Sonic Adventure 2: Blast

Sonic Adventure 2: Blast v1.5

Sonic Adventure 2 is one of my favorite games in the franchise, so seeing it lovingly recreated in SRB2 is a joy to behold. There's definitely a number of flaws with this demo, though. Sonic and Shadow could do with being able to gain momentum going down slopes, the A-Rank requirements for Pumpkin Hill are perhaps too strict for how large the stage is and the small range of the Emerald Radar, and Sand Ocean sucks to play on account of the fact that Eggman’s a heavyweight with a relatively low jump height in a stage where moving platforms move way too fast and can turn on what feels like a dime. (The gaps that Tails needs to make with his hover are also just barely doable in Prison Hall, so it’d be nice to have some more lenience on that front.) There’s still a lot of work to do before this mod can fulfill its full potential—but it IS possible.

Looking forward to seeing what this will look like once it’s complete. This is already an absolute upgrade from the last SA2-inspired level pack we’ve seen.
Upvote 0
Great mod, but there's a problem: I'm on Android, and every time I load in the game crashes. Literally every time. With or without other mods, too.
Garrean
Garrean
Someone told me that ForceCharacter is bugged on Android, so that means you might have to play with the multiplayer patch in order to avoid crashing.
Upvote 0
This is a really good level pack and will be my definitive level pack when it's finished (note: I almost died having to download this AGAIN)
Upvote 0
Excellent in concept and aesthetics, but there are a few things that I hope will be fixed in future updates.

1. Sonic and Shadow's spamdash doesn't work like it does in SA1. Even with the update that was supposed to fix it, it still kills your momentum if you try and use it. I think that fixing it would require you to either make a custom build or recreate the Spindash from the ground up with Lua (which you might as well do anyway, considering how much the vanilla one sucks.)

2. Shadow's Chaos Snap works fine enough when you can chain together three of them, but only having one as a sort of pseudo-thok makes it really offputting that it always follows the player's input direction rather than the camera direction, even in Manual mode. It's also really touchy, and has sent me flying off cliffs far too many times, on top of the fact that the Homing Attack has a ridiculously short range that leads to you often activating Chaos Snap on accident. I wound up having to switch to Automatic mode to beat Radical Highway.

3. Sand Ocean is incredibly unpleasant, due to how SRB2 handles moving platforms. I don't know if this is something you can fix, but in most games, moving platforms pause for a moment when they're about to change direction, to give the player enough time to react, and give them a window to safely jump on or off. The platforms in Sand Ocean not having that makes them unnecessarily frustrating to work with, although that issue was somewhat mediated once I realized that the endpoints were marked with shadows.

