![]() |
![]() |
|||||||||||||||||||||
SRB2 Demo 2 Remaster - 2.1.17, Beta 1
![]() Developer Last Online: Oct 2017
This level pack is a remaster of the 20 scrapped maps that SSNTails made for the single player campaign for Demo 2 with some improvements in some unfinished cases, the official first 4, 3 completely new maps, 7 special stages from Demo 4.35 and some secret stuff.
This level pack was made with help from Lobco, his profile is https://mb.srb2.org/member.php?u=6532. Features old midi music, XMas Tails and Demo 4 Knux (Credit to red the fox, MetalSonicmk72 and Wolfy for the character and allowing this be free access for all) with their old sprites and old sfx along the old maps, for a more authentic demo 2 experience. Turn the quality to 320x200 for extra demo 2 immersion. Extra props to Wolfy again for the Multi-thok lua file. Now: Demo wad characters are not exclusive to the wad anymore. Download the demo characters rar file to get them in a separate wad. Download Now
Screenshots Supporters / CoAuthors Show Your Support
|
Comments |
![]() |
#2 |
AKA FuriousFox
Developer
|
Welcome to Releases!
|
![]() |
![]() |
![]() |
#3 |
PK3 Fetishist
|
I think someone beat you to it lol.
EDIT : Nvm, yours has few additions, nice work.
__________________
Sonic 3D Ass : Horrible camera island. Last edited by RomioTheBadass; 03-09-2017 at 10:10 AM. |
![]() |
![]() |
![]() |
#4 | |
|
Quote:
Also, FULL SRB2 TGF IS COMING WITH THE NEXT UPDATE, so you know, there's that. |
|
![]() |
![]() |
![]() |
#5 |
PK3 Fetishist
|
You should still fix the XMAS Characters, They all share the same Idle, Pain and Death animations / Sprites, and some of their walking angles, also the Jumping animation isn't translated because it's not Green, also I wouldn't call these Multiplayer levels, Some sections get locked after one player enters them.
__________________
Sonic 3D Ass : Horrible camera island. Last edited by RomioTheBadass; 03-09-2017 at 07:09 PM. |
![]() |
![]() |
![]() |
#6 | |
トースタちゃん
|
Literally everything you've just described is authentic to the original, Romio, so.
I haven't had the time to play this, but judging from the complaints it's a pretty close remaster! So good job.
__________________
Quote:
|
|
![]() |
![]() |
![]() |
#7 |
PK3 Fetishist
|
^ It looks weird for a .... Remaster, Like, why would you bother playing this instead of the original, There should be at least a good to reason to playing this instead.
__________________
Sonic 3D Ass : Horrible camera island. Last edited by RomioTheBadass; 03-09-2017 at 08:02 PM. |
![]() |
![]() |
![]() |
#8 | |
|
Quote:
EDIT= Also, the only reason I could give you is if you said to yourself "Oh, I wish SSNTails and Sonikku would have finished the scrapped maps!" If you think the past is shiz, I don't see why you would play it. Sorry if the name brought you in and gave you something you didn't want but hey, at least you didn't pay for it! Last edited by IFrickBees1; 03-09-2017 at 08:15 PM. |
|
![]() |
![]() |
![]() |
#9 |
PK3 Fetishist
|
Oh your Remake is fine, I Just find the title a little bit misleading :P.
__________________
Sonic 3D Ass : Horrible camera island. |
![]() |
![]() |
![]() |
#10 |
who-what-where-whale
|
This is actually pretty neat, my computer can't run Demo 2 without a VM, so it's nice to have this! I have to say, this is miles better than SRB2:TP immersion-wise, which is a bit funny considering the already stated fact that the name implies that this isn't supposed to be a "we cleaned up and repaired an old car!" experience and instead a "we gave this old car all the modern doodads and gizmos and now it's just as good as the modern cars!" experience. It's still interesting though, and somehow actually sorta fun.
__________________
and there he goes... he hass the signature |
![]() |
![]() |
![]() |
#11 | |
|
Quote:
|
|
![]() |
![]() |
![]() |
#12 |
who-what-where-whale
|
Ok, so I got to Mine Maze Zone and FUCK THIS LEVEL. The amount of absolutely infuriating level is frustrating as hell. One, please put some checkpoints in the levels, two, either make the crushers slower, or give them a different texture because at this point, it's just memorization.
