Super Schoolhouse Zone!

[Open Assets] Super Schoolhouse Zone! 1.1.2

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btw i know this is off topic but can we be friens?
Yeah.gif

(Even though I'm going through my introvert arc right now... :dramahog: )
 
I feel like I managed to fully recover from the burnout, and now I have some ideas for new SSZ sections. :D So I added a section roughly explaining how the crusher will work on absolutely volunteering lance-a-bots, in a combat section. Telling you that the danger marks on both the floor and celling will mean that you will either crush something, or crush yourself if you're not cautious. :P

The next section will lead to the outdoor area with probably some platforming sections and probably a bit more free space. After that there will be a more practical explanation of the crusher along with a new switch type... the button (it has infinite uses unlike the lever. :D) The plan is that a regular door will block your way, but instead of a lever, there will be a button that will reveal to you that this isn't no door, but instead a crusher that you'll quickly have to slide under unless you want to be crushed, or even worse... lose time...

And of course a bit more detail to earlier sections.​


I also have a small fear, that I already shared if I remember correctly, but now it resurfaced again. So this version is like 5 times more ambitious than v1, which means that this stage will have a lot of possible stuff added to it, yet I feel like I just won't be able to deliver everything I want to, or if my brain will just collapse on itself due to having to balance all the stuff I have in plans... I really have to clean up my plans document because it's pure chaos as of now, and I bet it will make this stage less chaotic in structure. I at least want to have a rough idea of what should be made next.​


wheppic, do you have discord
I do, but I enter it once in a blue moon... :dramahog:
 
It's been a pretty long time since I made any update on this stage and it's because of more than few reasons. So for first, and the easiest one to explain is just school... But the rest is a bit more complicated, so now I'm going through... something, I can't really tell what it exactly is, but this can pretty much be called the great burnout... period. I've just been doubting my skills a lot since the start of this year which caused me to not be able to make as good level design as I used to do when I was confident in my own abilities. This also spilled out into me just not being able to work as much on stuff as I want to, and every time I turn on my PC I spend maybe 10-25% actually working on any of my maps, or doing anything productive... -_- I felt and still feel kinda tired, probably because I can't remember when was the last time I went outside to have fun and exercise due to temperatures dropping and snow falling. (And the way my body functions is pretty much just a plant, the less sun the worse... :dramahog:)​
YOU GOT SNOWED IN TOO!?
I was boutta make a thread on that! :oh:
 
I feel like I managed to fully recover from the burnout,​
Guys... ya’ll won’t believe what just happened... :D :devastation:

So yeah, I realized that I’m not letting myself realistically rest due to me constantly wanting to tie everything I do with mapping. Which isn’t really good for an already tired mind... So I’m sorry, but I yet again have to take a break, and this time I’ll actually take a break, perhaps even from SRB2MB if I will have to do so. But I promise I won’t pull off a ”Last online at 31th of january 2020” I’ll come back, but I need to start living again, which sounds pretty depressing, but it is true in my case... I’ll naturally come back here due to the brain fog being blown away and refeeling the fun in mapping I felt a year ago.
 
Guys... ya’ll won’t believe what just happened... :D :devastation:

So yeah, I realized that I’m not letting myself realistically rest due to me constantly wanting to tie everything I do with mapping. Which isn’t really good for an already tired mind... So I’m sorry, but I yet again have to take a break, and this time I’ll actually take a break, perhaps even from SRB2MB if I will have to do so. But I promise I won’t pull off a ”Last online at 31th of january 2020” I’ll come back, but I need to start living again, which sounds pretty depressing, but it is true in my case... I’ll naturally come back here due to the brain fog being blown away and refeeling the fun in mapping I felt a year ago.
Good luck. Hope you get better, and feel better-rested. We'll be rootin for ya! :]
 
Hi... I can't believe it was almost a month since I posted anything here, and It's kinda sad to say, but this is like a soft return if that makes sense? I just want everyone to know that this v2 isn't cancelled, it's just going through just as rocky road as I myself do. But that doesn't mean I have literally nothing new to show, I actually have some pretty neat stuff that I managed to make throughout this time:

And I think it's a good moment to say that I have a person helping me with this addon, and that person is @Zmoss, a.k.a the same exact guy which made the original Baldi hangout map pack. I'm a bit too exhausted to go into any more detailed explanations, so I'll just say that he managed to accidentally add more features to this addon than I did throughout my entire break, he also been a mental support for me which I especially need right now... So I think that's all I can explain without fainting, so yeah...

