Plushima's Asset Collection - PAC

[Open Assets] Plushima's Asset Collection - PAC 1.3

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Custom enemies and mechanics can go a long way towards establishing a level's a sense of identity- and it's always nice to have more toys to play with. Here's a small collection of random reusable assets I've made for various 2.2 projects.

I've gone slightly against convention and packaged each individual enemy or element as its own separate file in the .zip. This should make it a bit easier to just take what you want for your own project: Just take everything from the file you want, and shove it into your map's .pk3 file. No need to pick apart which lumps are relevant to what you're doing.

There's also a small test map, where you can see everything in action.

Here's what's in the PAC:

Cycla - City Themed Enemy
srb20477.gif

Thing Type: 1511 - "Starlit Skyway"
A custom enemy created for Starlit Skyway Zone, these enemies will charge at the player at high speed, but with a broad turning radius. If they get too far off course, they'll do a drift to correct themselves. Their AI doesn't care about cliffs or ledges, so they'll happily do sweet jumps to chase the player.

They're designed to be a bit of a filler enemy you can place down a ton of. Their high speed makes them a small threat when trying to quickly run through an area, but once they've been dodged once they're easily left in the dust. If you place them high up, they'll jump down to get at the player, and it feels like kind of an exciting ambush. If there are death pits around, they'll often kill themselves before they get a chance to turn around.

I couldn't decide what color to make them, so they'll randomly choose one from the cool range. This gives them a bit of individuality when there's a ton of them around too.

Fox Hunter - Anti-Tails Enemy
srb20478.gif

Thing Type: 1512 - "Starlit Skyway"
Another Starlit Skyway enemy. These lasses will slowly charge up an extremely-accurate hitscan sniper shot. They have a 3000 FRACUNIT attack radius, but will only target players who are located above them.

They were designed to highly discourage flying or climbing over an area, while still leaving it technically possible. A skilled Tails player can dodge the shots with a sudden turn just before they fire, but it's not an easy trick to pull off. If you want them to simply be obstacles in a Tails route, you should give the player cover and safe spots to make things easier. They're nearly impossible to dodge while Knuckles climbing, but Knux can usually kill them before they shoot. You can also place them below the main path to force grounded characters like Sonic to deal with them- it's much easier to dodge their shots on the ground.

WIPSJar - Atmospheric Turret Enemy
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Thing Type: 2301 - "Sacred Abyss"
The Weird Interdimensional Plasma Storage Jar is an enemy created for Sacred Abyss Zone. They periodically release blue fireballs, which travel upwards in a sinewave pattern before launching at the player. They have a very large attack radius, but the shots are very slow and highly telegraphed.

They were designed more as a decoration than a major threat- so long as the player is moving even a little bit the shots will miss. It can be fun to place a bunch of them out of reach in a big setpiece, to make it look like an area is crawling with spooky ghosts.

Additive Corona - Decoration
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Thing Type: 1510 - "Starlit Skyway"
A simple corona sprite created using additive blending. Meant to replicate the old Starlit Warehouse OpenGL street lights, I'm sure there's all kinds of places they could be used. Generally look better in darker environments.

Flow Bubble - Underwater Bubble Patch Alternative
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Thing Type: 1515 - "Generic Items & Hazards"
A larger version of the underwater bubble patch, which stands still instead of floating up, and doesn't slow the player down to collect.

Removing the timing element from bubble patches makes them inherently easier. Use these instead of the vanilla bubbles if you just wanna have a chill time, without the stress and excitement of the classic Sonic water mechanics.

Flight Booster - Tails Route Mechanic
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srb20509.gif

Thing Type: 570 - "Springs and Fans"
Use the parameter value to specify the vertical angle: A Parameter of 0 points straight up, 8 points straight forward, 15 points straight down, etc.
Set the Extra flag for a stronger version, or set the Special flag to make them weaker. Set both at once for a supercharged rainbow version. Set the Ambush flag to make them redirect the player's momentum instead of resetting it. The color will change automatically based on these flags.
Sonic Adventure-inspired booster rings for Tails, created for Hollow Hill Zone. For CA_FLY characters, they reset your flight timer, and boost you in the direction they're pointed. For other characters, they still put you into your spin frames, and reset PF_THOKKED, so you can kind of treat them as floating spinsprings.

These are probably the most versatile element in here, though their primary use is to make Tails routes. Hollow Hill used them to stretch out a Tails route over a huge distance, but you could also use complicated obstacles to make them matter in shorter spaces. Non-Tails characters can certainly find uses for them too- and a couple custom characters even have special interactions...

They come in two flavors. The splatless version uses prerendered sprites made from the Sonic Adventure model, whereas the splatful version uses a 3d spat effect created using textures by Inazuma. As of 2.2.10, the splatful versions should be just about as stable as the splatless versions, so use whichever you prefer.

Glass Bottle - Physics-Based Decoration
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Thing Type 1516 - "Tarnish Ward"
Decorations made for an unfinished map, that I figured I may as well throw in here. Any object with collision can push them around, and they'll be flung if they're hit hard enough. Depending on the angle and speed they're hit from, they might shatter, land on their side, or land upright. Their scale and color is randomized, so you can place a ton of them side by side without worrying about things getting repetitive.

They have a messy, chaotic feel. It can be fun to make a huge mess by crashing into a big cluster of them. Badniks and projectiles can move them too, so you could have fun setting up ambushes or other exciting moments with them.
Author
Princess Plushima
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Latest updates

  1. V1.3 - Couple small fixes

    I made some small updates to a couple of these objects ages ago and forgot to release them here...
  2. New boosters, new bottles, zonebuilder tags

    I've updated the asset collection to v1.2. Here's what's changed: All objects have had the...

Latest reviews

seems cool, but i have to use it on srb2 or in the zone builder ?, if it is in zone builder i dont know how i add them.
Upvote 0
We don't get new reusable objects and hazards nearly enough—I really hope I get to see other mappers using some of these!

Welcome to releases!
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