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LJ Sonic's WIP thread

srb20121.png
srb20120.png
 
It reminds me of Metallic Madness Bad Future and I love it
It reminds me of this weird port of what appeared to be a mod for 2.0 or maybe Final Demo that I played in 2.1 years ago, where GFZ1 would suddenly fall apart and stuff. It had lava and a lot of other hazards. And I think Volcano Valley or whatever the music was called would play. Act 2 flooded completely. I don't remember how I got it, but it wasn't from here. I believe it had "Chaos" in the name.
 
It reminds me of this weird port of what appeared to be a mod for 2.0 or maybe Final Demo that I played in 2.1 years ago, where GFZ1 would suddenly fall apart and stuff. It had lava and a lot of other hazards. And I think Volcano Valley or whatever the music was called would play. Act 2 flooded completely. I don't remember how I got it, but it wasn't from here. I believe it had "Chaos" in the name.
You most definitely downloaded it from my own SRB2 server.

The original version was named "Apocalypse.wad" and was one of the earliest SRB2 mods I made, which essentially consisted of heavily altered versions of GFZ1/2/3 + THZ1 in which the end of the world was basically happening in real time.

The project is abandoned, but the original plan was to cover most or all of the vanilla campaign, each zone or act increasing the level of destruction and either focusing on a specific theme or introducing a new gimmick.

The original version was made for 2.0, but I did port it to 2.1 and later 2.2 with a few quality-of-life adjustments, albeit under another name which I cannot remember off-hand.

The general intended layout was (keep in mind levels after THZ1 were never made):
  • Greenflower 1: Only minor destruction, level is completely untouched at first and remains relatively intact, with mostly just random crumbling floors and a few small meteors crushing you or blocking the way.
  • Greenflower 2: The main hazard is a level-wide flood that makes navigation much harder. Level still mostly intact, but more intensive destruction and hazards, with wider crumbling areas and more dangerous meteors.
  • Greenflower 3: Area covered in lava and flames, floor crumbling over time.
  • Techno Hill 1: Introduces lava jeysers. Level layout still largely unchanged, but the destruction is a lot more widespread and less forgiving, with entire corridors falling apart almost entirely. The hazards are also a lot more varied, reusing everything introduced in the previous levels. Last level finished.
  • Techno Hill 2: A massive earthquake has caused a blackout, and the entire factory is now plunged in darkness, most machines either completely stopped or moving erratically. Stopped crushers sometimes block the way or move too fast to avoid, forcing the player to find alternate paths. First level with truly widespread destruction and massive changes to the layout.
  • Deep Sea: All water has evaporated, the ceiling has collapsed from the earthquake, most of the zone is just a large pile of rubble with unstable areas and death pits everywhere. Intermittent earthquakes bring even more destruction over time, periodically causing rubbles to fall from above and tight corridors to collapse onto the player.
  • Castle Eggman: Half-submerged by lava, structures severely damaged, mostly revolves around crossing large gaps of lava and avoiding lots of lava jeysers.
  • Arid Canyon: Earth's orbit has been altered and it is now going away from the Sun, causing the atmosphere to rapidly cool down and air to become progressively unbreathable. The level is a giant frozen wasteland under a pitch black sky with huge meteors constantly raining upon it and intense earthquakes continuously shattering entire areas. There is still volcanic activity below the surface, so massive lava jeysers still happen. The player cannot breath surface air for more than 30 seconds and must continuously find underground caves where magma keeps the surrounding air hot enough.
  • Red Volcano: Less heavily destroyed than the previous zones, but the lava level is rising quickly and the top has partially collapsed, leaving holes to the surface. Earthquakes cause the ceiling to collapse randomly, forcing the player to go outside and go back inside before they suffocate from the cold air.
  • Egg Rock 1: Just before the atmosphere becomes completely unbreathable, the player manages to find a capsule and reach Egg Rock, which is now slowly wandering through space.
  • Egg Rock 2: The station gets hits by a large asteroid, destroying most of it and disabling the main power grid and the air recycling system. The remaining parts are faintly lit by the backup circuit and become progressively deadly.
  • Egg Rock 3: Eggman is already dead. Just before the station becomes completely unhabitable, Sonic finds a tiny emergency capsule and ejects himself into space in a random direction, his fate uncertain.

