Ultra Mod (name temporary) (ultramod1.8.wad)

Do you want a character to come with this wad?

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Dude_

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I thought this would be a good time to release Revival of the Old Bosses in the mods section:

http://dl6.ohshare.com/v/2469857/ultramod1.8.wad.html

Credits:

Original Concept: roboegg99
Single Player Zones: Dude_, roboegg99, ah2190, Kuja, Fish Hook
Match Stages: Warpshade
Race Levels: HYPERKNUX
CTF Stages: ??? Coming Soon....
Bosses: on Edge
Enemies: Morph, Dash the Hedgehog


MAP04 - EGG CARRIER 2 by dude
MAP09 - LAVA REEF by Dude_ & roboegg99
MAP10 - SAND TEMPLE by Dude_ & roboegg99
MAP11 - FIRE HIGHWAY by Dude_
MAP30 - GREEN FLOUR 1 by Fish Hook
MAP33 - SAND TOMB 1 by Fish Hook
MAP34 - SAND TOMB 2 by Fish Hook
MAP35 - SAND TOMB 3 by Fish Hook
MAP40 - ROBO BLAST by Fish Hook
MAP58 - RUSH CANYON by Kuja
MAP60 - TRAINING by ah2190
MAP61 - HILL GROVE by ah2190, bugfixed by Dude_
MAP71 - SRB2 CITY by Warpshade
MAP81 - SUNKEN LABYRINTH by HYPERKNUX
MAP82 - EMERALD FALLS by HYPERKNUX
MAP83 - WINTER HILL by HYPERKNUX

Screenies:

srb20003iv3.png

srb20005uq3.png

srb20007cx1.png

srb20009xp2.png


Also taking in requests for a new character that'll come with it.
 
Well, I'm waiting to see if Nitro will make me one. I pmed him about it, and he might. (if the polls get yes...)
 
The level pack contained MANY flaws, but I will only touch on the major ones for now.

1) Eggman allwase faces Right.
2) The missle sprite is so ugly it should be removed.
3) Some 2d bosses move in 3d.
4) The 2d levels need to be focused on Fof platforming wih a solid floor beneath ALL of it.
5) Level hedars were included for nonexistant levels.
6) The sand level NEEDS to be scraped. Start from scratch if you still want a 3d sand level.
7) The F_SKY level is bad and needs to be scrapped.
8) The 3d boss level needs to be ajusted so that sonic can reach the upper level without stairs.
 
Q1) Eggman allwase faces Right.

A1) That is because those sprites are from the original Sonic games. If I had Eggmobile sprites like that Eggmobile in SRB2 style, I'd use those instead.

Q2) The missle sprite is so ugly it should be removed.

A2) I know how ugly they are. First off, they're from the original Rotob, and second off, they're placeholders until I can get proper sprites.

Q3) Some 2d bosses move in 3d.

A3) They're all the same boss, and all the levels (excluding Lava Reef and Sky Road to Mobius, I want to keep those 2D) will be changed to 3D.

Q4) The 2d levels need to be focused on Fof platforming with a solid floor beneath ALL of it.

A4) Again, those are roboegg99s original levels, and will be scrapped and replaced.

Q5) Level hedars were included for nonexistant levels.

A5) Does that REALLY matter? I think it helps me remember which levels I need to do next. At least they aren't in the level select and crash the game.

Q6) The sand level NEEDS to be scraped. Start from scratch if you still want a 3d sand level.

A6) I'm remaking that zone too. SOME parts will be similar, but it will mostly be remade.

Q7) The F_SKY level is bad and needs to be scrapped.

A7) That's your opinion. I actually liked that zone and am remaking it from scratch.

Q8 ) The 3d boss level needs to be ajusted so that sonic can reach the upper level without stairs.

A8 ) Thats what my little brother said too...
 
Q1) Eggman allwase faces Right.
A1) That is because those sprites are from the original Sonic games. If I had Eggmobile sprites like that Eggmobile in SRB2 style, I'd use those instead.

Mirror the sprites though.



Q2) The missle sprite is so ugly it should be removed.
A2) I know how ugly they are. First off, they're from the original Rotob, and second off, they're placeholders until I can get proper sprites.

Use the srb2 sprites as placeholders.



A4) Again, those are roboegg99s original levels, and will be scrapped and replaced.

Why did you release this with levels that NEED to be scapped?
 
Why did you release this with levels that NEED to be scapped?

Not every level is done being replaced, its more of a testing mod. What I need are comments on the mod, and what you think about it so far. (And more than just On Edges comments, I want others too.)

EDIT: If it alright with Dash, I'm going to use his old sprites he made in the old Revival of the Old Bosses Topic.

EDIT2: On Edge, didn't you say you would make me 2 levels and a boss for this mod?
 
Dude_ said:
EDIT2: On Edge, didn't you say you would make me 2 levels and a boss for this mod?

Maby later. After you've scrapped all your crappy place-holders for the real deal. Probly then.
 
Here:

http://s21.quicksharing.com/v/7539104/rotob1.7b.wad.html

All placeholder levels except Sand Temple have been deleted. (Sand Temple is being redone, but not from scratch.) All placeholder sprites are gone.

Besides no more placeholders, there are also a few other updates:

-Bomb and scouter added to Sand Temple, deleted from Fire Highway.
-Sand Temple is a *little* longer. It is also a *little* redone.

If I hadn't been rushed, his could've been better with more updates.
 
Dude_, just take your time. You don't need to rush anything, since it won't turn out good at all if you just rush through everything.
 
It's not a new boss, but It doesn't use skull atack or anything. Link.

And I need to ask you some stuff before I can make you anything:


1) Which level would you like me to make?

2) What would you like the boss to do?

3) 2d or 3d?
 
I was hoping you could do either Green Hill zone or Egg Carrier Zone (the action stage). Er, about the boss, for some very odd reason, this computer will not work with sendspace. I have no idea why. So couldya please upload it with something else? And the boss would be best in 3D.
 
Here:

Code:
#by on_Edge

Thing 3
MAPTHINGNUM = 16
SPAWNSTATE = 96
SPAWNHEALTH = 8
SEESTATE = 96
SEESOUND = 0
REACTIONTIME = 6
ATTACKSOUND = 0
PAINSTATE = 103
PAINCHANCE = 71
PAINSOUND = 12
MELEESTATE = 97
MISSILESTATE = 97
DEATHSTATE = 104
DEATHSOUND = 28
XDEATHSTATE = 118
SPEED = 10
RADIUS = 1572864
HEIGHT = 3407872
MASS = 0
DAMAGE = 2
ACTIVESOUND = 26
RAISESTATE = 97
FLAGS = 17029

FRAME 97
SPRITENUMBER = 4
SPRITESUBNUMBER = 1
DURATION = 10
NEXT = 98
ACTION None
VAR1 = 0
VAR2 = 0

FRAME 98
SPRITENUMBER = 4
SPRITESUBNUMBER = 2
DURATION = 10
NEXT = 96
ACTION A_FireShot
VAR1 = 4
VAR2 = 0
 
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