 with the big waterfall that has a button that shows a different camera view at the top, I didn't think it was obvious enough that there was a tube present right next to it. Maybe give it a different texture or put an arrow sign over it or something.
Oh, yeah. That zoom tube in that final cavern room was used for when the two acts were one level (earlier betas, not released here). I didn't feel like taking it out; I think I'll use it for something in the future.

Quote:
Originally Posted by SpiritCrusher View Post
Sure, if you prefer 15 minutes of jumping over slippery and/or crumbling platforms, this is heaven. i personally prefer ERZ2 because it looks just as good as has actually interesting gameplay.
I enjoy platforming challenges over gimmicks. They just appeal more to me. I understand that people all have different tastes, which may be the reason why Kyasarin also implied he prefers platforming over gimmicks.
Quote:
Originally Posted by BlazeFan1 View Post
It depends if you like gimmicks or if you like platforming.
Quote:
Originally Posted by Spherallic View Post
The strange thing about this level is that that's exactly what it is, but there's something about it that makes it better than most other SRB2 levels. I dunno what it is, but this level is just impossible to hate or rate lowly for me.
The more you play through it, you may discover what you do not know.

Quote:
Originally Posted by Autosaver View Post
Image
I found an error right here...
Any ideas for what causes this? I'll discover a remedy for this myself.

Fawfulfan, I am afraid I missed your post here. I don't know what you were feeling initially upon posting it, and what made you delete it.
__________________
~123 Runite

The large, "epic" single player level, Oceanic Cove Zone is released here. I humbly encourage you to view it. If you've played through it, please get comments going! This will help me. Thanks.

Last edited by 123 Runite; 06-05-2010 at 09:41 PM.
123 Runite is offline  
Old 06-05-2010   #26
BlueZero4
 
BlueZero4's Avatar
Default

Regarding Autosaver's image:
When the thok barrier is next to a sector with an FOF in it, the adjacent linedefs don't let you see into the thok barrier. There's other causes I'm sure, but that's the major one I'm familiar with. Instead of trying to remove it, I tag the water to the dry land sectors next to it so that the thok barrier is universally not-visible. Assuming the water doesn't show on those sectors, of course.
__________________
[scr_bz4pack.wad] I get an email whenever you PM me, if you ever want to say hi.
BlueZero4 is offline  
Old 06-05-2010   #27
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

Quote:
Originally Posted by BlueZero4 View Post
Regarding Autosaver's image:
When the thok barrier is next to a sector with an FOF in it, the adjacent linedefs don't let you see into the thok barrier. There's other causes I'm sure, but that's the major one I'm familiar with. Instead of trying to remove it, I tag the water to the dry land sectors next to it so that the thok barrier is universally not-visible. Assuming the water doesn't show on those sectors, of course.
It's not just FOFs; this glitch occurs whenever the bordering sector's tag and/or light level is different from those of the thok barrier. I usually do the exact opposite, and take painstaking measures to ensure that the thok barrier is universally visible, but we all have our preferred methods.
__________________
Just another indie game developer...check out my website, Chapman Games!
Fawfulfan is offline  
Old 06-06-2010   #28
MascaraSnake
aka SpiritCrusher
Moderator
 
MascaraSnake's Avatar
Default

Quote:
Originally Posted by 123 Runite View Post
I enjoy platforming challenges over gimmicks. They just appeal more to me. I understand that people all have different tastes, which may be the reason why Kyasarin also implied he prefers platforming over gimmicks.
You talk like gimmicks and platforming were polar opposites. It's not like that. Gimmicks are just a way of making the level unique, in whatever way possible. In Oceanic Cove, I just jump over platforms that are either slippery or collapsing for about 15 minutes. There's absolutely no variation. In fact, there are only about two spots where I even get to jump on a platform that moves up and down. In one half of this zone, I have to run forward to continue, and in the other half, I have to jump from platform to platform. I never get to do anything else, and it does get tiresome.
MascaraSnake is offline  
Old 06-06-2010   #29
Fawfulfan
The Tortured Planet guy
 
Fawfulfan's Avatar
Default

I kind of agree. In fact, I'm astounded that nobody has complained about this up until now.
__________________
Just another indie game developer...check out my website, Chapman Games!
Fawfulfan is offline  
Old 06-07-2010   #30
Chrome
Chromatian Kiske
 
Chrome's Avatar
Default

No one complains about it because the sheer size and detail of the level hides the fact that it's actually quite boring and repetitive. We haven't seen levels large like this since Kuja remade Aquatic Labyrinth. And even then, that level had plenty of gimmicks and platforming variation to keep things interesting.
__________________
Your freedom lies within the Hidden Sanctuary.
Chrome is offline  
Old 06-07-2010   #31
MascaraSnake
aka SpiritCrusher
Moderator
 
MascaraSnake's Avatar
Default

Quote:
Originally Posted by Chrome View Post
No one complains about it because the sheer size and detail of the level hides the fact that it's actually quite boring and repetitive. We haven't seen levels large like this since Kuja remade Aquatic Labyrinth. And even then, that level had plenty of gimmicks and platforming variation to keep things interesting.
We have, in SRB2 itself. But apart from that, yeah. The main factor of its popularity is its size. It's the same reason as with Mystic Realm's popularity: that wasn't exactly the best thing ever made, but it was decent and large.
MascaraSnake is offline  
Old 06-07-2010   #32
GMxKinto
IGN:GMxKinto(servers)
 
GMxKinto's Avatar
Default

It looks fun,im going to try it =].I mostly going to predict that this WONT lag my computer.
(some seconds of playing).
There's some weird ring sound thats looping,it doesnt lag on my computer,
GMxKinto is offline  
Old 06-08-2010   #33
blahblahbal
Act 3 FTW!!
 
blahblahbal's Avatar
Default

All right, I've been waiting for this. (can't believe I didn't notice this immediately when it was released). *downloads*

Can't play it right now, review later.
__________________
Go check out my Terraria mod, Avalon!

