What permissions do you give others to modify and/or maintain your submission?
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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is a story-based SRB2 mod. It takes place in an alternate universe where Sonic killed Robotnik for good. (This is the best way to explain it as of now, this timeline lore dates back to at least 2018...)

As of now, this is (mostly) a level demo, so there's a lot more planned than just the bunch that's in this mod so far. Bit of a Sonic 3 situation going on where I've put out the first half of the game and the rest will come later.
But for now, just have fun with what's here.

Speaking of what's here...​


Zones

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Blue Bushes: Opening the game, a somewhat beachy shrubland, coated in all shades of blue. Bluery, if you will.

ccz2.gif

Crystal Cove: A dark cave, filled with colorful, magical crystals that have different effects for each color.. Though, those white crystals don't seem to work. Perhaps they're not all natural...? This place hides a bunch of secrets...

mmz2.gif

Moon Monsoon: An unreal zone where it's always night time. No one quite knows how this works. Filled with fire, stars, fire stars and a LOT of tokens.

btw tails is hiding in all of these gifs.gif

Palace Peak: A palace crafted high in the mountains. Deceptively dangerous. Carefully climb to the top as you try to find your way on the Fatal Fleet.

ffz.gif

Fatal Fleet: The final (intended) level of this demo, comprised of only one act. A repurposed aircraft of Robotnik's, used to mobilize artillery and carry supplies to mechanize the Mount. How the hell did this get up and running so quickly? Stop what you can.​


Characters

Canonically, the playable characters featured are Sonic, Tails, Knuckles and Amy, though everyone is playable. You'll just have to unlock some. Everyone has received considerable changes, so try each of them out.
sonic (2).png

Sonic the Hedgehog (48 SPD 1 VEL 79 FUN)
The quickest, obviously. Visibly locked in.
Abilities:
Rebound Dash: Double jump to thrust yourself forward at high speeds. Hold to bounce off of walls or obstacles and gain more height.
Insta-Shield: Press Spin mid-air to do a short... short-range attack, extending your attack range and protecting you from dangers.
An Insta-Shield can be performed during/after a Rebound Dash, but this is not vice versa.
sonic 1.gif
sonic 2.gif



tails.png

Miles "Tails" Prower (40 SPD 1.15 VEL 87 FUN)
Capable of the highest highs.
Abilities:
Flight mk.2: Double jump to begin flying. Hold to ascend at a speed dependent on your current velocity. Flight lasts 6 seconds. You will keep momentum. Hold spin to descend. Pressing both Spin and Jump at the same time will roll you downwards quickly.
Tail Whip: Press Spin mid-air to do a tail whip, extending your attack range horizontally, akin to the Insta-Shield. Unlike it, however, you will not be protected by dangers. Landing a hit with the whip will boost you double the force you've hit your target with.
tails flight.gif
tails tails.gif


knuckles.png

Knuckles the Echidna (36 SPD 0.85 VEL 63 FUN)
Heavy.
Abilities:
Glide & Climb: Functionally the same as what you know. Releasing Jump will you back into a ball, letting you glide as much times as you want.
Glide Dash: During a glide, press spin to perform a dash, hurdling towards the floor. If you can press jump to glide again, the next time you perform it will launch you up instead....if this is too complicated in words, just watch the gif. you'll get it then.

knuckles glide.gif


amy.png

Amy Rose (42 SPD 1.3 VEL 99 FUN)
Received the most changes, to the point where she's even a spin character now. Amy is pretty much the most well rounded character out of the cast now.
Abilities:
Hammer Jump: Pressing Jump at any point during a hammer swing while grounded will launch you higher depending on your speed. This can also be performed if you do a mid-air hammer swing that connects with the floor.
Hammer Pivot: Pressing Spin at any point mid-air will activate the Hammer Pivot, acting as a glide and downwards dash at the same time. The initial press will dip you downwards. The longer you dip, the more it transitions to a glide. Lasting 3 seconds, wearing it out will send you back into a spin state.This move can be passively activated without the dip if Spin is held before becoming airborne.
Peel-Out: Holding C1 while standing still will initiate the peelout. Sonic CD, eh?
Hammer Jumps and Pivots can be chained. have fun with that.​

amy, just amy.gif


fang.png

Fang the Sniper (34 SPD 1.1 VEL 58 FUN)
A run n' gun gameplay better fit for 1st person. Aiming can be difficult at high speeds, but some may get the hang of it.
Abilities:
Plasma Gun: Aim with your camera and press Spin to shoot high speed projectiles. Your gun is powered by rings. For each you collect, your ammo will increase.
(Alternatively, if you desperately need ammo, standing next to a checkpoint will give you as many as you want.)
Spring Drop: Pressing Spin during your Tail Bounce will allow you to thrust yourself downwards for a higher bounce once.
...i'm not sure who his gameplay is for. Kemmeh25?

