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SRB2 2006 Level pack REMASTERED!

hi! sorry no new updates on the level pack itself yet im a bit busy but i have a question. when Golden shines rails mod comes out, would y'all like some rails in the levels? they will be placed tastefully of course i might even restructure some areas to work with them idk but what are we thinking?

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thats assuming they work in Zone builder actually. if we do agree on this i might be forced to port the levels over to ultimate zone builder so yeah. i should have done it from the beginning but i thought it was going to be tedious but oh well! i just want an excuse to use this mod tbh it looks so cool but i can probably make a level that is meant for rails tbh.
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oh yeah the gifs are from Golden shine on the SRB2 discord
 
hi! sorry no new updates on the level pack itself yet im a bit busy but i have a question. when Golden shines rails mod comes out, would y'all like some rails in the levels? they will be placed tastefully of course i might even restructure some areas to work with them idk but what are we thinking?

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thats assuming they work in Zone builder actually. if we do agree on this i might be forced to port the levels over to ultimate zone builder so yeah. i should have done it from the beginning but i thought it was going to be tedious but oh well! i just want an excuse to use this mod tbh it looks so cool but i can probably make a level that is meant for rails tbh.
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oh yeah the gifs are from Golden shine on the SRB2 discord
i think the grind rails would be a great addition to the level pack, especially in ways you can make unique shortcuts
 
hi! sorry no new updates on the level pack itself yet im a bit busy but i have a question. when Golden shines rails mod comes out, would y'all like some rails in the levels? they will be placed tastefully of course i might even restructure some areas to work with them idk but what are we thinking?

View attachment 142441View attachment 142442View attachment 142443
thats assuming they work in Zone builder actually. if we do agree on this i might be forced to port the levels over to ultimate zone builder so yeah. i should have done it from the beginning but i thought it was going to be tedious but oh well! i just want an excuse to use this mod tbh it looks so cool but i can probably make a level that is meant for rails tbh.
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oh yeah the gifs are from Golden shine on the SRB2 discord
We need it! It looks so peak, i think it would fit on 2006!
 
sorry for the inconsistent updates but imma let y'all know im now going to wait for the rails mod to release before i do big level design changes so i could find some way to add the rails in if i can. but i dont wanna leave with nothing to show again so heres some miscellaneous changes.

Kingdom Valley is now Kou accessible.
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this box now looks correct.
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and now for random stuff that arent really fixes just stuff i did.
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i do wanna say some last things before i go. im kinda in need of someone who can code, i would like to make a new snow board for White acropolis. the old one just does one thing, move forward. it doesnt stick to the ground, it doesnt get any faster it just goes forward and i do not like that. i would like it to control more like how the board works in Sonic Adventure 2 it would hopefully encourage people like me to use the board more cause i just skip it and run down the hill myself so ye if anyone would like to help with this, shoot me a conversation.

im also in need of someone who knows how to convert binary maps into UDMF because i dont really know. i did read up on it but idk how to launch the game with the command center thingy, well i do know but SRB2 just crashes when i do it so it doesnt really open at least not for too long so idk if im doing something wrong but i would like some help with that. editing these maps in Ultimate zone builder sounds alot easier than old zone builder.

alright k bye!
 
hi! sorry no new updates on the level pack itself yet im a bit busy but i have a question. when Golden shines rails mod comes out, would y'all like some rails in the levels? they will be placed tastefully of course i might even restructure some areas to work with them idk but what are we thinking?

View attachment 142441View attachment 142442View attachment 142443
thats assuming they work in Zone builder actually. if we do agree on this i might be forced to port the levels over to ultimate zone builder so yeah. i should have done it from the beginning but i thought it was going to be tedious but oh well! i just want an excuse to use this mod tbh it looks so cool but i can probably make a level that is meant for rails tbh.
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oh yeah the gifs are from Golden shine on the SRB2 discord
Kingdom Valley, ofcourse.
 
sorry for the inconsistent updates but imma let y'all know im now going to wait for the rails mod to release before i do big level design changes so i could find some way to add the rails in if i can. but i dont wanna leave with nothing to show again so heres some miscellaneous changes.

