SRB2 Carbon Isles Mod

SRB2 Carbon Isles Mod 0.3.1 (The October/November Major Content Update)

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Modify: YES - Maintain: YES - I give permission for my entire submission to be modified by others or used in their own work. I give permission for my entire submission to be maintained by others as well.
I made sure my file(s) follow the Submissions Guidelines
  1. Yes
I named my file(s) correctly (see Filename Conventions)
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Carbon Isles Demo 3 Logo.png

(READ FIRST!!)
Despite What It Says, While I Do Allow The Assets Within The Mod To Be Reused, UNDER NO CIRCUMSTANCES DO I ALLOW FOR PORTS OF THIS MOD, I Do Not Care What The New Rules State, You Are REQUIRED To Get My Permission To Port This Mod Over.


The Third Demo Is Finally Here, Complete With 2 Whole Zones, Being: Seaside Coast Zone And Soda Facility Zone, Some Custom Music, P-Skins, And Other Stuff.

(Discord Link: (Its Permanent Now) https://discord.gg/MJG9Nr6P8D )

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More Secrets Are To Be Uncovered... Possibly...

Now You Can Jam Out To All Currently Publicly Released Songs On The Go! For The Carbon Isles Official YouTube Playlist Is Now Posted!
https://www.youtube.com/playlist?list=PLumqIGq1BQRcqtlG8hy6ZNaEOox4YQrAn

Clone Metal Was Made With The Help Of treybecausewhynot On Discord, Credit To Frostii For The XMomentum Projectile Code, And Credit To Blu Glacier For The Character Preset pk3

Also Here's The Rest Of The Official CARBON ISLES Dev Team!
The Squad.png
Author
Sketchzelle
Downloads
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Latest updates

  1. The October/November Major Content Update (Demo 0.3.1)

    A New Update Comes With Some Fixes To The Base Game! -CHANGES- Seaside Coast 1 Rings Adjusted...
  2. SRB2 Carbon Isles DEMO 3 Update

    SRB2 Carbon Isles Demo 3 Is Finally Out, After A Year's Worth Of Development! Alongside This...
  3. THE 1-YEAR ANNIVERSARY UPDATE

    Today Is The Day That Carbon Isles Grows To Be 1 Whole Year Old! Here Comes A Nice Update...

Latest reviews

Well, it certainly is promising. I think this mod can go far, but there's a lot of weird level design choices that mainly stem from the modded cast (I used the vanilla sonic offered in the mod). For one, you accelerate a bit quick, which is not ideal since this mod is weirdly platforming based; sometimes you'll go into dash mode right before a section, which is a recipe for disaster. Also, the homing attack didn't really add much, there weren't really any sections where you had to use it (like badnik chaining) and it felt more of a restriction, since you can't thok off of springs anymore, and sometimes you'd homing attack into things you didn't even know were there, throwing you off. Normally, I'd like a homing attack, but the level design just wasn't built for it so I'd get rid of it unless you'll be utilizing it more, as the thok is 10x more useable than the homing attack in the mod currently. Now, onto the zones: for the first one, I quite liked it, but as stated before you accelerate a bit quick in some parts which feels off due to the platforming feeling like it's made for a vanilla sonic. If I were to change the level design in the first zone, I'd just make it thiccer so you have room to breath. For the boss arena, it was nothing special but served it's purpose, I'd also thicken it up a bit though. The second zone however, brings the mod down quite a bit for me. The first act had the same problems as the first zone, but the second act was a different beast. First of all, I don't know why there's a 15 second wait at the start, it doesn't really serve any purpose and even when I only had to sit through it once it annoyed me, so I can't imagine speedrunning the zone and waiting 15 seconds for each run to start, so I'd shorten that time down to 1-3 seconds, just like eggrock zone act 2. After that though, there's a really large room with a buncha badniks goin X games, I personally didn't like this room as it was kinda a nothing room, served pretty much zero purpose but it was the type of space I'd like to see more in these levels, just with stuff to do. Anyway, the rest of the level feels really misguided, like there's a part where you have to find switches to go up further, and the switches are disconnected from the main path in a way where you have to literally look around like a maze game to find them, which shouldn't be the case. The level design should guide you towards the switches by having them just off the path but enough where you can clearly see them. Instead though there was a wall with blue springs before it, which confused me for a bit as it was unclear what to do. After that came the conveyors, this part felt weird since there was a lot of stuff under it, but there wasn't anything helpful, there were also badniks in boxes that you would sometimes home in on on accident, so I'd remove those badniks. I'd also design that part like techno hill's much similar part, where the conveyers are front and center, layed in a 2 dimensional way so you can clearly see you need to go up them, that would make it clearer imo, also remove the abundance of those grey badniks that shoot at you, as they're VERY annoying. The last stretch where you're controlled by water and have to dodge spikes isn't the best either, it was fun at first but it started to drag, so I'd just shorten that section, as the fifth time it happened removed the wow factor and made me think "this is taking a bit". The boss arena was good, though the egg slimer's speed was a bit too fast.

For the music, I liked it, nothing else to say there, but I'd add some music to the cutscenes too, as I didn't hear any there, which made them kinda awkward. Speaking of cutscenes, I like the ambition, but I'd get other people to voice act, pretty sure roger has a good eggman voice, shoot a shot at him maybe? Unless you did, or roger doesn't do an eggman voice, lol.

