added spikes to the sides of the train car that you fight the boss in in ACZ3 after it blows up; this'll prevent most characters from using the block enemies linedef that the spikes are bordering to cheese the level... amy & fang have ways to deal with this, however, though they'll have a plenty hard time with ACZ3 anyway
added a starting cutscene to DSZ1 to explain how to slow down on waterslides
-fixed the broken polyobject in THZ1 after the 1st upper starpost... for real this time
-fixed a typo in an emblem hint in DSZ1; this typo exists in vanilla
-made phase 2 of CEZ3 harder, and changed its LSI
-made metal sonic not be able to cheese ACZ3 as hard as he could before
-made the first 2 crushers in THZ1 be a bit slower and be divided in 2 halves crushing in opposing cycles to improve flow
-split the one plain vertical floor crusher in DSZ2 in half, like the above-mentioned THZ1 crushers, to improve flow
-fixed the bug that makes only 1 player spawn with a force shield in DSZ3 in multiplayer outside of ultimate mode
-corrected the height of a pack of 2 pterabytes flying over a death pit right after the part of ACZ1 where you jump over a proximity TNT shell...
in the future, I might update PAIN to v3.0 instead of going through and giving all of the unaffected vanilla levels the treatment that maps 1-27 got
this'll basically mean the following:
-no more added bees or pterabytes(except pterabytes in RVZ)
-bosses will have buffed moves and/or attack more often and/or move faster, and have as much hp as they did in vanilla
-regular enemies might have new moves and/or attack more often and/or move faster
-the stuff that made vanilla SRB2 be harder will be amplified; for example, small platforms that the player is expected to platform upon could be made smaller, the DSZ2 waterslide might have more spikes than in vanilla instead of having alotta ghosts on it, lasers in ERZ could move faster, and some bramble pits in CEZ could be replaced with death pits
-instead of adding an generally-increasingly-high amount of extra environmental hazards per starpost, each starpost's worth of level will add 3 environmental hazards worth of hazards of a difficulty that's roughly equivalent to what the vanilla environmental hazards will be like after getting buffed
-because there'll be so much less stuff going on in the levels, they'll be alot less laggy, which means that you can host them in netgames
-of course, I'll still eventually include bonus/challenge/multiplayer/special stages in later patches
these changes will, unlike v2.x of PAIN, cause the player to possibly be thrown off by the changes from vanilla SRB2 after playing too much PAIN and then going back to vanilla SRB2, to the point where the player might get hurt or even die in vanilla because of it, an example being a player thinking that there's gonna be some floating platforms in a place before he gets there and performing a risky maneuver to reach them, only to find out that there's a bridge there instead when it's too late, and not land on one of the platforms that the player had expected to exist
so basically, this mod will be closer than before to having proper difficulty
of course, if I do get around to doing this stuff, then it'll probably take a year or two to get done; it ain't no small task
GBJ at CEZ Boss.
Farther than I expected, but I'm still not too great at this, it seems.
I enjoyed my time figuring this out, though - especially helped with finding situations with the character I'm coding right now.
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Now that I've seen ACZ, two things:
1. This further proves how fun ACZ1 and its open-ended design is - you can weave around obstacles and plan ahead in neat ways.
2. I actually really like using the falling rocks as extra obstacles, but ACZ2 overdoes it - not in difficulty, but in spawning so many of them that it starts to heavily slow down the game. This might be due to my laptop being old now, but it's hard to actually play through.
-fixed force shields not being properly applied to all players at the start of DSZ3... for real this time(I tested it with 5 people!)
-removed a vanilla hazard from CEZ2 that got removed in 2.2.10 so that players don't get thrown off by it being there; it wasn't so easily visible anyway
-made the sequence-break after the oiled slopes after the 1st starpost in ACZ2 where the force shield on the high plank is in vanilla be much harder to pull off, and so, no longer qualify as cheese...
-lowered the duration of pain invulnerability from its default duration of 3 seconds to 1 second
-shortened the GFZ1 cutscene
-moved a misplaced spike in GFZ2
-added extra spikes to the 2 environmental hazards near the blue switch door near the end of DSZ1, and moved other spikes of theirs, to prevent sonic from cheesing it as easily
-slightly moved the spikes after the switch door in DSZ2 to prevent players from cheesing the hazard
-rotated a glaregoyle in a part of DSZ2 that I'd rather not...
-gave the multiplayer special stages the PAIN treatment, and dictated that they be played in place of the NiGHTS special stages in singleplayer
-revised the unlockables again; part of this was cutting out the bonus, challenge, and NiGHTS stages... you'll get the bonus & challenge stages back in a much later patch, and with the PAIN treatment
-fixed the ultimate mode continues bug
-removed the scenery objects constantly spawned by pumas, lavafalls, firebars...
-fixed the typo in the GFZ1 starting cutscene
-changed the level headers for the vanilla lvls to make them not appear in record attack if you manage to somehow reach them in regular singleplayer
-marginally optimized a .lua file UNTESTED; TEST THE ULTIMATE SPECIAL STAGES .LUA FIRST
-added the puma particle effects back to the bosses-only version NOT DONE YET
-replaced a tiny vanilla single stair in GFZ2 after the upper last starpost, from an old version of SRB2, with a slope, like in the...
I've recently decided that v2.2.0 of the mod will include GFZ1-CEZ1 being re-vamped to have more and easier environmental hazards, generally instead of the ones that they have
that, and those levels will have less bees
-marginally optimized the Lua
-fixed the bug where you could get infinite time in special stages if you got hurt when you were almost out of time
-added a row of wall spikes in CEZ2 in a place near the end where vanilla maces were spinning near the edge of a wall
-added a pack of 6 pterabytes near the end of CEZ2 where players could jump around vanilla maces
-made the rings at the start of ACZ1 respawn in multiplayer
-turned one of ACZ1's green snappers back into what it was in vanilla, a...
-lowered the water level in SS3; it's still substantially higher than in the vanilla version of the level
-increased SS3's Special PAIN-o-Meter designation to 7/10 to more accurately reflect how PAINful it is
the bosses-only version has NOT been updated, so you won't have to re-download that one
-fixed the special stage bug where players randomly die at the start in mutliplayer
-fixed the cutscene bug in the special-stages-only version of PAIN
-re-textured the multiplayer boss reset chambers
-aligned the texture in GFZ2 next to the recently-changed slope
-fixed the bug where bombs won't fall anywhere for the first 10 sec in... apparently, changing the starting phase of a custom mace can bug out a disappearing FoF to apply to the entire map and disappear at a different time
-made...
I was watching a friend of mine play this with Adventure Sonic, but every time they tried to go into the second special stage they would instantly die outside of the stage.
I was watching a friend of mine play this with Adventure Sonic, but every time they tried to go into the second special stage they would instantly die outside of the stage.
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