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Neo Palmtree Zone Details »»
Neo Palmtree Zone
Version: v1.1, by GoldenB4 GoldenB4 is offline
Developer Last Online: Oct 2020

Version: SRB2 Rating: (7 votes - 4.86 average)
Released: 04-29-2020 Last Update: Never Favourites: 7
Single Player Levels SOCs Sprites/Graphics

Welcome to Neo Palmtree Zone!

This is a level I've been cooking up for a while now. Originally an ULDC entry, I've decided that now is the time to release.



Traverse through the beach into the grassy heights and dark caves that await you.

Spoiler: Features
  • Multiple paths.
  • 5 Global Emblems and 2 Record Attack emblems you can collect.
  • And, of course, a lot of palm trees.


Spoiler: Credits
Custom textures and objects created by GoldenB4.
Palmtree Panic JP (Present)'s music was composed by Naofumi Hataya and Masafumi Ogata.
Any of the original textures and sprites used were created by Sonic Team Jr.

Download Now

File Type: pk3 VS_neopalmtree-v1.1.pk3 (3.09 MB, 9988 views)

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Comments
Old 04-30-2020   #22
Solid SOAP
 
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Quote:
Originally Posted by GoldenB4 View Post
You all have blown me away with all of your feedback. Thank you.

I'm really happy to see some of you enjoyed my first actual level.
I have read your replies here and on Discord. I have created a list based on your feedback.
At the moment, my interests are placed on different projects, but I fully intend on improving NPZ in the future.
Personally, I believe some restructuring is in order, so don't expect an update anytime soon.

Your feedback is much appreciated. Again, thank you.
I'm looking forward to seeing what you come out with next. This is probably my favorite modded level, maybe one of my favorite levels in the game period, atm.

If you follow and polish up your design philosophies I'm anticipating some damn fine levels in the future.
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Old 04-30-2020   #23
Unknownlight
 
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Originally Posted by GoldenB4 View Post
I'm really happy to see some of you enjoyed my first actual level.
...Well, color me doubly impressed. No, quadruply. Octuply. Viguply.

You know what my first (and only, because I quickly realized I don't like level design) level was? This hunk of junk. From my perspective, I did all right for a first attempt at making something small.

Yours is just ludicrous. I'm flabbergasted.
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Old 04-30-2020   #24
Moose the Fat Cat
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I finally played this today, and here are my thoughts!

Amazing
1) Echoing what's been said already, just overall, great job!! This is already one of my favorites!

2) The art design is gorgeous and the map is gigantic

3) The ramps are super fun, well done

4) The tiered-style pathways are creative and clever; this level kind of feels like the Sonic equivalent of a hike that turns into a bit of mountain climbing.

5) The palm trees look great; the colors are well balanced; the badnik choices are good.

Suggests for Improvement

1) Because it's such a BIG level that you want to spend a lot of time playing to explore, the first thing I would recommend changing is the music track. I know there are some great Palmtree Panic remixes out there that are both longer and better suited to "Neo" than the original track.

The Sonic CD soundtrack is great; it's just some tracks like PP are little played out, imo, like GHZ or Chemical Plant. After 7 minutes and however many times the track looped at that, I had to decide either to turn off the music or stop playing the level because it was becoming annoying instead of enjoyable.

2) There's a lot of sucker-punching crabs! I'd replace 50% of them with an equivalent badnik without a punch (is there coding for the Crustachean with punch :off:? Like a blue crawla version of Crustachean?) Another way to balance would be to double/triple the amount of individual rings floating around. But I'd rather just have fewer punches thrown at me.

3) It's sometimes a bit unclear where to go next, and I found myself getting turned around quite a bit... this is part of the challenge of SRB2 map making in general, it seems, bc it's often an issue for me on first-playthroughs (and I think most ppl) for practically every level with wide open level design based around tiered platforming to progress. I'm not sure of the answer, exactly, because I can tell you obviously put thought into this already; it's clear in the design based on the usual things like rings and star posts, and paved pathway. And adding arrow signs is not ideal, nor do I think it really needs it.

(3a) I wonder if designing the course could subtly suggest direction with platforms being guided visually... maybe change some existing platforms to be floating (permanent floating) and removing some more of the walls/mountains to guide the eye in the right direction a bit more?

