Final Brak

[Open Assets] Final Brak v1.0.1

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PikaJade

Modder
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Final Brak - A Super Sonic final boss

Say what you will about SRB2's current final boss, but I won't deny that it's climactic. The frantic symphonic rock music, the blaring alarms, the escape shuttle... But what if it went a step further?

The idea of a Super Sonic final boss for Sonic Robo Blast 2 has been talked about in the community for a while now. For those unaware, most Sonic games feature an extra, secret boss at the end of the main campaign in which you play as Super Sonic. SRB2 lacks such a boss, and likely will for a...

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Alright, from what I can see from the gif, this is AWESOME. My only question is: how will you make it SMS-proof? (And HMS, too.) Because, let's say: SMS transforms into HMS, only to use CA2 (Custom Action 2), and beat Brak Eggman in a single punch? That would still make it an easy final boss.

Sorry if it sounds rude, but I'm just being cautious here.
 
PikaJade submitted a new resource:

Final Brak - A Super Sonic final boss



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Not bad but it could be better.

One thing i've noticed is that the original brak fight ends with one hit, for some reason so... you may wanna fix that.

But anyway, here's how you could improve the fight. Make the Brak Eggman's sprite look slightly broken, to give off that sense that it's almost fully destroyed after the fight you just had on the Black Core. and at the beginning of the fight, make the player have to get out of the capsule he went through upon escaping the Egg Rock, you know, for a more proper transition. What if there was a second phase where upon destroying the Brak Eggman you're now chasing off Robotnik's Mobile in space as he now tries taking you down with missiles and the meteors come out a little fewer, and then upon defeating Robotnik its mobile stops responding and he falls down as well as you.

Also what if when the good ending sequence ends you enter to a new level called "Epilogue" that's basically the aftermath of the fight, where you're back at Greenflower that's now devoid from badniks or Robotnik.
 
Not bad but it could be better.

One thing i've noticed is that the original brak fight ends with one hit, for some reason so... you may wanna fix that.

But anyway, here's how you could improve the fight. Make the Brak Eggman's sprite look slightly broken, to give off that sense that it's almost fully destroyed after the fight you just had on the Black Core. and at the beginning of the fight, make the player have to get out of the capsule he went through upon escaping the Egg Rock, you know, for a more proper transition. What if there was a second phase where upon destroying the Brak Eggman you're now chasing off Robotnik's Mobile in space as he now tries taking you down with missiles and the meteors come out a little fewer, and then upon defeating Robotnik its mobile stops responding and he falls down as well as you.

Also what if when the good ending sequence ends you enter to a new level called "Epilogue" that's basically the aftermath of the fight, where you're back at Greenflower that's now devoid from badniks or Robotnik.
That sounds like a dope-ass idea.
Post automatically merged:

Crash Bandicoot 2 refference?
Sorry, what?
 
Oops! Beating Brak in one hit was a debug thing. I forgot to take that out before release. It also cheat marks your game. I'll update it to remove that ASAP.


But anyway, here's how you could improve the fight. Make the Brak Eggman's sprite look slightly broken, to give off that sense that it's almost fully destroyed after the fight you just had on the Black Core. and at the beginning of the fight, make the player have to get out of the capsule he went through upon escaping the Egg Rock, you know, for a more proper transition. What if there was a second phase where upon destroying the Brak Eggman you're now chasing off Robotnik's Mobile in space as he now tries taking you down with missiles and the meteors come out a little fewer, and then upon defeating Robotnik its mobile stops responding and he falls down as well as you.

Also what if when the good ending sequence ends you enter to a new level called "Epilogue" that's basically the aftermath of the fight, where you're back at Greenflower that's now devoid from badniks or Robotnik.
and make sure to add that in a future update.

