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Princess Plushima

Princess of Dreams
Judge
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I dunno about y'all, but I think SRB2 needs more bosses. Sunset Over Chaos was my project to finally get as many of these boss ideas out of my system as possible.

Moreover, I decided to challenge myself by making all of them without using Lua. Why? Because I'm a weirdo who finds SOC fun. I even got to use A_UseCusValMemo. I NEVER get to use A_UseCusValMemo.

This mod is available in 2 versions. S_SunsetOverChaos-V1.1.pk3 is the intended experience, and features cutscenes to connect everything together. I assure you these seemed clever at 3am when I wrote them. S_SunsetOverChaos-nolore-V1.1.pk3 features all of the same gameplay, but no cutscenes.


This mod is reusable, and as such you are welcome to grab any bosses you like for your own levels- especially if you were just planning on throwing an Eggmobile over a lava pit or something. There may be some oddness with what any given boss needs for its stage though.


Special thanks to everyone who joined the public test netgames!


Also, I should probably mention somewhere that at least one sprite in there is stolen from Megaman 2.


Changelog:
V1.1

  • Appropriate to a first boss, The Sunset Fae will spend far less time invulnerable. Try not to bully her too hard. She's still invulnerable during her desperation attack- and don't even THINK about hiding in any safe spots!
  • Sunset Kero keeps the rule of making you wait out a full attack cycle of iframes, but will now never jump more than twice in a row- effectively ending his iframes sooner.
  • Sunset Vermin adds no longer give you any points when killed, so you can't use the level to farm lives. Thanks to Kays and Logan8r for bringing how to do this to my attention!
  • Sunset Thunderbird has a bit less health than before. No one actually complained about this, but I felt the fight went a bit too long before.
  • Ultimate Eggmobile's danmaku attack now ends a bit sooner, so it doesn't quite reach Touhou levels.
  • Tweaked the numbers for the Ultimate Eggmobile's bumblebore attack, so it gets more attacks in before hitting the self-imposed bee cap.
  • Also added a block monsters flags to Arid Crossroads death pit, to keep Eggman from getting stuck out of reach during certain attacks.
  • Fixed a spot in Red Meltdown Zone where Sunset Ryu had eaten a wall texture.
  • Made the final boss's desperation attack go faster, so you spend a bit less time running around in circles. Makes it feel more threatening too for some reason despite being objectively easier than before??
  • Fixed a small color bug in the final boss's desperation attack that no one else seemed to notice but was bugging the crap outta me.
  • Changed the implementation on a small WAD-on easter egg to flow better in the cutscene version.

 

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Wow... This definitely was an experience. I really liked all the bosses. Their attack patterns were did not feel cheap at all and actually felt like a challenge. Some of my favorite bosses were the Castle Eggman one and the last two bosses of the pack. Don't want to get too much into detail so everyone can come in this with a fresh experience. You really know how to set the mood for all these bosses and the ending is definitely something... I'm proud to say welcome to releases with this mod. By the way, how did you go at it making the graphics for the bosses. They have a unique style to them and they are super simple but still looks great!
 
especially if you were just planning on throwing an Eggmobile over a lava pit or something
This is totally me, and why I don't make boss stages.

This mod is reusable, and as such you are welcome to grab any bosses you like for your own levels
ermagehrd

Did you build any functionality here to avoid ending the stage when the bosses die? I just cracked open MAPO1, and I don't see any flags checked on the boss objects to uncheck, and I don't seen any control sectors to manipulate.

Off the top of my head, my integration workflow would be something like:
  1. Drop custom boss object(s) into stage
  2. Use tag -1 to coat entire stage in an intangible FOF with a "no more enemies" executor attached.
  3. Use executor to open a door. Behind the door is an emblem and an exit sector.
I'm totally comfortable using a different integration workflow than this, but this seems simplest to me.
 
Wow... This definitely was an experience. I really liked all the bosses. Their attack patterns were did not feel cheap at all and actually felt like a challenge. Some of my favorite bosses were the Castle Eggman one and the last two bosses of the pack. Don't want to get too much into detail so everyone can come in this with a fresh experience. You really know how to set the mood for all these bosses and the ending is definitely something... I'm proud to say welcome to releases with this mod. By the way, how did you go at it making the graphics for the bosses. They have a unique style to them and they are super simple but still looks great!
The bosses are modeled in a low-poly box model style, and then prerendered. It's pretty similar to what the current version of Brak has going on.
This is totally me, and why I don't make boss stages.


ermagehrd

Did you build any functionality here to avoid ending the stage when the bosses die? I just cracked open MAPO1, and I don't see any flags checked on the boss objects to uncheck, and I don't seen any control sectors to manipulate.