Kingdom Valley is now Kou accessible.
View attachment 142835

this box now looks correct.
View attachment 142836

and now for random stuff that arent really fixes just stuff i did.
View attachment 142837View attachment 142838

i do wanna say some last things before i go. im kinda in need of someone who can code, i would like to make a new snow board for White acropolis. the old one just does one thing, move forward. it doesnt stick to the ground, it doesnt get any faster it just goes forward and i do not like that. i would like it to control more like how the board works in Sonic Adventure 2 it would hopefully encourage people like me to use the board more cause i just skip it and run down the hill myself so ye if anyone would like to help with this, shoot me a conversation.

im also in need of someone who knows how to convert binary maps into UDMF because i dont really know. i did read up on it but idk how to launch the game with the command center thingy, well i do know but SRB2 just crashes when i do it so it doesnt really open at least not for too long so idk if im doing something wrong but i would like some help with that. editing these maps in Ultimate zone builder sounds alot easier than old zone builder.

alright k bye!
Horray To The Box !
 
nah its not canceled i just havent been working on it sorry ive been busy with other projects like The-Flower V2. i will hopefully get back to this eventually.
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what i can say is that i managed to port Wave Ocean to UDMF
 
nah its not canceled i just havent been working on it sorry ive been busy with other projects like The-Flower V2. i will hopefully get back to this eventually.
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what i can say is that i managed to port Wave Ocean to UDMF
Okay I understand
 
(im actually going to try to keep this thread alive this time since i have a clearer vision on what i want this project to be)

so me and my sister has been playing the SRB2 06 level pack for awhile and we love it, but when you love something and you experience it enough you start to notice some problems you have with it. why isnt there any global color maps? why does this part of the level have to be so slow and clunky? i feel like there should be shadows here. where did the glow in this water go? didnt they say they were going to make the goal ring mod work with this? well since the original porter isnt going to do anything about these (since ya know they're banned idk for what reason) ive decided to actually try to make these updates myself since it says open assets so i think im good to do this. at first it started as adding colormaps to levels and removing mandatory spin gaps and adding more ways to back track but ive now wanted to do more like replace parts of levels that stunk with more interesting sections and maybe touch up the visuals a bit. here are the updates ive made so far.

Wave Ocean.
made the water prettier so far. i want to make some of the arches in the level with slopes so they look nicer and maybe do that thing i did with emerald coast to the rooves of those turn sections on the boardwalks.
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Dusty Desert.
added the color map i talked about and the heat wave effect so it feels hot and... dusty i guess. i also changed the ball pushing puzzle with ball ROLLING puzzles instead since i think its more fun. i would like to touch up the visuals of this one too mainly in the temple section i feel like it could use some more stuff maybe idk. just assume going forward i wanna touch up the visuals in every level so i dont have to repeat this.
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White Acropolis
all ive done so far is add the color map and those back tracking things ive mentioned. i did changed the breakable ice at the very end to be broken upon touch since you are thrown at it in a spinball but it doesnt work with every character so its fine.
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Crisis City
same was White Acropolis, just a color map and back tracking but i do want to change to two paths at the first path split to be more interesting and faster. i would like to change the right side to not use bobbing platforms since it messes up your jump if you use a character with a second jump action. it makes your second jump action unusable if you jump from the platform as its going up so i wanna change them to just standard moving platforms. the lava will move with them so it will still look like the lava is carrying them. idk what to do about the left path other than remove that scaffolding setup its so slow to platform up.
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Flame Core.
you know the drill. i shouldve said earlier that ive only just started making big level edits so yeah the first two levels are going to have more interesting stuff and more screenshots. im just writing this as i go so oh well! not sure what i want to do with this level other than fix some of the back tracking paths they look too intrusive to me. oh yeah i did make the lava glow in the dark section so its a little easier to see the shape of the platforms and know what not to touch... the lava dont touch that its hot.
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Radical Train.
finally going to show ya that backtracking thing ive been talking about since i didnt do much yet. basically if theres a one way door its now a two way door and if you enter the area in a more odd way ive made a new door or just spring you back up. in this case i made a new door that leads you out of that tunnel. you cant go back through the tunnel you have to enter the train again but ye! i did this mostly for Takis cause i was a bit hyper fixated on him for a bit and i loved beating as many levels as i could with him but with this level pack its almost impossible without ways to actually go back so ye!
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Tropical Jungle.
i do want to change the colorpalette i first gave this i think its too much of a cooler color i think i want it to be a little warmer but not too warm just something that makes it look less blue i guess.
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Kingdom Valley.
ok i did actually do more with this stage so i added a unused rain effect in the last portion of the level i found. it now activates when you run into that area and deactivates when you leave. idk if it was in the og level pack and it was just removed in the port but i think its fine to add back in. i also added back the glowing water since i thought that was cool until SRB2 updated and broke it (seriously theres so many levels with glowing stuff that is now just broken now like the lava in Tortured planet I MISS THE GLOWING LAVA BRING IT BACK!)
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(omg the color palette in these gifs looks terrible i swear thats not what they look like in game! at least in openGL. i also still dont know why i cant insert gif's normally and have to use links instead)