4. Tails and Eggman being out of their mechs makes their movesets feel odd. I'm not holding my breath for this to get changed, considering you still also have Rouge's ass-old sprites to contend with, but even just giving them a weapon would go a long way towards improving this - which, while still far from a quick afternoon's work, would be a lot easier than trying to animate those big, intricate robots.
Upvote 1
Absolutely amazing. One of the best mods made. But it still has its cons. At the end of a level. It will soft lock you. Not finishing it. But if using adventure sonic it can be bypassed until you do the emerald shard find levels and that where you can't cross. So I was stuck on pumpkin hill level. So I hope you fix this in the next update
Upvote 0
(This is kinda long so expect some typos and stuff cuz I'm a fast typer) Its pretty good but I have alot of gripes with it. The first is the characters which aren't exactly bad but each have a problem for me, like with sonics spindash being a momentum killer and not being able to roll and also not the adventure sonic mod, tails flight changed to more of a glide and the shooting is very bad and have some really stupid restrictions, knuckles is pretty much perfect except not having a diving ability in air and the combat is kind of not as satisfying as sa2 and being able to climb on ceiling slopes which is probably hard to make it work well (tho i think from mods like chaotix with espio or trip being able to stick upside down i think kinda make it possible but again probably not very easily,), rouge sprites are very outdated and about the same as knuckles, eggman is kinda the same as tails, and shadow is kinda just another sonic and also is kinda dymmed down from the shadow mod. I think alot of the problems with the characters are kind of understandable like the rogue sprites not being updated or making tails fly more like a glide to make the levels not super op, and maybe you can't use the adventure sonic mod or maybe you think it makes the experience more interesting with soemthing less accurate, but a thing i can't really get is not being able to play as a different character at least not very easily. Idk if that be easy to fix or not but it kinda annoys me. Going outside of that the levels are pretty much perfect for being both accurate and also different enough from the og game to make this mod more worth trying, but my only problems is that the camera not changing for moments like with the truck chase is a lil disappointing to me and I think using something like that new sol camera addon to show behind the player when the truck comes in at the stary would be really cool tho the truck would also probably have to come in a lil later to make it not just hit you when the camera turns since that just be kinda stupid. Speaking of getting hit I think the enemies collision is pretty cool and it feels more satisfying to defeat than base enemies, tho the collision can move you in a random direction you don't wanna be or stopping your momentum, and if you get any close to the main gun robot it will instantly hit you most likely without any time to hit it, and the flying gun robots don't shoot at all and when as tails or eggman you can't shoot underneath them or at least very close to them or in general can't hit anything far enough to not get hit by the main gun robot, and also the gun soldier robot (i forgor the name) sometimes just stays in place if it's killed still innits hit animation but not disappearing. And one more thing about the enemies, I think it be nice to have a lil more types of them like with their shield or the gold flying one that disappears at some point tho probably make the time of when it dissappears alot longer if that enemy is even possible, and also if the spriter is willing to make more varients. Going a lil back to level design i think there should be a lil more stuff to find like in stages like city escape or radical highway since you can walk ontop of the building, and I think having a kil more routes like in the modern sa2 mod would be cool too but it probably be alot of work, and I would also like to see some more smaller things like the welcome sign in city escape or that area in city escape were you finf the lost chao and the chao garden being an unlockable level or a multiplayer exclusive, probably as a hangout map with the main chao gardens and kindergarten along with the main lobby, the main chao stuff probably not possible but maybe also have some chaos sitting down in some places like decorations, and speaking of the chao keys from my experience do pretty much nothing but just be collectibles for the game. Other stuff I forgot to mention or simply just ideas i have are, the swingable polls which like alot of things are probably not here from limitations, the logo can have some touches to make it feel a Lil more polished, the title screen I think can look better if it were more like sa2 battles menu or the dreamcast menu, tails and eggman not being in their mech or having unique sprites whcih are probably to have more time with the main stuff like levels (tho maybe the mechs could be seen behind taisl and eggman but that's kinda just what I would do), both eggman and tails should also have a focus on first person or maybe make soek kind of charge up for the guns and change it to first person that way, maybe add a momentum mod to the game or maybe recommend a momentum mod since without one it feels very slow especially going down the many slopes in city escape, maybe there could be some secret master emerald shards around the stages that don't get detected but still count as getting kne fo the three shards and maybe you get extra points for it, maybe have some kind of omochao easter egg somewhere, have more big thr cat cameos if there isn't one outside of tails stage and if there already is then maybe make some unique sprites for some areas like in city escape and if there is then this mod is a 10/10, stages don't have a bottom or top graphic for their backgrounds, and maybe there could be some unique stages for multiplayer like in sa2 battle and maybe some unique charactersof that's possible. That's kinda about all the ideas, recommendations, and critics I have about the mod, I probably am asking way too much and maybe come across as rude, but I do really like this mod and h9w it's pretty much the first public usage of rail grinding in a level pack which is very funny cuz sa2 was the first time rails were a thing which makes this mod very cool if that was on purpose, and I think despite what I said about the mech stages they're actually kind of fun for being more fats paced and the shooting i think in the og was way too easy to be fun, and I do like that you can jump on the enemies noe that tails and eggman are out of their mechanics which kinda helps with my complaint that you can't shoot them underneath (tho it still is kinda stupid to me), and the level choices are pretty much perfect even tho they probably were choosewn from being each characters first level other than knuckles which is his second but like pumpkin hill is awesome and works well as a first level still and has alot of stuff I probably wouldn't imagine adding in like how the bottom of the stage isn't a death pit like in the og or some of the added parts to the stage which all feel authentic, it's kinda a representation of what I lvoe most about this mod tbh despite being only a demo and so new. So uh ig I would give this something like a 6 or 7 but as a demo it's a 9/10 for showcasing what is possible now vs the old sa2 level pack despite not being the full game remade. So uh yeah that's about it, see ya
Upvote 1
Looks like a cool map pack and i love the abilities, however in the end of first zone, im stuck at the score screen, pls fix it
Upvote 1
My game seems to crash at the end of sonics level, but its so good! also i tried the patch too but it seems to remove sonics abilites.
Upvote 1
I started playing, everything works fine, except that the end is broken. I just started playing today with the 1.2 version, so I'm guessing that it broke because of that or something
Upvote 2
Overall, a great addon. Character movement feels good (even if Shadow bounce isn't canon) and the 6 playable stage do pretty well at showcasing the characters' movesets. Although, I do have a couple gripes with it: namely Tails and Eggman's inability to fire in midair and just Sand Ocean in general. Eggman does feel a tad slippery and, combining that with the wonky physics of the spinny things in the aforementioned stage, it led to a lot of deaths that felt unfair and even a game over or two. Apart from that tho, excellent mod
Upvote 0
I loved this mod, but regardless of that I am still giving it a 4/5, Here's why:

- The GUN enemies aren't good. The flying one does nothing and cannot shoot, and the other one is a chore to kill him, and if you DO kill him, it sometimes kills your momentum. You should either decrease his fire rate, or make the bullets slower.