And that's the worst time for this, but should I release a public demo? (Absolutely not because I feel bad that I just y'all with literally nothing for almost a month...) And also because I have a rule (That hopefully will never be officially used in any way) that WHEN there will be a hypothetical scenario that I somehow cancel one of my maps, then I just will release what I have no matter how unfinished it is. And before anyone will misunderstand me, I'm not cancelling this remake, but it probably be still a while before I'll officially return to it, so I don't want to left y'all with nothing, so I at least could release a demo which y'all could have fun with until I'll officially return to this stage.

And remind me to never write anything while being on PC for hours and late at night at that...​
 
Hi... I can't believe it was almost a month since I posted anything here, and It's kinda sad to say, but this is like a soft return if that makes sense? I just want everyone to know that this v2 isn't cancelled, it's just going through just as rocky road as I myself do. But that doesn't mean I have literally nothing new to show, I actually have some pretty neat stuff that I managed to make throughout this time:
View attachment 158520
And I think it's a good moment to say that I have a person helping me with this addon, and that person is @Zmoss, a.k.a the same exact guy which made the original Baldi hangout map pack. I'm a bit too exhausted to go into any more detailed explanations, so I'll just say that he managed to accidentally add more features to this addon than I did throughout my entire break, he also been a mental support for me which I especially need right now... So I think that's all I can explain without fainting, so yeah...

And that's the worst time for this, but should I release a public demo? (Absolutely not because I feel bad that I just y'all with literally nothing for almost a month...) And also because I have a rule (That hopefully will never be officially used in any way) that WHEN there will be a hypothetical scenario that I somehow cancel one of my maps, then I just will release what I have no matter how unfinished it is. And before anyone will misunderstand me, I'm not cancelling this remake, but it probably be still a while before I'll officially return to it, so I don't want to left y'all with nothing, so I at least could release a demo which y'all could have fun with until I'll officially return to this stage.

And remind me to never write anything while being on PC for hours and late at night at that...​
Eh, probably not. I like surprises. :3
 
So... It was a while again, but the progress is still going forward very slowly... Like one or half of a section per day but still forward, and I feel like I made a pretty complex section that has 3 different routes with another being faster than the other, with the fastest one skipping pretty much the whole section, WITHOUT skipping any gimmick introductions so that's a win. :3 And I also made a pretty neat back-tracking opportunity via using the mapping black magic known as "change tagged sector tag..." so just being able to completely change a function of an in-game gimmick like for example permanently opening the lockdown doors after reaching the fast-path faculty room for easy backtracking, not really necessary, but still a nice option to have.

And I also changed the way SFX work in this stage, back then doors would play only for you (a.k.a the one who opened the door) and without any source, and now the door SFX can be heard by everyone and the doors itself now produce the sound, so now you actually can hear every door your friends open. :P Or the lever or buttons they push, because these work the same now....

And I'm also feeling better now, I finally can say that it doesn't feel like it's spring for me, but instead that it IS spring for me. Which means a lot of sunshine and outdoor activities that will keep my brain from getting rusty. :3​
 
So... It was a while again, but the progress is still going forward very slowly... Like one or half of a section per day but still forward, and I feel like I made a pretty complex section that has 3 different routes with another being faster than the other, with the fastest one skipping pretty much the whole section, WITHOUT skipping any gimmick introductions so that's a win. :3 And I also made a pretty neat back-tracking opportunity via using the mapping black magic known as "change tagged sector tag..." so just being able to completely change a function of an in-game gimmick like for example permanently opening the lockdown doors after reaching the fast-path faculty room for easy backtracking, not really necessary, but still a nice option to have.
View attachment 159696
And I also changed the way SFX work in this stage, back then doors would play only for you (a.k.a the one who opened the door) and without any source, and now the door SFX can be heard by everyone and the doors itself now produce the sound, so now you actually can hear every door your friends open. :P Or the lever or buttons they push, because these work the same now....

