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The CyberDime Realm (Virtual Simplicity) Details »»
The CyberDime Realm (Virtual Simplicity)
Version: 1.3, by Zeno Zeno is offline
Developer Last Online: Jul 2020

Version: SRB2 Rating: (25 votes - 3.24 average)
Released: 01-29-2020 Last Update: Never Installs: 8
Single Player Levels Multiplayer Levels SOCs Scripts Sprites/Graphics

Hello. So The CyberDime Realm is essentially a big solo project of mine that i started back in the middle of 2018, and is a sort of simple but a very large collection of levels that i have been gradually adding and expanding on to. They aren't too terribly organised so the overall challenge factor greatly varies. All the extra characters unlocked from the main game can be played here right from the start.

Now believe it or not, but this thing has a story! Big props to my friend LightSpeedAngel for originally making this.
Spoiler:
After fighting Brak Eggman in Egg Rock, Sonic & the gang safely escape from the crumbling space station
via escape capsule but...as they began to approach the planets surface, a strange beam of light emerges from the nearby
monitor that proceeded to blind the gang.
Next thing they noticed was that they were on a...beach?, it was unusually quiet. The capsule was mysteriously
nowhere to be found. But the gang quickly press on forwards.
they suddenly find themselves strangely teleported in to what appears to be Green Hill but at sunrise.
As the gang presses forward they start to see some faint but strange distortions in the land.
From familar locations to cold mountains to barren wastelands, deserts and even a abandoned city...It all just seems so...
unnatural.
It's almost as if this world isnt real...


Credits for all the reusable content.
Spoiler:
  • Wrecking Ball & The Cut ERZ3 Bosses by FuriousFox
  • Egg SandSub by Blade
  • Knuckles Boss by The Underground
  • Egg Frostburn port by Deus
  • Lat for the AMT Crawla
  • All Super LUA by Aquatic Akito
  • TehRealSalt for the Game Gear Capsules


Changelog
Spoiler:

V1.0:
Initial release

V1.1:
  • Green Hill, Bridge, Marble & Hidden Palace Zone are no longer in the level rotation, (though you can still pick them from the level select.)
  • Marble Zone's enemy count has been reduce by a tiny amount.
  • The first checkpoint in Marble 2 has also been moved forward a bit, so you shouldn't get stuck in the doorway anymore.
  • Most of the "Leaps of faith" have removed and replaced with something less confusing.
  • A very small amount of decorative details added to a few of the levels.
  • Some minor texture changes to Shoal Coast.

V1.2:
  • You can now unlock and play Record attack.
  • Ring, Time & Score Emblems have been appropiately added for it aswell.
  • Updated a bunch of old level select pics. (Honestly alot of them were extremely outdated and garbage, didn't reflect the current state of the level very well)
  • Custom boss music has been added in. (Only for eggman as of right now.)
  • Shoal Coast has had more texture changes.
  • The slope at the end of the level has been replaced and made way less arbitrary.
  • Some more texture changes in a few other levels to be slightly less clashing.
  • The classic levels have all been moved and given their own category now.
  • Marble Zone's enemy count has been cut down again, this time to reduce the local Robo-Hood population.
  • All but a select few of the "leaps of faith" are gone.
  • Nightlight Gully & Terrance Trees have undergone theme changes.
  • Certain sections of Chilly Cliffs has been merged into Shrewd Blizzard, (mainly for act 2) meaning there is only one snow level now.
  • Barren Valley has been completely gutted from the mod now.
  • Shrewd Blizzard, Terrance Trees (Now Mountain), Molten Tunnels & Dark Woods (rip Robohood) have different bosses now.
  • Players now start most of the boss acts with 5 rings.
  • Added some TNT barrels to fang's arena to make the fight slightly more entertaining.
  • Fixed a potential softlock in Cyberdime 3.
  • Cyberdime Zone now has a different sky.
  • And many other tweaks that i'm not going to list here. Both in level design and a bunch of minor things.
  • Also updated the credits list.

V1.2.1:
  • Bug fixes.

V1.2.2:
  • Fixed the old Eggscalibur's LUA causing lag in multiplayer.

