ASfAEe (Average Sonic fan vs Average Eggman enjoyer)

ASfAEe (Average Sonic fan vs Average Eggman enjoyer) 1.2.4

What permissions do you give others to modify and/or maintain your submission?
Modify: ASK ME - Maintain: YES - Others must ask me for permission before modifying my submission or use it in their own work, and I reserve the right to say no for any reason. I do, however, give permission for my entire submission to be maintained by others.
Hello!
Important things first:
1. This runs on the software renderer, but it's optimized for OpenGL; do yourself a favor and switch to that.
2. If you're epileptic, please open the map pack with an editor and replace Map24 with the "for epileptics" version. The original has a bunch of flashing lights and I don't want people to get hurt from the arguably best stage I made.
3. I listed this as not modifiable, but you can always reach out to me if you have any plans. It's not unlikely I'm gonna allow you to do your thing. I just generally want to be informed :)

This mod took me over three years and a thousand hours to make. I used to speedrun Sonic games, so it has a ton of shortcuts etc., though they tend to be risky to go for.
Also, it's got some cutscene images that I drew, and it's aiming for comedy.
Some stages have timers, but they are generous, as the previous timers not even I could beat after leaving the game for a while.

Thanks to my twin brother for pitching awesome ideas, Othius for testing and giving awesome feedback and highonfunnystuff for helping me choose a name.
Also, thanks to Ace Dragon, Demnyx, DylanDude, Glaber, RoyKirbs, SeventhSentinel, rumia1, So2ro, sphere and Tatsuru among others for helping me out on the map pack about two years ago!
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Author
Riolucariolu
Downloads
2,137
Views
4,899
Extension type
pk3
File size
77.7 MB
MD5 Hash
697e5f04e566f87d854b71387515bb49
First release
Last update
Rating
3.11 star(s) 9 ratings

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Latest updates

  1. Multiplayer skin issues fixed!

    Hello! Today the GREAT and WONDERFUL JoJo has graced me with a fix to an issue I didn't know my...

Latest reviews

Extremely fluctuating quality. The levels get alot better starting with Sirena Beach(map 7). Those levels alone make the pack worth loading, though it eventually falls off with cheap difficulty and undeserved instant kills.

You clearly improved alot overtime. I'd suggest going back to this pack's first level to make a good first impression, as first impressions can color how open people are to whatever follows.

For difficulty, I'd focus on improving conveyance when there's danger. If there's pits/instant kills, make sure people can clearly identify them even when moving fast. As dev you always approach your maps with full veteran knowledge of what comes next, but others have to use their eyes and make sense of things first.

Also, add more checkpoints to diminish frustration. You cannot go overboard here, more is always better.

Lastly...maybe consider adding a command to turn off the ForceSkin, or at least allow people to switch afterwards.
Riolucariolu
Riolucariolu
I had a friend test all my maps and when he died to something blind, I changed it.
I initially wanted to go back to map 1 and make it worthwile, but after three years of on and off working on it I kind off just wanted to close that chapter, so I made cutscenes to bait people into continuing instead. My brother asked me to help on a project, too, so I basically hurried off.
The frustration is partly intended. I know most people don't like that, but I wanted to add a fair bit of suffering to the mix.
I can't actually code in Lua or anything, so I wouldn't have known how to make a command to turn off ForceSkin in later playthroughs. I just wanted to make sure people would get a character that the stage is beatable with. Then again, a good bunch of the maps (after map 13) or so I stopped bothering to make them beatable on every character. I figured that if someone cared enough, they could just manually disable the ForceSkin via Slade, but that sounds like an unlikely thing to do now that I write it out loud.

I agree with pretty much all points you made, thanks for giving it a try!
I will keep it in mind for my next mod.
Or maybe I'll go back for version 1.3 in the future, now that I have recovered.
Upvote 1
new game doesn't work
Riolucariolu
Riolucariolu
Hello! Since I updated the game today, I tested new game aswell. It worked for me.
Could you give me a precise description of how and when the bug appears?
I know it's been almost 8 months so I can totally understand if you can't be bothered, but I would look into it this time :)
Upvote 0
One of the most needlessly difficult levelpacks I've ever played.

Nothing in this pack is too bad until you get to level 18, then it's all downhill. When I encountered cycle based instant kill obstacles in a level on a strict timer... I hoped it was just a difficulty spike. I was wrong. Level 20 is suddenly kaizo difficulty without enough checkpoints to ease the pain of redoing the same section over and over. Taking the easy path even calls you weak.
Riolucariolu
Riolucariolu
Nice to see the insult had its intended effect.
Upvote 0
I haven't beat every level yet but I like it...I love square city!

It would be nice to have non-timed versions of the timed levels so that it's possible to practice, followed by a timed version ... that's just my preference though
Riolucariolu
Riolucariolu
I wouldn't know how to do it in the existing modpack, but if you want, I can upload a no-timer version of the pack or DM you slightly altered files without them.
Send me a DM about it if you want :)
Upvote 0
I really enjoyed this level pack!!

Some of the difficulty spikes were jarring and I experienced multiple game overs trying to beat certain stages, either due to difficulty or to (in my opinion) confusing level design.