And I'm also feeling better now, I finally can say that it doesn't feel like it's spring for me, but instead that it IS spring for me. Which means a lot of sunshine and outdoor activities that will keep my brain from getting rusty. :3​
Yay!!! Have fun in spring, mkay? :D
 
I think that I probably should try to make weekly updates instead, I feel like it will be the best amount of time instead of trying to do it every few days. And failing miserably... ;v;

So this time I made quite a lot of progress I feel, I made technical changes to sounds (Like adding actual captions1!11) I made new sections, and added more detail to the older ones. Tale old as time, but still some progress done. :> And of course the further sections are heavily unfinished. And for the last major change, I found out how to export the midi tracks in a REALLY good quality compared to the original, (a.k.a the ones exported via recording the playing audio... which also was played on a really compressed version of that soundfont...) so now there's almost no quality-based difference between the digital track, and the midi itself. :>​


I also have quite a bit of sections planned, so there won't be that much drought, but the problem will be with connecting them together somehow. But expect stuff either way. :>​
 
Yo uhh idk if the collab is still on but i just made one recently lol
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Since i saw updates for credits i did it lol😭
 

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Yup, making weekly updates is way better for me. -v-

And there's no that much new in terms of the stage itself, all I've been doing for this week was mainly decoration, but I would have to do it sooner or later, and It's better to do anything than do nothing, so I decided to decorate the sections that I have because I don't have a clear idea of how the later should look like... Because I didn't even thought about that yet. :P

But I have some technical stuff done, so for first I found out how to make a single object display multiple sprites by using states, linedef 399 and linedef 442, you can see an usage of that tech with the banana trees at 1:02, which are actually the same exact object as the other trees, BUT with a different state which display a different sprite. And here's a better and more powerful example of that being used:
srb20222.gif

So to recreate this effect you need a SINGLE object with multiple sprites that all have their corresponding states, like that:
1742588907758.png

With the state looking like that:
1742588956040.png


(Small note though, for some reason when I get rid of the "Next = [X]" part, the notebooks all disappear, but in SSZ, the trees don't disappear even though they don't have the "Next = [X]" part. Just a small note, not sure what causes this so ye...)

And now with the technical part out of the way, it's time to actually insert and use the objects and make them do stuff. Which is actually the easiest part. So all you have to do is follow the instructions of 399 and 442 linedefs and that's all. :P

And I also have another thing that's also a foreshadowing for future stuff...

So basically this guy will be used in a group of specific sections along with other extra enemy too... The sections will be difficult yet rewarding, and they won't be required to progress, but they may help you in the end...

Yo uhh idk if the collab is still on but i just made one recently lol
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Since i saw updates for credits i did it lol😭
The collab will take place forever or as long as the stage will be in development... (Which it will be for like... next few months at that pace... ;v;) But I bet more people will want to add their posters when the update releases so maybe a + extra month after release.

And I already added it to my collection of NOW 23 posters. :3
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So today I have less of an actual update, but more of a showcase. And the showcase in question is a full speedrun of SSZ as it is now as SA.Sonic which I just wanted to do because it was quite fun and because it's a good way to showcase the state the stage itself is in now. And I gotta tell, it's actually really good surprisingly! I bet that this single minute of gameplay was more fun than the entirty of v1 was... ;v; (Professional hater of your own work...)