Quote:
Originally Posted by Mystic
There's this amazing things called the English language
blahblahbal is offline  
Old 12-16-2010   #34
Sgustavo
Gustavo the Ice Echidna
 
Sgustavo's Avatar
Default

No doubt.It is one of the best stages I've played.Blends well with me.
__________________
Don't Need To Worry.It's the Life.
Sgustavo is offline  
Old 01-16-2011   #35
Prime 2.0
Grape flavored
Administrator
 
Prime 2.0's Avatar
Default

For as long as I can remember, there have been levels that, even in the absence of notable gimmicks, manage to thrive on simple platforming and immersion; they presents the player with a vast world to trek through, filled with small details and secrets that are highly involved, often hidden in plain sight... this immersion, and the way they encouraged exploration was their primary appeal. For many, the first thing to come to mind as such is Mystic Realm, though some would remember such standalones as Egg Palace and Metal Flower as well. Long, difficult, but of wonderful detail, Oceanic Cove embraces this style and excels with it, enough so that many here have recognized 123 Runite's creation as one of the best levels currently on the message board.

So can anyone honestly be surprised that it's now in the hall of fame?
__________________
Science tells us that nothing can be proven, only rendered more likely to be true. If we do not question what we already know, how can we know, much less admit, when we're wrong? Such things are vital to progress.
Prime 2.0 is offline  
Old 01-16-2011   #36
Ezer.Arch
ArchPack developer
 
Ezer.Arch's Avatar
Default

Quote:
Originally Posted by Prime 2.0 View Post
So can anyone honestly be surprised that it's now in the hall of fame?
Expected and deserved. I was wondering why still not in.
__________________
Ezer'Arch
ArchPack v2.1 level pack | EzerArch.com | YouTube | ERZ2 FTW!
Ezer.Arch is offline  
Old 01-16-2011   #37
K.S.
Formerly Inuyasha
Retired Staff
 
K.S.'s Avatar
Default

Quote:
Originally Posted by Prime 2.0 View Post
So can anyone honestly be surprised that it's now in the hall of fame?
I can be. In my opinion, it isn't deserving of it.

Note for clarity: I'm not exactly whining, here. I'm just stating that I don't like OCZ a lot, and am surprised at how many others do. I mean nothing ill of the fact that it's in the HoF, it clearly deserves it from the pretty much massive praise it gets; but again, I don't think it deserves it.

Last edited by K.S.; 01-22-2011 at 04:23 AM.
K.S. is offline  
Old 01-16-2011   #38
MascaraSnake
aka SpiritCrusher
Moderator
 
MascaraSnake's Avatar
Default

Quote:
Originally Posted by 犬夜叉 View Post
I can be. In my opinion, it isn't deserving of it.
You cannot be, because you were there when the decision was made and you know that it would make it. You also never really said why you don't like it. Why don't you?
MascaraSnake is offline  
Old 01-19-2011   #39
Metal-Rawr
Friendly lurker, I promise.
 
Metal-Rawr's Avatar
Default

Hmmm.... Both Runite and Digiku weren't on the message board since Nov 2010. I wonder if they even know they're in the HoF now.
__________________
Always remember to have fun
3DS FC: 0989 1765 4380
Please let me know if you add me ^_^
Metal-Rawr is offline  
Old 01-19-2011   #40
nightmare cenz
idyrgfekjrgfelkrbf
 
nightmare cenz's Avatar
Default

Runite does, which reminds me.
Congratulations Runite!
__________________
Starlight Palace Zone in 0'57''54 as Sonic
Sonic 1 Playthrough done by me, Check it out!
-------------------------------

Recycler Sucks!
nightmare cenz is offline  
Old 01-19-2011   #41
Thompson
Endokukennnn
 
Thompson's Avatar
Default

I decided to go through this one more time with my newly improved laptop, and I must say, "this was really, really, spectacular!" This time, when I played through this, I was expecting some HUGE major lag, since those were one of the problems with this zone, but there wasn't as much lag as I expected. Which means there's still a little laggy areas, If I recall correctly, that wide open area of platforms leading upwards near the beginning of act 2. But, good idea splitting this zone into 2 acts.

One of the thing's that I've noticed in these maps was that there was only platforming with nothing really interesting except some of the detail you really put into them, and there were alooot of secrets...and I mean alooot. But, still, this was an amazing level to play through! This was a hell of a long level when I played through this with Sonic. About 10-15 minutes, maybe. But with Tails and Knuckles, it was pretty simple. I loved how at the end, you didn't want things to stop and kept it going with a boss battle. By the way, take the enemies out. It was a little lame how you have to kill every enemy in the sector using the "No more enemies" effect. But other than this and the lag areas, this was about incredible!

I can really tell how much heart and time you've really put into this zone, and im truly grateful that you've released this out to us. Thanks Reunite! This truly deserves to be in the Hall of Fame. One of the best levels I've ever played. Ever!
__________________
Solar Egglipse in progress.
Thompson is offline  
 

Thread Tools

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

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

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
WO123R: Oceanic Cove Zone 1 123 Runite Editing 81 02-04-2010 06:25 AM
Flooded Cove Zone (scr_floodedcove.wad) Azure Hawk Outdated Releases (0.X & 1.X) 11 02-06-2008 07:47 AM
SRB2 in PC Zone Magazine SSNTails SRB2 Discussion 17 09-25-2006 08:48 AM
SRB2 War Zone Hyper Tails General Discussion 5 02-27-2006 01:02 AM


All times are GMT. The time now is 04:11 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2018, vBulletin Solutions, Inc.