SRB2 Generations: Greenflower/Technohill Demo

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

I know you are reworking the maps entirely, but I still wanted to give a rating about this. This is very good for someone's first map, and I loved the gameplay! This might be one of my favorite addons in the MB. But I wanted to say some things that are kind of nitpicks. GFZ has an ABSURD amount of trees, like, a lot. And in the 2 stages, GFZ mostly, is very automated. I think you could take off some of the dash panels, so the players could have more control of the stage. Now, I want to say the good things. Aside from the trees, in some places the visuals are just amazing, especially in THZ, when the whole citys on fire. It is so cool to think that this already good level pack is gonna get even better than the original levels. Keep up with the good work!
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I really had fun zooming through the 2 Zones and the THZ2 Act might be enough to make Gordon Ramsay smile. Truly a masterpiece
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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
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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 :)
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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)
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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
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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. :)
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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
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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?
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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
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I lost my mind when I saw the Mega Man X "Ready" prompt
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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
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So cool, I was hoping the music would be remixes of the existing music instead of just the same Act 2music, can't wait to see the rest of the zones.
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It's very good! I remember having a lot of fun playing this some time ago, when you remake the levels, just don't make it so linear, please..
smoklyre
smoklyre
yeah i know thats one of the faults lol, putting a lot of twists and platforming (even if im bad at making platforming ah man,) on the new versions of both levels though so hopefully it wont be so linear

thanks for the review limo!!!!!!!!!!!!!1
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This seems like a great mod! I like how you kept the original stages for Classic Sonic, and made a very open, fun to speed through level for Modern. You also did a pretty good job on making a modern interpretation of GreenFlower and Techno Hill. The self-destruct section in THZ had a really cool background transition too. I can't wait for Deep Sea! I wonder if you are gonna make a modern level for the challenge stages too...
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This Level Pack is really fun. I really enjoyed the levels with Modern, and it's so refreshing to play something with the boost formula done right in SRB2. I still think that the visuals of the stages should be a little more refined, but these two stages alone show the potential that this mod has.
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This is very good! I knew this was going to be good when I first saw for the very first time! The only problem I have is some of the turns I feel like don't need boosters I feel like I can make those turns myself and feel more rewarded for making it without losing speed. Though I guess there's also the fact that some people may get confused on some turns on which way to go without the boosters but maybe an arrow or something more organic like a ring trail can lead players in the right direction. I also think act 1 and act 2 of stages could be more obvious with like a sign or something saying which one is which cause I went to the first level I saw and thought for a second the mod wasn't working properly when it took me to standard green flower. Other than that this holds a lot of promise and I'm very excited for what's next. Good luck and have fun!
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the maps are REALLY fun to boost through with modern sonic, or run through with other fast chars. the maps also have great visuals, cant wait for the finished product
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Dude this has to be the most fun I've had in a level. If I had to ask for anything is do you think you can rework the Classic levels too maybe more slopes and stuff. I would love it since I like to play with reveries physics and the momentum preservation could make the best combo.

But yeah I love it and can't wait for more!
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nah, bro this is the best thing i have ever played in srb2 ever, this is exactly what i love, SPEED and the quality is just SO GOODDDDDDD thank you for making a master piece bro
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