Creative Worlds Level Pack.

Creative Worlds Level Pack. 0.6.3

  1. The underwater rock texture for Lawn World is a larger resolution now, so it can be scaled down everywhere
  2. A few of Lawn World's underwater rock assets have been replaced with real 3D rocks (with a brand-new texture with texture scaling)
  3. Broadside Cliffs Act 2 has been extended with a final bridge and a final stretch. This was actually something I wanted to do when making the map originally, but I was already nearing the node limits and was hesitant to extend farther
  4. Broadside Ascent had a section of its scenic death pits near the beginning converted to a safe area (to better reflect its status as being early in the level lineup).
Media.

srb20000.png
srb20000.gif
- Cleaned up the FoF setups for the houses in Lawn World and Greenhouse Scamper. More optimal stacking means fixed visual issues and better performance. In the process this also fixed a lot of the ramshackle FoF assembly from my earlier tries at mapping.

- Greenhouse Scamper gets more tidying up of the sky ceiling (smooth slopes in more areas for instances of flying characters). This continues the work across the earlier zones to polish "the back of the house" which is long something I have not paid much attention to (to prevent jarring stops with high flying characters and better hide the implementation of visuals).

- Use the names of the MT constants for bustable blocks in Lawn World and Greenhouse Scamper instead of the number (fixing the issue where a painful blue hazard now appears with busting wood due to the changes in the base game). There is also now a unique debris type for bustable marble walls.
  • Cool!
Reactions: SusSped
- Removed data from the LWZ boss map that should not have been there, causing corruption and a SIGSEV on load. This was likely an error introduced back with the conversion of the map to UDMF and surprisingly it did not trigger when the map was loaded in isolation (how I usually test things).
- Slight changes to the LWZ boss area to make more use of UDMF features.
2.2.14 is out, which means this release which makes heavy use of its new mapping features can finally be brought to the community.

  1. Electric Workbench Act 1 is complete
  2. Windsock Sea (NiGHTS) is now in a completed state, though it may see changes still
  3. Previews for Quantic Funhouse Act2 and Euclidean madness
  4. An experimental unlockable zone (Straight Line Zone) is now in preview, highlighting a possible future direction for SRB2 mapping. This is not exactly like the internet meme, I promise you.
  5. Texture scaling everywhere, slopes will never be the same (SLZ scales all of them to preserve fidelity). Scaling is used for many other purposes as well such as marking out-of-bounds areas
  6. Ambient sound effects in many zones, computer boops, waterfalls, and other effects
  7. Notably increased slopage and detailing in Broadside Cliffs Acts 1 and 2 (with more minor work in Broadside Ascent).
  8. The required CW texture pack is now known as the Creative Words texture pack.
  9. More beagles
  10. Updated Title Screen graphic
  11. Too many smaller things to count, since have not logged the changes over the last many months
  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
---
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
Back
Top