A few example GIFs:
View attachment srb20028.gifView attachment srb20058.gif
 
You most definitely downloaded it from my own SRB2 server.

The original version was named "Apocalypse.wad" and was one of the earliest SRB2 mods I made, which essentially consisted of heavily altered versions of GFZ1/2/3 + THZ1 in which the end of the world was basically happening in real time.

The project is abandoned, but the original plan was to cover most or all of the vanilla campaign, each zone or act increasing the level of destruction and either focusing on a specific theme or introducing a new gimmick.

The original version was made for 2.0, but I did port it to 2.1 and later 2.2 with a few quality-of-life adjustments, albeit under another name which I cannot remember off-hand.

The general intended layout was (keep in mind levels after THZ1 were never made):
  • Greenflower 1: Only minor destruction, level is completely untouched at first and remains relatively intact, with mostly just random crumbling floors and a few small meteors crushing you or blocking the way.
  • Greenflower 2: The main hazard is a level-wide flood that makes navigation much harder. Level still mostly intact, but more intensive destruction and hazards, with wider crumbling areas and more dangerous meteors.
  • Greenflower 3: Area covered in lava and flames, floor crumbling over time.
  • Techno Hill 1: Introduces lava jeysers. Level layout still largely unchanged, but the destruction is a lot more widespread and less forgiving, with entire corridors falling apart almost entirely. The hazards are also a lot more varied, reusing everything introduced in the previous levels. Last level finished.
  • Techno Hill 2: A massive earthquake has caused a blackout, and the entire factory is now plunged in darkness, most machines either completely stopped or moving erratically. Stopped crushers sometimes block the way or move too fast to avoid, forcing the player to find alternate paths. First level with truly widespread destruction and massive changes to the layout.
  • Deep Sea: All water has evaporated, the ceiling has collapsed from the earthquake, most of the zone is just a large pile of rubble with unstable areas and death pits everywhere. Intermittent earthquakes bring even more destruction over time, periodically causing rubbles to fall from above and tight corridors to collapse onto the player.
  • Castle Eggman: Half-submerged by lava, structures severely damaged, mostly revolves around crossing large gaps of lava and avoiding lots of lava jeysers.
  • Arid Canyon: Earth's orbit has been altered and it is now going away from the Sun, causing the atmosphere to rapidly cool down and air to become progressively unbreathable. The level is a giant frozen wasteland under a pitch black sky with huge meteors constantly raining upon it and intense earthquakes continuously shattering entire areas. There is still volcanic activity below the surface, so massive lava jeysers still happen. The player cannot breath surface air for more than 30 seconds and must continuously find underground caves where magma keeps the surrounding air hot enough.
  • Red Volcano: Less heavily destroyed than the previous zones, but the lava level is rising quickly and the top has partially collapsed, leaving holes to the surface. Earthquakes cause the ceiling to collapse randomly, forcing the player to go outside and go back inside before they suffocate from the cold air.
  • Egg Rock 1: Just before the atmosphere becomes completely unbreathable, the player manages to find a capsule and reach Egg Rock, which is now slowly wandering through space.
  • Egg Rock 2: The station gets hits by a large asteroid, destroying most of it and disabling the main power grid and the air recycling system. The remaining parts are faintly lit by the backup circuit and become progressively deadly.
  • Egg Rock 3: Eggman is already dead. Just before the station becomes completely unhabitable, Sonic finds a tiny emergency capsule and ejects himself into space in a random direction, his fate uncertain.

A few example GIFs:

View attachment 149018
View attachment 149016
I think that is probably the coolest map idea period
 
You most definitely downloaded it from my own SRB2 server.

The original version was named "Apocalypse.wad" and was one of the earliest SRB2 mods I made, which essentially consisted of heavily altered versions of GFZ1/2/3 + THZ1 in which the end of the world was basically happening in real time.

