PAIN

PAIN v2.1.4

Tarregor

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Tarregor submitted a new resource:

PAIN - What if SRB2 was a rage-inducing platformer?

WARNING: This mod was made for experienced players. Don't play this mod unless you've at least beaten the base game as Sonic(by himself) without getting a game over, and don't recommend this mod to anyone who hasn't beaten the base game as described.
WARNING: If you're using Custom Gamedata, then use a savefile that saw the credits or one that started in PAIN to play this mod... or else.
WARNING: Some parts of this mod may lag for computers that do not have a non-integrated graphics card...

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This is the old version of PAIN that I mentioned in the mod overview; it's of a very low quality compared to the current version of PAIN, but some people would like to see it:
 

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  • S_PAIN(Enemies_Only).pk3
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Tarregor updated PAIN with a new update entry:

day 1 patch

The changes from v2.0.0:
-made extremely slight optimizations to the Lua
-removed the redundant spring from the zoom tube before the red & purple laser bridge in ERZ2
-re-added an accidently-removed section of conveyor belt to the conveyor belt room in ERZ1, leading to the emerald token
-removed the turrets added near said emerald token
-replaced ERZ2's new Level Select Icon with a different new Level Select Icon
-fixed the broken environmental hazard in the amy/fang path in GFZ2, and made...

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Tarregor updated PAIN with a new update entry:

Boss Rush mode replaced with a new file

Boss Rush mode has been replaced with a separate .pk3 file because I couldn't figure out how to fix a few bugs after staying up all night and not being able to sleep.
As such, the console command, painbossrush, no longer exists.
The separate file is easier on the upload size for netgames anyway.

Furthermore, because I couldn't fix the above bug, the feature of players being unable to respawn during multiplayer boss fights has been scrapped; the server's admin can handle that by setting...

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Tarregor updated PAIN with a new update entry:

a bit of polishing

-corrected the position of a slightly-misplaced zoom tube waypoint for a polyobject in ERZ2
-re-aligned the textures of the pillar right before the last goalpost in CEZ1
-greatly toned down the number of bees in DSZ3; the level is only supposed to register at a 4/10 on the PAIN-o-Meter
-remembered to not turn gargoyle switches(or at least the ones I remembered) in DSZ2 into glaregoyle switches
-replaced 2 unfair glargoyles in DSZ2 after the switch door behind the switch door after the...

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Tarregor updated PAIN with a new update entry:

I wrote a buncha stuff in the Overview

I wrote a buncha stuff in the mod's Overview about PAIN's usage of environmental hazards and related things, and put it all in spoilers. This doesn't come with a new version.

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disappointed that the ACZ fight didn't have bee hives outside the train
I tried that the first time, but it didn't work because the bees can't get past where the walls and ceiling were before fang blew them up; I'd assume that there's some block enemies linedefs and an invisible and intangible block enemies fof responsible for this, but I haven't actually looked.
Regardless, I much prefer that Fang's bombs spawn bees.
 
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Today, I went through and took a close look at THZ1/2 and DSZ2 to see which crushers I could afford to replace with other thematic environmental hazards without making the levels be less PAINful.
All I could really find that I could do, however, is to possibly do put a wave of spiked rising floors that don't reach the ceiling at the start of DSZ2 with a flat row of spikes in front it to prevent the player from running headfirst into, it, which might create a delay long enough for the player to have to put up with 2 rows of glaregoyles with varied heights and delays bouncing on yellow springballs before the first waterslide in DSZ2, but I expect that it won't really end up being an effective environmental hazard, which I'll see about tomorrow. EDIT: I opted to do something else instead
Well, except I could replace some crushers in THZ1/2 with cheap electric floors with a pterabyte flying over them, but that's even cheaper than crushers, so I won't be adding anymore of those.
Speaking of which, Turrets have a disappointingly-short range and clash with bees, not just by killing them, but by serving the same purpose as bees do.

Also, tomorrow, since I could find so few things to do to replace crushers with new environmental hazards, I've decided to at least turn alot of THZ & DSZ's crushers into waves of crushers or other varied kinds of vertical crushers to at least make them more interesting. I would use polyobjects that move horizontally instead, but the ones I had in THZ1/2 were invisible in software mode, so I had to replace those with vertical crushers.