nack.gif



Metal Sonic (99 SPD 1 VEL 99 FUN) ((...where did he go? can someone find him please wtf))
He moves like an actual TAS. High acceleration, immediate speed, and his dashmode is a lot more powerful. I also lied about Sonic being the fastest; Metal definitely rivals all of his runs.
Abilities:
Spindrift: Pressing Spin while grounded will let you perform a Spin Dash at any speed. This Spin Dash is already heavily charged at base speed, and it just gets faster...
Jet Dash: Pressing Spin mid-air will convert horizontal speed to vertical. In this raising state, press Jump to blast off at whatever speed you had stored. (note: since this is a jump included ability, you may lose all of your height if you're holding jump and let go during this move. just try to... not do that.)
(Passives)
Dashmode will make you invincible as long as you're in your dash state. If you begin rolling, you will lose some invincibility priority.
Metal Sonic is invincible to spikes and electricity, and cannot be drowned.
Metal Sonic's gameplay let's you make many quick moves. Great for speedrunning. Hell for speedrun optimizing.

sonicn't.gif



Main Changes, Additions, and Mods

Disclaimer: This is not an easy map pack.

You will have more trouble than usual if you're not experienced in SRB2, willing to take trial and error, or 7 years old. Don't worry too much, however. It's not kaizo or anything.

Halfpipe Physics by Kaldrum
You can run up walls and ceilings if a slope is curve enough to allow you, akin to the classic games. This is required in some cases, but I've made workarounds in the event that some characters (jana) aren't fully compatible with the wall-run.
Much like the mod page of this add-on, it isn't perfect. All the bugs that may apply to it still apply here...
Heavily recommended that you enable "Flip Camera With Gravity" in your player options for this.

srb20246.gif
wallrun showcase.gif


Everyone can do anything, all the time. Don't believe me?

Characters can uncurl from a ball form while grounded by pressing Spin again.
Characters can recurl into a ball when falling... anywhere, really. Off a cliff, off a spring, really any time you're mid-air and not in your jump state. This goes for characters that can already spin jump.
If you are in your jump state at any point while mid-air, you can use your jump ability. This means, for example, spinning off of a cliff as Sonic will let you Rebound Dash or Insta-Shield as if you'd just jumped. Or bouncing off of a spring as Fang will let you Tail Bounce as if you'd just jumped.
Combine all of these, and you can get crazy movement options and fast times.

you can water-run


Some characters have received sprite changes. Nothing too big, just Amy getting a new run cycle, Sonic and Knuckles maxxing out their streak, and color changes (courtesy of Revolution).

Multiplayer: It works fine for the most part, but some stuff (that, notably, i've coded) will break as it's registered for every player for some reason.

Other Addons
Custom characters: add them before you add Metal Reign. All of them. If I've accounted for them, they will receive certain changes to fit with the rest of the cast. However, Chaotix will break the title screen. Expected. Silverhorn has an object that may break one in Moon Monsoon. im too lazy to fix that right now, just don't take that path
Maps: add them... after? Idk, adding map packs with other map packs has always been weird, you know how it is.

you can access some wip maps for the rest of the game.

Long Credits Section Full Of Open Assets
Halfpipe Utilities, Kaldrum (https://mb.srb2.org/addons/halfpipe-utilities.4128/)
Air Options, MasterDisaster64 (https://mb.srb2.org/addons/air-options.4371/)
Rebound Dash, Krabs (https://mb.srb2.org/addons/rebound-dash-experimental-sonic-ability.1321/)
Insta-Shield, pastel['katsy"?] (https://mb.srb2.org/addons/instashield.1312/)
SA1-Styled Hammer Jump, Pyrakid Wolfo (https://mb.srb2.org/addons/srb2-sa1-styled-hammer-jump.4089/)
Run on Water, Pyrakid Wolfo (https://mb.srb2.org/addons/run-on-water.3121/)
Whirlwind Slowfall Passive, Pyrakid Wolfo (https://mb.srb2.org/addons/whirlwind-slowfall-passive.5435/)
Spring Twirl[...], TrustyGun (https://mb.srb2.org/threads/spring-twirl.27292)
Splats, Biggy-π (https://mb.srb2.org/addons/splats.2533/)
Rail Grinding [not openly used yet], Tempest97 (Krimps) (https://mb.srb2.org/addons/rail-grinding.5432/)


