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very good, very fun!! i love this type of mod, but the thing is about it is that i cant find the frozen hillside zone goal?? i can find all of the other ones no problem so that brings it down to 4 stars. keep up the good work!
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Nice Models keep up the good work.........................................................................................
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3 words. BEST. MODEL. PACK! I LOVE THIS SO MUCH! I wish to see some other characters, like ChrispyChars and such. other than that I love this pack
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Huh... I was expecting a possession ability when you got an emerald. Still, it's solid.

"Well the killed one of their guys, just to get me out. Surely they wouldn't do that again."

[It happens again]

"...I'm starting to notice a pattern here..."
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Hey this is good I love the good work, I hope you recontinue this soon! By the way the people asking for an unfinished version want to say this is bad and post it on social media.
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Created an account just now to say that this game mode is peak. Whoever made the Overtime remixes cooked so hard it got me dropping my controller and sweat every time I hear it.

"10/10" IGN
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its so peak, havent beat it yet but i have played most of the old versions and this was very accurate!
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So I don't typically write reviews on level packs or SRB2 mods in general. At least, I haven't in many years. Not because of a lack of quality (SRB2 modding community has always had such talented people participating), but simply because I've either been busy or didn't really resonate much with the content. However, I wanted to leave a review on this mod because it has stuck with me as probably my favorite SRB2 level pack of all time. There's a few reasons why that is, but firstly I wanted to offer my perspective on the progression system of this level pack.

Typically, when I pick up level packs, I feel like I'm in a rush to see how quickly I can blitz through the content. It isn't because I'm bored, but rather, it's how I'm used to playing SRB2. I don't ever take my time and try to 100% mods because I don't usually feel the drive to do so. In fact, very rarely do I 100% games in general. That being said, when I first started playing this level pack, I cringed at the idea that progression was locked behind collecting emblems. I was willing to give it a try though, and went emblem hunting. I found that the location of the emblems was really smartly placed. They weren't too hidden or felt unfair. It always felt like a nice reward and a big spike in dopamine when I found them. And something happened... I found myself wanting to know what the other levels were like. The first few levels were really easy to me, and I wanted to see how challenging your level designing could get. But the only way forward was to explore these levels. So I had a choice. I dedicate myself to emblem hunting so I can play the later stages, or I just give up/cheat. But I'm not the type of person that likes to cheat on my first playthrough, and giving up felt lame. So I picked it up again the next day. I started to explore these stages. It is no secret that these stages are expertly crafted. Sure, there are little quirks here and there, but those are typically easy fixes. The type of design and scope of these stages must have taken you so incredibly long to develop. And, in addition, to make each room feel unique while also maintaining the flow of the level. You aren't just good at level design, I'd say you've mastered it. This doesn't feel like SRB2 to me, it feels like a spiritual successor to Sonic Utopia. I thought playing through the same levels would be boring or repetitive, but because of your skill building these stages, it was a pleasant surprise to explore the stages and really soak it in. I understand why you'd want to have emblem progression. You spent so much time building these levels, you want to encourage people to explore and really soak it in. I see it may be controversial, but honestly, I think this level pack's biggest strength is that it isn't scared to defy SRB2 norms. The way you design the levels isn't patronizing, it treats the user with respect and assumes the user knows enough about SRB2 and how to control in it. That's why you can get away with things like the hub world placing levels in locations that require you to make use of physics or rebounding. That's why you can trust that the player will make it through the stages without it feeling unfair. It stands proudly as a level pack that knows exactly what it wants to be, and you should be proud of it. Not once during my playthrough did I feel cheated from the level design. (Ok, there was one point where I hit a spring and it launched me into a mace, but on my second go around, it was fun having to dodge it so whatever.)

Now with all that out of the way, I wanted to talk about some specific pieces of feedback.

I will say, Volcano Rave 1 and 2 are probably my favorite stages in the pack. Both of them are really fun and unique and just have really nice gameplay elements to them. My least favorite stage is Stormspire Heights. This level was the one that I had the least fun with. Still a good level, but something about the gimmicks in this one didn't really resonate with me.

(Also, my personal nitpick, please please please change the Verdant Bastion music. k thnx)

I think one of my biggest issues with the level pack is actually the momentum. It feels a bit inconsistent at times, like sometimes I can go really fast and keep my speed, and other times I feel like I can't build speed at all. Another thing, perhaps an optional emblem radar may be useful, especially late game (past 60 emblems).

Also, being able to see what emblems you've collected in each level before having to go into it would be a huge time saver. Anyway, that's my weird sorta review / glaze post. I would love to see what maps you start making next, and I can see this pack going down as one of the best SRB2 has to offer. I know there's some criticisms or controversies behind some of the level pack's choices, but I can see exactly what you were going for here, and once the waters have settled a bit, I think you'll find that people will appreciate all you've done here.

POST EDIT: Started writing this before the update that removed the hub and emblem progression, but I will say that I'd love for you to reconsider this change. I know it may be unpopular, but I do think it's integral to this level pack. I will not be updating until I beat the level pack in full. And I would love to chat with you one day, Malon, and gain insight into how you design your levels. I think I can learn a lot from you. Hit me up on Discord if you ever wanna chat!
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Very nice spritework all around!!
Having the 5 is really great. The sounds on some are funny XD, and they just look good to look at!
Great Work Woot!