Oh and also add this remake of the 2.1 song of Brak Eggman's fight for the Final Brak Level, i think it's more fitting with how climactic it sounds compared to the one you've heard on Black Core Act 3
 
Correct! I made him take 1 hit to defeat during development so I could more easily test the transition from BCZ3 to FBZ. Keeping it in the final release was an accident.
anyway, i hope you eventually update the mod to have the stuff i've mentioned here.
But anyway, here's how you could improve the fight. Make the Brak Eggman's sprite look slightly broken, to give off that sense that it's almost fully destroyed after the fight you just had on the Black Core. and at the beginning of the fight, make the player have to get out of the capsule he went through upon escaping the Egg Rock, you know, for a more proper transition. What if there was a second phase where upon destroying the Brak Eggman you're now chasing off Robotnik's Mobile in space as he now tries taking you down with missiles and the meteors come out a little fewer, and then upon defeating Robotnik its mobile stops responding and he falls down as well as you.

Also what if when the good ending sequence ends you enter to a new level called "Epilogue" that's basically the aftermath of the fight, where you're back at Greenflower that's now devoid from badniks or Robotnik.
 
But anyway, here's how you could improve the fight. Make the Brak Eggman's sprite look slightly broken, to give off that sense that it's almost fully destroyed after the fight you just had on the Black Core. and at the beginning of the fight, make the player have to get out of the capsule he went through upon escaping the Egg Rock, you know, for a more proper transition. What if there was a second phase where upon destroying the Brak Eggman you're now chasing off Robotnik's Mobile in space as he now tries taking you down with missiles and the meteors come out a little fewer, and then upon defeating Robotnik its mobile stops responding and he falls down as well as you.

Also what if when the good ending sequence ends you enter to a new level called "Epilogue" that's basically the aftermath of the fight, where you're back at Greenflower that's now devoid from badniks or Robotnik.
Mind if I add to this? What if "Epilogue" ended with: A Victory Run?

Here's what my idea is, taking the ending idea of yours:
  • The level starts in Greenflower Zone, now peaceful and free of enemies.
    • Music is basically the credits theme. Or the Super Theme, I don't really care.
    • Small environmental details hint at the aftermath (e.g., damaged but recovering terrain, NPCs cheering in the background).
  • You automatically transition through each zone in order.
    • Similar to Sonic 3’s Angel Island transition or Sonic Mania’s credit sequence.
    • No enemies—this is a victory lap, not another challenge.
    • Backgrounds could show slight changes reflecting the events of the game (e.g., Eggman’s influence fading away).
  • The credits roll as you run.
    • Text scrolls in the sky or background instead of blocking the screen.
    • You retain full control of your character, making it more immersive.
  • Final scene: Arrival at a special location.
    • You reach a peaceful area (e.g., a sunrise-lit Greenflower Hill or a resting spot).
    • Your character strikes a victory pose as “The End” fades in.
    • If there’s a post-credits tease, this would be the moment for it.
Now, sure, it might look a little too ambitious, but it would be dope as all hell.
 
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Mind if I add to this? What if "Epilogue" ended with: A Victory Run?

Here's what my idea is, taking the ending idea of yours:
  • The level starts in Greenflower Zone, now peaceful and free of enemies.
    • Music is basically the credits theme.
    • Small environmental details hint at the aftermath (e.g., damaged but recovering terrain, NPCs cheering in the background).
  • You automatically transition through each zone in order.
    • Similar to Sonic 3’s Angel Island transition or Sonic Mania’s credit sequence.
    • No enemies—this is a victory lap, not another challenge.
    • Backgrounds could show slight changes reflecting the events of the game (e.g., Eggman’s influence fading away).
  • The credits roll as you run.
    • Text scrolls in the sky or background instead of blocking the screen.
    • You retain full control of your character, making it more immersive.
  • Final scene: Arrival at a special location.
    • You reach a peaceful area (e.g., a sunrise-lit Greenflower Hill or a resting spot).
    • Your character strikes a victory pose as “The End” fades in.
    • If there’s a post-credits tease, this would be the moment for it.
Now, sure, it might look a little too ambitious, but it would be dope as all hell.
That does sound very ambitious.