knuckles' move, ket (he just made it and let me use it.)
Simple Momentum, stripedtailz
[Spring Drop from] Battlemod, clairebun [lmao] (https://mb.srb2.org/addons/srb2-battle-multiplayer-gameplay-mod.171/)
Hyper Form, kirb (https://mb.srb2.org/addons/hyper-forms-for-everyone-11.4491/)
[Flight Mod], TeriosSonic; taken from stripedtailz' azure mod
Heavy Corks, amperbee (https://mb.srb2.org/addons/heavy-corks-1-1-free-aim-fang.1168/)
Classic Colors [Sonic and Amy colors], Revolution (https://mb.srb2.org/threads/classic-colors.28741/)
Textboxes [not yet used], Clone Fighter (https://mb.srb2.org/addons/c-fighters-textbox-library.4487/)
RChars [not yet used], FlyingNosaj et. al (https://mb.srb2.org/addons/metal-knuckles-tails-doll-sonic-r-characters.587/)
(FN gave me permission) (edited)

Miscellaneous Credits
John Tay (placeholder boss music [CCZ2, PPZ3, MMZ2])
The S Factor: Sonia and Silver
Sonic 2: Return of Shadow
undertale
Louplayer (recolored wing fortress sprite)
Mega Heck/Mr. Heck (soon to be used Mecha Sonic sprites)
Ah-kumu (made the digital version of the big "Metal Reign".)

special thanks to team comet, jayflamestar in the srb2 discord, and bluie for playtesting.


Closing Remarks

i don't know. ive worked on this mod (i like to call it a game) actively for, like, 3 years at this point. it's been in my head since i was, like, 10, when i made my first original song ever (a worse version of blue bushes, still named blue bushes.) that's 6 damn years of imagining this game into existence. long overdue level demo, this one.
it's not mystic realm quality, but im proud of how far ive come, i think. more is planned, as i've said above. i just gotta learn how to do more stuff. hire a coder? are you crazy? that would be a good use of my time, i can't allow that.... i'll get some better knowledge eventually.
thanks to team comet. i got most of my feedback from them when i set up shop in our dev server. especially typhoon(tnm) for being terrible at difficult games and having the weirdest standards ever. it legitimately helped me iron stuff out. btw hold toss flag while transforming it's an experimental form k thanks gumpy(63) for being the dj khaled of metal reign (#1 hype man). neon(srb2) for enlightening me on a few things. stripedtailz for being one of 3 midi enthusiasts on earth (he also made the momentum code). ket and sonicfan214 for being ket and sonicfan214. that's all they need to do.
thanks to the collabers, man. like, the first online friend group i've ever been in; they also encouraged this a lot, all the way back in 2020.
thanks to jamauri. even though we don't talk much anymore, i can't say enough of how much you've encouraged me to keep going. maybe next update, i can get metal ares in.
thanks to you, for looking at this, ig


thanks for reading.
happy birthday to Sonic CD's American release (11/23/24).

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my channel will have the OST up very soon.
go play the game (metal reign) now. bye.
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Author
Sonicn't.
Downloads
1,672
Views
3,553
Extension type
pk3
File size
182.3 MB
MD5 Hash
47fd210d2c55c650bb2b35e16eef5f76
First release
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Latest reviews

Just peak. The writing, the movesets, the cutscenes, levels, OST, even hud is so good !!!
Keep up the good work and take your time to correct all the bugs present in it rn. Thank you !!!
Upvote 0
sweet...

I do like how some of the elements of the map make more use of the Rebound Dash, I think that more maps should take advantage of abilities!

yes the level design can be confusing at some times (mainly the narrow paths in Blue Bushes Act 3 and the tiny hole you have to jump to when the lights go out in Fatal Fleet), but after a few playthroughs I've gotten used to it. Very fun to speedrun once you get the gripes of the level design.

The Chaos Emeralds were hard to get because of the jacked air acceleration when you jump, but that just might be a skill issue from me.

