Long time coming, but here's an update I promised last year.
Biggest upgrade is the inclusion of subtitles, now you can finally read what nonsense these badly accented voices buried under loud music were spouting.
srb20000.png

There's some audio changes, the AI voices are all replaced by human voices, had to replace Robotnik's theme music since they got copyright issues on Youtube,
A custom themed donated by ZesCrew2 replaces them.

A few changes in the RUN level, apparently I didn't do a complete job removing the Mach Speed from last time. Should be completely gone now.
The enemies have been fixed up a bit, you can actually see the bullets coming at you now, and they shoot less frequent. Shame their sounds are less intense now, but oh well...
srb20001.png

The motorcycle enemies don't have the annoying KnightStab action anymore, which means they don't randomly hurt you, but also means they're completely useless in the level now. Eh.
I tried to optimize the level a bit by changing the Node split but it doesn't seem to have much of an effect.
Sorry, level's doomed to be glitchy...

Other then that, some mild graphics changes for parts that bothered me, and added a stupid new mini mission in the second visit of Santa D'or since that stage was a bit empty.

srb20067.png


That's all.

I got some weird errors at the end where SRB2 would crash on loading it in.
It should work now, but let me know if there's trouble again...
Fang boss renamed to stop conflict, library teleport fixed.
And since I was updating anyway, inserted latest version from Uptown with a few texture upgrades and improved glassbreaking effects.
Sol Sestancia 2 still being worked on, sorry it's taking so long. Next OLDC will have another level showcased as proof I'm working on it.
Also new main menu logo and Soundtest.
(Now 1.7, fixed up a few problems in the new levels and packed the old AOSH racetrack in as bonus stage too)

So I've been struggling to get the cutscenes in this pack, until someone requested if they could have their own custom character represented in the cutscenes too.
This would be impossible unless I draw in every possible custom character out there, so I suddenly figured out an entirely different solution: interactive cutscene levels:

SSStory.png

Inbetween main levels, you'll get mini levels you can explore where the story or atmosphere get a moment of focus before you get back to the action. Just follow the rings if you want to speed trough.
So there will be brand new locations for you to explore.

SSHub.png


Other updates include some minor updates to the 9 main levels, some visual touches, and an attempt to make the more claustrophobic area's more spacious whenever possible.
SSSpace.png


The level with the most changes is RUN, now I can finally program my own custom enemies, the turrets themselves are shooting at you, and there's actual traffic coming at the player this time.
I had to recreate a few rooms from scratch because of some severe glitches.
This level remained glitchy till the bitter end...

SSRUN.png


One final surprise, as apology that Sol Sestancia 2 is taking forever, I included a bonus level, which is actually one of the main stages from Sol Sestancia 2 already completed: Uptown, jumping trough the buildings at night.

SSUptown.png

Hope you enjoy.

( Thanks to Turret 49, Vanillaaawoaaah, Mikhael Blur for helping out point some flaws or lending some coding)
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