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#201 |
Meow Motherfuckers.
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Code:
Download: -Attached- Title: ROBOTNIK LABRATORY ZONE Credits: Map by me, Song from "FINAL EGG" (Sonic Adventure), and also credit to Strike for made me some new sprites to this level. Maintainer Notes: Playable in Software mod, and I didn't test it in OpenGL mod too.
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Check out my youtube channel: https://www.youtube.com/channel/UCd1...hUkNvNA93RPI8g |
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#202 |
Community GU GU GUUUUU~
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I get to have the first late submission yaaaaaaaaay! I guess that's what I get for forgetting my level existed for almost 2 weeks.
Code:
Download: The attachment Title: Sky Labyrinth Zone Credits: I did pretty much everything. Anything I didn't do is either already in SRB2 or made by Sega. Maintainer Notes: Map slot is 60 for whatever reason. Not that it matters, anyway. I also used an ogg instead of a module since I couldn't find one of the song I wanted. |
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#203 |
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Gave this a go and Oh Man there are some good things here, First i like the Slope challenges, and the visuals of the map overall, Foggy like a Swamp, The map is sort of short but still Pretty fun, Good job .
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Also known as "RTB" on Discord |
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#204 | |
Emblem Radar Ready
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Quote:
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Welcome to my Dimension |
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#205 |
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Time for the second late submission!
Code:
Download: Attached file Title: Overgrown Castle Zone Credits: I made the map. The song is "04-filmoa" from the SNES game "ActRaiser". Maintainer Notes: The map is currently in slot one. The music is in slot 102. |
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#206 |
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That song size is very Huge, Convert it to MIDI Maybe .
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Also known as "RTB" on Discord |
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#207 |
Developer
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Another late submission coming up!
Code:
Download: Attached to post Title: Nightlight Ruins Zone Credits: The song is "Entry Into The Crater Part 1" from the PC game "Phantasy Star Online Blue Burst Episode 4" and thanks to Spherallic for SRB2 Asset Pack. Maintainer Notes: This maps uses lots of slopes and it was not tested in OpenGL, no idea if something will break. This is also shorter then I thought it would be. Last edited by SteelT; 08-09-2016 at 12:18 AM. Reason: Updated the file once again |
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#208 | |
Emblem Radar Ready
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Quote:
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Welcome to my Dimension |
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#209 | |
(σᴥσ)
Judge
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Quote:
Though, Tripel; you don't properly reset the player changes you make between maps. Try changing this part... Code:
if(player.mo and player.mo.valid) and(mapheaderinfo[gamemap].balls) ... end end Code:
if(player.mo and player.mo.valid) if(mapheaderinfo[gamemap].balls) ... else player.normalspeed = skins[player.mo.skin].normalspeed //revert rest of changes end end Last edited by TehRealSalt; 07-29-2016 at 05:19 PM. |
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#210 |
Developer
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Uploaded a new version of Nightlight Ruins Zone, check the original post for the new version.
Changes made to the level
Last edited by SteelT; 07-28-2016 at 12:17 AM. |
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#211 | |
Emblem Radar Ready
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Quote:
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Welcome to my Dimension |
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#212 |
Developer
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Updated original post.
I should stop rushing things. |
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#213 |
Blue Hedgehog Acceleration
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Excuse me this is my first post, but do you accept late entries?
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Friend Code 3DS : NNID Wii U: luigiboy6444 Smash and Pokemon ORAS, and Mario KArt |
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#214 | |
Emblem Radar Ready
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Quote:
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Welcome to my Dimension |
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#215 | |
Wandering Protagonist
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Download: [attachment] Title: Gravity Well Zone Credits: I made the map, obviously. Music is "Galactical Galaxies" from Speedy Gonzales in Los Gatos Bandidos for the SNES. Composed by Mark Cooksey (credited as "M.T.W.Cooksey" in-game) and ripped by Slick Mandela. Maintainer Notes: Has ONLY been tested in Single Player mode using the optimized SRB2 SDL build in Software mode. As for difficulty, I dunno. I've played SRB2 so much that the only difficulties I can discern are "easy" and "Azure Temple Zone". But I guess a 6 feels right. updated 7/8/16
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Quote:
Last edited by Goldenhog; 08-08-2016 at 02:48 AM. |
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#216 |
Developer
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Goldenhog, you might want to lower how intense the wind effect is, I found it really hard to move, even with a fully charged spindash. I can't comment the rest of the stage due to not be able to pass the area after the first star post.