I may go more into detail on a doc, but I highly suggest this addon for a change of pace from the campaign.
Upvote 0
So I finally decided to play this mod after hearing lots of people say stuff about confusing level design. Morbid curiosity got the better of me and it's exactly what I feared.

Before that tho, I must say, I love the music choices for the mod! I also like the more story-focused elements. The cutscenes aren't the best, but I can see that they are clearly trying. I just wish they were animated and not slideshows. They all look cheaply made as they currently stand. I'm not sure why map makers insists on not having a skip button for cutscenes, whether it be for text or otherwise. A QOL feature that should be so easy to add, and yet it just isn't there. The fast forward button only helps slightly, but it would be better to be able to just skip to the next level so repeat playthroughs are more streamlined.

Another thing I like are the environments. Someone's a real fan of blue and purple, which is great because I love blue as well! Crystal Cove's vibrant crystals don't look the best tho. They stand out like a sore thumb. Speaking of Crystal Cove, this is where the problems start to arise...

The level design, like many have said, is REALLY confusing. The typical map maker problems of directionless pathing and thus causing you to loop to the start of the level, needing to go through small hidden cracks to progress in the level, slopes as platforms, etc. etc. are all here and it makes the experience all the more frustrating to get through. The level design is so bad I couldn't even finish the map pack. I got stuck at literally the second zone, Crystal Cove, specifically act 2. That's terrible. And it's not because the levels are difficult or anything of the sort(I'd say the levels are really easy, actually), it's moreso just directionless and confusing pathing. These maps need a serious overhaul before I could even consider this worth trying.

Overall, a potentially great map pack, concept wise, heavily ruined by, well, the maps and their level design. I can't recommend it in its current state.
Sonicn't.
Sonicn't.
there's no way to implement a cutscene skip. not sure what qualifies as "easy to add." all you can really do is hold spin. if you know a way for me to put that in, i'd appreciate it.
Upvote 1
This has the potential to be a new gem among SRB2 level packs. The pixel art for the title screen and the story are outstanding and it really feels like you will be going on a big adventure. The long sections where the level mechanics just carry you along are also very tight and precise with no interruptions, so congrats on figuring that out.

The zone with the gems, in my opinion, could use more decoration and detailing compared to the abundance of plants in the first zone, and it is obvious in a few spots that this was a pack made with OpenGL in mind (thereby limiting the number of rendering features that can used) but I acknowledge that this is a work in progress, and it will get better over time.
Upvote 1
i like it
it's one of the more interesting takes on momentum-focused levels, and it takes advantage of whatever your capabilities are, pushing them to make something really special even with an apparent lack of experience
which is really some of the best fanwork generally, it makes me really happy to see
which is why it hurts to rate it 3 stars
i just think the movesets could be better
sonic's rebound dash is WAY overtuned, and the instashield is too integrated into the level design to suggest implementing a stomp, but the vanilla gravity with no fastfall is NOT suitable to this speed, leading you to slam into walls a lot, unfortunately.
Upvote 0
3/5

1. first all of the character are mostly fast and can be hard to control
2. the stages look hard
3.wat happened to egg man and metal sonic after that
Upvote 0
it was great imo.
only issue, the puzzles were so confusing
like you HAD to know where to go from somewhere else, otherwise it was pure luck
i had to use the objectplace -> master emerald shard thing just so i can get through one of them
overall rating, ((8.5/10))
still can''t ignore the fact this was a demo and they had so much stuff in it, like running up walls, cutscenes, challenges for the chaos emeralds
one of them was literally speedrunning gfz1
but yea i literally cant wait for the full mod
my only wish, make the directions in puzzles more obvious.
Upvote 1
How the hell has no one rated this yet??
It's absolute perfection. Wanna know what's funny? Most of the movesets are how I use them in LauncherBlast 2 for my usual gameplay, LMAO-
(Except for tails and knuckles, and metal had his overdrive and ring spark, but sonic, fang, AND amy had mods that made em work mostly the same as this mod does!)
It's just fun. It really is. (Tho I struggled IMMENSELY with Moon Monsoon for some reason. Maybe I'm just bad, lmao.)
I LOVE this mod. Your 3 years of work DEFINITELY shows!
VERY MUCH one of the mods that ABSOLUTELY deserves 5 stars. WAY TO GO!
Upvote 3
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