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Sol Sestancia 2 playtesting.

Just Finished this level pack, and it was really fun! The level design flowed so well in almost every section. Great stuff!

There are only a few issues i found though that may need fixing.
1. In Royal Palace, you can stand on the death plane around this spot.
2. I have a feeling you know about this, but in uptown, if you go to the emblem in the ace attorney room, you cant escape as sonic. There is a door there so i think you already have an exit planned.

Other then that, GREAT PACK! So exited for a full release!
 

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2. I have a feeling you know about this, but in uptown, if you go to the emblem in the ace attorney room, you cant escape as sonic. There is a door there so i think you already have an exit planned.
Pfft, you overestimated me, I completely didn't realize I trapped Sonic in that balcony. So good catch, thanks!
But yeah, there is a door there, so I suppose I'll just make a new route there.

Oops, and realized I still haven't fixed the train level not being a secret and the starting position was wrong too because of testing.
Should be fixed now, I hope...
 
Pfft, you overestimated me, I completely didn't realize I trapped Sonic in that balcony. So good catch, thanks!
But yeah, there is a door there, so I suppose I'll just make a new route there.

Oops, and realized I still haven't fixed the train level not being a secret and the starting position was wrong too because of testing.
Should be fixed now, I hope...
It it's supposed to be/not be between the Royal Palace and Knothole then I can confirm it's not showing up now.

Other minor notes:
I don't know if it matters, but at the end of Royal Palace, shooting Scratch and Grounder from outside of their little top building just closes the door without moving to the next phase until you jump on top of the building. (pictured with Whisper, pretty sure vanilla Fang can shoot them from this distance too but I need to go to bed so I can't check until tonight.)

Also a Fang issue but minor, it's pretty dang hard to tail bounce off of Swatbots. Presumably this also applies to mod characters who need to actually jump on heads, but I'm pretty sure most of them ALSO have another attack, so I assume most people would try jumping on the Swatbots once or twice, if that, find it incredibly inconsistent, and then just use other attacks.

Finally, not a complaint, Return To Alcudia has some real chill vibes if you decide to explore a bit. (Is there a way to help the guy out of the lake?) Love the soundscape there.

Actually glancing at my screencaps reminded me of a couple more, extremely minor notes:
1. Is there a Whisper cameo I missed? It feels weird to have prominent Tangle and no Whisper cameo.
2. It'd be neat to see Maimy somewhere, Maimy is neat and I don't see her enough. (Teal girl in the courtroom reminded me)
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Finally, not a complaint, Return To Alcudia has some real chill vibes if you decide to explore a bit. (Is there a way to help the guy out of the lake?) Love the soundscape there.

Actually glancing at my screencaps reminded me of a couple more, extremely minor notes:
1. Is there a Whisper cameo I missed? It feels weird to have prominent Tangle and no Whisper cameo.
2. It'd be neat to see Maimy somewhere, Maimy is neat and I don't see her enough. (Teal girl in the courtroom reminded me)

Yeah, you can push the guy out the lake via the stairs behind him, it'll net you an extra life and emblem.
There's supposed to be a soundeffect but it ain't triggering for some reason.

1. My original plan was to have Whsiper be the custom character I made with the pack but someone else already made a pretty good Whisper character and everyone keeps bugging me to make a Sonic instead. But yeah, so I didn't write Whisper into the story. Might add her later now then.
2. Alrighty, I'll add her.

Ah crud, didn't consider shooting Scratch and Grounder.... Guess I have to find a way to force all players inside their room. Sigh.
 
Have you considered having some maps run Katmints Lag reduction script automatically?
When I was messing around with Scratch and Grounder last night I realized I'd had it on since the OLDC, and turning it off took my framerate in Lost City from 60 to 6. One or two of my other mods is probably affecting performance, negatively, but that is still a HUGE boost. I'm not 100% sure on the details because I don't have much experience actually making mods or doing more than minor edits, but from what I understand it makes most objects wait until the player is within a certain distance to actually start moving.