(You are making me want to update my own mod hehe)
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1. These models are tiny, fix it please
2. Someone stole your new sonic model and put it on gamebanana then just put a different color
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It's a pretty nice and simple OC! The slingshot move is essentially a more fancy thok and double jump. Nothing new with the stomp either. No other moves besides those two. I like the super music. Celadon is designed pretty nicely too! Cool that people are doing more species besides hedgehogs, deers, and foxes! His sprites are pre-rendered, so y'know, obvious artstyle clash and all, so the feedback I gave in the Pikachu mod can be applied here. Not much to say about this one, but neat mod nonetheless! 3.5/ 5
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I ACCIDENTALLY USED THIS FOR MY MODEL PACK WITHOUT ASKING SORRYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY
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I like this character, it applies the same concept from Gemma: "simple but powerful moveset that gets more powerful when super". Also, when combined with momentum mods, it becomes very handy for speedruns. I'd reccommend thought to add support for X-Momentum. Overall, great character.
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Decided to check this out after Celadon in spite of not liking the canon character much. I played through most of the game (filtered by a combination of Egg Rock without unfair verticality, 3am, and the thought of fighting Brak for like the 6th time today), it's pretty cool!

The hover feels a bit unwieldy and disconnected momentum wise, but it's still very fun in a lot of places, and sorta feels appropriate for a character who is usually seen floating around. My other complaint about it would be that it REALLY feels like an ability I should be able to activate multiple times in one jump, with a limited amount of time total, instead of once. That said, it's fun to see a combination thok + hover, feeling powerful and unique without giving the player access to any unfair verticality.

The homing snap feels cool as HELL, and flows great, and really no complaints there. The crashing wave is a little superfluous with it, but it still has it's uses and is cool flavor.

The sprites do clash a bit, especially with the outline, but they look good in a way that kinda makes me wish there was a way to add outlines to everything. He sorta reminds me of Sonic Runners.

Also this is one time I am not complaining about custom super music overriding "no super music" mods. You credited yourself for music arrangement, did you make that cool instrumental version of Infinite's Theme yourself?

Overall, not one of my favorite character mods, but if I were a big fan of Infinite the character and not just Infinite the character's theme song, I'd be pretty hype to see him in SRB2 here and would not be disappointed.
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Congratulations I went to try this out and played through the whole game.

The moveset feels like a nice, simple combination of Extra Life and Junio Sonic with a stomp, and it flows very well. It's maybe a little overpowered, but what mod character isn't?

And the prerendered sprites are absolutely great. Some people might think they clash with the SRB2 style some, and they wouldn't be wrong. Between the different art style, the lack of a spin, and the demeanor I will PG-13ly describe as "very chill," it makes Celadon stand out, he feels less like a Sonic character and more like a crossover character from some 90s copycat or Sonic inspired modern indie game. I absolutely love it. If anything, I'd replace the jump sprites with something like his hat-grabbing falling sprite with a psychic damage field or something, to feel even MORE like he's from a different game. Yet at the same time, the moveset meshes well enough to absolutely mix well with Sonic characters and stages.

Definitely a great character, going right on my "toomanycharacters" modlist.
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A simple but effective moveset! im having tons of fun with how psycho sling behaves! Only thing i could really want for him is a better set of sprites. Always love your mods
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Just rolled credits, although I cheated a bit.

To start with, most of the levels in this pack absolutely rule, if it was just a level pack and a (suggested but optional) custom Junio Sonic, this would be a 5/5 easily, only held back from "I wish I could give this a six" by performance issues and some pretty obnoxious enemy spam in some levels. (Which probably also doesn't help with performance.) The theming and spectacle is fun, the flow is frequently immaculate, and a lot of stages feel like they do a good job taking advantage of Junio's unique moveset and water running. It's honestly hard to pick out highlights, because when I attempted to do so I basically listed every level except Stormspire Heights, and even that is less "not a highlight" and more "I suspect this would be awesome if there were more checkpoints, less enemies, and my framerate didn't randomly decide to die in this level." Even the hub world, which I am about to complain about, has fun movement between levels and cool platforming challenges for level entrances and emerald and emblem locations.

This variation of Junio Sonic is also great, between the (I think buffed?) rebound dash, the drop dash, and the dash mode, along with the heavy use of slopes in the level design, I could swear there was a momentum mod if it wasn't for the lack of the hyperspeed glitch when loading one in and vanilla characters feeling like they could use one when loaded into stages. (Note: This is not a request to pack in a momentum mod. If someone wants to use a momentum mod they can pick their own, and a lot of people do not and that's fine too. Especially when the maps are designed for a specific character without one.)

Unfortunately, and the main thing holding it back from a 5/5 for me, it's not just stages and a character. I suppose the idea of a hub world and emblem collecting to open up stages at all is a matter of opinion, but even outside of that not being my preference, it's not executed very well. The hub world itself doesn't do much of anything to telegraph level locations unless you just opened up a new section, or even to communicate when you HAVE levels you haven't been to. I actually missed an entire level until cheating Knuckles in to search for emeralds, and didn't even know it was missing! On top of this, the amount of emblems required for later areas is a bit much, I actually wound up editing the total required for the final stage down because I'm pretty sure it's 100% completion, and I'm glad I did because that stage is incredible. And to make the whole emblem collection thing worse, there are no emblem hints or emblem radar. (That's another edit I made to my copy, and I'm pretty sure I just wouldn't have played the latter half of the game without it.)

I'm honestly not a fan of this entire structure, but the implementation in particular, along with performance issues and occasional enemy spam, really make this whole mod feel like less than the sum of it's parts. But also, they are VERY good parts.

Tone down the emblem collection some, tone down the amount of just the worst enemies in Vulcanic Rave and Stormspire Heights, and maybe figure out a way to improve performance (even the SD version gets huge frame drops in some stages, especially if you replay them a few times for some reason?) and this becomes an easy 5/5. Release a side version where the character lock is just a suggestion and the hub and the stages are just arranged in order as a normal campaign and this becomes an all time great.
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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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