Creative Worlds Level Pack.

Creative Worlds Level Pack. 0.6.8

This update fixes the exploit in QFZ2 and extends the preview of Electric Workbench Act 2.

In addition, placeholder stubs have been added for the final 3 NiGHTS levels (representing the themes for Quantic Funhouse, Electric Workbench, and one to be developed yet). Yes, I know the 7th NiGHTS level does not have its own skybox yet.
The Electric Workbench Zone Act 2 proof of concept is up now (do not forget that portals only work with Software). The purpose of the portals is that initially go down through a few floors and this prevents a major mess of linedefs and FoF's (which in turn sharply reduces the chance of rendering artifacts and lag).

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In addition, Straight Line Zone has been extended just a little more and there is a new sound effect for the Electric Probe badnik. I wanted to get this out as soon as it was ready before I once more take a lot more time before the next release.
  1. NEW: Complete version of Quantic Funhouse Act 2. Join the Pool Pawty at some point.
  2. Straight Line Zone is extended, though not complete yet
  3. Sound effect for the jump bots in WWZ
  4. Small oversight fixes and texture scaling polish in a portion of WWZ 1.
  5. A couple of new scenery assets for Quantic Funhouse
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  1. Corrected wrong objects in Wondrous Windsock Zone replacing the death signs and the larger seaweed (as a result of changes to SRB2 itself with 2.2.14 and then 2.2.15). The Castle Eggman trees were not supposed to be there.
  2. Small optimizations and oversight fixes in WWZ.
  1. Quantum Funhouse Act 2 has three sections complete now (excluding the section you need to complete at the start). It is still a preview, but no longer an early one. The 'No content' signs have been removed or been moves elsewhere.
  2. Visual updates, optimization work, and polish for Lawn World Acts 1 and 2
  3. Small visual updates and texture scaling use in Skyward Garden and Dangerous Descent Zones
  4. Alignment fixes here and there (tm)
Outside of QFZ2 there is no entirely new content elsewhere, snapshots of new stuff will continue as long as there is something to present and everything is completable.
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  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.

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- 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.
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- 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
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