Creative Worlds Level Pack.

Creative Worlds Level Pack. 0.7.1

However i'm still mixed with the level design, cause while the zones have creative and unique concepts to them, i think they drag on for a while and have some serious difficulty spikes in later levels. Still, i would like to see this map pack finished eventually. I wanna see how a final boss to Creative Worlds would play out.
I am always looking to update zone designs and layouts. There were a couple of badniks moved or removed near a few spots in EWZ2 (that were there in the preview) because they seemed like unfair ambushes for instance. A lot of earlier zones still have elements left over from when the binary format was being used and it was difficult to actually do or gather the willpower to do what you wanted without the equation slopes and other features.

Though I do hesitate to change things too dramatically unless there is a good reason to do so (to prevent the risk of 'fixing' what is not broken).
 
I am always looking to update zone designs and layouts. There were a couple of badniks moved or removed near a few spots in EWZ2 (that were there in the preview) because they seemed like unfair ambushes for instance. A lot of earlier zones still have elements left over from when the binary format was being used and it was difficult to actually do or gather the willpower to do what you wanted without the equation slopes and other features.

Though I do hesitate to change things too dramatically unless there is a good reason to do so (to prevent the risk of 'fixing' what is not broken).
Also i don't remember if i asked this but... How many zones will the map pack offer? there are like... 5 currently as far as i know, or maybe i'm wrong i don't remember too well
 
Also i don't remember if i asked this but... How many zones will the map pack offer? there are like... 5 currently as far as i know, or maybe i'm wrong i don't remember too well
Perhaps 1 or 2 more main zones after Mindian Mazen (Space perhaps?), after which all work will move to bonus maps.

In any instance, I am closer to the end of the phase of major additions than the beginning. Any changes might in part depend on what SRB2 2.3 offers in terms of features such as rendering.
 
Perhaps 1 or 2 more main zones after Mindian Mazen (Space perhaps?), after which all work will move to bonus maps.

In any instance, I am closer to the end of the phase of major additions than the beginning. Any changes might in part depend on what SRB2 2.3 offers in terms of features such as rendering.
I say the last zone should be one that puts everything you've learned throughout the game to test. and each act could feel like a completely different level, with their own gimmicks and stuff. Here's what i imagine:
Act 1 takes place in Eggman's Headquarters and your mission is to get to find where Eggman's hidding, only to find out he's evacuating to his lastest space station.
Act 2 has you going inside some sort of giant rocket that eventually blasts into orbit, there could even be a few segments where you must go through air-less paths much like in Egg Rock Zone from the base game. at the end of the level you get into the space station and it ends without a signpost
Act 3 is the infiltration of the new space fortress Eggman created, it's a very long level with various segments and a boss rush near the end where you refight all of Eggman's Mobiles you've face in your journey on recreations of their original boss arenas. Only to then have to fight Metal Sonic once more in an intense duel.
Act 4 is the final boss basically :p
 
I say the last zone should be one that puts everything you've learned throughout the game to test. and each act could feel like a completely different level, with their own gimmicks and stuff. Here's what i imagine:
Act 1 takes place in Eggman's Headquarters and your mission is to get to find where Eggman's hidding, only to find out he's evacuating to his lastest space station.
Act 2 has you going inside some sort of giant rocket that eventually blasts into orbit, there could even be a few segments where you must go through air-less paths much like in Egg Rock Zone from the base game. at the end of the level you get into the space station and it ends without a signpost
Act 3 is the infiltration of the new space fortress Eggman created, it's a very long level with various segments and a boss rush near the end where you refight all of Eggman's Mobiles you've face in your journey on recreations of their original boss arenas. Only to then have to fight Metal Sonic once more in an intense duel.
Act 4 is the final boss basically :p
I will keep this in mind since it will probably be a while before Mindian Mazen is finished (still in an early demo phase), and since it will depend on whether a classic fire/ice zone should be in the lineup as well (likely both).

We will see once I get to that point. Plans could change so I would not recommend pouring out more suggestions now (as things transition back from having multiple zones in different states to something more sequential as far as development goes).
 
Mr Beagle updated Creative Worlds Level Pack. with a new update entry:

House cleaning (literally), fix Lawn World 3's WAD file again.



Read the rest of this update entry...
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No. The WAD archive still needs a permanent clean up because of an old mistake made when converting everything to UDMF years ago (MAP07, or at least an entry for it, is bundled with it, so every change requires an edit in SLADE to remove the excess information). I forgot the issue was there until I did went back to do some texture updates and replaced the file that worked. I fixed it now and confirmed it through basic testing (adding to the changes that were already made).
Thank god cuz i was worried by a moment if there was something interfiering with the Addon itself
 
honestly you could just get away with going up to 256x256 or 512x512 in some cases with the textures, a handful of the textures are too big (some are even 4,14 mb)
a lot of this pack's textures are 512x512, 1024x1024 or even 2048x2048, which is mostly why the texture pack is so big
 
Hi Klasky.

Welcome to the world of texture scaling. In part, having larger textures scaled down is critical to allowing the appearance of more colors with the palette for starters (to allow for a richer look using Software especially in darker areas). Whether the scaling should be 2x or 4x really depends on how sensitive the appearance relies on exact colors (and the original size, anything larger than 2K would be prohibitive for this game at the moment).

In addition, it allows for a margin for texture alignment and mapping. Some of the space taken is being reclaimed with the removal of the original smaller versions of the textures and the removal of different sized variants to account for limitations when everything was done in the Binary format. Of course, I have been having to carefully go through maps and make sure that the unknown texture type is not found anywhere as a result. These types of changes are largely being done in Lawn World first due to that zone having the easiest to navigate and the least complex layouts.

As for other work, Mindian Mazen is now the first zone type to have all of its thing numbers moved outside of the old possible range (with the design being to designate a range of numbers for each zone, Mindian Mazen gets 6000-6100, Lawn World gets 6100-6200, ect...). There is obviously not going to be 100 thing types per zone, but it is something that I believe should still be done in the case someone loads up another mod within Creative Worlds that adds its own things).
 

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