SRB2 Generations: Greenflower/Technohill Demo

SRB2 Generations: Greenflower/Technohill Demo GFZ-THZ DEMO (v1.1 patch patch)

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The first two main campaign stages for SRB2 are now modernized!

...well, more like modern stages with SRB2 themes.



srb20016.png

srb20017.png

srb20018.png

srb20019.png



Intended to be played with Modern Sonic v5

A short, two level demo for the SRB2 Generations level pack--see the full mod's progress here!

Plays well with speed-based characters and momentum mods.



Both levels are being remade and wouldn't be part of the full release version.



CREDITS:

Hint Thing/Lua - SRB2006
Dash Ring over Nights Bumper - bypigs2
Ready Lua & Sprites (Or do i call them graphics????) - Platinum Entertainment (dev group) and Platinum Online (server division)
help in lua - KirbAnniv
Logo (Base) - RalphJeremy65
Characterswapper - Tatsuru
underwater.lua - MariSoni
takis.lmp - luigibudd
Triangle Wipe Transition Effect - Ashi, here

White World Music Loop - Othius (From ULDC Spring '20)
Music Loops - M1STQ

maps by me :)
Author
smoklyre
Downloads
14,781
Views
18,625
Extension type
pk3
File size
11.5 MB
MD5 Hash
c1286e060fed4b6233350a5409009d04
First release
Last update

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Latest updates

  1. oh my god i forgot some spots god damn ughghhghg

    aw man
  2. patch: should be beatable by all characters literally just because of springs (and one gas jet)

    whuahwhugbbgugb tbf this shouldve been here from the start but ugh im lazy sorry guys

Latest reviews

Hello hiiiii

see, i really like your mod here, very very fun and sonic like
its so quick and fast and ever so lovely!

but you know would be lovlier?
having a composer to do those wonderous act 2's and modern stages for ya!

which is why i gleefully say
i'd love to compose for you funky project
please reach out to me when you can :DDDDD
Upvote 2
I really like this mod despite how short it is, tho as a demo it's definitely pretty good, tho uh it isn't awesome to me (or four stars) for a couple of reasons. One i think the first acts are very boring since they're just the actual same exact first acts of the zones, whcih i would lvoe to see a mix of both act 1 and 2 of green flower mixed togeter or some kind of change to make it stand out. then there's the fact there isn't any original music for the level pack which is okay but why do the second acts have green hill and chemical plant act 2 themes!?! It's just really weird, like i get there kinda the same levels as those in theme but I just don't really think it's that cool ig. Then for the second act there's some sections I feel are pretty empty and there's some weird invisible walls in some sections, and I think whenever the stage begins it feels kind of slow, I think it be cool if you started running in the stage automatically or have a way to skip it my a button, I think it's pretty cool as an idea it just think it's a lil annoying whenever you replay the stage. Finally I think the hub world is okay, tho I would love a lil more to do in it since it's similar to shadow gens hub world were it's 3d, but even the og gens had a lil more going on in it, like some platforming sections, missions, the collection room, and boss fights as well. Stuff like the missions and collection room idt would be necessarily possible but I would love to see it filled with content, likenimagine if it was sorta like a hangout map kinda like oldc's, I think that Be great. Anyways uh idl what else to really say tbh, I really like this demo overall and I wod love to see it completed, and some of my opinions are kind of just nitpicks/stuff probably already being worked on/me comparing it to a full game, so i think your pretty much good
smoklyre
smoklyre
thanks for the review, and yes, most of these are pretty much fixed/being worked on indev (see WIP thread)

1. the first acts are untouched, i left them as is to represent 'classic' -- the new white world will not feature portals/entrances to classic levels now unless someone can help with coding that stuff.
2. i wasn't able to add custom music since i didn't have a musician (or well, anyone else really) to help during the time of demo's development.
3. i think the weird invisible walls were left there accidentally, i was still figuring things out with zone builder when i was making these two levels
4. the stages now have sonic already movin' about during the countdown, no there will be no skips for that.
5. the hub world was made waaaayyy before shadow gens' hub world was shown, the indev hubworld is currently being remade to be more influenced by sonadow gens' white space. there will be no challenge missions or a collection room--again, whether or not 'modern remakes' of vanilla bosses will be part of this project is unclear due to the simple fact that i dont know someone who can make them possible.

again, thanks for the review :)
Upvote 0
Can't wait to see the map finished, i replayed the 2 stages like 5-6 times, but after like 30 min playing with Modern Sonic i started to feel dizzy (but it's not problem of the map, of course)
Upvote 0
Its great,I always love generations/unleashed (modern sonic) level design,its focused on going fast and reaction time more than platforming(I dont really enjoy platforming games tbh) so seeing a mod for srb2 that inspired by it is like a dream come true,I do wish for more stage mods that inspired from generation/unleashed level design
Upvote 2
We need more open levels like this. We need more levels that give you more room to move around and aren't really cramped like the vanilla levels. Really good stuff. :)
Upvote 1
I must say, it's good. However, there's a noticeable lack of gameplay beyond boosting in large halls some of the time. There are a couple of good skips here and there though, but I suggest adding additional challenges around Modern Sonic's moveset.
smoklyre
smoklyre
thanks for the review, and yeah i was really more focused on "I NEED TO GO FAST." thoughts during the development of both stages here in the demo, im giving more platforming on the new versions though so yeah
Upvote 0
Very fun and similar to Generations levels,
but my feedback for the new versions of the levels (if it's even applicable) is that there should be less boost pads, and more clear branching paths.
I'm not even too sure if there are really any branching paths other than the hoops at the beginning of GFZ.
smoklyre
smoklyre
thanks for the review, and the new versions of the levels have more branching paths actually, but for GFZ-specific i'm keeping it low in amount since first level and all, THZ and so on will have a lot of it--at least I'll try my best to add a lot?
Upvote 0
The level design is pretty decent overall. I like blasting through the stages after getting a feel for the level design but Greenflower 2 is abit too linear for my taste and the level pack overall lacks alot of engaging platforming. There’s also a few sections where you need to make sharp turns and they really don’t work very well with modern sonic’s automatic turning. These segments might benefit from modern’s upcoming v6 update.The visuals in the second half of techno hill 2 are pretty cool but they absolutely tear the performance apart. I’d suggest optimizing the stages better in the future or atleast place a disclaimer that recommends open gl because is borderline unplayable on software mode especially in techno hill 2.
Lastly I’ve noticed that the hint rings from the hub world straight up don’t work? Maybe I’m missing something but I’m pretty sure that even with no other addons on they just don’t activate
Upvote 2
I lost my mind when I saw the Mega Man X "Ready" prompt
Upvote 0
Nicely done and really polished work!

> "Both levels are being remade and wouldn't be part of the full release version."

It doesn't seem like the levels need to be re-done again but I look forward to what you eventually end up with
Upvote 0
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