I've also thought about adding Rock Spawners to DSZ1/2 to replace some crushers(EDIT: I decided not to do that), and about replacing some of ACZ1/2's rock spawners with haphazard diagonal springs that lead to death pits; expect these things to be in v2.0.3.

And if you haven't done it, I encourage readers to read the spoilers in the overview about my usage of PAIN's environmental hazards.
 
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Tarregor updated PAIN with a new update entry:

alotta polishing

I took some feedback about PAIN to heart, specifically concerning a lack of variety with the earlygame environmental hazards and an abundance of rock spawners in ACZ, and I changed PAIN accordingly where I could afford to, as described below
and I did a bunch of other stuff too

General:
-moved the doors and goalpost chambers in the multiplayer boss reset chambers to where the spring custom maces are facing, making the existence of the goalpost more obvious once the door opens
-remembered to...

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Tarregor updated PAIN with a new update entry:

more polishing(v2.0.4)

-moved the hive elemental in the big pipe jump section in THZ1 to a more obvious location so that it won't catch the player off-guard so easily

-replaced the regular vertical crusher after the right turn in the waterslide at the end of DSZ2 with a moving non-retracting spike hazard, and replaced the nearby invulnerability monitor with a 10k point monitor

-replaced the force shield at the start of CEZ1 with a 1k point monitor, making the spikes next to the adjacent springs matter some...

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Tarregor updated PAIN with a new update entry:

more RVZ cheese removal

removed cheese in the right path in the start of RVZ, wherein you could simply jump around most of the firebars to get to the rising/sinking platforms, by putting lavafalls on the sides
I also added more pterabytes between said platforms since it felt too easy for its designation on the PAIN-o-Meter

again, the bosses-only version of PAIN is unchanged, and doesn't need to be re-downloaded

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Tarregor updated PAIN with a new update entry:

PAIN-spike-smoothing(v2.0.5)

-added many environmental hazards to ACZ2 and polished it in various ways to make the level finally deserve its 7/10 spot on the PAIN-o-Meter
-gave fang(boss) an extra 4 hit points to make sure that he's deserving of his 7/10 spot on the PAIN-o-Meter
-increased the time requirement for the ring record attack emblem for ACZ3 according to his hit point increase
-polished some stuff in RVZ to get rid of cheesing methods, and made the first rollout rock section harder

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Tarregor updated PAIN with a new update entry:

some polishing

-hopefully fixed a bug that allows android players to mash out of pterabytes
-removed an unnecessary small fraction of a kilobyte from the mod's uncompressed filesize
-replaced the infinite continues after winning with infinite lives after winning
-remembered to replace the space in the bosses-only filename with an underscore
-added a short explanatory cutscene before GFZ1
-fixed the facing of 2 red buzzes in the knuckles path in THZ1, and removed an ineffective pterabyte from later in that...

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Tarregor updated PAIN with a new update entry:

early level extra life limits

-very slightly optimized the Lua
-made 1up monitors get replaced with 10k point monitors in ultimate mode
-prevented the player from getting more than 7 extra lives per level in singleplayer in GFZ1, GFZ2, THZ1, & THZ2, not counting score lives that come from the intermission; now you can't just have 99 lives going into THZ3 by grabbing 2 lives, hitting retry, and repeating the process
-made the golden force shield monitor after the goalpost in DSZ2 be removed outright in ultimate...

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Tarregor updated PAIN with a new update entry:

overdue BCZ1 PAIN increase

-very slightly optimized the Lua
-remembered to replace invulnerability monitors with 1k point monitors in ultimate mode
-made golden force shield monitors outside of DSZ2 get replaced with 1k point monitors in ultimate mode, not that it's applicable to PAIN
-made entering DSZ3 not overwrite all pre-existing shields(which you should only have if you're a character mod that keeps shields between levels) with a force shield
-replaced the new force shield in CEZ1 with a pity shield
-stuck some...

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Tarregor updated PAIN with a new update entry:

elevator spike fixes & more

-made the starting informational cutscene shorter
-made the 2nd informational cutscene very slightly shorter
-re-added the accidentally-deleted polyobject platform after the upper 1st starpost in THZ1
-made the spikes that fall below their elevators after the player dies in GFZ2 & THZ2 stay on their elevator
-removed the unfair ghosts in the failure waterslide in DSZ2 before the big waterslide section
-replaced the spikes near the elemental shield at the start of CEZ2 with springs, like in...

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