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SA1 Emerald coast SRB2 remake WIP thread.

El-fire

i am a toaster
so ive decided to stop working on the Misty lake remake for now cause idk how to continue so instead im gonna remake a level from a game that has similar controls to SRB2 and has been remade in SRB2 a few times with varying accuracy to the source and even been remade by Sonic Team Jr themselves at one point around this time of year. i give you, Emerald Coast!


this video was made while i was having trouble logging into the MB but now i finally managed to get in and make this thread. i also got the shore thing fixed so dont worry about that and im also experimenting with this horizon effect i got recommended on the discord.
srb20162.png

im not remaking the entirety of SA1 im just remaking Emerald Coast to get some experience with making maps that have good level design and learn a thing or too. ill be posting stuff here to either get some feedback or help cause this is the second time im making a level in Zone Builder and im still very new, i just learned how to make water and floating slopes. i think the next thing im gonna make is the buildings on the side of the beach at the start i kinda wanna make this level in chunks though kinda not really idk how im making this im just gonna do whatever and hope it all works out and maybe keep my motivation up this time since i dont have to think about whats next for the level design i just gotta think how to translate stuff from SA1 to SRB2 since well we cant run on walls or do loop de loops or at least cool ones so thats gonna be hard to figure out. alright ill cya in the next major update where theres actually cool stuff to show, k bye!
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hey this isnt really a status update but more of a question.
messy.png

is geometry like this considered "messy"? im asking in case theres like a sector limit or something i should be worried about. ive learned about having too big of sectors so thats why i cut them up and also for slopes but mostly for the big sectors thing causing problems.
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ok so i havent done much but im pretty happy with the new progress ive done so heres the vid!

i fully committed to the horizon effect and ive made the shallow parts a little bigger. i made the board walk? idk the wood thing a little wider and added that first ramp i forgot about and added the small island under it. i was gonna add the spinning spike ball but idk how to work it, the Wiki did not help so some tips would be nice. i replaced the robo hood with the black thing i forgot what the name was cause i found the hood annoying with how far he can shoot, they're meant to fill in for the coconuts badnik. i started the second big island with the first checkpoint which i noticed you can easily get to with a spindash jump... idk if i should keep that or not. i also added the first loop except i didnt im sorry but of course SRB2 doesnt allow you to run up walls at this time and i feel like if i made it scripted it would disrupt the Flow so i made it a cool ramp i say its cool cause i really like the shape its a good shape. im gonna be taking many creative liberties like this im sorry but i dont feel like trying to make a loop only for you to not be able to run through it or have to use a zoom tube or something that might disrupt the flow.

as you can see the beginning still doesnt look exactly how it should im just wanted to save all the little things for later which is hard for me cause im an artist so i usually worry about if things look good or not and for things to not look so good right now is driving me insane but if i stayed at the beginning adding every little thing this level will never get finished so i just gotta keep moving as best as i can. alright thats all i have for now, if you know how to make a spinning ball and chain please let me know and k bye!
 
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This looks very promissing! If you'd need anyone to test out the mod, i'd be glad to help ya.
 
i made some progress on the level finally.
so the second island has been fleshed out a bit more and im working on the third island. i also replace the cool slope with a not so cool loop de loop. so some suggested i should use Half pipe utilities and i didnt want to at first cause i thought making a loop de loop was gonna be hard (it was) and thats kinda the only reason. but then i caved and made the loop! it looked way nicer than it does now, it looks stupid now because i couldnt figure out how to let the player go through it easily even with half pipe. i wouldve had to ask the player to first turn off flip camera when upside down then ask them to have the reflexes of a god to slightly turn a bit when upside down then slightly turn again when making the exit and thats just too much cause if you dont do those things you will just fall out. so i made it heavily automated which i guess is what its like in Sonic Adventure but idk its just kinda eh now im debating on bringing back the ramp, its gonna be hard to remove the loop cause i didnt make a backup of the level that had the ramp so eh. oh yeah i also reverted the black orbs i forgot the name back to the robo hoods cause idk i didnt like the black orbs i forgot the name of. i think thats it for now so k bye!
 

its been a bit. got some more progress done on my emerald coast so here is the list of changes from the last update.