The project is abandoned, but the original plan was to cover most or all of the vanilla campaign, each zone or act increasing the level of destruction and either focusing on a specific theme or introducing a new gimmick.

The original version was made for 2.0, but I did port it to 2.1 and later 2.2 with a few quality-of-life adjustments, albeit under another name which I cannot remember off-hand.

The general intended layout was (keep in mind levels after THZ1 were never made):
  • Greenflower 1: Only minor destruction, level is completely untouched at first and remains relatively intact, with mostly just random crumbling floors and a few small meteors crushing you or blocking the way.
  • Greenflower 2: The main hazard is a level-wide flood that makes navigation much harder. Level still mostly intact, but more intensive destruction and hazards, with wider crumbling areas and more dangerous meteors.
  • Greenflower 3: Area covered in lava and flames, floor crumbling over time.
  • Techno Hill 1: Introduces lava jeysers. Level layout still largely unchanged, but the destruction is a lot more widespread and less forgiving, with entire corridors falling apart almost entirely. The hazards are also a lot more varied, reusing everything introduced in the previous levels. Last level finished.
  • Techno Hill 2: A massive earthquake has caused a blackout, and the entire factory is now plunged in darkness, most machines either completely stopped or moving erratically. Stopped crushers sometimes block the way or move too fast to avoid, forcing the player to find alternate paths. First level with truly widespread destruction and massive changes to the layout.
  • Deep Sea: All water has evaporated, the ceiling has collapsed from the earthquake, most of the zone is just a large pile of rubble with unstable areas and death pits everywhere. Intermittent earthquakes bring even more destruction over time, periodically causing rubbles to fall from above and tight corridors to collapse onto the player.
  • Castle Eggman: Half-submerged by lava, structures severely damaged, mostly revolves around crossing large gaps of lava and avoiding lots of lava jeysers.
  • Arid Canyon: Earth's orbit has been altered and it is now going away from the Sun, causing the atmosphere to rapidly cool down and air to become progressively unbreathable. The level is a giant frozen wasteland under a pitch black sky with huge meteors constantly raining upon it and intense earthquakes continuously shattering entire areas. There is still volcanic activity below the surface, so massive lava jeysers still happen. The player cannot breath surface air for more than 30 seconds and must continuously find underground caves where magma keeps the surrounding air hot enough.
  • Red Volcano: Less heavily destroyed than the previous zones, but the lava level is rising quickly and the top has partially collapsed, leaving holes to the surface. Earthquakes cause the ceiling to collapse randomly, forcing the player to go outside and go back inside before they suffocate from the cold air.
  • Egg Rock 1: Just before the atmosphere becomes completely unbreathable, the player manages to find a capsule and reach Egg Rock, which is now slowly wandering through space.
  • Egg Rock 2: The station gets hits by a large asteroid, destroying most of it and disabling the main power grid and the air recycling system. The remaining parts are faintly lit by the backup circuit and become progressively deadly.
  • Egg Rock 3: Eggman is already dead. Just before the station becomes completely unhabitable, Sonic finds a tiny emergency capsule and ejects himself into space in a random direction, his fate uncertain.

A few example GIFs:
View attachment 149019View attachment 149020
Oooh, that's cool!!
Also, yes, I believe that is it. That first GIF looks familiar.
 
Actually, it is technically a WIP and this will never get released officially, I so I may as well upload it here.
Don't mind the weird name, it is a 2.2 port despite the "20".
Also, it was made for Software, so it may look too dark in OpenGL.
If you struggle with the boss act due to the camera being stuck in the walls, try playing in first-person.
 

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Actually, it is technically a WIP and this will never get released officially, I so I may as well upload it here.
Don't mind the weird name, it is a 2.2 port despite the "20".
Also, it was made for Software, so it may look too dark in OpenGL.
If you struggle with the boss act due to the camera being stuck in the walls, try playing in first-person.
Way past cool!
 
A very short-lived attempt at updating this project for 2.1:

 

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