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Team Prismatic (Mystic Realm: Community Edition)

Seeing UDMF come into play for some of the maps like Verdant's Forest makes me very excited for what's to come.
You guys are doing god's work. CE has every right to become THE iconic SRB2 levelpack, just like MR was in the Final Demo days.
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I was told SA-Sonic's Hyper scene got borked, but....looks like you guys already took care of it! Awesome! If everyone's Lua is in and Mystic Realm CE nears its v1 release, call on me and I'd be happy to come in and help optimize things. I've learned a lot of tricks making the worst code ever(AKA, my own) run smoothly. I'm sure by the time you get that far in, you'd be sick of that sort of menial work.
 
The exit sector in a12 build is very tiny in the center of the circle. This was fixed, but the level is still completable
Post automatically merged:



Posting another indev 0.5 beta here! Things are coming along very nicely. This is still buggy and not a finished 0.5. All contribution is appreciated!

DOWNLOAD LATEST

-- 0.5 A14 INDEV --

Major lua reorganization by Xian
Most issues reported with A12 have been fixed
Numerous minor improvements
Marathon runs can be completed
Title Screen received major polish

Jade Coast has been updated with new tree objects and skybox textures
Verdant Forest Act 1 & Labyrinth Woods have been retextured
Labyrinth Woods majorly updated to a complete PoC
Flame Rift Zone has received a new sky texture
New Rainstorm Keep and Flame Rift 2 music by SylviaTheGhost
New Rainstorm Keep early demo remake by Speed2411
Implemented rough of TVZ lightning hazard, intended for tvz1 lightning temple

KNOWN ISSUES
Rainstorm Keep and Sunken Plant 2 are still very buggy
Verdant Forest 1 still uses vanilla flower grass textures

-----

jade coast with new trees by acepremiere

rainstorm keep by speed2411

verdant forest by marcos, with (old, previously made) textures by dirkthehusky, applied to the stage by othius
Alright!

I'm gonna go play this immediately—
Edit(started at 2:30 PM):
Wow! This mod is even more beautiful now! All the new levels added from A12 are very nice. I wasn't able to catch A12 before A14 since I...have bad memory, but nothing better than getting the newest version anyway!
My playthrough revealed a few bug/bug-like things, however. Some(or...just one?) that have persisted in earlier releases.

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The rotating platforms in Mudhole Karst produce the kicked-up sand effect when ran or skidded on!
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The maces don't appear on their chains in Verdant Forest Act 2...still.
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Screenshot 2024-01-06 125728.png

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WOOAAAAHHH!! Walking through the tree in Labyrinth Woods can cause some weird stuff. Also...it took me about 12 minutes to beat this. It's a real maze this time!

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Huh? Is that stuff in Flame Rift Act 1 supposed to be up there..?
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This isn't really a bug, but I just hope that Flame Rift Act 2 finally gets some proper hints one day.

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What's the portal effect from AGZ3 doing in Sunken Plant Act 2? I can't walk through it...

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Again, not really a bug of sorts, it's more of a...nitpick? It's something small. This is the only waterway blocked off in the Inner Sanctum. Is that intentional?

This is probably the most important one:

Screenshot 2024-01-06 142943.png

I get the blasted SIGSEGV crash error when I leave the Extras Checklist! It has happened once before, this is the second time being screenshotted.

Other than that, there's the cool stuff, too!

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It kinda spooked me when I didn't see the shrine button for Tempest Valley Act 1, then I remembered there was now a Act 2 put in(albeit, a WIP, but it's still very cool)!
I didn't get any GIFs or pictures of Rainstorm Keep, but that's looking super awesome, too! I love that the name is taken more literally.

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I'm assuming these are what give you continues? I've seen these in other versions, and found these throughout many levels (Verdant Forest Act 2, Sunken Plant Act 1(iirc), Spatial Void).
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I like how the water acts in Labyrinth Woods. It's almost like it's trying to lead you somewhere...

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Don't think I don't see that reference to the older versions of AGZ behind the start of Aerial Garden Act 2!
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AAAAAAAAAAAAAAAAAAAAAA- (Don't worry, I was able to get up these endless SM64 stairs past the end of Aerial Garden Act 1.)

If anyone on the team happens to see this incredibly lengthy review, I hope you do something about that crash.
Anyway, I'm excited to see what's next for this remake! It already looks so complete, but there's obviously other things to be done and/or finished. Keep up the good work! HorizonChars is the only mod I added to the game.
 
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can someone explain to me what the process for unlocking hyper forms is i have no idea what i'm looking for and i cant find a guide
 
yes thats what i asked
You have to find and beat the challenges in flame rift 1, tempest valley 1(no challenge, just a placeholder room with reward), sunken plant 1.If you beat a challenge, you will get a key stone. After you collect all 3 key stones in each challenge, go to the starlight palace and find the secret temple of light (GIF presents how to find it). After you enter in that room, you will see a portal, get in it and you wwill appear in a level Inner sanctum. Step on the master emerald and you have access to the true ending and hyper form(can be fully playable after you enter the level in level select of your save).
Edit: i guess no gif, just seacrh for the tutorial on youtube how to find it
 
it would be nice if all levels were backtrackable for the recently released Takis Dynamite Demo which has an escape sequence where you HAVE to go backwards
 
I got bored yesterday and remade the first room of Tempest Valley Act 1. Path B area past the half pipe was made by Seaballer, and the last area in the gif was initially made by Speed2411 (but I remade it following the same layout)
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Path A.

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Path B.

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it would be nice if all levels were backtrackable for the recently released Takis Dynamite Demo which has an escape sequence where you HAVE to go backwards
seems kind of weird to expect every mod to accommodate for that one instead of the other way around tbh. most levels are not designed to be backtrackable because that's not how srb2 usually works
 
seems kind of weird to expect every mod to accommodate for that one instead of the other way around tbh. most levels are not designed to be backtrackable because that's not how srb2 usually works
well technically for 3, TDPJR peppino and ntopp still exist (although ntopp v2's pizza time is optional, but still)
 
Here I come with another v0.5 be-
Ha ha nope. As you may have noticed, progress since v0.4 has ramped up significantly. So much so, in fact, that we won't be releasing a v0.5 beta anymore. Instead, We're skipping straight to v0.6!

So now, with our very first v0.6 beta, let's go over the changes since the last beta
-New revamp of JCZ3 arena, by @Ace Premier
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-An early beta remake of TVZ1, by @Othius and @Seaballer
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-A brand new beta boss fight for TVZ3, the Egg Amoeba, by @Zipper
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Some spicy new visuals for the lava all across Flame Rift, by myself
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-New music for Vulkan Forge, the old music plays in act 2 now
-An altered level exit for FRZ3's boss
-Continued work on SPZ2, RSK
-Completely rewritten momentum core based on Classic.wad (with permission)
-Emerald Display screen improved with smoother animation and new ease transition, by @Ace Premier
-Updated Credits
Bugfixes include, but are not limited to:
-Fixed fire temple torches being lit even if you lack a fire shield
-Fixed Primordial Abyss being accessible before properly unlocking it
-Removed several emblems that were made impossible when the level was replaced with a demo (to return soon)
Known issues include:
-The new momentum core may completely break character support; please be patient, we'll get things back in working order soon
-The new momentum core also doesn't work very well in water; try to endure the slow pain and we'll figure something out in the meantime
-There still may be resync issues in netgames; we have yet to find an actual cause for this, let alone a fix

DOWNLOAD NOW
 

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