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Ok, let's get the positives out of the way:
The music is awesome, no denying that. The level size is extremely ambitious, but mostly works well given the speeds you travel at and the amount of action involved. The overall design cohesion of the pack is good. Emblems being used as a progression requirement isn't inherently bad, and overall in-concept works here.

BUT.

I cannot STAND how the progression system is handled. I can't describe how frustrating it is to even remotely know what to do around here, given the requirement of emblems to progress, yet how little info you EVER get on how to find them or where to go. I understand that these levels are meant to be explored, but the level design ALSO forcing you to keep up speed in order to beat the stage does not mesh well with the collectathon goal.

The hub world is the perfect example of this. I can tell the inspiration immediately: Sonic Generations. But what made SG work is lost here with the design of the hubworld itself being convoluted at best, with some design decisions being downright stupid from my perspective. Hubworlds should ALWAYS feature the main level entrances in easily accessible ways, and the hub here falls flat in every regard to that.

As for Junio himself, his moveset here is good on paper, but feels clunky as all hell in execution. The rebound dash fails to work half the time, and the dropdash is seldom useful outside of slopes and hastening your own death to pits (another level design issue). The amount of slope jumps that Junio can hardly complete is astronomical, often locking you out of pathways unless you've learnt the game's mechanics to a T, which i doubt most people have. If you wanted to make a custom moveset for this, you could at least have it work 100% in the levels it's made for.

SO MANY areas in this pack need explanation, from the emblem system to the moveset to the multi-path level layouts. A PDF manual would be enough, though with something this complex, a tutorial should be a given and a requirement. With how different this pack is to the vanilla game, new players NEED a safety net to prevent confusion, and we get nothing like that, making the experience feel overcomplicated and frustrating beyond belief, at least to me.

Overall, this mod has some fun, solid ideas, but they get heavily washed out by the overall lack of polish present throughout. I want to see this succeed, since on paper it could be great - yet the lack of clarity, especially for new players, is beyond irritating and hard to ignore. Excuse my harshness, but you may want to form more of a team to actually get this finished, especially in regards to coding changes that should be made.
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This is incredibly cool to see, and the viewmodels are excellent. Gordon feels enough like Gordon that I keep pressing the quicksave button only for it not to work because this isn't actually Half-Life, and if you've never played SRB2 as a first person shooter this is a good one of those to check out.

It definitely needs some work, but it's also stated as unfinished. Cannot wait to see later versions, and what's here is already pretty fun.
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This will be amazing mod, i says as i downloads the map... amazed by how big each level is..... I was then shot 57 times by a horrible fps on the hub-world and many many unwanted mods for my experience (PLEASE LET US CHOOSE WHAT WE WANT TO LOAD OURSELVES)

Jokes aside....
1. This mappack is pretty freakin sick and i love how big and free the levels are
2. I do NOT many mods are kinda forced on, can you seperate that or something if possible? And also, for some reason levels play fine but the hub world sometimes lags me hard enough to make me crash.
3. MP (Multiplayer patch) for better time if people want to host this amazing mappack?

(TLDR, amazing mappack, i freakin love it, but please make all the mods that get forced on seperate or something)
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I don't know if you'll still touch this, but I do have to say, spectacular work! I pretty much use this mod 99% of the time I play the game, but there are still issues with it.

A few paths in some of the levels are broken from vanilla, namely in ACZ. In Act 2 for Sonic, there's a cave section after a half pipe and springs are supposed to launch you through the cave and Sonic will instead bonk his head on one of the wooden beams which isn't supposed to happen. Int the same act towards the end in the huge "underground" cliffside area, A red spring is supposed to allow Sonic to take a shortcut by landing on one of the large rock structures that leads to a secret, but it's impossible to reach.
Another thing is Amy's shortcut using the tornado in Act 1 is uncrossable.

I wish I didn't have these nitpicks, but things kept breaking as I used the mod. It's unfortunate cause the mod is REALLY good and I'm going to keep on using it.
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Before I get into my review, I want to mention that with this level pack, I can anticipate a lot of the community making really shallow "Too much slope! Momentum slop! Every level nowadays is too large!" comments that I see happen with a lot of momentum and speed based levels built for this game, so if anyone has thought that looking at the screenshots or playing through the opening level, I implore you to put aside your preconceived notions and play the level pack on its own terms.

Project Junio is a generational level pack. It's very rare to see a mod this stylistically consistent and cohesive. Every level here could only exist for Project Junio; It exists almost as its own gametype.

Something I realized, is that this level pack is not designed to be rushed. I sucked at all the levels my first time around, and didn't collect nearly enough emblems to progress. But once I slowed down, replayed the levels and hunted for emblems, I discovered just how much depth is displayed here. I spent like three hours gawking at the visual fidelity and architecture here. There's detail, so much detail, an obsessive amount of detail. You're rewarded at every corner for exploring, and generally the scenery is awe inspiring.

These levels are **REALLY EXHILARATING** when you learn them too. The difficulty curve is solid, the high speed and super powerful rebound dash makes for a really unique experience where I feel tremendously powerful, yet the levels still challenge my reaction time with proper challenging obstacles and platforming.

However, with all my praises, this isn't perfect by any means. The levels are very often too visually busy, and the directioning is unclear. I found myself going the wrong direction or even backwards constantly. Something I see constantly in this project is that you have to run on leaves, where each end has a 512x512 opaque leaf texture that looks like a wall and completely covers your camera every time you cross through it. You absolutely need to replace these with a shorter texture if you expect it to be a main path, it feels really unpolished.

Similar to the visual clutter, there's a lot of sector clutter that gets in the way of the player in really annoying ways. Often I'll get caught on an arbitrary step-up, slam into a block that doesn't need to be there, and not see where I'm going because just **so much stuff**. You should clear up the ground on the intended paths in a way that doesn't slam you into walls as much or kill your speed for no reason.

