Tortured Planet

Tortured Planet v11.8.1

well that is a shame. but do bear in mind that boss isn't mod exclusive, as this is the original version of brak eggman before his fight was changed completely into what we have today. we opted to keep it in the mod for the sake of keeping it in line with the original release, but given how many people outright hate him it may not have been the best choice exactly
If it doesn't add too much work to manage or keep track of, there's always the option of putting out two separate versions for both the people who want that part of the legacy release to stay the same and those who want the updated brak instead.
 
The Fume Shaft "rope hangs" should probably be replaced by minecart rides now that SRB2 has them. Either that or turn them into zoom tubes instead (pretty sure that's what they used to be in 2.0 version anyways) as it looks kind of weird right now with you just clipping through the floor while being transported using them.
 
JonBaxter updated Tortured Planet with a new update entry:

No more Brak C.B.T.

That's right, this update will finally address Brak Eggman's
Callous and
Brutal
Torture!

We've decided there's no good reason to keep the old 2.0 version of Brak around just for the sake of increasing the endgame difficulty via sheer bad design, so please enjoy his much more bearable modern version.

We're also disabling Metal Sonic's gravity gimmick in Space Walk Zone Act 3 for similar reasons, as it did nothing but massively inflate the time needed to complete the...

Read the rest of this update entry...
 
Bad change. 2.0 Brak is pretty easily beatable, it just takes skill. I don't understand the purpose of removing it, it's better than the 2.1+ Brak fight, and it helps differentiate the boss fight from being just another Brak fight.
 
Bad change. 2.0 Brak is pretty easily beatable, it just takes skill. I don't understand the purpose of removing it, it's better than the 2.1+ Brak fight, and it helps differentiate the boss fight from being just another Brak fight.
I honestly and behemently disagree on it being a bad change. The precise way to hit him (yes, it takes skill and I'm not arguing against that), having to wait long times between hits because you cannot (from my experience) hit him while he's attacking, then having to rely on a Missle gimmick (which unfortunately did not work that well for me so I wonder if I was just unlucky) in order to beat him... Does NOT feel good anymore.

2.1's Brak Fight goes by much quicker. Just because his behavior is RNG does not mean your skill cannot hurry the fight up-- I can very much land some well-timed hits and have the fight end much quicker than the older version could dream of.

Perhaps in hindsight 2.0 Brak may be "easily beatable", but after being used to 2.1's I just cannot agree, not anymore. I consider myself to be at least competent at the game, so I'd hardly call my bad time with 2.0 Brak a plain ol' "Skill Issue" that could get easily dismissed.

Bottom line though, 2.1's Brak fight is just Better. The purpose of removing it can just as easily be to give players a better time in general. I'd rather it be "just another Brak fight" over having to face 2.0's, in all honesty.
 
don't reply to obvious troll posts, wolf. besides, if avalice actually bothered playing the mod he'd know 2.0 brak is still there in the archives
 
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don't reply to obvious troll posts, wolf. besides, if avalice actually bothered playong the mod he'd know 2.0 brak is still there in the archives
I'm genuinely not trolling, I just didn't play the archive? Is that difficult to understand? Aren't those accessed by emblems anyway? I usually don't emblem hunt so I really don't understand the point of that argument. Anyways if you really knew me you would know i'm not trolling when it comes to defending 2.0 Brak. It's basically my job lmao
 
my best advice for playing tp 11.6 and other pre 2.2brak update versions. USE ADVENTURE SONIC or any char with a bounce because 2.0 braks weakness in the low gravity arenae is a move that can quickly get on and off of his face

use this weakness to MAKE FUN OF AND OBLITERATE the poor gigamachine and prove 2.0brak isnt all that strong
 
Thank you for consistently updating this level pack with important fixes and changes. It has always been one of my favorite wads, and I'm glad to see it survive into the future thanks to your efforts.
 
Thank you for consistently updating this level pack with important fixes and changes. It has always been one of my favorite wads, and I'm glad to see it survive into the future thanks to your efforts.
"consistently" is a strong word given how long this last one took to be rolled out, but I figured 2.0 brak was really bothering people. not to mention it didn't make sense that every other boss and enemy in the pack got updated but brak was still his older self
 
Is it too late to ask to make the zoom tubes bigger so Vector and other big characters can pass Liftoff Gantry Zone?
 
Is it too late to ask to make the zoom tubes bigger so Vector and other big characters can pass Liftoff Gantry Zone?
hm I was able to clear both acts as vector just fine, but I did spot a couple of tubes that could be troublesome to get into with larger characters. Would you mind sharing which spots in particular gave you trouble and with which characters?
 
hm I was able to clear both acts as vector just fine, but I did spot a couple of tubes that could be troublesome to get into with larger characters. Would you mind sharing which spots in particular gave you trouble and with which characters?
It's only this specific tube here. Vector can usually spin dash into the others and fit just fine.
 

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It's only this specific tube here. Vector can usually spin dash into the others and fit just fine.
noted. I managed to squeeze in somehow but I can see that being troublesome for some characters. when I have some free time I'll see if I can update the pack with some better zoom tubes in areas like that one
 
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JonBaxter updated Tortured Planet with a new update entry:

Zoomin' big guys

This update will address some zoom tubes impeding characters to properly progress through a few stages while also patching up some small oddities found during testing. Please keep in mind straight up gigantic characters can probably still break things. Let's be reasonable.

- Increased entry gap size in a previously spin-only area in SAZ2
- Brightened up an overly dark tunnel housing an emblem in SAZ2
- Changed some textures in a secret cave in ECZ1 to hopefully clue players in on how...

Read the rest of this update entry...
 

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