removed the loop de loop because it was not fun to go through and the whole point of those things is for it to be fun and also i didnt wanna make any more loops, they arent fun to make.
removed some boost pads cause im now trying to make this remake aim more towards having fun in an SRB2 sense, not in a SA1 sense because ya know im making this in SRB2 so yeah! and i believe SRB2's level design is about freedom so yeah, less automation.
finally added that mace on the small island in the first area cause i finally learned how to not make a scary tornado.
added the orca section (there is no orca), the lighthouse section, and im starting to work on the second part of the level and adding my own new path though i cant continue it until i make the rest of the main path so i can know where to link it back to the main path. its a path mainly for gamma because he has trouble with wall running (apparently i do too >:[ ) and also the level seems to have less and less enemies as it goes on and thats gammas main thing so this underground path is going to be a like a shooting gallery of sorts idk. i know its weird to make a path targeted to custom characters but he was in SA1 soooo idk this is my level i do what i want. i do want that path to also be fun for characters who can get in so its gonna be a tough balancing act but i think i can do it.

speaking of wall running i finally made the reason i kept the halfpipe utilities mod and it doesnt work how i want it. it seems to be good at running up walls just not across them like in SA1 and now im not sure what to do about it, if you have any suggestions on how to make that wall running section better for SRB2 or halfpipe utilities let me know cause that would be very nice right now. i dont know how some people do slopes like my goodness this stuff hard, maybe its cause i havent been using the 3 tagged slope vertex thingys... i should probably use those more to get what i want. i think thats all i have to say for now so cya later! and dont be afraid to leave some feedback (not about the looks though im gonna work on adding the extra details after im done with the main level design because i dont wanna spend too much time on one section cause this level will never be done if im stuck on one bit).
 

its been a bit. got some more progress done on my emerald coast so here is the list of changes from the last update.

removed the loop de loop because it was not fun to go through and the whole point of those things is for it to be fun and also i didnt wanna make any more loops, they arent fun to make.
removed some boost pads cause im now trying to make this remake aim more towards having fun in an SRB2 sense, not in a SA1 sense because ya know im making this in SRB2 so yeah! and i believe SRB2's level design is about freedom so yeah, less automation.
finally added that mace on the small island in the first area cause i finally learned how to not make a scary tornado.
added the orca section (there is no orca), the lighthouse section, and im starting to work on the second part of the level and adding my own new path though i cant continue it until i make the rest of the main path so i can know where to link it back to the main path. its a path mainly for gamma because he has trouble with wall running (apparently i do too >:[ ) and also the level seems to have less and less enemies as it goes on and thats gammas main thing so this underground path is going to be a like a shooting gallery of sorts idk. i know its weird to make a path targeted to custom characters but he was in SA1 soooo idk this is my level i do what i want. i do want that path to also be fun for characters who can get in so its gonna be a tough balancing act but i think i can do it.

speaking of wall running i finally made the reason i kept the halfpipe utilities mod and it doesnt work how i want it. it seems to be good at running up walls just not across them like in SA1 and now im not sure what to do about it, if you have any suggestions on how to make that wall running section better for SRB2 or halfpipe utilities let me know cause that would be very nice right now. i dont know how some people do slopes like my goodness this stuff hard, maybe its cause i havent been using the 3 tagged slope vertex thingys... i should probably use those more to get what i want. i think thats all i have to say for now so cya later! and dont be afraid to leave some feedback (not about the looks though im gonna work on adding the extra details after im done with the main level design because i dont wanna spend too much time on one section cause this level will never be done if im stuck on one bit).
Didn't read much but Dang that looks good
 
level design first, lighting and extra stuff later.
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started working on the extra path thats mainly for gamma but anyone who can get in there can beat it just fine. i would like some feedback on this since its an original path and all i think its ok personally though a little flat when going through with Amy or Fang but idk how to make it more interesting. i know its probably better to get feedback by having people actually play it but i want to save playtesting for when the level is actually beatable like it has an end but i hope this is ok for now. i found out where the exit is though, where the other two paths exits are (those will be shown off when i have more things to show for another WIP vid). i think thats all i have to say so hope y'all like it!
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decided to make a boss for the level, i was talking to my sister yesterday about Lego Dimensions Sonic DLC and i remembered the first boss being in Emerald Coast so i decided to add that boss (sort of) to my level! its super simple its just the Egg mobile from GFZ3 but with 4 extra turrets to spice things up a bit. i also added the new capsule from the new capsules mod which i just realized doesnt say its reusable... oops! sorry ill remove it in the final release if its truly not reusable, sorry for not reading i do that alot its a problem. but other than that im pretty happy with my first bossfight so ye!
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Nvm I just learned that open assets means it's reusable. I'm good I think!
 