But I can absolutely see STJr pulling this off for v2.3 somehow!
 
I was reminded of this mod recently, so I just wanted to share a few thoughts.

I don't intend to add major content to Final Brak in any future updates. It's everything I need it to be. I'm alright with it not being a perfect finale. In fact, that's the point.

I know it's a little anticlimactic. I know there's not a lot going on. I know it doesn't feel much like a fight. I know the music is a bit of a poor fit for the action - I chose Undefeatable because I like it as a song, not because a song about rising to meet a seemingly insurmountable and actively menacing threat was a good fit for chasing down a wounded and fleeing opponent.

Final Brak was never meant to be a perfection of the concept. Notice the tagline doesn't say it's the Super Sonic final boss, it's a Super Sonic Final Boss. It's a proof of concept. It's meant to show that this is possible, and to get you to think about what else could be. I made it Open Assets for a reason. If you like it, build on it. If you want more, make more.

I don't want this mod to be an endpoint. I want it to be a blueprint. The epilogue idea people have been discussing in this is super cool! The thing is, if people ask me to make it and I do, we get one cool mod for people to play with. If you all take that inspiration for yourself, build on what I've made, and end up with something derivative but still your own, we get a community of creators in artistic conversation with each other.

It doesn't have to be original. It doesn't have to be good. Hell, it doesn't even have to be done. If Final Brak inspires even one person to try out modding for themselves, that means more to me than 4,000 downloads ever could. By all means, make Final Brak but better. Make Final Brak but worse. Make Final Brak but yours. All I ask is that you make something.

The SRB2 community means the world to me. I want to do more for it than just adding on more content. I want to start a conversation. I'm happy that I made something that people like, and even happer that I made something people want more out of.

If you're not happy with it? Do something about it. Make something about it.

Your move.
 
I'm unsure if this is Sonic exclusive in the way that some other mods are where you'll be able to enter the stage if you're playing as a Sonic, like X Sonic or any other char with Sonic in their name but nonetheless I really hope (if it's even possible) for a update to the mod to come where you can play the stage at the end of any modded campaign as long as you have all seven Chaos Emeralds because a stage like this would be a great cap stone to a lot of campaigns with the main one that comes to my mind being Emerald Quest.
 
I'm unsure if this is Sonic exclusive in the way that some other mods are where you'll be able to enter the stage if you're playing as a Sonic, like X Sonic or any other char with Sonic in their name but nonetheless I really hope (if it's even possible) for a update to the mod to come where you can play the stage at the end of any modded campaign as long as you have all seven Chaos Emeralds because a stage like this would be a great cap stone to a lot of campaigns with the main one that comes to my mind being Emerald Quest.
I was reminded of this mod recently, so I just wanted to share a few thoughts.

I don't intend to add major content to Final Brak in any future updates. It's everything I need it to be. I'm alright with it not being a perfect finale. In fact, that's the point.

I know it's a little anticlimactic. I know there's not a lot going on. I know it doesn't feel much like a fight. I know the music is a bit of a poor fit for the action - I chose Undefeatable because I like it as a song, not because a song about rising to meet a seemingly insurmountable and actively menacing threat was a good fit for chasing down a wounded and fleeing opponent.

Final Brak was never meant to be a perfection of the concept. Notice the tagline doesn't say it's the Super Sonic final boss, it's a Super Sonic Final Boss. It's a proof of concept. It's meant to show that this is possible, and to get you to think about what else could be. I made it Open Assets for a reason. If you like it, build on it. If you want more, make more.

I don't want this mod to be an endpoint. I want it to be a blueprint. The epilogue idea people have been discussing in this is super cool! The thing is, if people ask me to make it and I do, we get one cool mod for people to play with. If you all take that inspiration for yourself, build on what I've made, and end up with something derivative but still your own, we get a community of creators in artistic conversation with each other.

