Supraluminal Ship

[Open Assets] Supraluminal Ship v1.1.1

thank you for 1000 (well more than 1000 because this post is made after the mb submission reached over 1000 downloads + ts was out since may) downloads! i'm going to share fun facts about this map





- this map was originally supposed to have minigames in the casino room.

specifically, working slot machines, roulette wheel and some of the sm64ds/nsmb luigi minigames. i first brought marilyn for this project, but nothing came out of it, and then i brought jisk. still nothing, so i scrapped them altogether. if someone somehow does make them in good quality (and ofc without any usage of ai), i'll add them. but not soon

- i thought of adding edible foods in the restaurant, but this was scrapped too cuz i didn't feel like actually setting it up and stuff

- this map was pretty different when it was first conceived. it initally was about a bunch of crazy fast sails (though underwater you still could access the island, which was also different). it was called supraluminal sail (sometimes i spelled it as supraliminal). and then when i started developing it, it became an ocean liner, and then, finally, a cruise ship. at this point, i renamed it to supraluminal ship, because it... wasn't about sails anymore lol.
here's the concept art for the map, created on august 27th, 2025 and last modified on the 31st

supraliminalsailconcept.png

here's concept art for the secret island hideout
supraluminal ship secret island shit concept art.png

- originally i planned weegee as the only available morph for this map. it was hidden out of bounds (so you had to noclip), and you could also weegeefy others by hurting them. this behavior did get coded, but i scrapped it because it would have been really annoying for people (albeit funny)
- i did a bunch of experiments during development. take a look at some of these
srb21062.gif

srb28487.png

(^ this one was inspired by san andreas)
srb22084.png

(^ one of the different water textures i tried for the map)



i hope you guys enjoyed this map! i don't plan on releasing any srb2 mods, at least for now (though i did submit a map (the tutorial) for saxa's (as of writing) upcoming poyo pennynickel character mod)






dörmi


yc9zeylz1qnh1.jpeg
ugh
- Added a Floradinn morph; this was in v1.1's files already, but I completely forgot to implement it into the map itself; the animation speed was also made more accurate to the original
- Made the Roaring Knight's sprite 1.5x bigger (via Lua scaling)
- Also made their sprite recolorable
- Widened the morph room to account for this
- Aligned the wall textures, as I completely forgot about it
- Fixed a leftover from when the outside floor had a different texture; also applied auto-alignment
- Polished up the Sanic morph sprite
thank you for enjoying supraluminal ship! here is the first post-v1 update that mostly consists of bug fixes!

- Added 8 morphs! Now, besides Weegee, you can turn into stuff like a Floradinn, a Goomba or Sanic! They are located in a separate room (the entrance is right where the Weegee morph was) so that you can chill in the island hideout without someone spamming the transform/de-transform sounds
- Fixed a bug with the Weegee morph (that would have affected the other ones) where going into Spectator Mode made every instance of the Weegee overlay stop following players
- Made Weegee recolorable (almost all of the morphs are recolorable to a degree too)
- Fixed a hole in the ceiling above the Sunshine Islands teleporter sign
- Fixed missing letters in some of the messages
- Fixed holes (node issues) in the island skybox
- Fixed the 2 island hideout closets having a Techno Hill rail texture as their back




need-help-with-finding-a-mod-v0-OHh4djMyYXpnbHJiMXyr66bODkf4rcKeqwg0w2U36L_vGK1RCzLzbXYhscaY.png
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