Is there a link you can give perhaps, I came back to srb2 after a while and I remember playing it. I just don't know which one is safe!
 
Right so uhh...i'm not the best with making these sort of posts but i figured i'd say this now before i forget about it or people start asking about it but yes, i'm very much aware of cyberdime instantly sigsegving the moment you load it up.

Can i do anything about it? nope, as the issue isn't related to the mod at all but rather a rather massive freeslot bug that came along with the release of 2.2.14, so you, i and everyone else is unfortunately going to have to wait for a update to the game itself before being able to play it and every other mod again.
 

Please be aware that this mod is still in development, as such there are things that are subject to change for varying degrees.


Now without further ado...
Hello and welcome to the CyberDime Realm. A almost complete 10 zone mappack that started development back in the middle of 2018, and is a sort of simple but a fairly large collection of levels that i have been gradually adding and expanding on to. They aren't too terribly organised so the overall challenge factor greatly varies. All the extra characters unlocked from the main game can be played here right from the start.

Now believe it or not, but this thing has a story! Big props to my friend LightSpeedAngel for originally making this.
Immediately following the defeat of Brak Eggman and the destruction that followed forth, Sonic & the gang safely escape from the crumbling space station via a conveniently placed escape capsule. They land safe and sound with the capsule now lying at the bottom of a secluded beach, the area was unusually quiet.
They press forwards for a brand new adventure then suddenly find themselves strangely teleported to a normal looking lush green landscape, which perplexed everyone but they continued to press forward. As the gang moves further and further on they start to see some faint but strange distortions in the land. From familar locations to cold mountains to barren wastelands, deserts and even a abandoned city. It all just seems so...unnatural.
It's almost as if this world isnt real...

Credits for all the reusable content.

  • Everyone who's assets i have used that contributed to the Community Asset Pack

  • Egg Frostburn port by Deus
  • Lat for the AMT Crawla
    (As of 1.4 That Azazel Fire for making new sprites for this)
    Zippy_Zolton for updating the SOC
  • Egg Sandsub by Blade

  • All Super LUA by Aquatic Akito

  • TehRealSalt for the Game Gear Capsules

  • And a very big thank you to all my friends for helping with ideas and playtesting this with me

Changelog
V1.0:
Initial release

V1.1:

  • Green Hill, Bridge, Marble & Hidden Palace Zone are no longer in the level rotation, (though you can still pick them from the level select.)

  • Marble Zone's enemy count has been reduce by a tiny amount.

  • The first checkpoint in Marble 2 has also been moved forward a bit, so you shouldn't get stuck in the doorway anymore.

  • Most of the "Leaps of faith" have removed and replaced with something less confusing.

  • A very small amount of decorative details added to a few of the levels.

  • Some minor texture changes to Shoal Coast.

V1.2:

  • You can now unlock and play Record attack.

  • Ring, Time & Score Emblems have been appropiately added for it aswell.

  • Updated a bunch of old level select pics. (Honestly alot of them were extremely outdated and garbage, didn't reflect the current state of the level very well)

  • Custom boss music has been added in. (Only for eggman as of right now.)

  • Shoal Coast has had more texture changes.

  • The slope at the end of the level has been replaced and made way less arbitrary.

  • Some more texture changes in a few other levels to be slightly less clashing.

  • The classic levels have all been moved and given their own category now.

  • Marble Zone's enemy count has been cut down again, this time to reduce the local Robo-Hood population.

  • All but a select few of the "leaps of faith" are gone.

  • Nightlight Gully & Terrance Trees have undergone theme changes.

  • Certain sections of Chilly Cliffs has been merged into Shrewd Blizzard, (mainly for act 2) meaning there is only one snow level now.

  • Barren Valley has been completely gutted from the mod now.

  • Shrewd Blizzard, Terrance Trees (Now Mountain), Molten Tunnels & Dark Woods (rip Robohood) have different bosses now.

  • Players now start most of the boss acts with 5 rings.

  • Added some TNT barrels to fang's arena to make the fight slightly more entertaining.

  • Fixed a potential softlock in Cyberdime 3.

  • Cyberdime Zone now has a different sky.

  • And many other tweaks that i'm not going to list here. Both in level design and a bunch of minor things.

  • Also updated the credits list.

V1.2.1:

  • Bug fixes.

V1.2.2:

  • Fixed the old Eggscalibur's LUA causing lag in multiplayer.

V1.3:

  • All 3 acts of Dry Gulch have almost been completely reworked. Act 1 is mostly a drastic overhaul, still featuring some old
    familiar areas mixed in with new ones where as Act 2 & 3 is remade entirely. And now has a bigger emphasis on the Desert Temple theme.

  • As part of the second wave of aesthetic upgrades, Desolated City has gone under a bit of a paint job, many of the buildings are
    now sporting different colours, and added a small amount of decorative destruction to the level..

  • Techno Trouble has also undergone a partial theme change. Now called Amaranthine Outpost.