- Of all the stages, City Escape is defo the smallest stage of all the others, taking me like 2-1:30 minutes.

- There aren't a lot of GS rails in both speed stages, and all of the sections where it does have them are horrible. I don't know how to explain it, it is just bad.

Even with these problems this is still one of the best map packs out here, I reccomend this a lot!!!!
Upvote 2
finally got my hands on this pack. that sa2 level pack that cola was working on unfortunately never got released, so this one is a perfectly fine substitute for that. i got excited when i saw the reveal trailer, and, now that the demo of it released, i played it! here are my thoughts on this mod:

let's see the visuals first. in terms of visuals, this mod EXCELS at it and is one of the best looking map packs i have ever seen for this mod! the sector scenery is well drawn, the texture usage is excellent, and it follows the original game well! the game styles mod also goes well with this mod and is great!

the level design is good! it's almost the same as the original sa2 one, but a bit of sonic generations and shadow generations is present. i like these twists on the maps. i also like how you can climb up more places than in the original game, such as the pyramid in sand ocean and the rooftops in city escape lol. however i'd suggest making the blue barrels in pumpkin hill breakable. unless they aren't like that in the original. i also found it weird that you cannot break the vases in dry lagoon, though, again, idk how they are in the original sa2
also, i found 2 visual bugs in dry lagoon, i posted them in the discussion tab of the mod.
also also, just a suggestion, you do not have to take it, just a suggestion for fun: what if you replace the water textures with the sa2 ones and also remove the ripple effect from them? you know, for the more adventure-like aesthetic lol. again, you don't have to, just saying, hehe

the character abilities are where i think they're not as good as they could be, though.

- sonic: the spamdash is awkward to use, as there is NO momentum. if there would be some present for a few seconds while running (like in the adventure games/adventure sonic) then it would be so much better to use. i'd also like to use the air dash into the ground after bouncing to gain some speed, like in SA2 and adventure sonic. someone called it the "drop dash", basically that's what i'm talking about

- tails/eggman: the moveset is cool and good, but i think they should be able to shoot midair. i appreciate that you made it so that they can shoot while moving, they are already better than fang hahahahahaha

- knuckles/rouge: they're fine and good, though i'd suggest making them able to drill midair and dig and giving them the punch/kick moves.

- shadow: he's fine, tho i'd suggest the same for the bounce bracelet as sonic

overall, this mod is great! i'd give it 4 out of 5 stars. keep it up, man! looking forward to the future updates!
Upvote 5
Deeply ambitious and does what it wants to really well. Some of the most fun I've had with SRB2 in a while despite any of my criticisms, so I'm giving it at least a 4/5 regardless of any of those criticisms. If you're looking at reviews to know if you should play it or not? You should. No question. Download it now.

But, at the same time, this is a demo. If there's any time to leave feedback, now's the best time.

- Possibly one of my favorite pieces of SA2 tech, which is present in MetalWario64's Adventure Sonic moveset, is missing here: The "Drop Dash". Essentially, the bounce could be cancelled into a jumpdash to prevent the bounce on landing and gain a bit of a speed boost. The jumpdash also didn't reset the vertical momentum in SA2, hence why this worked so well.

- There's not really a good way to retain momentum. I'm guessing you're meant to play with your momentum mod of choice, so it's a blessing in disguise, but it'd be nice if the spindash charge retained your speed for a few tics and set speed to the max between the spindash speed or the speed you had before releasing the button, or something like that. Since that does seem to be what Adventure Sonic does, even if that mod has its own momentum retention mechanics too.

- If the Chao Keys will do nothing in the final mod, I'd suggest just leaving them out. I assume they're there for a reason, and if they are, good luck with that! If they aren't, don't get my hopes up, please, it hurts.

- There's a lot of automated set pieces that could've been better/more fluid as GS Rails set pieces. Still, nice they're here, but I think it would've been cool to have them both more fluid and more within the player's control, given how much more within the player's control this whole mod is compared to SA2.

- Now, I love Eggman's stage. Don't get me wrong. It flows incredibly well when you're trying to just blast through it. BUT. I'm a little freak for this game. I play New Year's Collab Kaizo Act regularly, and I try to speedrun individual levels even if I don't post replays. This mod is so very clearly going for something else, I don't think Sand Ocean is meant to be ERZ2 levels of difficulty or harder. While I absolutely hope this mod has this kinda challenge somewhere in it, I don't think Sand Ocean is the right place for it.
Upvote 4
Was lowkey super hyped after I saw the trailer for this addon. Shi keeping sane until the next big addon release. But besides that all the levels were spectacular.
Upvote 0
the peakest peak ever bro<3
first of all in the trailer the helicopter person said ALPHA SIGMA while sonic twist and turns very epicly and the gameplay movset is very much like the offical sa2. WAY BETTER THAN THE OTHER SAB2 MAPS YOU COOKED
Upvote 1
Back
Top