Like the stage flows pretty well, and there doesn't seem to be any moments when you just constantly run without anything happening. And by that I mean that corridors aren't just completely empty for like whole 10 seconds. There's always some enemies, extra rooms and other stuff to hang on, which I'm really happy of. :>​


It's kinda unreal to see this stage in such state, a.k.a in a state of actually fully fledged stage. I hope I'll be able to carry this energy through the rest of development... And I just remembered that I made a guess that this update will come out in spring this year... and it honestly doesn't seem for this to be the case any time soon... My bad... :dramahog: (But it WAS just a blind dart throw, so ye... And bad mental state while creating is absolutely awful... I bet February alone caused this stage to be quietly delayed by a whole additional month by slowing down my work pace. :C) But at this point I doubt that I'll have any more mental blockages causing mischief, I can actually go outside now so I should be able to keep myself better this time of the year. :3 (It was 18 Celsius yesterday for me, so I finally can go outside comfortably now. :>)​

And I lied... I DO have an update. :> But a small one though, and it's only for the baldloon enemies. I polished them up and added death sfx and special death state when they glitch out of existence... While screaming... It just felt fitting to use this sfx. >:C​


And I have two questions. Should I worry about the flashing sprites for the death state, and should I make the death sfx a bit quieter? I just feel like it could be a bit distracting with a cluster of them like in the video. But I still don't know how the sections will look like yet. So there's that too. (And the thing here is just a fancier test area, the actual sections will be more interested... And corrupted in a control way. :P So that may be fun to make. :>)

And if this post seems yappy... then it is because I'm writing it at 11 p.m after a rather active day of doing stuff... ;v;​
 
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I’m starting to feel like I maybe should have no actual posting schedule because I’m clearly not the best at it... And having to make sure to have something to showcase at the end of every week is kinda draining, so another argument...

But anyway, I got rid of a placeholder section and replaced it with a final one, and also made another faster path for the Sonic level design™ I also learned how to make drums normally louder in my midi program which means more improvements done to the main theme. :3 (And I replaced some instruments with more fitting ones.)


 
1746877549679.png

Today passes a whole year since I started developing this addon...
1746876955634.png

And as a way of celebrating this year long journey, I decided to release a first look demo for the complete remake of this stage, Super Schoolhouse Zone v2! (SSZ v2 for short. :P) So the demo has quite a bit of content already done, which includes:
-Around 2 minutes of gameplay-
-New stage gimmicks-
-New main theme (still W.I.P!)-
-Reimagination of already existing sections-
-MOAR!!!!!!!! content to see and explore for yourself!-
1746877549679.png

This is the best moment to give critique for this stage seeing how it's publicly available now, so if you have something on your mind, or something bothers you then say it! It might make this addon better!

But before that, the stage is kinda unfinished near the end, so it means that this part of the stage should be less important due to it still being developed and tweaked with.
1746877549679.png

So ye... Happy birthday to one of probably my most ambitious maps yet! :D
1746877549679.png
 

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View attachment 164992
Today passes a whole year since I started developing this addon...
View attachment 164987
And as a way of celebrating this year long journey, I decided to release a first look demo for the complete remake of this stage, Super Schoolhouse Zone v2! (SSZ v2 for short. :P) So the demo has quite a bit of content already done, which includes:
-Around 2 minutes of gameplay-
-New stage gimmicks-
-New main theme (still W.I.P!)-
-Reimagination of already existing sections-
-MOAR!!!!!!!! content to see and explore for yourself!-
View attachment 164992

This is the best moment to give critique for this stage seeing how it's publicly available now, so if you have something on your mind, or something bothers you then say it! It might make this addon better!

But before that, the stage is kinda unfinished near the end, so it means that this part of the stage should be less important due to it still being developed and tweaked with.
View attachment 164992
So ye... Happy birthday to one of probably my most ambitious maps yet! :D
View attachment 164993
View attachment 164992
Welp, I think overpassed the 2 minutes mark...

srb20250.png


Ok, being serious rn, for a demo, it's honestly really good!!!! I really like exploration in my funni Sonic game, so, really, I will automatically like it either way lol and tbh, I literally have no complaints right now (unless that sound when you slip on a banana is intentional or you forgot to cut it lol also the banana room is peak af...) but yeah, no complaints!!! but man, it's shocking to see the major glow-up from V1, I'm excited to see how long the full version since the demo is already long enough (and that's ok!!!!!!!) btw, I don't know if this is even a good "review" I'm terrible at doing these smh...
 

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