  • Barren Valley returns (and is now called Timeless Wastes) and has been heavily overhauled, all 3 acts have now been merged
    into one level & is sporting some small changes in the level design and many, many decorative details added. Oh and the music has
    been changed aswell. (Unlockable Level)

  • Terrance Trees also returns and has also been merged into a single act (except for act 3), aswell as a few small similar changes
    to it's spookier counterpart. (Also Unlockable)

  • All of the classic levels have been removed from the mod, but they will return in some other fashion.

  • Added in new music for a bunch of levels.

  • Added in some short sections for Fang for the parts he gets stuck/softlocked in Shrewd Blizzard 1 & Terrance Mountain 2.

  • Updated some of the level select pics again.

  • Way too many more texture changes. (are you seeing a pattern here?)

  • And of course a bunch of minor other fixed stuff that i'm not listing here.

V1.3.1:

  • Another bug fix update.

V1.3.2:

  • Even more bugs fixed!

  • Added custom music to Dark Woods 2.

  • Updated the Greenflower section in Cyberdime 1 to feature the 2.2 version now.

V1.4:

  • Overhauled a bunch of levels, some more heavily than others:

  • Added a skybox to Shoal Coast Zone

Sunrise Uplands:

  • Act 1 has been massively overhauled, sporting several areas redone and a ton more new areas added in, the level has also been extended a bit.
  • (Act 2 will recieve its fair share of changes in the next update)

Shrewd Blizzard 2:
  • Altered a few paths a bit in a attempt to make the level less confusing to navigate.

Nightlight Gully:
  • The entire Zone now has a global colourmap.

Dark Woods 2:
  • Altered the level design in a few spots to hopefully make the level a little less difficult to navigate.

Cyberdime Zone:
  • Added some small decorative details in for act 2.
  • Finally added in the missing rvz and erz sections for act 3.
  • Remade the final boss's arena. (And gave him a new theme too.)

  • Updated the AMT Crawla sprites (thanks That Azazel Fire for making them)
  • Updated the old Eggscalibur again (thanks to Sonic1983 for porting and updating this thing)

  • Fixed the title screen map using the wrong sky. (oh god how did i overlook this for so long)

  • And of course the usual fare of a ton of minor changes not worth listing here and
    bug fixes because i apparently don't test my levels enough

V1.4.1:

  • I did a big bruh moment and broke the special stages somewhat, they should be fixed now


  • For the time being until it gets remade, i have decided to gut the entirety of Dark Woods Zone for the mod since i feel like in its current state is a irredeemable mess.

  • Restored the old eggscalibur to Molten Tunnels 3 and remade the arena to accompany it.

V1.4.2

  • Remade the title screen and added music to it.

  • Shrewd Blizzard 3: Remade the boss arena so the fight itself shouldn't be exceedingly difficult anymore.

  • Nightlight Gully 3: Raised the bottom floor height to make the fight less cheap and irritating.

  • Molten Tunnels 3: Scrapped the old eggscalibur entirely and restored the egg sandsub to the map.

  • Digital Destruction: Added in the 2nd phase for the final boss from the Sonic.EXE character mod.

V1.4.3:

  • Removed the 2nd phase for the final boss because of the crashing problem being way worse than I thought, and made it so you start with 5 rings in the level.

V1.4.4:

  • Added new music to Shoal Coast & Nightlight Gully 2.

  • Updated the entirety of Sunrise Uplands Zone to sport a updated and better looking global and water colourmap.

  • Made a small level design change in act 1 in one of the paths to attempt to reduce unnecessary backtracking.

  • Included Zippy_Zolton's updated AMT Crawla SOC.

  • Fixed the final boss map so it's beatable in multiplayer again.

  • Starting from this version and onwards, the file name has been updated as the V prefix is no longer necessary.

V1.5:

Shoal Coast:
  • The entire level has been updated and opened up to feature more areas to explore along with even more visual changes,
    some small level design additions and less awkward thok barrier issues.

Sunrise Uplands:

  • All 3 acts have undergone a big theme change. Act 1 has also had it's ugly thok barrier problem fixed which should improve navigation.

  • Act 2 has been extended by a bit and small level design changes/additions to the already existing areas.

  • Act 3 now has a new boss fight.

  • Added new music in for Act 1.

Nightlight Gully:

  • Act 1 has been opened up a smidge and has been extended.

  • Minor similar edits to act 2.

  • Adjusted the global colourmap so it's not as strong now.

Terrace Mountain:

  • Edited the zone name a tad as *Terrance* apparently sounds really stupid to a lot of people.

  • Act 3's arena has been remade and now has a unique boss fight courtesy of Spectra.

Molten Tunnels:

  • Act 1 has now been completely gutted from the mod due to serious optimization issues. Act 2 is now Act 1 in it's place.

Amaranthine Outpost:

  • Remade act 3 and added in another unique boss just for it, also by Spectra.

Dry Gulch:

  • Added a few new areas to act 2, extending the level a bit and the split path part way through the level is now gone.

