Soniku11 Coop Map Pack

Soniku11 Coop Map Pack v8.6.5

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At long last!.. After almost a month and half of both mental and physical suffering and agony, i finished the remake of my coop pack! Tought mostly. (There is some that have been left yet unchanged as they werent really that lacking, imo)

here are the coop maps i been doing for so long, it took me a lot of time, effort, and blood, specially blood. Do mind im not a professional, im still a rookie really, so, try not judge me as a master of map making, like, STJ level of skill or something, i did the best i could here. Try to not overwhelm me nor be rude, please!.

If people ask me to, i might add as bonus maps, 2 of the legacy versions of the first 2 maps, and maybe another from Map06 (or a close recreation by myself, because the original file is lost).


Extra Note: This submission is actually a second attempt, because on the previous one, i needed to ask a judge to get it rejected, because some last minute fixes i had to do, which i didnt noticed if not a long time after i created the submission, so i couldnt fix it right away.
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Author
Soniku11
Downloads
1,570
Views
3,594
Extension type
pk3
File size
22.2 MB
MD5 Hash
f2fd652c05e3abccf1bc27126adedcd5
First release
Last update
Rating
3.17 star(s) 6 ratings

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Latest updates

  1. Fixed Softlock

    Fixed a softlock on the 2d section of Sky crossing 1, where you were unaligned with the objects...
  2. minor fixes

    dumb technical errors have been fixed. Like an extra spawn on IVZ 2, and platforms too low on IVZ 3
  3. Fixed Emblems + other stuff

    All in-map emblems have been fixed, and now are obtainable, together with the addition of 5 new...

Latest reviews

cool but can u make it so Marathon Mode is able it be played?
Soniku11
Soniku11
Im sorry, its only gonna stay the way it is for now.
Upvote 0
This is one of my all-time favourite map packs that I've ever played, it's got some fan-fucking-tastic music choices, and the level design, THE. LEVEL. DESIGN. just YES, here are some of my favourite acts:

Industrial Volcano act 1: Fucking grade A Start to the pack, Simple but Sweet music and, The level design is a blast to run through, Don't get me started on the factory, its just TOO good! the lava was unexpected but i don't hate it! 8/10

Sky's Crossing act 1: I love the more linear take for this one, the 2d section is short but enjoyable, the platforming isn't built in a way where you've gotta keep stopping every two seconds either, it still allows speed when needed, also love the fact you use clouds as platforms, real nice visual to. 7/10

Cyber Nights act 3: Putting fang in a more open arena whilst having blocks that give you high ground when on them as opposed to blocking your view when not is great for putting some more tension into the fight, really enjoyed this fight because of it. 7.5/10

Pacific Travel act 1: Some pretty nice level design, great music too, not too much to say, other than its just good, although right after the slope in front of the checkpoint after the orange emblem there's a slight visual glitch too the right of the slope it'll seem as if there's a corner you can fall into but it's some invisible floor, the see able floor is a little above the corner, although you can't stand on it, you'll fall through it and land on where its supposed to be, other than that i'd give it a solid 6.5/10

all in all, a must try map pack with some great music and even better level design, thanks for making such a fantastic map pack Soniku11 :D
Upvote 0
This level pack does have some effort put it to it... but there are many things weighing it down.

First, the pack cannot actually be completed. In Urban Passage 2, there is a window that I assume could be broken due to the dash panel. But, the glass cannot be broken, and the dash panels keep you unable to move against the window.

Second, there is a lack of gimmicks in most of levels. Some are actually fun and challenging, and some are just linear. Heck, one level (I think it was Pacific Travel 1 or 2) ha barely no badniks, monitors, and checkpoints.

Third, Sky Passage 1's textures make no sense whatsoever. the slopes are bush textures and the overdoing of the flower midtextures.

Finally, with the power of cheating to get to the end, after the final boss is the old maps. Honestly, I think you should just keep them as unlockables instead of them in the main campaign.

Though of all these reasons, I still think the game is good enough even if it looks like you're first singleplayer/co-op level pack.
Soniku11
Soniku11
1- That has been already fixed long ago, but due to X or Y reason i have been yet unable to post the update, but do trust me that has been removed.

2- I honestly have nothing to say here, im sorry about that, creativity aint my strong honestly.

3- Just as i said on the first point, that and many other stuff have been fixed, and are still awaiting for a file update here in the post.

4- I mean, i really wanted to have them there, and i felt adding them as bonus maps would be a bit underwhelming of an experience, considering that the pack is already short enough, specially because maps have been scrapped thought out all this time. But worry not, as i'm in process of doing a "Legacy but better" out of them 3, to replace the ones there that you play
Upvote 0
Outstanding effort, this is a significant update since last I played! You got a lot better with the big SA1-style levels that initially feel like HUBs initially. I didn't get lost once. The smaller linear stages got alot more focus with their minor gimmicks. The hilarious amount of arrows in stages like Pacific Travel was probably overkill, where some rings, extra checkpoints, and enemies would've sufficed as guide, but that's hardly a sin or anything. I snickered at the Final Boss.

