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SRB2: Generations

(sorry for the bad english)
sorry to bother you with the railgrinding again, but there is a mod that turns fences (like the ones you find in gfz) into railgrinding material.the railgrinding is mapped to custom 2 (wich is less useful) and it requires skill.i dont actually know if it is easy to place fences,but seeing your first gfz it looks a lot like it.and that comes with the benefit of being more "accurate to the boost games,adding lenght to the level but still requiring skill from the player, and greater room for creativity.you can also do those cool live saving rails on drifting that are from unleashed or stuff like that.
i hope this helps.here's the mod https://mb.srb2.org/addons/rail-grinding.5432/
and have a good day/night.
its a hard no

i tried the mod several times but god its too buggy and scuffed, turning is literally a risk since sonic could be shot off the rail, and its very specific nor do i have any lua knowledge to make it support the rails i would need.

even then, it'd mean making custom sprites for rails which i cant do since im not a sprite artist.

i'd be better off using minecart rails since modern sonic actually acts like he's rail grinding with them instead of using a lua that forces it.

sorry, but if you guys really wanna see rail grinding on srb2 levels then check out SRB2: World Adventure, it will have rail grinding, unlike mine which is going to be limited in Arid Canyon Modern



not much to say in this update, besides dsz-m still being worked on as anyone interested in this levelpack would know

modern sonic v6 is gonna be shadowdropped so thats...uh, news? it'd probably make me occasionally visit motdspork's page now to see if he dropped or not, i'm expecting it'll take either five months or another year before v6 finally releases since if i remember correctly, he only needs extra sprites and compatibility fixes. i get why the team developing him seems tired of working with v6, since hey its 3 years now, and they have personal lives to attend to, i understand that...but meh, nothing i could do but wait, just hoping that they dont get stressed due to the silent hype v6 seems to be getting recently:worry:...

screenshots
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Look I know it can get annoying of people asking this and that. Just do what you wanna do and try for the better. I don't really care if there is going to be rail grinding or not. What I care (and what everyone should care about a fan project or any video game project in general) wether it's fun, can get you hooked to it and is of high quality.
 
Look I know it can get annoying of people asking this and that. Just do what you wanna do and try for the better. I don't really care if there is going to be rail grinding or not. What I care (and what everyone should care about a fan project or any video game project in general) wether it's fun, can get you hooked to it and is of high quality.
oh im fine with people pitching in ideas actually, i like listening to stuff since it helps giving me an idea what people want, still doesnt mean ill just follow through every idea given since hey this is my levelpack :blink:

well, i like running around the stages and using momentum mods/characters with boost abilities, and my testers has been providing positive feedback so...yeah??? still not sure :worry:


deep sea development still going on

i kind of find developing it a bit easier since i could spam them underwater vegetation and make stuff filled

deep sea would have a lot more alternate paths than both thz-m and gfz-m as expected

i decided that the length of the level before i call deep sea finished is 3:00

screenshots:
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hey just wanted to give some info on what white world is currently shaping to be

a hallway

yup, its gonna be straightforward in a literal way, starting from gfz, to erz

this is probably gonna be one of the more recurring factors if im going to rework it later again

hopefully you guys wont mind that

screenshot:
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Nah I don' mind it being a hallway. For deep sea zone, in areas that are more open, you can add these underwater bombs that start exploding after like five seconds and bob. Just a suggestion:)
 
Nah I don' mind it being a hallway. For deep sea zone, in areas that are more open, you can add these underwater bombs that start exploding after like five seconds and bob. Just a suggestion:)
for how fast sonic goes they're gonna be useless. in fact sonic is so op that he just kills every hazard there is in deep sea zone, exept for the spin dash thing. and air bubbles.
 
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Nah I don' mind it being a hallway. For deep sea zone, in areas that are more open, you can add these underwater bombs that start exploding after like five seconds and bob. Just a suggestion:)
yeah i'll do that but only later since dsz is still very early, so i dont think i should add the mines until the player is halfway into the level

for how fast sonic goes they're gonna be useless. in fact sonic is so op that he just kills every hazard there is in deep sea zone, exept for the spin dash thing. and air bubbles.
naw, i think the mines can stop modern sonic very well since they knock him back

and he is a complete loser against crushstaceans, his boost doesnt break those badniks LOL

oh yeah, i'm using flow bubbles from princess plushima's asset collection to keep the player moving without forcing them to halt for a second, so yeah that's neat isn't it?

no screenshots for today, sorry:worry:
 
hey all,

dsz-m's development would be paused in a bit (along with cez-m) since jana sol (jana sol:wow:) offered help, so now she's porting over the maps into udmf,

until shes finished and sends me back the ported maps, im gonna be working on acz-m

oh yeah, for the first time since i started, i could actually see improvements (seriously, im definitely gonna rework gfz-m later on.....geez......), so thats uh...good news for me????? yeah👍

it'll probably take me a bit of time to fully get used to using uzb, so that might pose a slight bump on the road?

anyways, thats all for now :threat:

screenshots:

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having a lot more fun working with arid canyon

still waiting for jana sol (jana sol :wow:)to finish porting the maps to udmf

having a lot of fun using udmf too, though slope picking can be confusing for me sometimes...

plan for acz-m: rail canyon (if i dont feel lazy to make a lot of rails)

screenshots:
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Nice! I have a suggestion, somewhere at the end, it would be cool to see Sonic running away from an explosion.
 
after a lot of thinking

I'm reworking this entire levelpack (well, not really? since uhh we only got gfz and thz done with dsz having barely anything in it LMFAO)

why? im moving to uzb, a LOT easier to use than zb, and looking back at the levels i can see a lot of stuff i could've done better, though layouts remain the same, they would be rebuilt from the ground up in uzb

i will still include the soon to be reworked gfz and thz as extra levels though

in other news: jana sol (jana sol:wow:) decided to provide me her modern objects and camera so thats pretty cool!!!!!!!!!11

but anyways, acz development continues............

screenshots:
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Uzb also apparently has better physics, more akin to the classics. (Atleast that is what I think)
 
Uzb also apparently has better physics, more akin to the classics. (Atleast that is what I think)
i...no??? uzb is just a map editor for srb2, srb2 still handles the physics and all of that...or at least thats what i know?

Nice! I have a suggestion, somewhere at the end, it would be cool to see Sonic running away from an explosion.
not gonna take this idea, sorry (i just...really dont see any reason why i should add this, im not michael bay, y'know?)

not much to say for this update besides acz development continues

screenshots:
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I am not a fan of these sprites but man the last one hits hard! They level itself looks kinda drifty. Is it inspired by Savanah citadel?
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I am not a fan of these sprites but man the last one hits hard! They level itself looks kinda drifty. Is it inspired by Savanah citadel?
It just looks fun!
 

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