Emerald Coast in SRB2!

Emerald Coast in SRB2! 1.2.2

added XtremeXavier's Rhinotank enemy
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all Crawla's have been replaced by Rhinotank for more accuracy and the number of crawla's has been lowered in the encore act due to the Rhinotank's size and speed. added some extra robo hoods since i noticed some kiki's that i didnt see before. wish i could've added the actual Kiki's but im not a coder and i couldnt find any premade ones at least ones that act like the Kiki's in SA1 so sorry.

Gamma has also finally gotten full support with new custom times for each level, normal Emerald coast's time being like the original game which is 3 minutes.

might be too late for this kind of update since the hype has died down and i wish i knew about the custom times for Gamma when i first released this but eh guess better now than never. and i just thought the Rhinotanks were so cool so yeah! the mod page credits will be updated to include the Rhinotank credits of course.
removed the kill plane that was on top of the pole holding the spring in the first section in both versions of the map.

i had alot of problems with forgetting to remove the kill plane when making this map because i was drawing on top of the water which has a kill sector all over it so yeah i was bound to miss one.
finally added Record attack but also a new challenge stage,

Emerald Coast Encore!​
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(i just wanted an excuse to make a version of the level thats at Sunset cuz sunset cool.)

also fixed a few very minor bugs that no one told me about but i managed to see by myself!

you know record attack was almost not gonna be included due to me not knowing why it wouldnt show up on the title screen nor anyone on the discord knowing why. but i figured out thanks to the update to that UDMF level collab that i was just missing one thing in the level headers... oops! oh well its here and i hope you have fun! (and hopefully i wont have to do a bunch of patches right away, fingers crossed that i didnt forget anything).
made the Heart emblems hint less vague hopefully.

i feel really bad that i have to do so many updates on this though maybe thats part of learning idk. or maybe i should do the updates in big chunks... buuuuuuuut i dont want people to get stuck on the heart forever and i dont wanna just tell them, thats no fun.
replaced the next level for the boss to be Evaluation instead of ending. im sorry for posting so many updates so quickly again this is my first time.
fixed an error that pops up at the start of the level.
updated the mod page's screenshots to reflect the new water texture.
removed the speed boosters from the boost ramps and made them a speed pad instead.
now when you finish act 2, the ending plays instead of taking you to THZ. idk how to make it not play the credits so sorry.

i think thats everything idk.
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ok i know i just did one but i wanted to change the water since i did agree the water texture i did use looked like soup so i changed it to what Othius suggested. to be fair i didnt look through all the water options and i certainly didnt think to look in Deep sea's options but eh its cool now. i hope. and theres now a new skybox! its just water but it makes the water move because apparently that texture doesnt have any animation its just a single texture.
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i guess im a real game developer now. sorry for missing some of these i was just really excited i was finally finishing something.

fixed the unlockable level select not working.
fixed Modern Sonic footstep sounds not working on some textures due to using a invalid material name (idk why i thought stone existed).
and added one missing credit in the credits txt file (i also added it to this mod forum but that was when it was still being approved).
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