Angel Island Tour

[Open Assets] Angel Island Tour 2022-05-23

So here it is, the big promised update.
Got to admit, there's some technical problems I can't be bothered to deal with anymore,
it's been a "Solve one problem, cause 2 new ones" parade for a while and I'm kinda done.
Should be all minor issues and nothing gamebreaking.
Maybe I'll fix them in the future, but now my brain's fried.
Anyway, we go from 3 maps to 10 with a complimentary new character, Sticks:

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She can float a bit and throw boomerangs that don't come back since I can't be bothered to figure out how that works. As usual, characters are just for aesthetics, I don't actually enjoy making these.
If anything, I would recommend you play this pack with Adventure Sonic over Sticks anyway. But who wants the full Roger Cartoon experience, there she is.

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So there's still the 3 original Angel island levels, which some minor changes here and there but nothing dramatic.
Besides those, the city escape level from OLDC Winter 2021 finally has a proper release.
Nothing much changed
since then, other then a different rendition of the Escape from the city theme because of the complaints.

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A brand new level and probably the best of the bunch, Huge Crisis. Being a GUN themed stage, taking inspiration from huge crisis, Gun Fortress and Metal harbor (And adding a desert)

Then there's also a Pepsiman stage

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Get Sticks Super and she turns into... PEPSI MA'AM!
What, doesn't fit with her character? Yeah, guess not, but it fits in this level pack I guess, since Pepsiman is the second to last stage. Hey, I made a City Escape level and I've been working on a evil Soda inspired level pack before, so it's a match made in heaven.


To cap it off, there's a final boss stage vaguely inspired by Sonic 3 and K's Doomsday to tie it back to the Angel island theme, kinda. These are all the "proper" action stages.

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Like Sol Sestancia before this, Angel Island Tour also has a handful of Cutscene levels.
Sorry if the story's a bit confusing, still trying to figure out how to do proper story telling with the limited tools I got.
It's mostly silly stuff so it doesn't matter.

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There's some node building trouble. Every time I fix one, I cause another 3 new ones.
I added an alternative route before the toxic rising segment, since people already found it hard and the *()#$%(*&ing Nodebuilder suddenly turning that area in a glitchy mess in software mode ain't helping. Software mode is not recommended.

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Me and Zonebuilder had an agreement there's a Emblem there. The finished level disagrees.
I think there's 3 emblems that are technically in the levels, but never visually show up.
Again, after days of screaming and getting this nightmare to work, I rage quit, so yeah. Sorry for you 100% hunters out there. Just open the level in Zonebuilder to find where they are or something.
I'm so sick of dealing with this (#%* and will never complain about glitches in official Sega Sonic games ever again.


So this project is a bit of a mess, since it's about me mashing 2 seperate OLDC ideas I had together, a Angel Island tribute and a City Escape level, with now a storyline and some extra levels added to try and make it into a whole. Altough that means the "Angel Island" portion of the name is a bit of an artifact title since the second half of the pack deals more with GUN then with Angel Island. Oh well.
Hope you guys have fun.
Maybe I'll update it somewhere in the future to fix some of the issues, whenever I feel I enjoy life too much and want my day to turn into a nightmare, but for now this is it.
Thanks Vanillaaawoaaah and Turret 49 for pointing toward what might cause the slowdown.
Fixed, so it should work smoothly for everyone now? It works for me.
This is NOT the proper update I promised yet, altough I took the oppurtunity to fix and change up some other bits now I was updating this anyway.
Biggest change, a lot of people on Youtube complained about the music, so this time the proper zone music plays in each area, with only remixes and special tricks on the more approperiate moments.
I prefer how it was before, but tell me what you think.
There's some other minor changes as well, including a new pathway in the Chaos Angel area since I saw every let's play of the level completely pass the intended route.
Fine, you win then.
So I cut the second level in pieces and took out the opening area, the split is in a better position, I went trough all the tricks I know, so this is as good as I can get it.
While I notice minor lag in Software mode on my end, in OPENGL mode it plays smooth as butter for me, so should be okay in that mode.

Fixed a few more minor issues, so hopefully this is the last frivilous update and I won't have to bother you again until I have the proper BIG main update with the extra levels and character next time.
Speaking of which, took out the C in the filename, that was premature.

Sorry for the inconvience folks, I finally found the spot on the forum here where you can upload works in progress, so next time I upload it there first for proper beta testing before I make an official release.
Yeah, another patch.
With Othius' help, I should have reduced the amount of lag in the second stage a bit.
And fixed a few other minor things.
Well, wouldn't be a Roger release without mistakes right out of the gate.
Ubisoft would be proud.
  • Cool!
Reactions: klasky and Kontendo
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