I didn't notice any problems that seemed like it could be cause by it until right before I remembered it was running, and even then some enemies not properly existing before a certain distance isn't usually noticable. (It also prevents just straight up sniping Scratch and Grounder, but not shooting from still outside the room.)

It might also help a little bit with @El3ctr0h3ll's complaints, maybe. "Cycles" is usually a speedrun term referring to objects that start moving at the start of the level, causing you to need to arrive at a specific time for optimal speed and putting a bit of a limit on how fast you can go because you might have to wait. It could also be worse for that, though, cycles are very reliable and something not activating until the player is close enough might be less so, I'm not a speedrunner I just watch GDQ every once in a while. Also, I feel like the motorcycles waiting makes them a little more managable, come to think of it, they were a bit more of a pain in Royal Palace when I disabled that script.

I feel like the overrall difficulty level is fine, though, especially in the context of Sol Sestancia 1, which I just replayed with Tangle and Whisper. Also congratulations you got my ADHD Hyperfixation hooked on SRB2 again, I think.

Also, very minor nitpick/inconsistency, probably nobody will notice, but the Science Fair in SS1 explains the minerals in the mountain cave at the end of SS2, and you changed what the colors do between releases.

Also I found SS1's Whisper cameo!
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Would be cool if you add him as a background character.
 
oh wait I forgot. Would be cool of he had the same dialogue as 06 except it's Sally not Elise.
 
Played all the levels n stuff

It's pretty good, some levels are a bit empty but it's ok because it's a work on progress

Also in the cave part of the level before the credits level there maybe could be a crash & cortex or a power crystal easter egg because that part kinda reminds of cavern catastrophe from crash twinsanity. Also because there was a coco bandicoot easter egg in SS1.


Pretty good pack, i definitely liked it more than SS1, the evolution on how you make mods & stuff is definitely visible, keep up the good work!
 
Where's My peppino?
Not added yet. Am thinking of adding pizza delivery bonus levels like the spiral hill stage, but in these hub area's, might use Peppino there somewhere.
Would it be okay if I just posted some fanart of Egg TV Network real quickView attachment 114991
Ohh awesome! Nice energy. Cool hat.
And yeah, post it anywhere you want, I don't care for Sol Sestancia 2 being leaked, this is an official, if beta, release.
Not to mention Egg tv already was in the OLDC earlier on.
 
Not added yet. Am thinking of adding pizza delivery bonus levels like the spiral hill stage, but in these hub area's, might use Peppino there somewhere.

Ohh awesome! Nice energy. Cool hat.
And yeah, post it anywhere you want, I don't care for Sol Sestancia 2 being leaked, this is an official, if beta, release.
Not to mention Egg tv already was in the OLDC earlier on.
Yea I was actually working on this since last year
 

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It seems there is a distinct lag on when objects activate their thinkers for some reason? It results in some glitches with scenery objects like certain NPCs it seems. Since the thinker doesn't run on load it causes gravity to not affect some of them. Atleast that's what I *think* is happening
 
Jup, that's the new Lua inserted to prevent lag. Which now breaks other things, like not seeing Orbot and Cubot run away in the distance and other fun details. Joy. So back to lag again I suppose. My level pack is too scripted to work with that Lua.
 
Jup, that's the new Lua inserted to prevent lag. Which now breaks other things, like not seeing Orbot and Cubot run away in the distance and other fun details. Joy. So back to lag again I suppose. My level pack is too scripted to work with that Lua.
Oof, sorry. I guess most of the visual stuff wasn't that noticable to me personally, but I guess it's a bit much for release. Hope you didn't waste too much of your time messing with that.
 
Oof, sorry. I guess most of the visual stuff wasn't that noticable to me personally, but I guess it's a bit much for release. Hope you didn't waste too much of your time messing with that.
Nah, I'm glad you brought it up, was worth trying. And it didn't take any time putting it in. It's just disappointing it doesn't work out for this pack.
 

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