Creative Worlds Level Pack.

Creative Worlds Level Pack. 0.50.7

Something messed up with a portion of Broadside Cliffs Act 2 (right before the final starpost). This is fixed now.
New update for the start of the summer season.

NEW: Broadside Ascent Zone is complete
BAZ_1.gif
NEW: Greenhouse Scamper Zone Preview
NEW: Initial pass on enabling Record Attack (rudimentary on the time aspect as I am poor at speedrunning).
- Reigned in Tails' ability to cheat layouts a bit (his vertical ascent slows down the longer he flies in one go).
- Horizontal springs were tweaked to make it harder to break a few feet from the object itself
- Lawn World texture updates
- Updates to the title screen
- Small fixes in a couple of existing zones

As usual, OpenGL is recommended because of the true color lighting (good for detailed textures) and the proper rendering of poly objects. Software mode does at least work in the new zones without being completely broken in spots.

It seems more likely the next version will be the one that comes with SRB2 2.2.11 (with UDMF in full). It will allow for so much polish that can't be done easily in the binary format. As in other releases, savegames have had to be reset due to changes in the number of zones and their sequence.
As promised, Creative Worlds Pack version 0.2 has been released to coincide with SRB2 2.2.10. Like last time, the strong tint in Broadside Cliffs Zone means OpenGL is recommended (if you want better colors).

Changes
  • NEW:: Broadside Cliffs Act 2 complete
  • NEW:: Broadside Ascent Zone preview, will be completed for the big UDMF debut in SRB2 2.2.11
  • NEW:: Broadside Cliffs Act 3 (after Broadside Ascent).
  • Custom boss graphics for both bosses now in the game, Lawnworld Act 3 has a far less frustrating boss now. Both bosses express custom behaviors written in LUA.
  • Emblem threshold for earning the hints is higher
  • Level completion threshold for getting Amy and Fang is higher
  • Changes to the flybot to reduce state changes, this fixes the issue of them being unkillable after they shoot.
  • Changes to two hit enemies to make better use of SRB2's built in functions (in an attempt to make them less annoying)
  • Skyward Garden - Shortcuts are harder to do in a couple of spots, but are done in a well integrated way
  • All Maps - Minor changes in an attempt to improve the balance for the first few node splits (to avoid rendering issues).
  • Lawn World - Enhancements to one of the basement wall textures
  • Some textures are now .png files and use the converter in SRB2 (to avoid graphical issues they exhibit if converted with SLADE).
  • Other tiny map layout changes and small fixes.
Small Fix - Fixed SOC code for Lawn Field

BCZ1 changes.
- A few excessive trees that block the player were removed
- Better directioning in a couple of key areas (through rings, texturing, and some small geometry changes)
- The lake hiding the start of the upper path was largely drained, but other changes were also done to the area.
Another update. This time there are more than just quick fixes.

LWZ1 - Redid the Amy and Fang route, it now continues under Sonic's route into its own area (as opposed to the short and cramped path it was earlier). It lets out by the house at the end.
- Opened one area near the start, it is inaccessible though.
- One texture went missing in a previous change, it is added back.
BCZ1 - Now safe to play in software, some geometry changes were done that eradicates the massive glitching entirely (at least according to my testing with tails).
  • Cool!
Reactions: Othius
BCZ1 - Some sectors were manipulated and others split, the result is the node topology is far better in spots and several sections do not glitch as hard. Software is still far from perfect for this zone, so for the best experience keep using OpenGL.
- Crossed paper sprites now replace some of the 3D pines, the really big pines are still 3D due to the sprite size being too big for SLADE to handle well.
- A slight transition improvement from the steep cliff at the end of the level to the background.

General - Fixed; A few BCZ textures were still not fully resolved from the palette modding attempt (though software still can't map a couple of them very well even with them using SRB2's Palette). The OpenGL recommendation stays.
- Crunched all remaining sprite and texture .png's to Doom Graphics (resulting in a major drop in file size).
Sorry for updating so quickly, there was a SOC line I forgot to roll back when removing the beginning of BCZ2 (because of those palette issues).

LWZ2 - Fixed a small HOM
BCZ1 - First stab at splitting sectors and having more sane ceiling heights (for the purpose of optimization and reducing software glitches). I clearly overestimated the OpenGL adoption rate in this community, so a lot of new development will be done in the software engine.
The palette changes I did (to try to improve the color of some textures) proved to be way too controversial. All levels will now use the standard SRB2 colors until the engine gives us a way to add colors to the original 256 (hopefully).
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