V1.3:
  • All 3 acts of Dry Gulch have almost been completely reworked. Act 1 is mostly a drastic overhaul, still featuring some old
    familiar areas mixed in with new ones where as Act 2 & 3 is remade entirely. And now has a bigger emphasis on the Desert Temple theme.
  • As part of the second wave of aesthetic upgrades, Desolated City has gone under a bit of a paint job, many of the buildings are
    now sporting different colours, and added a small amount of decorative destruction to the level..
  • Techno Trouble has also undergone a partial theme change. Now called Amaranthine Outpost.
  • Barren Valley returns (and is now called Timeless Wastes) and has been heavily overhauled, all 3 acts have now been merged
    into one level & is sporting some small changes in the level design and many, many decorative details added. Oh and the music has
    been changed aswell. (Unlockable Level)
  • Terrance Trees also returns and has also been merged into a single act (except for act 3), aswell as a few small similar changes
    to it's spookier counterpart. (Also Unlockable)
  • All of the classic levels have been removed from the mod, but they will return in some other fashion.
  • Added in new music for a bunch of levels.
  • Added in some short sections for Fang for the parts he gets stuck/softlocked in Shrewd Blizzard 1 & Terrance Mountain 2.
  • Updated some of the level select pics again.
  • Way too many more texture changes. (are you seeing a pattern here?)
  • And of course a bunch of minor other fixed stuff that i'm not listing here.

V1.3.1:
  • Another bug fix update.

V1.3.2:
  • Even more bugs fixed!
  • Added custom music to Dark Woods 2.
  • Updated the Greenflower section in Cyberdime 1 to feature the 2.2 version now.

Download Now

File Type: pk3 VSL_CyberDimeRealm-v1.3.2.pk3 (24.57 MB, 1658 views)

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Comments
Old 02-07-2020   #22
ShihoAJoke
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So i was giving this mod a go and reached Marble Zone and i gotta say...





This is kinda unfair (if you use Sonic and SONIC ALONE this level will sometimes be unbeatable since some emerald shards are way high up)
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Last edited by ShihoAJoke; 02-07-2020 at 07:31 AM.
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Old 02-07-2020   #23
S1rexer
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Quote:
Originally Posted by elvinkonohana View Post
So i was giving this mod a go and reached Marble Zone and i gotta say...

I've been looking for this emerald shard for a long time
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Old 02-07-2020   #24
Zeno
 
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Huh that's new, the emerald shards aren't supposed to be that high up
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Old 02-08-2020   #25
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Emerald Hunt is broken in 2.2, of course there's issues with it. Wait until 2.2.1 comes out before giving them another shot.
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Old 02-08-2020   #26
Frostav
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Marble Zone 1 is a complete mess of extremely dull corridors that all look the same with zero hints. It's actually funnily enough exemplary of many of the problems that plagued the actual SA2 emerald hunts.


Marble 2 is SO haphazardly laid out that at first I thought that it was an emerald hunt too and the radar just wasn't showing up until I found a starpost. I died later and learned that if you respawn at said starpost, Sonic is stuck and he can't get out. Moving gets you nowhere, spindashing keeps you locked in place, and jumping kills you (I've attached a gif of said problem).
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Old 02-08-2020   #27
RomioTheBadass
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I'm going through this right now and my thoughts so far are:
  • The Emerald Hunt acts are too big for their own good, I found myself spending at least 10 minutes in each running around similar-looking corridors with not much going, I got stuck in the first Ice level Emerald Hunt because I didn't know I had to enter the houses, and the emerald radar didn't help matters because it kept leading me to dead ends.
  • All of Marble Zone's acts have several texture misalignments and texture transitions that don't look natural and stick out in a weird way, not so visually appealing.
  • Nightlight Gully Zone SIGSEGV's in both acts in different areas, I don't know if you can fix this but I figured it's worth pointing out since it's a progression-breaking bug.
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Old 02-08-2020   #28
Zeno
 
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Quote:
Originally Posted by RomioTheBadass View Post
  • Nightlight Gully Zone SIGSEGV's in both acts in different areas, I don't know if you can fix this but I figured it's worth pointing out since it's a progression-breaking bug.
Are you playing with the 64 bit version?
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Old 02-08-2020   #29
RomioTheBadass
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Yes I'm using that version, I'm guessing that's why?
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Old 02-08-2020   #30
Zeno
 
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Then there's nothing i can do about the sigsev's since that is entirely a problem with the 64 bit version itself.
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Old 02-08-2020   #31
Simon_T
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I died in Chilly Cliffs Act 2, and the emerald shards went gone...
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Old 02-08-2020   #32
RomioTheBadass
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I've reached Hidden Palace, the sky barriers look kind of odd and make it a bit confusing to figure out where the ends of platforms are, you should probably indicate that by some sort of middle-textures in front of them instead of just impassable sky thok barriers, a small change but will go a long way in making it less confusing to navigate.
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Old 02-09-2020   #33
glaber
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I've started playing this pack myself and a part of me misses seeing the motobugs in Green Hill. Now I don't remember giving you permission to use them nor do I recall making them re-useable yet.

