Creative Worlds Level Pack.

Creative Worlds Level Pack. 0.1.5

Last year, I unveiled my first full zone known as Lawn World. Now I am back with what I hope will become a sizable level pack not only with full zones, but with a lot of custom assets as well. This pack is full of custom decorations and enemies using the engine's 16-directional sprite feature, which were created with the help of 3D software.

As of version 0.1, the pack contains
-A somewhat enhanced version of Lawn World
-Broadside Cliffs Act1
-Skyward garden Act 1
-Lawn Field (the custom NiGHTS special stage)
-Slightly customized palettes to improve the color of custom textures in Lawn World and in Broadside Cliffs.
-Slightly nerfed flight for Tails (but he is still very much 'easy mode').

I have verified that all of the 6 built-in characters can complete the stages, and that the custom pallets do not break them in software rendering with the default skins. For the customized palettes I have only changed the values for less common colors, but it should be noted that some assets have to be .png's because they might have conversions to more than one palette.

As for rendering, I would recommend using OpenGL due to its better handling of large room sizes and the higher quality and richer coloration. None of the levels will break hard in software, but it is likely you will find areas that will struggle to render with no artifacts if you do in fact use it.

This is only the start, I hope you will find a lot to like as the pack gets more complete.

LWZ2V2-1.gifBC1-1.gifSG1-1.gif
Author
Ace Dragon
Downloads
2,005
Views
4,328
Extension type
pk3
File size
36.5 MB
MD5 Hash
2efccaf4c9a8381bf778c044f0efa62a
First release
Last update
Rating
3.50 star(s) 4 ratings

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Latest updates

  1. Version 0.1.5; Quick fixes and a few more things

    Small Fix - Fixed SOC code for Lawn Field BCZ1 changes. - A few excessive trees that block the...
  2. Version 0.1.4

    Another update. This time there are more than just quick fixes. LWZ1 - Redid the Amy and Fang...
  3. Version 0.1.3

    BCZ1 - Some sectors were manipulated and others split, the result is the node topology is far...

Latest reviews

I agree with Draykon here, the visual design is stunning. I never thought I'd see realistic textures in SRB2 have a real use outside of straight ports, but you've proven me wrong. Your in-world, grounded level themes seem to be inspired by extremely generic, very American locales which lend themselves to being very unique and unexplored level themes. The biggest issue with this pack is how unclear some of the paths are. I love that you adjusted vanilla enemies to fit the aesthetic, albeit it's really odd to see Sonic, cartoony ever running through these places, but I can get over that.

Lawn World Act 1 is as simple and sweet as ever. I still enjoy it, it's a unique stage that sets the feel of the pack well.

Lawn World Act 2 starts to move into this pack's biggest issue which plagues this stage and especially Broadside Cliffs. Despite the stage looking good and the platforming being okay, your directioning is awful and I found myself getting lost or stuck for minutes at a time in areas.

Lawn Field was an extremely refreshing NiGHTs stage. Good job, I have no complaints with it. It's very pretty in its architecture, it's easy to keep a chain and the objects are well placed. It was very refreshing for me after the headache I got trying to complete Lawn World Act 2.

Lawn World Act 3 hitscan lasers are bullshit. Getting Eggman into his pinch phase as Amy or Fang is a guaranteed hit on you as you have no horizontal mobility options to get out of the way of his hitscan laser in time. This boss really doesn't need to exist.

Broadside Cliffs Act 1 is such a unique level style I never thought I'd see in SRB2. This sorta badlands military camp aesthetic is really cool. There are some big issues though.

A lot of the paths are extremely unclear. It took me 20 minutes to figure out how to get onto those boxes in the Overview post. That path is so ridiculously out of the way it's not even funny. Looking in the water was a last resort. It doesn't even LOOK like a path from above, and there's no way you're gonna fall in there by accident either. It's an extremely obscure path and it made me kinda angry.

Masses of those multihit military grade crawlas also got very annoying very fast, especially when slowly trying to kill them. You should place less of them. Object placement is a huge issue in this stage. I think the most egregious has to be those TREES. They're big, they're solid, they're very easy to run into and they block your vision in third person. You place a lot of them on thin paths which makes it impossible to see ahead and very easy to run into, completely stopping you dead in your tracks.

I can't send a gif of it here but later in the level I swear I found a softlock. I'll show you on discord if I can find where it is again.
Your music choice also was very grating after a while. But it fits the stage theme I guess.


Skyward Garden Act 1 is your best stage, hands down, holy shit.
Why didn't you submit this to the OLDC? It would have placed very well if I had to guess. This has to be the most well made Aerial Garden styled stage to date. I loved it the whole way through. It didn't suffer any of the directioning problems the previous stage did, the music choice was great, and your decoration and architecture was very interesting. My biggest complaint is that those aggressive ass Blue Crawlas were very frustrating as they would blindside me at mach 3. You should place less of them, or change their movement a bit.

I can't wait for what you have in store for Act 2. If I had a suggestion, don't make it more of the same. Act 1 already serves its purpose very well, and Act 2 being the same as that would make it drag on and feel less special. I'd recommend giving it a thematic shift, adding more story and climax to it. Be it a big thunderstorm that happened, or Act 2 trekking one massive palace that arised from the sky after Act 1. Or the garden falling apart, etc.

Also you should really submit your stages to an OLDC. They're starting to become very high quality, and submitting a stage to the contest ensures that most of the community will play your stage and leave feedback, as opposed to a lot of people ignoring a standalone release.

Anywho, I quite enjoyed this and I can't wait to see more from you. Good job!
Upvote 1
A kind of interesting level pack, but many levels (especially for Sonic) are more like finding a way to the exit further, which takes quite a long time (like from 6 to 10 minutes), which is kinda boring, because all the levels could be passed much faster if the navigation in the level would be more visible.
The style of the levels also looks quite peculiar and unusual, this gives some kind of the atmosphere.
I would also like to mention the compactness of many paths, which is why the level is not very comfortable to pass, and the main paths are difficult to find.
I was pleased that this pack has a NiGHTS level, this is a great rarity. But this level has some problems with axis, as well as with a huge number of bonuses (I collected about 220 spheres and all kinds of other bonuses in one circle), there are also problems with the placement of objects, many of them are quite crooked.
As a result, the level pack is interesting and turned out great for a start. Keep on finishing your pack, fixing problems and adding new levels. Good luck!
Upvote 1
The visual design here is absolutely stunning- and not really like anything else I've seen in SRB2. Customizing vanilla enemies to suit the aesthetic was a cute touch.

The art style does leave it a bit hard to read the level geometry at times. Things like lighting cues and ring trails to guide the player's path are probably more important than ever here. There are also just a few too many narrow platform and corridor sections.

Overall a super fun- and vaguely mesmerizing experience.
Upvote 0
Awesome work! Very creative aesthetics. As for critiques... I'm not a big fan of how cramped some of the rooms can be. Even the main rooms that you are supposed to go through for progression can be extremely cramped. It can be very hard to see checkpoints due to this. A lot of these issues can be alleviated by simply widening most of the hallway-like sections.

overall... I think you did a fantastic job! Well done!
Upvote 0
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