Off the top of my head, my integration workflow would be something like:
  1. Drop custom boss object(s) into stage
  2. Use tag -1 to coat entire stage in an intangible FOF with a "no more enemies" executor attached.
  3. Use executor to open a door. Behind the door is an emblem and an exit sector.
I'm totally comfortable using a different integration workflow than this, but this seems simplest to me.
As it is, most of the bosses force a level win on defeat. Admittedly a bit shortsighted of me. If you just find and replace "A_ForceWin" for "None", then your "no more enemies" setup should work. You could also swap it for A_LinedefExecute to open your exit door directly, though that action seems to have some quirks I haven't quite wrapped my head around.
 
Oh my god, Draykon, what an absolute treat this is! I did all the 2.2-specific bosswork aside from the most significant changes to GFZ3, so I'm pleased as punch at all of this.

Exactly the kind of challenging-but-not-unfair experience I enjoy. Dunno how else to say it, but this is one of the most instantly well-formed, consistent-quality complete mods I've ever played, so thank you. And that's not even mentioning all the jokes and contextual sources riffing off ancient community memes... you've really made something special.
 
is that a 2hu in my srb2

Great pack, and the final boss is genuinely the best boss I've ever fought in SRB2, but...

Right after Overdrive Sonic says "let me have one last thing..." the game crashed and it says "out of memory allocating 68176 bytes". Considering the timing, is this intentional?
 
Well that was certainly a trip to go through. Felt like there was an real challenge fighting the bosses. Plus I did not expect to see such old community jokes be referenced.
 
It's still a level pack. It's not devalued just because it has exclusively boss arenas.
My intention for it was somewhere between a level pack and a resource pack, but eh, it's up to the judges ^.^;
Great mod! It's so fun and very well worked.

Oh my god, Draykon, what an absolute treat this is! I did all the 2.2-specific bosswork aside from the most significant changes to GFZ3, so I'm pleased as punch at all of this.

Exactly the kind of challenging-but-not-unfair experience I enjoy. Dunno how else to say it, but this is one of the most instantly well-formed, consistent-quality complete mods I've ever played, so thank you. And that's not even mentioning all the jokes and contextual sources riffing off ancient community memes... you've really made something special.


Well that was certainly a trip to go through. Felt like there was an real challenge fighting the bosses. Plus I did not expect to see such old community jokes be referenced.
Thank you guys so much!


is that a 2hu in my srb2

Great pack, and the final boss is genuinely the best boss I've ever fought in SRB2, but...

Right after Overdrive Sonic says "let me have one last thing..." the game crashed and it says "out of memory allocating 68176 bytes". Considering the timing, is this intentional?
That's... a genuine bug. And not one I realized could happen from a SOC? o.O
Could be related to all the objects spawned during that fight?
 
....Yea this really should be in Levels instead.
I remembered I never played this, and was going to finally get around to do so. I searched through the top 4 pages in Levels before being utterly confused how it could've been bumped so far back. I eventually had to search up Draykon's profile to see that it was in Miscellaneous for some reason. I haven't checked this subforum in months. Having this here is really hindering its exposure.
 
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Honestly, I think the last boss should get a bit of a nerf, otherwise I really liked this level pack!
 
ok, that first boss stays invincible way too long after each hit.


Same issue with the frog boss but not as bad.


The rat wasn't that bad


The bird boss was actually the best one of the pack. I'd actualy consider using it myself.



And the Eggman boss has some issues. first is that invincibility issue again, and then the other issue is with the energy ball attack not having an attack sound.


Fix these issues and the bosses should start to feel better to fight.


The dragon boss's issue is one that require lava being fixed so it doesn't eat rings. As of right now, the ring eating lava makes the boss battle more unfair.
 
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Wow, dude! These bosses are really cool! I mean, aside from the ultimate eggmobile they're really unique and add a lot. I really hope the robots atleast get plenty of use in other peoples' level packs!
 
thoses bosses were fantastic and pretty good i liked the snake boss fight the best thanks to modern sonic it was a bit easy
 

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