I think next, you'd want to focus on lighting and overhead visuals. 75% of the screen is spend on what's above your character, so it pays off to make fancy skies and high-up structures. For interiors, that means avoiding flat ceilings or otherwise putting interesting visual stuff up there.

Something that could help keep things refreshing is some set pieces where the player can really let loose. Big sloped runways where players get runshoes, or humongous ramps, for example. Sections like the end of Urban Passage 1.

Lastly, learning to make custom assets through SOC or even Lua would be a huge step up to your game. Unexpected things stop players from zoning out, and make them care more about your level. Even small stupid things like...editing Fang to be giant, red, and have a rocket launcher or whatever would turn a monotonous obligatory bossfight into at least something memorable.
Soniku11
Soniku11
Not gonna lie, its the pack that has the been alive the longest and gave me the most pain in the ass from them all, as thats the very first pack i started working on 3 years ago, when i started learning how to do maps.

Thought not my first ever map, it surely was the first pack ive ever created, theres a lotta lore thought, if youre curious to know all the history behind it, hit me up in dm and ill be happy to let you know, lol
Upvote 0
While there has obviously been a lot of work put into this, there are still quite a number of things that can be done in the short term to really improve the pack.

1. Rings; More variety in how rings are placed; Many of the maps have 1 or 2 ring patterns copied and pasted from beginning to end. Take a look at the official levels and other packs and study how the rings there are placed.

2. Difficulty; Arrange the maps to be more consistent in the difficulty curve (or make the later maps more difficult). The difficulty peaks with the space zone and then crashes (with many areas in the later ones being very open with barely any badniks or hazards). I went from barely hanging onto lives in the beginning to racking them up later on.

3. Badniks; the pack throws many of the built-in types at you rather quickly (as opposed to sticking with 2-4 types like in most commercial Sonic games). There are not a lot of new surprises to deal with once you are more than halfway through.

4. Direction: The pack is very dependent on guiding the player with arrows instead of by rings or by the layout of the map (with the only clue being in the very open areas, which is another thing since there is little to no reward for going far off the main routes).

5. Reward; There are several areas where an extra life is offered as if it were candy, and several other areas where extra lives and emblems will practically show themselves without looking. To build on a previous point, I would place some rewards in areas far off the main route to surprise players so as to encourage to not run straight to the signpost.

6. Detail and Geometry; It is pretty blocky in most spots, and the way water is handled is inconsistent (with many areas using it as just a floor texture). Some textures early on make no use of alignment or offsets either through linedef action 7 or through UDMF attributes.

That is all for now.
Soniku11
Soniku11
Unfortunately, i cannot do UDMF, i stated this hundred of times on several places. This has been since almost a few years ago since i been able to get my hands on my own PC again, which said PC, is very old and cannot run modern OGL, so i gotta stick with binary
Upvote 0
While rough around the edges, this is a pretty lengthy map pack, so major props for the amount of work put into these! For calling yourself a rookie, it's impressive to see the amount of content packed in.

But, I do find myself with plenty of little nitpicks that start to pile up that can be addressed with further updates, or considering 'em for future maps.

For starters, the levels seem to have inconsistent ring placement. Sometimes there's a bunch of them close together, other times there are big stretches of the level with plenty of hazards, but zero rings.
Rings are very useful to guide the player, too, pointing them towards where they're meant to go. With clever ring placement, you can even forgo the big red arrows scattered everywhere.

The aesthetics of the maps kind of start blending together rather quickly, as most of them take place in grassy forests and some caverns. Urban Passage stands out to me, as it goes through a cavern, then a forest, then finally a city. I think most of the levels feel pretty flat, with a severe lack of slopes to smooth level geometry out.

And lastly, the bosses have plenty of issues. The cageless Egg Coliseum starts off really easy but then requires some extremely precise spring jumping to actually land on a platform to hit him. The regular eggmobile over bottomless pits is just not fun to fight, as one mistake kills you. And Fang has a really big arena that just makes hitting him a dice roll since he could hop really close to you or really far from you.

And the Final Battle is unnecessary to say the least - it is not fun to have to fight almost every single boss fight in the game at the exact same time. Hell, Fang doesn't get to do much before one of the other bosses kill him first. And for some reason you can just skip it by walking into a signpost that's hidden away.

All in all, a good step forwards even if a little rough. Hope you take this feedback in stride and keep improving with your work! Welcome Aboard!
Soniku11
Soniku11
Trust me that some of these issues, like the egg coloseum, and etc, i did had them in mind, but had no time to fix them as i had other stuff to do. This is why i had to tell Rafael personally to reject the mod, so i could do some last minute fixes, that even THEN! after doing so, they still existed these issues that needed a last minute fix, thought in other forms, like the springs at the first boss, and etc, and i'm still yet to update this ASAP, i was waiting for it to be accepted, so i could edit the file right away, as soon i got noticed of it
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