__________________
and there he goes... he hass the signature |
![]() |
![]() |
![]() |
#13 | |
|
Quote:
EDIT= Rocky Mountain too has some crushers and crumbling platforms, but after some time, you get used to both zones. Detons tho...they're annoying. Last edited by IFrickBees1; 03-10-2017 at 12:39 PM. |
|
![]() |
![]() |
![]() |
#14 | |
who-what-where-whale
|
Quote:
__________________
and there he goes... he hass the signature |
|
![]() |
![]() |
![]() |
#15 | |
|
Quote:
Second thing, I didn't put checkpoints cause it didn't fit the theme of the demos. But you're right. You're absolutely right. I'll put checkpoints and I'll make update 4.1 or something. But don't expect many checkpoints. Third, we already went through this. This was a somewhat remaster in the past, but after update 3 I decided to focus a lot on immersion. But you're right. If I still call it remaster, I should at least go somewhere with it. |
|
![]() |
![]() |
![]() |
#16 | |
who-what-where-whale
|
Quote:
__________________
and there he goes... he hass the signature |
|
![]() |
![]() |
![]() |
#17 |
|
No, yeah, I always thought there was a problem, but I always considered keeping it very similar to the original. Either way, updated it, now the whole game has checkpoints (Except for most secret levels). There are not that many, its just to not go back to the beggining and lose all progress after losing in a later part of the level.
|
![]() |
![]() |
![]() |
#18 | ||||||||||||
Emblem Radar Ready
|
Here are a few problems I found:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
__________________
SRB2TP (The Past) 1.08 Now Avaiable Why wouldn't you glide and climb as Super Knuckles? |
||||||||||||
![]() |
![]() |
![]() |
#19 |
|
Thanks a lot for offering help for the wad.
Ring boxes: I didn't notice this at first, I thought the two ring boxes in the demos were the same, I will fix this. Item boxes: This is a problem I have with SRB2. The item boxes reuse some sprites for when the item pops up after destroying the box, I will see if I can fix that in the future. Special stage end card: Will be fixed. Star post: I know, it was meant for it to make this wad "special" of some sort, but if you think its a serious problem, will be fixed. GFZ3 boss: I honestly used it cause I felt like it stuck better as a boss. Of course, you could absolutely compare Demos and 2.1 and say that the new levels stick way better than the old ones. So yeah, I will fix it. Cutscene: I know they kinda go backwards, but I did it cause I wanted to make the old Demos have some similarity to SRB1 and its roots with cutscenes. Of course, they're bad. THZ2 emerald token: This was just some reference to Speed Highway and it feels like it doesn't fit, I will give you that. I couldn't think of anywhere else to fit the token, and an outside section that connects to a highway was an idea I liked. Why stuff two tokens in one level if they don't fit? How else are you getting to CEZ? Though, yeah, it was kinda unnecesary. DETONS (goes for everytime you mention detons): Yeahhh, I see why you hate them. I dislike them too. The placement is fricking weird and just downright annoying at some places. I dislike their placement too, they're being fixed. However, when you talk about original placement...I didn't put the detons in the original places cause they moved and attacked differently. It wouldn't fit with the new SRB2 detons. Are you saying that I could bring back the old Detons?...maybe, in the future. BUT. Every Deton was tested, and they can all be dodged. Does it require stopping and taunting them? Yes, and I hate having done that. Skims: Never added them to the wad. Maybe when I get around making all these custom enemies, I will do it. Spikes: I placed them in DSZ cause they fit with me and the whole "ruins theme". Sh**ty level design: Honestly, I didn't take my time looking at the level design, and that's something I fully take responsability and not use the typical "old srb2 would have been shitty like the wad". While its not bad in some places, it can get you badly in many places. Hidden Palace sky: I...didn't notice that! WOW, what an idiot I am. Fixing. (EDIT: The sky is sky1 in Demo 2...so, no, that sky is correct.) Drillakrilla: Again, no custom enemies were made for this wad. All custom enemies problems will be fixed in a not so soon update. Mine Maze crusher and going backwards problem: Yes, I know. Level design and horrid thing placement are going to be fixed soon in...update 4.2? Yeah, that'll happen soon. Corner grass flats in RMZ: Yes, as the idiot I was before I said "Corner grass flats? Psshh, they aren't necessary!" Looking back, I need to fix that in 4.2. "Sky bleeding into the ground": BELIEVE ME, I tried to fix it. But I would need to get rid of that platform and get a new one or just let it like that. Its the slime graphical error, maybe I can get around it and change a bit the original level. Invisible walls: Look, they're there to block cutting corners. They may restrict the player in a bad way, and maybe I did make a mistake there. Crumbling floors: Its a rocky mountain! Its not going to be stable! I used crumbling platforms to MAYBE IN SOME WAY improve the level, but we all know how that turned out, right? Spike placement: I know, that was bad, again, fixing in 4.2. Dark City: Sorry, I turned the brightness up, I'll fix it. Rock pyramid: That isn't a rock