(3b) Some of the pathways that seemed to lead to closed spaces ... maybe could have more ways to connect back to other paths without backtracking? (There probably already are ways that I'm not yet seeing) For example maybe an underground tunnel that takes you in ball form to another part of the level to pop up back (kinda like the tunnels in Egg Rock, but underground, like in GHZ or the tubes in ChemPlant)

4) Smallest thing, not sure if it can be improved because of the size (also i'm 2.2.0 mac), but there is some noticeable framerate/slowdown, for some reason usually near the waterfalls I noticed.

Last edited by Moose the Fat Cat; 04-30-2020 at 10:17 PM.
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Old 04-30-2020   #25
Kwiin
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Quote:
Originally Posted by Unknownlight View Post
You know what my first (and only, because I quickly realized I don't like level design) level was? This hunk of junk. From my perspective, I did all right for a first attempt at making something small.

Yours is just ludicrous. I'm flabbergasted.
Time is also an important factor. Despite this being his first release, technically. This stage has been in development for nearly an entire year. It was initially made for Kimokawaiii.

I can only guess but I'm sure your first level didn't take nearly as long. For all intents and purposes Golden now has the knowledge of an experienced mapper.

...Hehe now only if my personal first stage that's in the works will turn out as good as this... This stage alone is some damn fine inspiration for it too.
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Old 04-30-2020   #26
Moose the Fat Cat
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It's bananas that this is your first level, too. As a player, I hope you continue indulging your SRB2 mapmaking hobby when you have the time for it; you have a talent for it!
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Old 04-30-2020   #27
Kwiin
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Quote:
Originally Posted by Moose the Fat Cat View Post
2) There's a lot of sucker-punching crabs! I'd replace 50% of them with an equivalent badnik without a punch (is there coding for the Crustachean with punch :off:? Like a blue crawla version of Crustachean?) Another way to balance would be to double/triple the amount of individual rings floating around. But I'd rather just have fewer punches thrown at me.
Banpyura's, maybe? I believe they would work perfectly in this level as a way to halt and redirect your momentum into undesirable locations, instead of the mass of dick crabs (Haha! I'm getting back at you, Golden, you complained to me about my own dick crab once!)
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Old 05-04-2020   #28
Dabir
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This level is very long and it all looks exactly the same. It's obvious that you've put a lot of effort into platform layout and such, but it could do with a lot more visual variety and hinting. There were times here I was seriously considering hitting retry just because I knew the checkpoint would face me in the right direction.
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Old 05-05-2020   #29
Zippy_Zolton
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I had a very lukewarm time with this. I've been excited to see how this level would turn out for a long time, and it's got a lot in the visual department. I can also FEEL the amount of time it must've taken to perfect all of those little slopes, so there's some appreciation there. But it definitely seems like a style over substance level, unless you decided to take a page from the game it's based on and make level design with terrible navigation. It only feels huge because of the amount of times I got lost in it and it got very frustrating after the luster of the visuals wore off. I definitely see that this wasn't lazy, but I think you should try to work on levels that are more fun and accessible.
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Old 07-28-2020   #30
dudemanclassic
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I think this level would work really good with a desert theme and replacing the water with oil filled pits could be a really cool effect. I know its a big ask but i think its and intresting idea. also i get lag around the part of the level where the only route is to jump to the small platform over water with springs desinged to launch you off. I know thats not very specific but i cant think of how else to decribe it
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Old 08-31-2020   #31
Cdee the Robo Cat
 
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as much as i love what i've seen of this level, i can't play it on my computer because it lags up an absolute storm, unfortunately. but a really amazing level nonetheless!
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Old 4 Weeks Ago   #32
Mr.Siphon
 
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I have a question. How did you make the energy spark come out of the Badniks! I'm making canon game packs and Im working on Sonic CD right now. It was really excited when i saw that!
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Old 4 Weeks Ago   #33
rocklight124
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Is this level laggy for everyone? Because my PC is a beast.
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Old 4 Weeks Ago   #34
Ackeneister
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Quote:
Originally Posted by rocklight124 View Post
Is this level laggy for everyone? Because my PC is a beast.
Mine is a beast too. I always get 35 FPS on this level, lmao.
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Old 4 Weeks Ago   #35
rocklight124
You should train some more
 
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Originally Posted by Ackeneister View Post
Mine is a beast too. I always get 35 FPS on this level, lmao.

Huh that's weird. Maybe I should take all my mods out and check it then.
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Old 4 Weeks Ago   #36
Mr.Siphon
 
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How did you make the sparkle come out of the robot when you destroy it? Im making a Sonic CD lvl pack and i wanted to know how you did it
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