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Modify: ASK ME - Maintain: IN MY ABSENCE - Others must ask me for permission before modifying my submission or use it in their own work, and I reserve the right to say no for any reason. However, if I can no longer be contacted, I give permission for my entire submission to be maintained by others.
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Welcome back to Dimension Glaber. This time updated for 2.2!

So what is Dimension Glaber?
Dimension Glaber is primarily a recycle project that turned into a mod complete with singleplayer, match, CTF, and Circuit maps.

Every stage is roughly organized in to "eras" and themes. Starting with my early work and moving all the way to the present. Plus this time there is an unlockable stage too at 50 red rings


This Release works with
attachment.php


V0:
the separate release of each and every level in this pack over the course of 12 years, separately.

V1:
General
Replaced Emerald Token sound and graphics, replaced extra life sound, replaced score tally track

Green Hill
Enlarged stage, added polyobject, added jump ramp.

Daimondus act 1
Formerly act 2, added a spring to a tree branch, added new tunnel, changed a intangible from below fof into a shatter block.

Daimondus act 2
Formerly act 1, Structural changes, added a current to the middle water tunnel, some enemies deleted.

Grave Yard Hill Boss
Uses 2.1 Eggmobile now

Poloy Forest
Structural changes, Water no longer “boiling hot”, Barrier grass added, Alternate Exit now active, given Poloy forest track from Tails Adventures

Battle Woods
Formerly act 3, minor structural changes, added emerald token, tossed out song “Switch back”

Emerald Coast
Rebuilt most of the second half of the stage, added speed booster things, slopes added in (even that really steep one), added in swinging spike ball by the start, few Crawla's replaced with Neo Drillas, removed all invisible springs, added an emerald token in Big's secret fishing spot

Emerald Cove
Stage renamed, stage retextured, beginning and end of stage restructured, assigned Splashdown from Ristar for music

Mystic Castle act 1
Removed surprise Deeton, restructured entrance to second structure, changed some prisoners

Mystic Castle act 2
changed light level in lava room

Mystic Castle Boss
Uses 2.1 eggmobile

White Halloween act 1
Formerly act 2, cave light level increased.

White Halloween act 2
Formerly act 1, stage enlarged. Light level increased in caves, changed texture of a bustable wall

White Halloween Boss
Removed Death Pit, uses 2.1 eggmobile

Haunted Manor act 1
Removed Thok Barrier

Haunted Manor act 2
Added in Senku's Orange team flag texture

Haunted Manor Boss
Arena's plunger now goes down when boss beaten, real player scale down removed due to Knuckles' jump height

Springin Around MGX
Added a slope, added an emerald token

Blustery Day MGX
Minus is missing the snow sprite, SRB1 badnik's altered sprites restored, Pointy replaced with Undius, added an emerald token

Green Christmas
cut out part of the Thok Barrier

Holiday Village
Finally corrected the spelling of the name, added another side to the tunnel (no you still can't go through)

Frozen Battery
A Screen shows Medivo now. added music trigger

Rusty Bucket Bay
Formerly a Match Stage, Water no longer damages players unless it's the green goop, added emerald token, added emerald hunt locations, added slopes, added more structural accuracies, made all floating fofs be separate fofs to avoid jiggle bug

Scrap Brain
Removed help sign, added visual indicator for what side triggers the doors, added emerald token

Glaber Base 5
Changed Sky, Sally's path now accessible to all, added a “teleport” at the end

Medivo
Added new start and end. Replaced poly objects with chains, replaced pseudo-slopes with real slopes, added new pipes

Giana Dream blast
custom "mario block" texture now a separate animated texture (Previously replaced a set of lava fall patches), Giana gems left behind, rings are in use

Emerald Lake act 1
Merged with act 2, go where you can see, new object placement to go with it, slopes

Emerald Flower
Added in whole new path, slopes, polyobjects added, removed a confusing path, moved the exit

Icicle Factory
Modified the paths, new sloped active conveyor belt added, swapped out User minus with SRB1 Badnik

Sapphire Frost
adjusted a jump ramp, changed a wall to reveal the sky, changed music to Wolfy's Ice cap alternate