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I FINALLY FINISHED THE LEVEL..

...'s basic level design :]

it doesnt look the prettiest yet but its playable, you can beat it! and i could release it now if i was the laziest person on earth, (i am) but im actually going to start working on sprucing up the visuals, make it actually look like emerald coast with the extra structures and stuff. im also gonna start giving out some PLAY TEST versions of the level so you guys can give me feedback on how it feels to play, is it fun? can Gamma beat it? why tf theres no loops? these are all questions you can answer (except for the loops thing, SRB2 doesnt work good with those and making them automatic with zoom tubes is no fun at least to me) if you play through this yourself and give me feedback on what i can improve upon!

this comes with Emerald coast act 1, Emerald coast act 2, Halfpipe utilities, and New capsule. again, feel free to give feedback and ill try to improve the level the best i can. and remember to have fun!

also PLEASE dont share this with anyone else unless they get it from here. you should know the rules though so i trust y'all... i think.
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this is my first time taking more actual game design tips and applying it to my works like taking things in chunks. so i wasnt sure how i was gonna feel leaving all the extra detail stuff till after i was done with the main level design but i added some of the textures that were missing and i gotta say its not been as bad as i thought.
Screenshot 2024-01-15 181025.png
Screenshot 2024-01-15 181047.png
Screenshot 2024-01-15 181103.png
Screenshot 2024-01-15 181124.png

its actually been kinda fun seeing the old placeholder textures get replaced with the proper textures. next ill be adding the extra structures and stuff starting with the hotel at the beginning since some folks have been asking about that.
 

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So far it plays pretty good i tried the beta with s3 sonic its pretty good though i saw myself running into the water a lot of times but overall it's pretty good can't wait for the full release
 
I love the fact that even in the air you can do this thing there

oh shoot i thought i set it to only activate when you touch the pad. im gonna fix that thanks!

nvm idk how to fix it i thought it was the sector effect but that was for the sound effect to play, the zoomtube part just seems to be for that entire sector. if anyone knows how to make it work only when you touch the floor please do tell, this is my first time messing with these so yeah!

NVM NVM i figured it out with an FOF. sorry if you genuinely liked it (i cant tell because im autistic and telling the tone of something through text is hard anyway) but thats not what i intended and i feel like its gonna get annoying after awhile.
 
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You can skip huge portions of the map by just water skipping (Spindash on water) I don't know how you can fix this, maybe add more barriers? like cliffs and mountains, impassable railings, lasers...etc. I can see you already did something similar with the Skybox barriers but there's still plenty of places where you can ignore entire sections by just water skipping.

Other than that I like how faithful the level is to the original Emerald Coast
 
You can skip huge portions of the map by just water skipping (Spindash on water) I don't know how you can fix this, maybe add more barriers? like cliffs and mountains, impassable railings, lasers...etc. I can see you already did something similar with the Skybox barriers but there's still plenty of places where you can ignore entire sections by just water skipping.

Other than that I like how faithful the level is to the original Emerald Coast
i thought about that yeah but i feel like i wanna keep it in because to me, SRB2's level design is about freedom on taking any part of the level anyway you want with any character you want. dont wanna take the main path as modern Sonic? break open knuckles's path and see if you can beat it! something like that. and besides not every character can run on the water anyway, only if you choose to.
 
i thought about that yeah but i feel like i wanna keep it in because to me, SRB2's level design is about freedom on taking any part of the level anyway you want with any character you want. dont wanna take the main path as modern Sonic? break open knuckles's path and see if you can beat it! something like that. and besides not every character can run on the water anyway, only if you choose to.
Yea most sonic games like say frontiers let you do things your way like you could go through the tower to get to tails or you could launch yourself off of a hill near tails
 
hey uh im not sure what to do about custom objects when i get to that point. cause i need palm trees, beach chairs, umbrellas, and probably various plants and stuff and its one thing to learn how to make a custom object, but its another thing to learn how to make them do special stuff like for the umbrellas to bounce the player or if they have a homing attack let them homing attack it then bounce! and its another thing entirely to sprite them! i want all of that to be objects for 2 reasons 1: they are too hard to make as fof's and such, and 2: so that gamma can destroy some of them yes im still thinking about him c'mon he was in this level too and he was able to destroy the chairs and umbrellas but they dont give him time but stiiiilllll. im wondering if anyone would be up to help out with objects if they want cause i really dont know how im gonna do that, maybe i should wait until i actually get to that point idk but just thought i'd share this if anyone wants to help.
 

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