Aquatic Base.
so far i added back this unused sky box i found. thought it worked well with the windows at the beginning. i think i want to add more windows so you can see it more.
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i would like to finish this and hopefully post it as a addon on here so im not the only one enjoying the changes. i did read the rules a few times but i may be stupid or i skimmed through it but i couldnt find anything about posting other peoples level packs with edits if you cant ask the og uploader either because they're banned or because the og og creator is unknown on where they are. so i kinda hope you guys can tell me if its ok to make something like this and post it. i shared some screenshots when i was just making colormap edits to the discord and they said its ok to make but it was kinda vague if i could post it as a mod at least to me. i do know that im going to work on one map at a time starting with Wave ocean. as i said im going to be touching up the visuals more so hopefully that goes well. im not going to work on this all the time im just going to work on it when i have nothing better to do or i feel like it so theres probably not going to be constant updates but that doesnt mean im making it go on hiatus like i did with the other threads (sorry about those btw i would like to come back to them someday though) i do want to keep working on this its kinda fun getting to touch up a map pack i love (and also seeing how messy some of the levels were made behind the scenes though actually that parts a little annoying) and i am learning alot. it does suck that i have to use Zone builder instead of ultimate i know about converting levels to UDMF but ive heard there can also be some problems with doing that and i dont want to deal with that so i rather just stick with zone builder even if its not as cool as ultimate zone builder. anyway i think its time to wrap this first message up ive been blabbering alot. i hope y'all enjoy this and i hope im not breaking any rules im sorry if i am ill stop if so im just really bad at reading. k bye!
I'm a bit late, but wow! It looks great and it would be awesome remastering a 2.1 Level Pack.
 
T e f l o w a h v e e t u u
nah its not canceled i just havent been working on it sorry ive been busy with other projects like The-Flower V2. i will hopefully get back to this eventually.
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what i can say is that i managed to port Wave Ocean to UDMF
Also AQUATIC BASE!!11!!1
 
This remaster looks really good! Seeing all the stages remade with new engine capabilities is awesome, but Flame Core especially got quite the glow-up. I'm excited to see what else you do with it, since 06 is one of my favorite level packs (and the UV scaling update just broke the textures of the original, so it'd be nice to play a version that actually looks decent again). I will be watching this thread with great interest! :wonderful:
 
This remaster looks really good! Seeing all the stages remade with new engine capabilities is awesome, but Flame Core especially got quite the glow-up. I'm excited to see what else you do with it, since 06 is one of my favorite level packs (and the UV scaling update just broke the textures of the original, so it'd be nice to play a version that actually looks decent again). I will be watching this thread with great interest! :wonderful:
yeah that update might slow down development... a bit... you can imagine my horror when i went to check on the level pack after the update came out and seeing one of the platforms in wave ocean being made out of grass. what sucked more was seeing it in the SRB2 styles trailer i was like: "AAAAAGGGHH!!! i gotta get this remaster out NOWWWW-" but i am occupied by The-Flower V2 which is still being worked on i know hard to believe it was meant to be a simple 1 level update though the mod was supposed to be a simple 3 level thing but here we are. hopefully after im done with that, i can figure out how to fix that texture problem that hopefully doesnt require me to go through every level and re-apply all the textures that got messed up... im most likely going to have to do that. at least it happened when i started going through all the levels and converting them to UDMF so maybe i can fix the texture problem while i convert each level one by one. Wave ocean has been sort of converted i just gotta fix some triggers and now fix some textures. glad you like what you see and hopefully i can make more progress in the future.
 