Sky top
emblems missing

Minvs The Prototype
First release

All Nights Special stages
Made to work without the Use Nights special stage parameter set to true

Barren Ambition
Track fixed up, Track goes backwards, some structural changes to account for the camera

Night Shift
Player starts on the super trigger, more items placed for Nights score attack

Special Stage 3
Re-textured in blue

Stocking Stuffer
no change

Mr E. Special Stage
Re-textured in Orange

Medivo SS
re-textured with medivo textures

Bellherst
Formerly End Year of NiGHTS, merged both mares

Glaber Glutch circuit
reduced to 2 laps, stage enlarged

Battle Woods act 1
added a bunch of Armageddon shields to speed things up, added a slope

Battle Woods act 2
Removed all fire, moved a trap button closer to the path, replaced deetons, added an Armageddon shield

Castletaina
removed invisible walls, did not remove invisible walls from windows, added a new prisoner in the "Deluxe" Cell, new music from Puggsy, swapped out sector based boosters with Yellow level thing based boosters

Quarts Caverns
Removed invisible walls, level set scenery meant for another level made into death pit (it's not part of the main track), added a jump ramp with speed booster to TK path, added slopes, loops to Glaber Glutch circuit

Endless Mine
changed blocks to shatter blocks

Medivo Circuit Nights
Textured to mostly match special stage

Caron forest
Formerly no name forest, given music from Tails Adventures' Caron forest, loops to Endless Mine

Daimondus CTF
added in more bomb panels, added in jump ramp, added slopes

Daimondus CTF 2
added new geometry, given Daimondus JJ2 music

Tubelectric CTF
Given Tubelectric music

Medivo CTF
Given proper Medivo textures for red team, Unseen fof art removed, Assigned Medivo music

Flood forest
updated to current ring set, moved the flags to the bigger capture sectors, left the flag base as a valid capture sector, made the bridges intangible from below, water now more dynamic

Spiral Mountain
Enlarged, added a spring

Targetzan's Temple
removed the mp3 track, left behind a midi, Enlarged the stage, added slopes, updated ring selection based upon Banjo-tooie egg set in Eggs a plenty

Ordnance Storage
enlarged, updated ring selection based upon Banjo-tooie egg set in Eggs a plenty, uses midi

Clinker's Cavern
enlarged, updated ring selection based upon Banjo-tooie egg set in Eggs a plenty, uses midi, loops back to Spiral Mountain

Castleon
Added Slopes

Glaber Glutch Mine
Enlarged, added more panels

Medivo
Uses Medivo JJ2 track

G. Glutch Village
Closed off Glaber base 4 and the path to the WOP

WW Shootout Zone
removed invisible walls, raised some floors

Icicle Pyramid
enlarged, assigned weapons based upon power ups, slopes

Voiced Concern
uses multiplayer emeralds

Icicle Warehouse
slope added

Daimondus Battle
no change

Glaber Base 3
Assigned music from gunstar heroes, built new outside area

V1.01
fixed an issue with the torches on Mystic Castle act 1

V1.02
Fixed an issue encounted via addfile, added a batfile.

V2.0
General: Added in Red Rings
Record attack
Nights mode
Boom box (Sound Test)
Added lua to allow everyone to go super
all base game textures are now 2.2's

Green Hill: polyobject tweaked

Daimondus 1: All ground bots are now snapping turtles to better reflect the source material

Daimondus 2: Added some slopes on the first right path
Closed a path and moved 2 of its room to the south path
All ground bots are now snapping turtles to better reflect the source material
Enemy spam lightened up.

Poloy forest: Added section 3 and Proto Egg Flambe
Adjusted certain breakable blocks to be shatter blocks to allow Fang Passage
Changed the strength of a spring to allow fang passage
All flight based badniks swapped out with new Fire Fly badnik

Emerald Coast: Swapped out a few of my speed boosters for force spin speed pads
Added in spike balls where spike gates should be. Includes the polls at the sides.