One thing I want to know though. Was it you who edited the motobug sprites?
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Old 02-09-2020   #34
Zeno
 
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No, one of my friends volunteered to make some slightly different sprites a while ago.
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Old 02-09-2020   #35
Rumia1
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Speaking of Green Hill, when you make your next update can you make the trees either intangible (scenery objects) or reduce the width of their hitbox (radius)? If nothing else you could scale the sprites up to make them match their radius more visually. Maybe you've seen my attempts to speedrun GHZ1 on Discord but if you haven't, they plague me at every turn because I don't expect them to be so thicc. They are the worst thing about a map I very much enjoy otherwise. I understand why they're tangible, it wouldn't make much sense for a tree to be intangible when it's a solid trunk of wood, but they look a lot thinner than they are.
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Old 02-09-2020   #36
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This pack is very lengthy, and it seems you have even more zones planned...(?) It feels like quantity was prioritized over quality, but some of the zones are really fun to play through.
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Old 02-09-2020   #37
Steelie
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After watching a friend of mine play through this levelpack from beginning to end, I have some thoughts on it myself.
  • Firstly, it's way too long. He played through it for over two-and-a-half hours, which is frankly insane in terms of SRB2. I would suggest cutting on the zones, especially those that are more or less theme clones (way too many grass stages) and the nostalgia zones (Green Hill has enough representation in Sonic games as is).
  • Marble Zone is kind of... awful. Hate to be this harsh but the zone drags on for too long, has confusing pathways, hallways that tend to look the same and some cheap hazards (like some of the spiked crushers tend to hurt you even when you land on the 'platform' side). There's also another fire-themed zone in the mod already which is currently bossless, so you can use the Sub there.
  • Next the occasional Emerald hunt stage. They are rather bizarre to see in normal gameplay like that, and they're probably the stages that drag the longest, since some of the shards have really cheap placement. My friend spent about 20 minutes in Chilly Peaks before we realized he can actually enter the houses, where the last shard was located. If you want to insist on keeping them in, I'd suggest not using teleports in them, because they can massively screw with the radar.
  • This is my massively personal gripe, but is the Robo-Hood boss necessary? That thing in cheap personified and after losing 5 lives to it in the Boss rush .wad I was hoping I would never have to see it again in my life. Sorry Zipper, this really isn't your finest work.

Those are my most major points of criticism I have for this mod. It was otherwise an alright experience. I enjoyed the idea of journeying through snippets of the original rotation in the final zone, and never considered how difficult the ERZ concept boss could be without its gravity flip mechanic to help you.

Either way a solid mod, albeit too long.
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Old 02-09-2020   #38
Zeno
 
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File has been updated! Here are the changes:
  • Green Hill, Bridge, Marble & Hidden Palace Zone are no longer in the level rotation, (though you can still pick them from the level select.)
  • Marble Zone's enemy count has been reduce by a tiny amount.
  • The first checkpoint in Marble 2 has also been moved forward a bit, so you shouldn't get stuck in the doorway anymore.
  • Most of the "Leaps of faith" have removed and replaced with something less confusing.
  • A very small amount of decorative details added to a few of the levels.
  • Some minor texture changes to Shoal Coast.
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Old 02-09-2020   #39
Zanda_Sama
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Zeno when you say reduced enemies by a tiny amount im worried, because Marble clearly should have half of the enemies it did. The level *could* be described as Robo-Hood spam, of course this comment is outdated, as its talking about a previous version.
Nice pack tho Zeno
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Old 02-10-2020   #40
RomioTheBadass
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I reached Dark Woods Boss act, it's...not very good, it's unclear when to attack him, took me 2 lives to figure out it was just a waiting game for him to stop attacking and turn grey before I hit him. Not the most mechanically involved or interesting boss fight. This wouldn't be much of a bother if he didn't take so long to become vulnerable.
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Old 02-13-2020   #41
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The Magma level's boss currently softlocks with Silver, as he doesn't have access to anything that can deal damage more than once. I have a couple solutions in mind.

1. If Silver is ever updated to deal damage with Psycho Boost, the problem goes away altogether.

2. Replace the Armageddon Shield with an Elemental Shield. Not only will it benefit everyone with lava resistance, it gives Silver projectiles to use. You just have to not get hit.

3. The level actually has 50 rings available. You can likely defeat the boss by turning Super. With that in mind, is there a guide for Emerald Token locations?

4. Add some kind of objects that Silver can use as projectiles. For Castle Eggman, it was the Egg Robos.

Last edited by U.Flame; 02-13-2020 at 07:13 AM.
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