Sol Sestancia 2

[Open Assets] Sol Sestancia 2 2024-09-22

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"The hot desert sand causes you to die in exactly 5 seconds, but here's my special air-conditioned roads"

...I wheezed. This is exactly the mad-scientist who-cares-its-plot-convenience bullshit I should've expected and it still caught me off-guard.
 
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ok, now that I can play the extra levels, I have came to ask how do I beat alcudia pizza? I deliver the pizzas and return to the store, but I still lose.
update: I completed it
 
Glad you liked it!
Level was a pain to make, sadly. File became very unstable and level kept crashing. Ended up cutting and rearranging a lot.
The entire second half of the secret traintracks level is basically the salvaged parts of what should have been island's cross second half, hence the sudden scenery change.
Oh well.
That's zonebuilder for ya, sometimes works like a charm, sometimes it hates your guts.
 
Glad you liked it!
Level was a pain to make, sadly. File became very unstable and level kept crashing. Ended up cutting and rearranging a lot.
The entire second half of the secret traintracks level is basically the salvaged parts of what should have been island's cross second half, hence the sudden scenery change.
Oh well.
That's zonebuilder for ya, sometimes works like a charm, sometimes it hates your guts.
Oh I see
 
So, I'm not sure how this didn't get caught before, maybe it has, it seems like it would have, but the trees in Mt. Terracentro completely break Modern Sonic. He just kind of drops down and loses the ability to double jump or anything.

I suppose as a mod compatibility thing it's possibly ignorable, but he seems like he'd be a popular character for this sort of mod? Also just played through the whole mod again with Modern Sonic and aside from needing to Foxbot in Tails for that stage, it's still great.

Also, could you please make an easier version of Vs. Sam Speed for other characters? Either as a command toggle, or detecting super fast characters like X-Sonic and switching to the current speed for them, or even a separate mod? I was way more interested in a new RogerRogerRoger level than X-Sonic, personally, as someone who likes playing fast but not that fast, and between Sonic, Blaze, and Modern Sonic none of them have been able to make it to the first checkpoint.

(I also didn't know about the arcade version until I came here to post this and check for a new version. That cutscene, every time, man if you can find a way to make that skippable that would be great)
 
So, I'm not sure how this didn't get caught before, maybe it has, it seems like it would have, but the trees in Mt. Terracentro completely break Modern Sonic. He just kind of drops down and loses the ability to double jump or anything.

I suppose as a mod compatibility thing it's possibly ignorable, but he seems like he'd be a popular character for this sort of mod? Also just played through the whole mod again with Modern Sonic and aside from needing to Foxbot in Tails for that stage, it's still great.

Also, could you please make an easier version of Vs. Sam Speed for other characters? Either as a command toggle, or detecting super fast characters like X-Sonic and switching to the current speed for them, or even a separate mod? I was way more interested in a new RogerRogerRoger level than X-Sonic, personally, as someone who likes playing fast but not that fast, and between Sonic, Blaze, and Modern Sonic none of them have been able to make it to the first checkpoint.

(I also didn't know about the arcade version until I came here to post this and check for a new version. That cutscene, every time, man if you can find a way to make that skippable that would be great)

Hmm, I think I can figure out a way to make the animation skipable. I'll try when i get time.
No idea how to program in an easier version, unless I make it a seperate level tough.

No idea what to do with the branches, guess in an update I'll see if I can add new optional routes skipping the braches.
 
Hmm, I think I can figure out a way to make the animation skipable. I'll try when i get time.
No idea how to program in an easier version, unless I make it a seperate level tough.

No idea what to do with the branches, guess in an update I'll see if I can add new optional routes skipping the braches.
To be clear, the actual stage is fine, after I loaded up X-Sonic and played through his tutorial. The issue is that it's an otherwise pretty good stage, but Sam Speed is so fast, at least on the initial straightaway, that he locks out all but the fastest characters. Including Modern Sonic, who I will admit is not as fast as I recall but is still faster than the entire vanilla cast on flat ground I think.

I'm not sure how much lua scripting is doable in stages (haven't modded those), but you could probably do something like

If player.mo.skin == "xsonic" or player.mo.skin == <insert other character of comparable speed, repeat>
<Current Sam Speed behavior>

Else
<Slower Sam Speed>
End

Or replace that skin check with a Cvar.