Cyberdime Core:

  • Updated the level name a tad to reflect what the level really is.

  • Act 2 has been removed with Act 3 now taking it's place, and formerly Digital Destruction zone is now act 3.

  • Made some small level design changes to act 2.

  • Added some decor to act 1 and 2. (mostly act 2)

Extra Stuff:

  • 2 more levels have been included, the first level i ever made: Frozen Valley Zone makes it's overly long grand return as a VERY short and simple unlockable level.

  • The boss rush level has been re-added in from a very old version of CDR and has been remade. (Doesn't include two certain bosses for being a nightmare to get working)

  • Made Timeless Wastes even more moody than it already was.

  • Most importantly that the gamedata for the mod has been changed. Apologies if you have multiple save files but the old save data was too much of a mess to deal with after so many massive changes.

  • And of course many minor changes to a couple of the levels that i'm not gonna go into detail here.

V1.5.1:

  • Fixed a nasty visual bug in NGZ1 in software mode and a misplaced death pit in MTZ1
  • Fixed CCZ2 being accidentally skipped over

Supporters/Co-Authors:
@Zeno
Just to let you know, loading this addon in 2.2.14 gives me a SIGSEGV. Please figure out why.
-Kami
 
Just to let you know, loading this addon in 2.2.14 gives me a SIGSEGV. Please figure out why.
-Kami
he just said

Right so uhh...i'm not the best with making these sort of posts but i figured i'd say this now before i forget about it or people start asking about it but yes, i'm very much aware of cyberdime instantly sigsegving the moment you load it up.

Can i do anything about it? nope, as the issue isn't related to the mod at all but rather a rather massive freeslot bug that came along with the release of 2.2.14, so you, i and everyone else is unfortunately going to have to wait for a update to the game itself before being able to play it and every other mod again.
 
Probably something you can tackle down the line when you have time, but I noticed a character like Gamma can't get past Terrace Mountain Zone Act 2. (Pictured, the main path right before the last room)

srb20021.gif


Usually characters like these have a way to break walls such as to go in Knuckles' path and try something there, but Gamma can't break walls as far as I'm aware. Even in Drive mode he's too tall for the gap.
My suggestion would be to remove this kind of gap-- it's supposed to be an No-Knuckles path, while the ledge right past it remains unclimbable and too high to jump for him already. Either that, or create an Amy/Fang path where he can break the floor.
(This also applies to Terrace Trees; the alternate, combined version of this level.)

Something similar happens in Amaranthine Outpost Act 2, where there's a room with two blue lasers that you're meant to jump through, but Gamma has a harder time getting through. It is NOT impossible however, very good (but tricky) timing nets me a pass without damage.

A similar issue comes up with Dry Gulch Act 2 as well. I forgot if there was an alternate path here but if there's not, overall just tall characters cannot make it through unless they can make themselves smaller somehow.
srb20022.gif

Not sure what I'd recommend here since I understand what kind of trap/hazard this is supposed to be, but as an objective solution I would be to raise the roof of this pair of spike walls. In fact, Desolated City Act 1 does it just fine! Didn't even need tricky timing to get through (unless I got lucky.)

srb20023.gif

The same issue pops up again in Cyberdime Core Zone Act 2 at the end of the Deep Sea / Nightlight Gully section due to the exit being too low (Pardon the low FPS and fast gif as a result, my game skipped frames while recording gifs). For this one it's straight up it's too small so big characters just can't get through here either, just like with Terrace Mountain Act 2. Raising the gap should alleviate the problem here.

srb20024.gif

And just so it's not just bug reporting and nothing else, I wanna commend how far this level pack is getting! Despite some issues every now and then I really like this Map Pack-- probably one of my favorites, so I hope it can be improved further and further!... Within reasonable time, of course. :wonderful:
 
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Zeno updated The CyberDime Realm (Virtual Simplicity) with a new update entry:

1.6 Update

1.6 Changelog:

Multiple Levels have recieved changes/additions of varing degrees, most notably that Terrace Mountain 2 and Amaranthine Outpost 1 recieved the most amount of changes.

Molten Tunnels now finally has a proper 2nd act again, delving much more into that crystal cavern theme that act 3 ended off on. (Though as of this update it is still not a fully finished level, therefore it is not included in the main campaign but accessible through the level select.)

Nightlight Gully 2 & Dry...

Read the rest of this update entry...
 
I was trying to unlock Sky Islands and then i found that thing on the end of Molten Tunnels 1
Post automatically merged:

@ZenoPls tell me how to Skai Island love the mod plsss
 

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It is great that this map pack is still going, for instance, there are many areas that look like they can benefit greatly from the things that came with UDMF (such as the ability to create areas of terrain without tons of vertex things).

It would be nice if some of the zones cut over time (like Green Hill and Marble) can come back at some point in the future in an enhanced form (perhaps as unlockables), otherwise there has been some good improvements since a couple of years back and the introduction of emblems gave a good reason to play the pack again.
 

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