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#217 | |
Emblem Radar Ready
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Quote:
While objects use the new slope geomatry, the camera still used the old doom based geometry. As for the difficulty, I'd say it's more of a 5.
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#218 |
Super Neko~
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After stressing with this god damn map for ages on end, I'm releasing it. I was gonna fix some stuff, but I got so stressed, that I decided to release it and get it over with. Like the others, I may update this, especially with the new badniks and boss, when they are done. As for bugfixes? Depends if I can get a good guide on how to fix the damn thing. Anyways, enjoy... I guess.
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Download: www.tinyurl.com/sunsetruins Title: Sunset Ruins Acts 1 + 2 Credits: Music: Aquatic Ruin(Beta) from Sonic 2, Danger(Appoarching Boss) from Kirby Triple Deluxe and 'Robotnik 2' from Sonic 3D Blast. Prisima for making the badniks and boss that will be in an update for this. Credit to CoatRack as I used some textures from 'mt_GenocidePack.wad' Maintainer Notes: Haven't tested in OpenGL, First public co-op map ever made. Can be very buggy and may have some issues. (Because I don't know how to fix most of them! ...Or Zone Builder is not gonna work with me.)
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Got any spare headpats left? |
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#219 |
Emblem Radar Ready
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just a heads up, you can use the dropbox link directly.
(Map 10) Ok first major problem, you have no way for anybody but tails to get out of the lava pits. You have a ceiling crusher with missing upper linedef textures making it invisible once its ceiling is no longer visible. Other walls also appear to be missing textures For what ever reason, badniks are falling off of platforms (minor) Knuckles is unable to climb many walls witch contributes to the lava pit problem after taking a teleport to another part of the level, I expected to be able to pop open a badnik, it's like no collide got turned on. This means you made your level too big. After opening up your map in Zone builder I discovered what made you map too big. you got the sky box ans control sectors too far out. you also have a classic level design problem of crossing linedefs. I wasn't aware this was still possible with zone builder. Some of your linedefs are even flagged as impassible when they shouldn't be. In releation to that, along the path where I found this, you're missing springs to allow sonic to get up the ledges. sure the player could proably just spindash up the slopes, but the way the path is built, that's not going to be the best solution. Unfortunatly, when I fixed the collsion issue I found another impassible linedef that if not fixed makes the level unbeatable. on a lesser note, I found badniks and other objects just hideing in the walls in zone builder, indicating that there may have been cut paths. To fix most of these problems, your level needs to fit into 1/4 of the total work space. Basically the same physical space of a source map (I took measurements) Without fixing this map, Sonic can't even complete it. ![]() (Map11) it's a boss stage. no points off for that. But points off for starting the player off with a near blind hazard. At least you compensate with an extra life at the start. The boss arena is too dark you need to increase the light level of the shadows so the Robotnik is visible. Slopes I discovered don't render ware right when water is only part way through them. to fix this the water, or lava in this case, needs to either be above or below the slope. (Ran into this one with Skytop)
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Welcome to my Dimension Last edited by glaber; 07-29-2016 at 04:00 PM. |
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#220 |
(σᴥσ)
Judge
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Just to note, Map Analysis Mode (Mode > Map Analysis Mode, or simply hit F4) will let you know about a lot of rendering/game breaking mapping errors. Some of the easier to fix stuff might even give you a button to click that'll alleviate the problem for you too.
If you need some help with a specific error you get, then I would be happy to help out (really goes for anyone who seeks it); contacting me IRC (either through the #sugoi channel or through a private query) would be best because we can go back and forth instantly. c: |
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