Likewise, Modern Sonic is the only character I've seen who bugs out on the branches, and he can wall jump and homing attack and boost to take advantage of slope jumping and all sorts of other stuff. If you could set the branches to just completely ignore him he could probably manage the stage without them, albeit with a weird flow. Probably easier than major edits, although it wouldn't help if there ARE other custom characters that break the branches. (Actually you could also probably fix that weird flow issue with conspicuous lines of homing attackable enemies around stuff like the big branch wall, too.)

But my actual SRB2 modding experience is limited to looking at other people's code and messing with some lua files that aren't polished enough to release so it could be harder than I thought.

--Edit to avoid doubleposting? Is that a thing here?

Vs. Sam Speed got me to find another "wait how was that not caught before," and in this case "how did I, personally, not catch this before?" bug.

Apparently, some of your flames (I think from Egg TV? But if that were the case I'd have probably caught that way back in the OLDC . . .) share a name or something with Burning Blaze's special flame aura, leading to this:

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Another mod compatibility thing so maybe not the highest priority, but seems worth pointing out.

Also congratulations on making a level pack I cleared, as Blaze and Marine, at least once, apparently without ever once getting frustrated enough to use Burning Blaze until I thought "I wonder if even Burning Blaze can keep up with Sam Speed on the initial straightaway?"
(She cannot.)
 
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Stepping on this specific purple gem floor in Mt. Terracentro in the wrong place can possibly get you softlocked (done on the arcade version, dunno if that can also happen in the normal version)
Also unsure if vanilla characters can get stuck here
 

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Okay maybe I wasn't quite right about just needing Sam Speed slowed down for vanilla characters being able to clear VS. Sam Speed.

I saw a video of Adventure Sonic's Rush mode and that reminded me that exists and made me want to try it there, and
A. It worked and was fun as hell, aside from one frustrating spot
B. It made me realize that aside from the first two straightaways, Sam Speed isn't that fast? You could probably just make those downhill or something instead of checking for X-Sonic, if you'd prefer that? Does X-Sonic benefit from going downhill? He kinda just seems to either trot at a "feels slower than that honestly" 25 Fracunits or zoom off at 90-100 with nothing in between . . .
C. That one spot and exploring the racetracks after the fact let me see other places where vanilla can't handle it. I took notes? If you're interested, if you want to keep it "X-Sonic and maybe some other mod characters by coincidence only" that's obviously your choice.

First is this cliff in the first wilds area. The obvious thing would be a spring here, in this spot where the path leads you and X-Sonic has to run up the wall, while Rush Sonic has to do a totally sick slope jump that vanilla Sonic just can't make.

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But personally I think I'd prefer some springs along this cool platforming path that has springs for like, half of it, but is just barely too tall for vanilla to start on it and just kinda stops having them halfway up the cliff?

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There's likewise another "there's springs for part of a path, it looks like there's a path, but then there's not? Once you get up the cliff, but it's less important because you can also just sorta run along the other obvious path.
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And then a thing that took me a bit but is probably a somewhat easy fix, vanilla Sonic and probably lots of other characters can't make the jump across the big ravine in the desert alone, but exploring around after the race I found Sonic's friends ready to throw him across off the road a fair distance. You could probably just do a fork in the road there for conveyance, as an added bonus it'd make taking the jump for super fast characters like X-Sonic feel a little less like "this is the path the game wants me to take" and a little more like "I bet I could take a huge shortcut there."

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(If the lighting feels a bit wrong in that last screencap, it's because I tried loading up the "day/night cycle" mod while I was exploring the desert because the music and vibes post-race are just so chill. A bit "feature request" and entirely superfluous, but if you wanted to make it night for post-race exploration, that would be really great.)

Also a slight bug report, but it's also another mod compatibility thing, and probably a multiplayer thing but I haven't checked:

The Metarex hitting a Foxbot or presumably another player knocks back Player 1 like if they had gotten hit.

(Mods used during testing:
The Meter, because I like seeing my speed.
Foxbot, to switch characters quickly.
Antimetalsuffocate exploring the desert.
Day/Night cycle for a bit in the desert, didn't look great.
Also currently technically on The Story Of Uncapped Discord Revengaence The 3rd because this mod has a ton of slowdown in the current 2.2.14 and that's the copy of 2.2.13 I have installed with my full mods folder that, come to think of it, is kinda unnecessary for this but still.
Pretty sure none of these would have made a difference here)
((Also I haven't posted images on here much before, so sorry if the resizing in the editor made them hard to make out or if they're too big and taking up too much bandwidth or something)

--Edit
Also I seem to recall you saying you were planning to make a character to go with, originally planning on Whisper as the "canon" PC for Sol Sestiancia, currently leaning towards Sonic in your style, mostly because other people wanted it . . .

might I suggest that sick battle damaged / Master Asher corrupted(?) Metal Sonic that's the final boss, instead? That thing is so cool.
 
