SRB2 : Project Junio

[Open Assets] SRB2 : Project Junio 2

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Since I deleted the hub and the progression would be done in a classic way, I didn't know what to do with the 85 emblems, very clearly there aren't enough bonus to unlock levels to justify their existence, so I had to delete them all except for the time and ring emblem.
hard decision after spending so much time building such big levels
If you don't mind me asking, why did the in-stage emblems get removed if the emblem progression system had to go? I understand that some people weren't fans of the progression system, but I don't think the in-stage emblems had to be axed too. They give more incentive to explore the stages, reinforcing the idea that Sonic isn't just about speed: it also rewards exploration.
 
I think keeping them would be a good idea to further incentivize exploration, as well as reward the people that took their time to run around finding everything.
It’s ultimately up to you though. This is just something to think about. Maybe the extra emblems could unlock prototype stages if they exist?
 
I think keeping them would be a good idea to further incentivize exploration, as well as reward the people that took their time to run around finding everything.
It’s ultimately up to you though. This is just something to think about. Maybe the extra emblems could unlock prototype stages if they exist?
I could have, but there would be no reward at the end. I already used the only prototype level I had
It makes me sad but oh well.
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At this point I think it's the last update I don't want to add any levels maybe
 
A little sad to see the hub version gone with the creation of the SRB2 Normie version, but as an SRB2 Normie I must admit that I like this better. >>

The field emblems could still totally stick around, not only would they be an alternative to speedrun and ring grinding for people who prefer it, but having more emblems than unlockables certainly isn't a bad thing.
Honestly I prefer it, it keeps that "Oh cool, an emblem" moment without the "where the **** is that **** emblem?!" moments.

But either way I'm totally gonna grind out those speedrun emblems to reunlock those great secret levels.
And I suppose I should update my review.

In a bit I'm still having fun replaying the main campaign as different characters. >>
--edit
Also a slight bug report.
I see stuff like this and a few floor sections sticking out in a few places. It seems to just be a visual bug but you might want to double check that.
--second edit: Rail spike is still there with no other mods loaded. Also wow I need to check my modlist for performance issues. Much more stable framerate.
 

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I'm not one to post online anymore, ever, but it seems as though you've let people affect what you wanted to go for here in a negative light?

You shouldn't do that. If you intended for this to be a big emblem hunt extravaganza that's what it ought to be. Who cares if people don't like it? It's what you set out to create and thats what matters most. Though you mention lack of reward being apart of it, if I understood correctly. But still. Create what YOU want to create. (but on the other hand, at least the older options are still present.)

Anyways, really cool level pack. It's great to see more slopey/momentum based level design cropping up in SRB2. And as someone who loves SRB2, getting new stuff to play with is a treat.
 
Yeah, I wouldn't have axed emblems entirely. There's still value in having them around, just inherently. It gives people a reason to go back and replay the stages, rather than just going through them once and never touching them again. Since it doesn't affect anything, there's no harm in leaving them in for the people who liked them. And for the people who didn't, they can just ignore them.

But honestly? I liked the emblem progression, and I find it to be a bit of a shame you decided to just discard it entirely. I understand there were gripes with them, but that didn't mean it had to go full stop. Personally, what I would've done is:
- Add emblem radar to make it easier to find emblems.
- Slash emblem requirements so that you need, maybe about 1/3 to unlock all the levels. That seems like a good balance without being too much of a grind. The rest of the 2/3rds can just be for fun.
- And finally, if you didn't feel like revamping the hub, you could change the unlock messages from just saying "new level", to actually telling you what level you unlocked + their location in the hub, so people don't have trouble finding them.

I think those would've been good changes to make without totally compromising the original progression flow of the pack. Ultimately though, it's up to you, and if you genuinely felt like removing it, that's your prerogative. Just keep in mind, you don't have to completely give into everything people say about your mod. It's still your creation, and you should to try and balance what you want it to be, with what other people are saying it should be.
 
Yeah, I wouldn't have axed emblems entirely. There's still value in having them around, just inherently. It gives people a reason to go back and replay the stages, rather than just going through them once and never touching them again. Since it doesn't affect anything, there's no harm in leaving them in for the people who liked them. And for the people who didn't, they can just ignore them.

But honestly? I liked the emblem progression, and I find it to be a bit of a shame you decided to just discard it entirely. I understand there were gripes with them, but that didn't mean it had to go full stop. Personally, what I would've done is:
- Add emblem radar to make it easier to find emblems.
- Slash emblem requirements so that you need, maybe about 1/3 to unlock all the levels. That seems like a good balance without being too much of a grind. The rest of the 2/3rds can just be for fun.
- And finally, if you didn't feel like revamping the hub, you could change the unlock messages from just saying "new level", to actually telling you what level you unlocked + their location in the hub, so people don't have trouble finding them.

I think those would've been good changes to make without totally compromising the original progression flow of the pack. Ultimately though, it's up to you, and if you genuinely felt like removing it, that's your prerogative. Just keep in mind, you don't have to completely give into everything people say about your mod. It's still your creation, and you should to try and balance what you want it to be, with what other people are saying it should be.
This would have been good, although I also do really like having a "just the levels in order" version like we have now. SA2Blast has a second version called a "multiplayer patch," so I know it's at least possible for the two to coexist.

Personally, while the hub thing would be fine for the first playthrough if it were toned down a bit, it would suck for replays. For SRB2 mods I typically do not, as some people say emblems kept them from doing, "speed through the game and then move on to the next." SRB2 tends to hit me like a days or weeks long fever, it usually goes more like this:
Speed through a mod, then go back and replay with different characters or record attack or emblem hunting if there's emblem hints and radar and the levels are interesting enough. (This pack would definitely have gotten some emblem hunting out of me eventually, if it had those and didn't already ask me to find every emblem.)

And then move on to a previous mod, because there's so rarely multiple stage mods I'm interested in between SRB2 obsessions. And the original format of this is kryptonite for that, outside of the first playthrough and especially after doing the amount of emblem hunting and time trialling it asked for, I would probably never come back to this mod in the future, I'd finish something else, think about what to play next, remember Junio and say "yeah but the hub, though," and possibly even "yeah but I already basically 100%ed that," and replay a different mod.

Like at the end of the day the original vision should be the main focus, but I will admit:
This version or an updated version that still allows this normal structure is gonna get a ton of replays from me, up there with Angel Island Tour, Sol Sestancia, and Neo Emerald Coast. I'm probably going to start running out of save slots eventually. (I suppose Marathon Mode would offer similar functionality, albeit without saving.)

--edit
I was just playing some more and realized I should add:
Thank you for making a more normal version of this. While it is sad to see you completely abandoning your original structure for it and I do think they can coexist, putting together a "compromise" version like this isn't something everyone does and I really do appreciate it. I for one intend to replay this mod basically every time I get back into SRB2 in the future, especially with as many new characters as possible, and really want you to know that your efforts for both the original mod and for making said replays more possible cannot be praised enough.
 
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