Mystic Castle act 1: modified the hole at the beginning to allow no spin characters passage.
Force spin speed pad added to allow passage for no spin characters
Reduced character spam to allow enemy movement
New Prisoners added

Mystic Castle act 2: added a jack o lantern

Mystic Castle Boss: Is now Double Team with Fang and Metal sonic
Arena modified

Haunted Manor act 1: Added force spin speed pad to allow passage for fang
Adjusted base wind level for fang at the wind tunnel to allow escape

Haunted Manor act 2: Sonic's Path is now open to all, marked with a white egg banner

Springin Around MGX: added speed boosters

Blustery Day MGX: Minus is now 2.2 varient

Holiday Village: Shoe store script finally restored.
Tunnel now allows a peek at the other end
Amy is now Tree shopping

Frozen Battery: Certain boxes now use new STK textures
Retractable springs now just slide up through the floor instead of flying up or popping in place

Rusty Bucket Bay: Boss Boom box's room now accessable
Music Changed to match source material
Fang is back for round 2
Underwater variant of music plays underwater

Glaber Base 5: Music now sounds like it resumes after optional boss fight
Added in Metal Sonic in a display tube

Medivo: Might have screwed something up trying to restore swinging chains

Emerald Lake act 1: attempted to deal with a visual glitch at the half way mark
Added a spring to allow Amy to not get stuck on Knuckles' Path

Emerald Flower: Blocked a path for fang to prevent him getting stuck.

Icicle Factory: New secret/Easter egg added reusing an old button. begin by destroying everything outside the Garage by the dig site

Sky top: Missing emblems are back as Red rings
Added a spring to allow passage of no spin characters on alt path by rising ground

Minvis the Prototype: Modified the code so mini drills pop up on a timer.

Magmor: First appearance since Kimokawaii
Adapted to new lava behavior
swapped out speed boosters for force spin speed pads
added force spin speed pads infront of tubes where the force spin sector effect doesn't work

Egg Flambe: Boss is Kimokawaiii version for round 2

Special Stages: all adapted for blue spheres

Barren Ambition: adjusted track to increase space
Swapped locations of 2 items

Medivo SS: Statues are now Crawla statues

Battle Woods act 1: Removed all Jettysons
Replace Crawla commanders in one spot

V2.1
Removed end level music in attempt to fix sigabrt problem
Added in unlockable Metal Sonic Race
Added in unlockable Prototype Mystic Castle rebuild (please leave feed back)
Removed some forgotten things in Emerald flower
Other minor changes I forgot about.

V2.1.1
Rusty bucket Bay: Swapped in a Golden wind shield to account for emerald shard Z position bug
Swapped out a shard spawn thing for a match mode one, included a Special Stage Gem as compensation untill the bug is fixed.
Fixed issue in Mystic Castle act 1 getting stuck at spin booster
Fixed issue with Green Hill not being in record attack

V2.2
Various changes
Added Mystic Castle Rebirth from the ULDC
added in new level complete musics
added in part of cobaltBW's momentum mod
Restored Magmor's 2.1 style lava
Fixed Rusty Bucket Bay's emerald spawn in the smoke stack
Renumbered the custom skies
Changed the internal name of the ghosts to Spooks
possibly some other changes I forgot about.



Uses or once used lua from the following mod(s)
Super Everyone
https://mb.srb2.org/showthread.php?t=45712
Momentum mod
http://mb.srb2.org/showthread.php?t=46029

This mod is not Compatible with:
Unknown as of this update
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Author
glaber
Downloads
53,934
Views
53,934
Extension type
wad
File size
79 MB
MD5 Hash
f41737daddaaf94284b4a98fb7328d26
First release
Last update

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Latest updates

  1. wiping out the zip

    just getting rid of the zip file This unfortunately means no more bat file either, but that's...
  2. Where Credit is due

    This is just a minor update were certain credits are corrected and proper credits have been...
  3. Version 2.3.1

    Small update for compatibility with SRB2 2.2.10.

Latest reviews

Ah it's so nostalgic to be able to play through your older levels and directly compare them to your more recent submissions.
Upvote 0
wow this level pack was sure hard with some of your levels back then but still is cool! definetly
Upvote 0
Nice, the levels got better in the later levels.
Upvote 0
It was pretty good, recognized a few levels from other packs I played before I think, was a bit confused in a few levels on where to go, the end boss is glitched and is invincible after the third hit
glaber
glaber
I wish I knew how that happens so I could actually fix it. If you know what causes it, please let me know in the mod discussion.
Upvote 0
The levels were very in-depth with an emphasis on exploration. Some levels were very confusing to move around in though. I liked that there are original special stages as that's not something I've seen a whole lot of. Unfortunately the final boss took one hit and then was invincible forever.
Upvote 0
The pack itself is really fun and interesting.
I loved the fact that you changed the emblems into Red Rings.Now onto the issues.