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Okay, version 1.7 up.
Renamed the flame animation so it shouldn't cause trouble with Blaze anymore.
Mountain stage has now alternative routes and platforms to skip the branches entirely and added space for the purple crystal crashing players.

In regular Sol Sestancia 2 mode only, cutscene in Sonic X level now skipable by moving around, added an easy mode version of the stage making it playable for vanilla cast trough slower Sam Speed and extra platforms based on Captain France's suggestions.
 
Okay, version 1.7 up.
Renamed the flame animation so it shouldn't cause trouble with Blaze anymore.
Mountain stage has now alternative routes and platforms to skip the branches entirely and added space for the purple crystal crashing players.

In regular Sol Sestancia 2 mode only, cutscene in Sonic X level now skipable by moving around, added an easy mode version of the stage making it playable for vanilla cast trough slower Sam Speed and extra platforms based on Captain France's suggestions.
Tested this out some.

Good news: Blaze is fixed. And while that is the hardest "easy mode" I have ever played and I think Sam Speed bugged out a little on my last try and gave me an extra second or two, I am not a speedrunner and managed to, after many tries, beat Sam Speed with 100% Vanilla Sonic. I am going to go back to using momentum mods instead of thokking constantly now. Modern Sonic can clear Mt. Terracentro with maybe a little more difficulty than most characters, but honestly Modern Sonic is kind of busted he could use stages being a bit more difficult for him sometimes.

Bad news: A lot of those paths are still just out of reach for vanilla Sonic? But if they're just meant for other characters that's fine. I particularly noticed this one spring that seems to not give a useful amount of height, but I didn't try it with Amy because of the next thing:
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Sam seems to have a must stricter time for the second section the first time you get there than after you die once? I couldn't manage it the first try as Blaze with momentum mods, or Vanilla Sonic with no mods, or Modern Sonic with no mods. This combined with the bug where Sam respawns and takes away your ability to explore the tracks if you die at any point in the race kept me from looking around and trying things as much as I might have, I'll take another look in a bit though.

Modern Sonic still enters a weird glitchy state where he can't use any of his abilities upon touching the tree branches, and actually in what I'm pretty sure is a new bug he seems to pass this state on to Tails if using Foxbot? He also gets stuck in the ground a little. Getting hit fixes the gameplay effects of this state but not the visual glitch. I don't know I suppose if you're combining mods you should probably expect some jank anyways, plus it's sort of the authentic Modern Sonic experience, right?
--Edit
But if you can check for a specific character in the branches' behavior, making them just ignore Modern Sonic would now 100% definitely be fine, he can clear the stage without them without being too tricky.
--end edit
The irrelevant: I haven't checked if this is repeatable and it only happened on TSOURDT3RD, which actually reminded me to load up full vanilla for the testing, but I got a bug my first try as Blaze where the cutscene audio kept repeating. Kind of cool in an avant-garde sort of way.

Also, different name suggestions:
Vs. Sam "Easy Mode" with quotations.
Vs. Sam "Slow"
Vs. Sam Speed Limit
Vs. Sam Moderate Speed
Vs. Sam Speed (Vanilla)
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Double posting because here's a big one I caught just now after deciding to play Vs. Sam one more time before getting ready for bed:

The Arcade Mode pk3 doesn't seem to have the "easy" version? Unless it's a problem with my save data, it's not there on the level select.
--edit
One more "bug" to "report"
The cars are affected by the boosters, and the ones going the wrong way get stuck and just keep running into them.
. . . honestly, maybe don't fix this one, it's funny.
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Also, and I understand if this would mess with the balance too much, especially for X-Sonic, but the way moving from the city to the first wilds part of the track drops all of your speed kinda sucks. In addition to going from high speed to a stop automatically, especially with characters with dash modes and/or momentum mods, (METAL SONIC AND MAIMY WERE GETTING OVER 90 FRACS? THAT'S SICK AS HELL,) it also adds to the sort of disconnected feeling the race has already from the way getting way ahead of Sam Speed in one section doesn't help you on the next. (For technical reasons, I assume?)

Also this is a fun level with good music choices, and that plus my ADHD has overruled my cat telling me to go to bed for too long. Also I like the touch that Sam is affected by player pushback, I noticed it before with how it lets someone who can get ahead temporarily block him a bit, and also a few minutes ago when he took Flame The Dragon's big boosted jump with her and it looked funny.
 
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