And also, similar to the directioning issues, it's often unclear where you're supposed to rebound, since often times the rebound dash use has little flow to it, I just have to slam up against a wall at an odd angle and hope it brings me high enough. A lot of my rebound use often felt unintentional. I'd recommend making it more clear what areas should be rebounded on, and where. Some polish at the expense of maybe feeling a bit more hand-holdy.

The level unlocks are also something I anticipate being an issue. I was willing to play each of the levels 3 or 4 times over to collect emblems, but the beginning of the pack here is extremely slow. Most players won't be willing to play past Verdant Bastion because of the 12 emblem difference between it and Crimson Shrine. It wasn't until after Verdant Bastion where I started unlocking levels at a quicker pace. I think it might be worth making the first few levels unlock faster.

Something else I noticed is that the hub never tells you what levels you unlocked and where they are. The unlocks all say "New Level Unlock" instead of telling you what level you unlocked. This leads to situations like the 18 level unlock, Tropical Jungle, where I had no reason to think I should look UNDER THE HUB to find the level I unlocked. I thought the unlock was bugged.

Pat yourself on the back, Malom, this is an absolutely insane effort, triumphs, flaws and all.
You've done -- entirely by yourself -- what should take an entire development team of people. Making this many hours of content on your own is a feat in and of itself. I wish you best of luck in what you create in the future, or how you update this pack.
Upvote 3
I can't use the mod. Every time I use it, a dark screen saying "WRONG EXE" pops up and I can't do anything, which leads me to quit the game and rejoin.
I am on Macbook Air btw. Can anyone please help me.
candelavla
candelavla
You should never ever add reveries.pk3 manually, the build adds it automatically. The supplied build in the downloads is only for Windows, to install on mac you need this: https://mb.srb2.org/addons/srb2bld-srb2-build-package-manager-cli.3727/
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I watch a video about and when i saw that when you speed up he does to so i wanted to try it and when i did i was playing with my older brother and he plays with maxcontrol sonic and i alway play as junio sonic and i had enabled the X momemtum addon a he came at of nowwhere but overall it was pretty fun to play
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I like this mod, but it clashes with my momentum mods. Custom 2 is weird for this because most custom characters use it, I recommend the fire button.
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Can someone explain to me what happened after the "close the game" message appeared in shadovv mode, I was so scared that I closed it immediately
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l like this mode, and by the way if you want to be dark with modern press flg while it's being super
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Tails doll disappears in some levels that teleport to a different location and only his crystal remains, why?
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The mod is pretty damn good ngl, one thing though, I wish you could toggle the speed scaling off. If you're playing metal sonic it becomes extremely unfair
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I would love thjs- If it weren't for the singular fact that I cannot tell which levels I've completed when returning to the main hub.

I'd change this to a 5/5 rating if the circles changed to checkmarks or X's- anything to show where I've been in the hubworld.

Otherwise i find this to be a great pack for modern sonic, as recommended. The Flow of the hub and the levels match how one would play Modern Sonic precisely and never feel like they come to an abrupt halt.
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1- Literally 0 use of slopes, please use them
2- platforming is cramped and use small platforms

make the platforms larger
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From what I have been able to play its a Really well made mod. However, I would really like a Multiplayer patch as on Android it crashes when you try to make a new save file due to the force character function being glitched on android. If you could make a MP patch that would be really amazing, but otherwise still good from how far I could get without saving.
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This is a REALLY good level pack, properly utilizing modern sonic in a game he's a little too fast for. I hope in future updates this level pack gets emblems for speed and score, maybe rings since there are like a THOUSAND in each level, and maybe emblems in places red rings would be.
My criticism would be that there should be more platforming sections since the levels are mostly just boost towards the rings. Also it would be cool if you could quickly exit to the hub world instead of having to clear the level again.
whitesky
whitesky
ahh, yeah, don't worry about those. this is an extremely old version of the two levels that have been revamped long ago. at the moment, there's no feature to quickly return to the white world yet but i'm planning on adding that. the emblems are planned to come in an update after release.
Upvote 0
the models look great, some of them got weird poses but boy if they look sick. Only drawback is how many models it's missing, I recommend to pair this up with other model packs, even the vanilla one works.
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This mod was really good to be honest, one of the best horror mods out there, even if there aren't all that many srb2 horror mods. And its premise is really cool and interesting. However, the mod feels like it's way too short. It's just doing GFZ 1 three or four times as it gets scarier and scarier and then you get attacked by green SSN sonic. however, this mod has potential for SOOOOOOOOOO much more, especially with the secret red volcano stage, just imagine if the mod had a completely different ending if you found that stage. I really suggest adding lore to this mod, you know, like, a reason why green SSN sonic crashes your computer. is he some herobrine type entity? is he a soul trapped within the game? or is it something completely new and never seen before? I feel like the game would be a far better horror experience if the mod had lore, and a completely different ending and set of stages if you took the alternate red volcano stage. Speaking about which. I feel there are ways to make the enemies that chase you there better. either make it so you don't lose lives when you die, or make the scary tails not crash my game. Although that might just be a skill issue. (Also it would be really cool if you could play with other characters in the mod. I'm telling you, if I pull up to evil red volcano zone with metal sonic...let's just say I'm not gonna be the one running. (sarcasm-ish))
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It's Great and A lot of fun, my only annoyance is that I'm playing on android with a gamepad and whenever i move the camera right it fires the gun, Which can become an annoyance. Besides that I don't really have any complaints
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really awesome models, can't get them to work tho. Copied the text into the.dat file and added the folder to the models folder. Would rate more if easier to setup.
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