yeah that update might slow down development... a bit... you can imagine my horror when i went to check on the level pack after the update came out and seeing one of the platforms in wave ocean being made out of grass. what sucked more was seeing it in the SRB2 styles trailer i was like: "AAAAAGGGHH!!! i gotta get this remaster out NOWWWW-" but i am occupied by The-Flower V2 which is still being worked on i know hard to believe it was meant to be a simple 1 level update though the mod was supposed to be a simple 3 level thing but here we are. hopefully after im done with that, i can figure out how to fix that texture problem that hopefully doesnt require me to go through every level and re-apply all the textures that got messed up... im most likely going to have to do that. at least it happened when i started going through all the levels and converting them to UDMF so maybe i can fix the texture problem while i convert each level one by one. Wave ocean has been sort of converted i just gotta fix some triggers and now fix some textures. glad you like what you see and hopefully i can make more progress in the future.
You are truly God's strongest soldier.
Best of luck--I'll wait as long as I need to (and will probably check out The-Flower in the meantime). o7

In the meantime, I'm thinking of seeing if I can just make a quick texture fix so there's a version of the original port that exists like it did before the update, but as an (Ultimate) Zone Editor novice I can't promise that I'll be able to do much, especially since I have no idea how the scaling functionality actually works, and I can't find any documentation on it so far. Consider it one of the many irons I have in the fire (oh god my house is burning down help).
 
You are truly God's strongest soldier.
Best of luck--I'll wait as long as I need to (and will probably check out The-Flower in the meantime). o7

In the meantime, I'm thinking of seeing if I can just make a quick texture fix so there's a version of the original port that exists like it did before the update, but as an (Ultimate) Zone Editor novice I can't promise that I'll be able to do much, especially since I have no idea how the scaling functionality actually works, and I can't find any documentation on it so far. Consider it one of the many irons I have in the fire (oh god my house is burning down help).
thank you! (i recommend waiting for V2 to drop since i think thats going to be the definitive version).

i appreciate the thought but i dont think it was the scaling feature itself that broke it (unless it was stated officially idk) but i think a restructure to how flats and textures work that they must have done cause it seems to only happen with wall textures and i know alot of flats and textures have the same names in the 06 pack its just they were in separate folders and separate file structures that this wasnt a problem before. it seems the flats are taking priority over the textures leading to the walls to have floor textures applied like the grass platforms i mentioned and i havent seen the floor itself ever look wrong so thats why i think its the flats and textures folders that are messing up. my only thought on how to fix it is to convert all the flats in the flats folder into textures and give them new names and re-apply them to each level (or i could just give them new names and not convert them idk). but i wish you luck on your fix!
 
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thank you! (i recommend waiting for V2 to drop since i think thats going to be the definitive version).

i appreciate the thought but i dont think it was the scaling feature itself that broke it (unless it was stated officially idk) but i think a restructure to how flats and textures work that they must have done cause it seems to only happen with wall textures and i know alot of flats and textures have the same names in the 06 pack its just they were in separate folders and separate file structures that this wasnt a problem before. it seems the flats are taking priority over the textures leading to the walls to have floor textures applied like the grass platforms i mentioned and i havent seen the floor itself ever look wrong so thats why i think its the flats and textures folders that are messing up. my only thought on how to fix it is to convert all the flats in the flats folder into textures and give them new names and re-apply them to each level (or i could just give them new names and not convert them idk). but i wish you luck on your fix!
Oh damn yeah, that already gives me way stronger leads to work with than what I had to go on. Thanks for the advice! :wonderful:

So is there a possibility there'll be a version that just ports it instead of remaking it?
Assuming you mean my texture fix, yeah. Though El-fire has basically nothing to do with that outside of giving me those aforementioned leads, so this thread is not really the place to talk to me about it. I'll make my own thread and/or post in the original port thread when (if) i have something to show.
 

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