I liked the mod, but I just think some parts are a bit rough.
Upvote 1
It's worth the wait. I can't fit all my thoughts in the review so I'll leave a review in the discussions tab tomorrow.
Sketchzelle
Sketchzelle
You can actually just submit another reveiw and it will overwrite your prior one if it's in the same version number!
Upvote 0
YOU COOKED UP HUH!!!
Upvote 0
Pretty enjoyable demo. While fairly vanilla at first with Seaside Coast, Soda Facility is an interesting and fun zone. The backtracking in the last act doesn't outstay its welcome, either. I also liked finding the emblems and other secrets scattered around the levels.

There is one issue with the Metal Sonic and Fang duo, however. Cover Fire from the AI can actually damage you as well. I don't know what use that ability has in the first place, but hopefully Fang remembers to turn friendly fire off in the future.
Upvote 0
more on the joke review
here are my legitimate opinions
pros:
soda is cool very yummy.
i like the escape sequence it feels very cool and green forest like.
i like the lore the old town really makes the world feel like people other than sonic live in it.
seaside coast is a great opening level.
some of the music is great.
i'm in it =D
cons:
the other bits of music hurt my ears.
the egg slimer boss is too hard to kill for an escape sequence right after it.
my friend drank the soda turns out it kills you in 5 seconds if you do not swallow

overall outstanding mod take my 5 stars
Upvote 0
Ok so, first off saying I’m aware this is a demo, but what I’m rating and giving feedback on is the demo that’s here, not what the demo could be, and since it’s not a wip I’m guessing that’s what you want people to do


I wanna first say this map pack on paper, like at a base conceptual level is pretty cool, and there’s ideas that if fleshed out could be awesome

The escape sequence at the end was a cool idea (loved the lil cubicles lmao)
The flooding and castle sections have potential too, and a lot of the level design is at the very least like, serviceable, nothing about this demo like doesn’t function.
But that also doesn’t mean I think it’s well…exactly….good?

The biggest issue in this pack BY FAR is the music, it ranges from falling into the background, to not really enjoyable, to genuinely ear grating
And I’m saying this as someone who likes songs off of Sonic 4, and likes the classic tracks in forces

The first stage was the worst of it by far, genuinely could not stand that, after it got a little less grating, but it never got good, or stopped hurting the experience
I feel like melodically these COULD be good songs, like there IS something good there but it’s drowned in god awful faux genesis production that fails to understand what makes Genesis music sound like that, or use accurate instruments, in combination with what I think is the biggest problem, the amount of either out of key melodies, or detuned instruments, I’m not sure if it’s a case of just putting notes down with no key guide, or the instruments themselves being out of key but it makes it genuinely unbearable to listen to, and even when it is like…okay…it’s still just okay.

I’m not even saying this production style can’t work (even though I don’t think it’s a great idea) like I enjoy press factory act 1

But at its BEST this music sounds like someone making a funny bad midi version of a good song, it’s VERY rare id genuinely prefer something just use existing music instead of having a custom soundtrack but this is that exception


Okay so, the actual levels, I think are kind of mixed???
There’s a lot of just…single walls surrounding a location….and kind of an over reliance on vanilla textures despite the concept of this pack not really working super well with that

Like you have to tell me this is a soda thing…like there is no way I’d ever guess that otherwise, that soda slide for example? I would just think it was polluted water.

But I’m willing to accept that this pack doesn’t look amazing, or do a lot with its concept, because there are cool things

The aforementioned setpieces, while definitely not the best possible execution, show cool ideas. But it feels like when there are cool ideas they aren’t fleshed out.
The escape sequence in concept is really cool, things like the cubicles, or that section when you see an earlier level are EXACTLY what I think this pack does well, but there’s no timer or urgency, it doesn’t feel like I “just got out” because I very clearly could’ve just sat there and nothing would’ve happened, and if something would’ve and I didn’t know well….thats a different issue lmao.

The actual level design here is serviceable, sometimes it can be pretty annoying and obtuse, others it’s just kinda whatever
But I think this, in combination with the music, and everything else just lead to an experience that’s not that enjoyable.
I don’t think this pack is beyond salvaging, but I think it needs a TON of work, it might be a good idea to trim it down to what’s here, make those levels REALLY good, and then go on from there.
I was making maps in a similar way before, and all I can say is just practice, playtest, and get feedback.
What you’re trying to do here could be great, but it requires a LOT more than what’s here.
Sketchzelle
Sketchzelle
you just dont know that true carbon isles swag-
Upvote 0
omg I love the maps in this it fun to play through overall its just fun I love it
Upvote 0
Pretty good map pack. Levels are well designed too.
Upvote 0
Pretty decent despite being a demo. The levels are designed pretty well, and the music choices are decent as well. However, the character patches should've been made standalone if you ask me. That's the only thing holding it back. Otherwise, I see potential in this level pack.
Upvote 0
This has potential, and it is overall a great start to your adventure in mapping. There are a few things to point out though.

--The detons in their current positions can be cheesed to an extent (move to the right spot and they will not even leave their station as they hit the wall).

--Some pipe textures are not aligned. This should be easy to fix as their layouts are rather simple.

--The levels seem to end abruptly at the moment (ie. rather short and you wish you can see more).

Outside of that, the levels are currently not too confusing and very easy to get around in. Keep it up.
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