Creative Worlds Level Pack.

Creative Worlds Level Pack. 0.7.1

- The houses in Lawn World and Greenhouse Scamper have new windows now (and making sure they all have collision)
- Further optimize FoF stacking for all house geometry in Lawn World
- Add basic furnishings for unreachable rooms in the houses (better than leaving them empty since you can see them).
- Fix MAP04's wad archive again so it does not crash, perhaps it is time for me to permanently remove the error made years ago that leads to MAP07 being included with it by default when it shouldn't.

The texture pack does not need to be redownloaded for this update.
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NEW: Electric Workbench Zone Act 2 is complete
NEW: Workbench Wackiness Zone is complete
NEW: Euclidean Madness Zone is out of experimental and complete (do not fret about the tank army in one area, a helpful hound will fight with you).

- Retexturing in Quantic Funhouse, Electric Workbench and Lawn World to take advantage of texture scaling
- Improved the alternative route early on Lawn World to discharge the player farther along on the path added soon after the UDMF implementation instead (eliminating the ability to get turned around).
- Smaller layout and slope changes to Lawn World along with some optimization work and oversights being fixed (as work is done to clean up to fully utilize UDMF, as the zone has aged somewhat).
- The tiny default black sprites for the spikeballs were replaced with bigger and somewhat brighter ones for visibility
- (internal), various projectile objects were moved to mobjnum values that are only possible in UDMF, more custom objects will be moved to reduce the potential for future conflicts with the base game
- Fixed oversights regarding saving and the record attack and made sure the level thumbnails are up to date.
- some fixes for door sounds with the help of LJ Sonic's Zone Builder version.
- A minor layout change in Quantic Funhouse Act 2.

For now, the focus is not going to just be on completing Mindian Mazen, there will be more retexturing, layout updates, and the possibility of more linedef actions using custom Lua (as I realized the potential help it could bring for things like the teleporter/portal combos), now that everything is getting caught up allowing for more orderly and methodical development.

A reminder, the texture pack has also seen major updates, so activating that as well is required.
  1. NEW: No more free rides to what is currently there of Electric Workbench and Mindian Mazen. Boss fights for both zones exist now (like usual, I do not do placeholders in this case).
  2. Slight changes to several NiGHTS maps, mostly cosmetic. Electric cacophony had a couple of additions to the actual route though with a new hazard
  3. The stubs for Workbench Wackiness and Mindian Mazen Act 1 have been extended to an entire initial segment.
  4. A new fun ramp to get to where you need to go in Skyward Garden Act 2 (near the end of the first part after the bobbing platforms). The other stages up to Electric Workbench Act 2 have not seen major changes.
  5. Thumbnail work, the first 6 NiGHTS stages have proper thumbnails now instead of the vanilla SRB2 ones.
Next step is finishing up what is incomplete as it has built up (several levels in the main sequence now along with Straight Line Zone). The boss stages being in place closes any gaps that have existed at least.

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Happy Monday.

The new update converts the placeholder for Quantic Theory (NiGHTS) into a nearly complete stage (still considered preview until I am happy with it) and the placeholder for Electric Cacophony into a proper prototype. Sneak peaks to establish the concepts for Workbench Wackiness Zone and the Mindian Mazen zones have also been added.

In addition, the beagles in QFZ2 opened a new bar.
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Otherwise, very minor changes that adds lights to the outside of the initial buildings in EWZ2 and locked doors in both QFZ zones to suggest the world is bigger than what you have access to.

Quite a bit of unfinished stuff right now especially beyond EWZ 1, but care has been taken to prevent softlocks and everything is beatable. This is mainly to establish upcoming levels and soundtracks to bring about faster progress later, and that bar is too nice of an addition to just let it wait in my opinion.
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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