Creative Worlds Level Pack.

Creative Worlds Level Pack. 0.50.7

  1. Optimize the flower FoF's in Skyward Garden
  2. Optimize the major bridge set pieces in Wondrous Windsock Zone (using the widely used midtexture instead of visible FoF side trick, one side effect is that it sharply reduces glitches as well).
  3. Extend the catch area on the Wondrous Windsock boss (when being thrown back to the start)
  4. Correct the mob scale of a couple of rock spikes in WWZ1
  5. Slow down the generation rate of all wind particle objects to bring lost performance back
  • Cool!
Reactions: SusSped
  1. WWZ now has indicator objects in the wind volumes that tell you which way the wind is blowing
  2. WWZ's station bot firing-rate now 50 percent slower (to make them easier to hit without losing rings)
  3. Float cannon lanterns are now semi-bright with a bright light on top to make them much easier to see
  • Cool!
Reactions: SusSped
  1. Upgraded beginnings of LWZ 1 and 2
  2. Polish, detail, and many oversights and errors fixed in BCZ 1 and 2 and a few in BAZ
  3. Major optimization in the slowest area of SGZ2
  4. Alternative design for what were supposed to be sloped crumbling platforms in SGZ2 and DDZ
  5. Updated concept for EWZ with the bouncy floor (shown previously in .gif images)
  6. More audible sound for the blue crawlas
  7. Updated skybox texture for BCZ1
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Note: Due to the size the pack is getting to, I have split off the textures into their own file. Load the texture pack before the actual Creative Worlds pack. It will be obvious right out of the gate if you do it in the wrong order.
  • Cool!
Reactions: SusSped
Confirmed and resolved crashing issues with the boss maps opening (due to data that was not cleaned up during the UDMF conversion).
NEW: Quantic Funhouse preview (up to where the second starpost will be located).
NEW: Concept for Electric Workbench Zone (the main mechanic is not in this, just the runup to it).

This starts to bring in buttons and a lot of linedef executors based on events (such as the player in a certain location).
srb20014.png


Have a happy and thankful Thanksgiving week for those of us in the US. For the rest, just have fun.
-The latest zones will now show in the level select
-Removed sections related to Zone 5
  • Cool!
Reactions: SusSped
Figured out a new technique for enriching color-sensitive textures by adding CIE noise via The GIMP (which works with the SRB2 Palette).

The result is richer, more realistic color and less grey for the rocks in Wondrous Windsock as well as introducing a subtle off-white coloring as originally desired for the marble in Lawn World.

This has not been applied to all textures, but only to those where better color performance is critical to the look.
  1. NEW: Tidal Cliffs Zone
  2. NEW: Wondrous Windsock Act 3
  3. Boss Levels finally converted to UDMF, not a single map is in the old format now. This also fixes the empty egg capsule in Skyward Garden act 3.
  4. Tweaks to the SGZ boss to make it a little harder to cheese.
  1. NEW: Wondrous Windsock Act 2 complete
  2. Concept for the fourth custom NiGHTS level based on Wondrous Windsock
  3. Modifications to BCZ acts 1 and 2 and BAZ to increase sloping.
  4. SOC fixes and a notable FoF fix in BAZ
  5. Minor additional detailing for BAZ and BCZ2 (outside of slopes)
  6. Beagles added in a part of the temple in SGZ1 (with dog food bowls)
  7. Better texture alignments in GSZ and other zones (in part using 2.2.13's new UDMF feature)
  1. -Turns out underwater caves with currents and horizontal spikes do not work so well at the moment. Removing them resolves a crash.
  2. -Slightly extended the WWZ2 preview version
  3. -Resolve another forgotten player start placement for testing purposes, that place in WWZ2 you were starting at is not the beginning.
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