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SA2's Green hill - stage remake. (You won't need 180 emblems to play this stage!)

Of course i played the 1.0 version, not 1.1 y'know. So you're welcome
I’m glad then, but I still released a 1.1.1 patch that fixes everything and also has some new content. But not a lot though, just less lance-a-bots one remade button section and that’s all the changes game-play wise.

(And to anyone reading this, I’m sorry for no new updates on dev of this stage but I’m busy with my other maps! :devastation:)
 
I’m glad then, but I still released a 1.1.1 patch that fixes everything and also has some new content. But not a lot though, just less lance-a-bots one remade button section and that’s all the changes game-play wise.

(And to anyone reading this, I’m sorry for no new updates on dev of this stage but I’m busy with my other maps! :devastation:)
it's ok, take your time with it :)
 
Hey, uh...
Before you release this, take a quick look at the Adventure Sonic thread.
You mean the rail loops? Don't you need a lot of speed to go through the loop with them? And loops in SA2 work pretty much the same as the zoom-tube ones... I'll take a look at it when they release.
 
#NOW BACK TO OUR REGULARLY SCHEDULED PROGRAMMING#

So I tried doing something today for this map because updating my other maps just didn't hit today. And I somehow did a lot of progress today!

The main things I did for this update is adding rings to the whole map and finding a new way of making SA styled "springs" the thing is that these aren't even springs actually. :/​


The new "springs" are actually NiGHTS bumpers, these actually work really close to the stiffness of modern/SA springs so this really helped me in some parts where you'd better be off without momentum. I showcased rings and some monitors here. And I'm actually kinda close to the perfect ring amount which is 277 I think, the only ones missing are the ones that you get by the check points as a reward.​

srb20119.gif
srb20118.gif

And yes, I somehow managed to make the giant ring cluster. I also added the chao crate with extra life, I want it to have animals inside them but I first have to figure out how to make two tagged shatter blocks break at the same time like they're merged together. In this way I'll be able to make a small pocket inside the box where the animals will be hidden so they won't clip outside like they do now.​

Sorry for lack of any real updates for half a month. :C
I just wasn't feeling it for some time and remember that If I were to cancel any of my maps, I would just release them here in their full unfinished glory in the W.I.P thread so I won't disappoint anyone and so I won't disappointed myself that my work didn't made any eatable fruits.​
 
Sorry for another a bit smaller, yet still a gap in updates. :C But this time I'm not empty-handed and I made some small additions and improvements! :D (I had to make two videos to showcase them without going over 15 MB video limit. :C)​




Here are all the changes because I don't know how to explain them:
-I made the rocks look more round instead of flat-
-I added the SA2 reward system for the check points (40 for rings, 90 for lighting shield, only at specific checkpoints)-
-Made the animals pop out of the chao crate-
-Added falling platforms near the end at the ring cluster. (moving platforms are coming soon... :knuxsmug:)-
-Changed big maces to actual spikes-
-Made the checkpoints activate only in a specific radius instead of activating in the whole sector radius-
I think that's all If I remember correctly.

srb20122.gif

They're floating towards your very location at speeds of around 15 km/h...
 
Sorry for another a bit smaller, yet still a gap in updates. :C But this time I'm not empty-handed and I made some small additions and improvements! :D (I had to make two videos to showcase them without going over 15 MB video limit. :C)​


Here are all the changes because I don't know how to explain them:
-I made the rocks look more round instead of flat-
-I added the SA2 reward system for the check points (40 for rings, 90 for lighting shield, only at specific checkpoints)-
-Made the animals pop out of the chao crate-
-Added falling platforms near the end at the ring cluster. (moving platforms are coming soon... :knuxsmug:)-
-Changed big maces to actual spikes-
-Made the checkpoints activate only in a specific radius instead of activating in the whole sector radius-
I think that's all If I remember correctly.

View attachment 145772
They're floating towards your very location at speeds of around 15 km/h...
Looks awesome! I cant wait to inevitably use the wrong Sonic for the map! [X-Treme for life!] But seriously way past cool!
 
This is probably the last update for the week, but it fortunately has some more stuff added.​

So the biggest thing in this update is the addition of the floating AND moving platforms! (A.k.a I learned how to make poly-objects! :D)

And I also added some other stuff like adding the bridge support thingies with a rope, adding more rocks (but not all of them) and adding a backtrack route that I forgor to record so just have this gif instead. :C
srb20124.gif


And I have a question to y'all. Should I release another demo? Or is it not worth it at this point in development? Because I kinda want to, but I don't really have any major reason for it. (For example finishing the stage's layout.) So is it a good idea or nah? (And if yes then expect it to come out this week a.k.a when school week ends and I regain my ability to have free time. And y'all are in luck because my school week ends on thursday instead of friday. :3)


Looks awesome! I cant wait to inevitably use the wrong Sonic for the map! [X-Treme for life!] But seriously way past cool!
It's not that bad of a choice considering how absolutely vertical this stage is. (At least for SRB2 standards and it's 100 fracunit jump height... -.-)
 
X-Treme’s spindash is very fast, and who doesn’t love pre-rendered graphics :wonderful:
”Shiny 90s models pre-rendered to be used as sprites for a early 3D games” my beloved...

And try using the spin slash from a high area with a fully charged spindash. :knuxsmug: Also, did you know that if you take any damage while in a spin slash you will just get recoiled from danger harm-free? I like it when my sonic characters have moves that makes them invincible to any harm if you’re skilled enough. :>
 
”Shiny 90s models pre-rendered to be used as sprites for a early 3D games” my beloved...

And try using the spin slash from a high area with a fully charged spindash. :knuxsmug: Also, did you know that if you take any damage while in a spin slash you will just get recoiled from danger harm-free? I like it when my sonic characters have moves that makes them invincible to any harm if you’re skilled enough. :>
I learned the insane invincibility of the spinslash in RVZ [a life saver]
 
Will you add the breaking platforms?
I did add those, if you look at the last showcase video at 0:16 and 0:19 then these little hanging pieces of ground are the breaking platforms, they just take thier time with falling so sometimes it doesn’t make a difference.

But I don’t think if having them fall down in a chain pattern is possible, so I will just leave them as they are as one solid piece of ground.
 
I did add those, if you look at the last showcase video at 0:16 and 0:19 then these little hanging pieces of ground are the breaking platforms, they just take thier time with falling so sometimes it doesn’t make a difference.

But I don’t think if having them fall down in a chain pattern is possible, so I will just leave them as they are as one solid piece of ground.
hey aquavine, youre going to make another demo of this level?? (forget it i see the post again)
 
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It seems that Christmas came early this year... :knuxsmug:

A.k.a I managed to find a moment of peace where I can release this demo. :>
srb20163.png

And with that build out, I can say that this addon has finally entered the BETA stage of development! :D​
 

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