pyramid, Glaber, that's the hole that connects Dark City Zone and Red Volcano Zone. Reverse gravity: Yeah, honestly I wanted to play with it a bit. If it feels that disconnected with the level, well I'll just put low gravity there and flip the enemies back. Missing textures: I tested every map a million times, if you would give me screenshots to see what I missed I'd be glad. Invencibility: Yeah...that was on the original levels. Button: Sorry for that, I thought the dead end and crushing platforms in the previous room would be enough of an indication. (Not being sarcastic there, I genuinely believed that.) DCZ boss: Yeah, of course! Robotnik messed with the gravity to get you in some trouble, so you have to use the enviroment against him...maybe I should have put the "Block enemies" flag at the center and block robotnik in that place so you use it to attack him. Stone textures: I know, bad textures, fixing it. Reverse gravity: I never had any problem with it, mainly cause it gives the *vague* illusion of gravity flipping in the control room as you walk. Level extension: How was that level extension cruel? It maybe was too tight for even RobotniRock, but hey the whole level was cruel. Wall: Yeah, maybe I didn't lay it out for everyone, but I assumed it was easy to guess. I guess I'll fix that too. Problems with missing and swapped stuff: Yeah, those changes were never intentional. Fixing that. FOFs in act 2: I'm pretty sure that FOFs are there. If you would show me if you are talking about some specific ones, well I'll fix those. Currents: Fixing that. Hanging chains: Yeah, I had many problems with decoration while making the wad and maybe deleted some stuff. Sorry, fixing that. Red XVI: I had no idea of that secret. Thanks a lot of the criticism, means a lot from the guy that made SRB2TP. I do have to admit that this wad...well, it was rushed. And if I'm honest, at first it was never meant to be public. I just finished update 2 and I said to myself "Hey, I'm gonna expand it for people". At the start, it was supposed my way of creating this new single player campaign? Were errors made? Of course, and I'll fix them. But I started doing this wad 1 month into summer (In Argentina, here we have summer december to february.) and I had just finished a failed romhack. I felt loss. But then, I started making this wad, in an attempt to show the community how much I appreciate the Demo cycle. Maybe more than anyone. Hell, I even love it. Back when I met the original Robotnirock in august 2016...something hit me hard. I felt like I needed to at least put a simple little closure on those maps, let them finally be finished the way they were...meant to? They may be different, but they're still the same to me. Either way, cut all that emotional bs, Update 4.2 will fix all these errors you pointed out. Custom enemies could be done in either hypothetical 4.3 or just update 5. Either way, update 5 has like a year or two until release, cause school is going to really slow me down. Either way, I'm fixing all these errors and update 4.2...well, I don't know when it will release. Last edited by IFrickBees1; 03-10-2017 at 09:37 PM. |
![]() |
![]() |
![]() |
#20 |
Emblem Radar Ready
|
about the detons, they worked basicly the same way back then as they do today. they chase the player and explode upon contact with anything. but every time I compained about them it was because of how you used them. you gave the player no warning they were there and they were basically ambush traps.
DSZ Spikes: they don't fit with the way you used them. Sky slime: I think you can fix that by just making a thok barrier. I suggest you take a look at how I fixed it in SRB2 the Past Go where I can see: I tried using invisible walls (with fence) in one of my own stages before, the reception to that was poor. Players don't like being blocked from taking a path that looks like they can clearly get to, plus it's bad level design Unstable floors of Rocky Mountain: you may have intended them to be an improvement, but it actually didn't improve things as the crumbling floor was along the only path to the exit. Dark City's Volcano portal: the hole is still in the sky, it makes no sense. Dark City's Gravity problem: Even low Gravity wouldn't make sense for this stage. it's not in space and there's noting that can be seen as being an anti-gravity generator. Dark City's missing window to the outside: I can give you coordinates. the area is located in the area of X128 Y-1664. What you have is an open thok barrier, what you need to do to get the sky to show is to lower the celing all the way down to the floor. Dark City 3's Gravity problem: There is nothing in this map indicating that gravity should be heavier. in actuality, Nothing in Sonic OVA (the inspiration for Dark City) would indicate that there is anything there manipulating gravity there. Robotnirock's Crulity: let's start off with what was the crusher room. the platforms sink before you even land on them. Then you have it so that the Eggheads can't even be hit, but then they can hit you, and then there was that Deton hiding behind the door Castle Eggman's Missing Wood beams and Torch holders: the missing FOF's are actually suppose to be in the first room of CEZ2.
__________________
SRB2TP (The Past) 1.08 Now Avaiable Why wouldn't you glide and climb as Super Knuckles? |
![]() |
![]() |
![]() |
Thread Tools | |
|
|