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SRB2: Generations

castle eggman is complete
3 minutes (upper paths, lowest is roughly 3:40 minutes)

i dont like doing interior design, so in-castle segment is shit, sorry guys


i like the fact that we have more structure coming from the original levels (at least that i've noticed). the in castle part look cool and dont last that long. my favorites segments are the big run between castleeggman 1 and 2 and the rail grinding in 2:17 they're pretty cool setpieces
 
So, bit of critique incoming:
It looks as fun as the others, but the design leaves a bit to be desired. Namely, there's a lack of shrubbery (i.e., grass and mud) and I feel like it could do with some colourmapping to darken things up a bit. I'm also not a massive fan of the amount taken from the vanilla zone, especially the ending part - not bad per se, it just feels weird to me. Maybe include some more badniks overall too, to keep things more active?
Still, looking good so far. Curious to see what's next!
the lack of shrubbery is against srb2's 2048 object render limit, the maps starting from deep sea started to choke from it that i had to put culling to keep it from breaking. mud is something i completely forgot about whoops. and again, im really just not a fan of interior design that i really just didnt care much about in-castle segments.
 
castle eggman is complete
3 minutes (upper paths, lowest is roughly 3:40 minutes)

i dont like doing interior design, so in-castle segment is shit, sorry guys



HUGE fan of the level design for both this and Deep Sea! It captures the essence of modern Sonic gameplay while also making nods to SRB2's own level design (making me feel nostalgic for levels that are currently in the game, go figure). The cutaway camera and transitional rails do wonders for presentation, and there seems to be always something to do at any given moment.

My only nitpick is that perhaps adding a few more enemies or hazards would be nice for difficulty. Sure, Modern is kind of a beast but the random spike here and there can help.
 
HUGE fan of the level design for both this and Deep Sea! It captures the essence of modern Sonic gameplay while also making nods to SRB2's own level design (making me feel nostalgic for levels that are currently in the game, go figure). The cutaway camera and transitional rails do wonders for presentation, and there seems to be always something to do at any given moment.

cutaway cameras and transitional rails are only possible with Jana Sol's SolCam™ and GoldenShine's Grind Rails™, really useful and even revolutionary tools in mapping.

My only nitpick is that perhaps adding a few more enemies or hazards would be nice for difficulty. Sure, Modern is kind of a beast but the random spike here and there can help.

i also felt like more hazards and enemies would work, yeah, but unfortunately modern sonic is a beast, just not kinda. he literally breaks through the spikes so theres no point of putting rows of them without manually adding an invisible and intangible hitbox fof which is rather tedious to do--and for enemies, well, they all serve as actual knockbacks for modern sonic (mainly the knight and the shield, but i will add more archers later) so it's not exactly a good idea if sonic cant actually jump over them without killing speed since he'll need at least a well-timed double jump to go over--at least that's the case for the shield, for the knight it will knock back sonic and need him to homing attack again to go forward; the latter would be an interesting idea but i'm gonna save that for later when i return to give CEZ more development.
 
castle eggman is complete
3 minutes (upper paths, lowest is roughly 3:40 minutes)

i dont like doing interior design, so in-castle segment is shit, sorry guys


excellent job for the castle eggman act 2 modern stage bro more peak to come arid canyon , red volcano , and egg rock soon ....
 
cutaway cameras and transitional rails are only possible with Jana Sol's SolCam™ and GoldenShine's Grind Rails™, really useful and even revolutionary tools in mapping.



i also felt like more hazards and enemies would work, yeah, but unfortunately modern sonic is a beast, just not kinda. he literally breaks through the spikes so theres no point of putting rows of them without manually adding an invisible and intangible hitbox fof which is rather tedious to do--and for enemies, well, they all serve as actual knockbacks for modern sonic (mainly the knight and the shield, but i will add more archers later) so it's not exactly a good idea if sonic cant actually jump over them without killing speed since he'll need at least a well-timed double jump to go over--at least that's the case for the shield, for the knight it will knock back sonic and need him to homing attack again to go forward; the latter would be an interesting idea but i'm gonna save that for later when i return to give CEZ more development.
I'd say the enemies don't need to do anything in particular just having them be in sonic's path and fly as sonic speeds through is already pretty cool on its own as well as being homing attack target. Sonic unleashed does that a lot iirc.
 
Last edited:
update 546

acz development begins


srb20018.png
 
arid canyon is complete, final time are up=2:35 minutes and dp=2:50 minutes.

took longer than expected (16 days) but thats alright. im satisfied with the results


 
arid canyon is complete, final time are up=2:35 minutes and dp=2:50 minutes.

took longer than expected (16 days) but thats alright. im satisfied with the results


This looks cool asf
 

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