Early levels are not really substantial and I would say do not really give the right impression of the level pack? It REALLY picks up later on though, having you play through a number of vast levels in different genres (the button hunt was unexpectedly enjoyable, even though i never figured out how to cross the giant body of water and had to use an enemy to bounce there). You get challenged in multiple unique ways, yet sometimes it feels unfair (metal sonic just went underground after being like 2 hits away which made me really sad).

Overall, this was just really fun I love fun levels thats why this level pack is cool
Riolucariolu
Riolucariolu
I'm glad you liked it :)
I basically went along just making stages, getting better in doing so on every stage, and looking back I didn't want to remake all the early ones. They had kinda grown on me in a nostalgic way ^^
I'm sorry you couldn't find the way over the body of water, I thought the portals were more intuitive. I didn't even know you could bounce over there with enemies, so good job on finding a way :D
I'm surprised you softlocked at Metal Sonic. I tried it over half a dozen times and he always came back up as soon as he entered dash phase.
If you think the issue is big enough to change the arena, send me a DM and I will gladly hotfix it ^^
Thanks for the kind words!
Upvote 0
This level pack has some of the most irritating and frustrating levels I've ever seen. Half of the levels contain annoying obstacles such as jumps with extremely low ceilings, needlessly long tails flight challenges with no checkpoints or levels under absurdly strict time limits.

The other half of the levels are empty and brainless, often featuring long stretches of more or less flat ground with comically long ring trails, not to mention the handful of occasions where tails can simply fly over almost entire levels (which would be less of a problem if the map wasn't forcing you to play as tails anyways)

Still, despite my frustrations, I feel as if the creator has potential, there are a few good looking areas around the middle levels of the pack, and there are some inventive ideas on display (even if they end up more exhausting in execution).

Overall I feel as if the pack would have benefited from more of a "quality over quantity" approach. If there were about half as many levels, but they were adjusted to be less frustrating and more substantial, then perhaps the pack as a whole would have turned out better.
Riolucariolu
Riolucariolu
git gud
Upvote 3
random difficulty spike out of nowhere with the 3rd stage but otherwise a very enjoyable and comedic adventure
Riolucariolu
Riolucariolu
Yeah, I know about stage 3 :P The old timer was about 20 seconds shorter. In the beginning I wanted to make the mod very hard, but I kinda forgot about that and from there on it stayed kinda easy. Thanks for playing, I'm glad you enjoyed it!
Upvote 0
This wad ignores much of what the SRB2 community at large considers "good", but ultimately proves that you don't have to be conventional to make a good levelpack. It uses its linear level design, forced character switching, and occasional time limits to provide highly focused challenges that force the player to adjust their approach. Despite how tight and deliberate this wad is, it never oversteps into kaizo territory; if you've mastered the vanilla campaign and are good enough with the 3 base characters, you can probably handle ASfAEe.

That said, not all levels here are winners; there's multiple of these weird open intermission levels that have a bunch of irrelevant stuff littered around a pathetically easy path to the goal. I'd think these are here for hidden emblems, but there are no collectible emblems in this wad (despite multiple intangible ones being scattered throughout the stages for whatever reason). Beyond those, there's multiple levels that feel too easy or too hard for their point in the game, or are just plain baffling (was Rerun Site really necessary?), and even levels I consider good suffer from oddities like arbitrarily excessive amount of rings and monitors. Specifically regarding Final Judgement, golden monitors exist for a reason. If you want to make sure the player has access to a specific power-up, put down one of them in a golden monitor, not 20 or so in regular monitors.

ASfAEe didn't blow me away, but it gave me a fair and unique challenge and made me consider if this community really has level design down to a science, or if it's just found its comfort zone.
Riolucariolu
Riolucariolu
Hello!
The Sirena beach level is just an easy level to collect 1ups on for stage 20's hard path.
Emblems I wanted to put in at first, but I later disregarded it, but I felt like keeping the ones I had already placed in, despite them bringing no reward whatsoever.
Rerun Site exists because it makes sense in the story, but I was too lazy to draw more cutscenes so it's logical only in my headcanon at this point. Also, I really like medley stages and wanted to make one.
I know people don't like excessive rings, but I love the sound collecting them makes. That was just a guilty pleasure kinda deal on my side.
The excessive amount of fireshields is there for one reason only: I didn't want people to have to aim to get that powerup "on the run". I just want them to land on one of them at full speed and then continue their way even faster, thanks to the shield. So that's not about availability, but rather about comfort.
I think you have some good points. If I ever update this pack, I think I'll add more to the beach stage. Since I figured out how teleports work, I can make a hotel interior and then let a proper stage continue on the perceived "inside" of that hotel.
Thanks for your criticism.
Upvote 2
This is Amazing in either way, even though the levels can be struggling, just remember to take your time before doing one of those impossible jumps, which it can take a few tries before making it through the jump, not to mention the transition between the characters as the levels go by, which is the reason why it made this addon unique, and fun.
Riolucariolu
Riolucariolu
Thanks for your opinion! You're absolutely right on the struggle part. The difficulty fluctuates a lot. Some levels are almost impossible to mess up, while others can be rather tricky.
Upvote 1
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