1. Its a pain in the ass to get a Ring Radar.Mainly because if you die,you gotta do it all again.However,when you get the radar,its very satisfying.

2. The bosses arent much original,just your usual GFZ boss,but with diffrent arena and badniks have been added to be a little bit longer.
THE CURRWNT EGG FLAMBER HOWEVER ISNT.Its mainly becuase of the arena and the pinch mode.Like,why tf would you make Eggman toss 3 bombs which can explode into mini bombs? Those moves have to be nerfed for good.

3. Special Stages.I already said that you cant get the 2nd Chaos Emerald in the discussion,check it there.

If there was a 4th problem,this would be 3 stars.
glaber
glaber
2: The Egg Flambe has 2 variants. the Poloy Forest early version, and the KIMOKAWAIII version. The Poloy Forest version is the easier version of the boss and appears sooner in the mod while the KIMOKAWAIII version is harder and appears later.

3: it is so possible to get the second emerald. Just don't stop 1/4 the way through the track.
Upvote 1
somehow despite this pack being out for two years, i'd neglected to look at it for some inexplicable reason. i've played most other notable levels from the early 2.2 days, but somehow i never got to this one.

despite my actual real experience in this level pack, i think it has many aspects that i think are respectable enough to make it worth a play, though those aspects are *very* deeply hidden and the flaws are much more prominent. this is not a good level pack. it is filled with mostly dated levels with extremely poorly thought out level design, and i'd argue that only about 1/5th of the levels are actually worth playing, those being emerald coast, the 2.1 levels, and the hidden mystic castle rebirth and koopa kastle. those levels either have a worthy novelty reason to play them, or are just outright good stages, but it's a small percentage.

usually at that point i'd give this pack one or two stars, but i think it does have redeeming qualities that don't really go in hand with the level designs themselves. they are some great ideas, especially levels like haunted manor, and that zone specifically i'd love to see a remake or reimagining of someday, one that makes use of act 2's mechanics while also being fun to traverse. however, it's undeniable that there are a lot of dated practices that ruin the experience to some extent. it is NOT fun to be forced to defeat enemies to progress, especially if they're crawla commanders.

this is a good level anthology, showing how you've developed over the years (decades?) that you've been playing the game. sure, a good chunk of the levels are either garbage or extremely frustrating, but the good stages are quite good (sky top in particular being my overall favourite), and the dedication to porting all of these levels is commendable.

...

also the egg flambe frustrated me more than i'd normally be willing to admit like how the hell was flinging three napalm bombs a good idea what
Upvote 0
Fun and a lot of levels. Giving 4 cause the bosses made me rage.
Upvote 0
This has to be the number 1 best map pack I've ever played. It is the perfect mix between puzzle and action and I had a great time playing it!
Upvote 0
I have quite mixed opinions on this mappack, its nothing to do with level design as i dont care about it much, but i have 3 issues:
1. Haunted manor is a bit too dark, atleast for me, might be because im a opengl player or something, but i dont have the option to play in software or else it will get REALLY laggy.
2. later maps (after haunted manor act 2) heavily spike up in difficulty, like, after blasting through white halloween and haunted manor 1 and 2 with extreme ease, im slapped with a ton of very hard challenges. When you finish your other stuff, i would recommend you make the difficulty increase a bit more natural.
3. Haunted manor 3. I dont got much to say about this other than the jetty-syn (i forgot how to spell it) spam is TOO infuriating. I suggest that to fix this issue, replace the jettysins with a bunch of archer badniks surrounding the yellow button of the capsule, or replace the gfz boss since i also think its an issue that makes the bossfights just "gfz boss but with a ton of badniks protecting it"
Other than that, this is the best map pack i played so far and i understand those levels are very old.
Upvote 0
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