It doesn't have to be original. It doesn't have to be good. Hell, it doesn't even have to be done. If Final Brak inspires even one person to try out modding for themselves, that means more to me than 4,000 downloads ever could. By all means, make Final Brak but better. Make Final Brak but worse. Make Final Brak but yours. All I ask is that you make something.

The SRB2 community means the world to me. I want to do more for it than just adding on more content. I want to start a conversation. I'm happy that I made something that people like, and even happer that I made something people want more out of.

If you're not happy with it? Do something about it. Make something about it.

Your move.
I'd say Undefeatable works pretty well enough, it's not about rising to meet a seemingly insurmountable threat. That's one of the things I like about the song, and Frontiers in general: Sonic's used to this stuff by now. The whole song is Sonic bragging about how undefeatable he is, and how (while it's a bit early for one), even a Super Sonic Finale is nothing new to him. "Think I'm on 11, but I'm on a 9. Guess you don't really know me." That works well enough for chasing Eggman down at the end of a game, maybe not the best song choice, but whenever you think SRB2 happens, it's far from the first time Sonic has done this.

As for the mod itself, well, you sure did succeed in leaving me wanting to mess with it, doubt I'd ever personally change it enough to be able to share, though. Actually, if you want this mod to inspire people to change it or even make their own stuff, maybe you could update it with more comments, to serve as a bit of an "example" of sorts?
could you make it compatible with characters other than vanilla sonic?
edit: oh crud this violates rule 15.

Many of the other ideas here are entirely separate mods (that I would love to see), but THIS suggestion is a fairly easy fix, though, even with my limited skill level, and you can probably do it too. Just open up the PK3 file, on Windows people usually use Slade, on Android I don't know what tools are available, but worst case scenario a PK3 is actually just a renamed Zip, so if you change the extension you can open it in your file browser. Open up the folder labeled "lua," and within that folder "superfinal.lua." Slade will handle this automatically, if you're using a file browser you might need to tell it to use your text editor.

There are two "if" statements where it checks for Sonic by name. Find those, and comment them out. (either /* and */ before and after them, or just // in front of every line. Or you can delete them, I'm always uncomfortable doing so when I'm messing with other people's code.)

This will allow you to be other characters in the stage. There is one more bit to get other characters to go to the stage that threw me for a bit of a loop, so I'll just give you the answer here instead of a hint where to look: Line 252, "and players[0].skin == 0" seems to be a check that player 1 (which I think is player 0 internally?) is character number 0, which is Sonic, I'm pretty sure. (I have some rusty programming experience, and aside from some recent attempts at SRB2 modding none of it is in lua.) Comment that one out too. (And then also don't load up Silverhorn, Silverhorn seems to force you to the ending here anyway? Not sure why, but Whisper had to shot Brak with rockets a few extra times over that.)

Also, if you go into the SOC folder, open SOC_Level.txt, and add the line "LevelSelect = 1" that will add the level to the level select.

Now for the changes I'd like to see besides that, I have idea how hard a lot of them are. I was thinking this would be way better with less asteroids and Brak running away much faster, but the whole thing actually seems to be a bit of an optical illusion with Brak being almost still? I've figured out lowering Brak's max hp, I think I've figured out less asteroids, but changing Brak's speed seems to just make him dodge left and right faster. And of course Brak should be smoking the whole time, I should look into that bit real quick it occurs to me that I just assumed I had no clue there but it's probably just a change to a state. I was also leaning towards making asteroids drop rings after I brought Amy, who is on my whitelist for the enemies drop rings lua, and it seemed right, but then I brought Kou and Whisper (also on that whitelist) to the level and it seemed like maybe a bit much.

Also fair warning, bringing the wrong characters in here can get a bit jank. Attacking asteroids or Brak knock you back even if it's a ranged attack. Still, pretty cool to see, some nice spectacle if nothing else. (ignore the Silverhorn ending at the end of the gif, this was from loading Whisper in with level select, and I don't know how to edit gifs)
 

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