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Shut Up and Get On It Details »»
Shut Up and Get On It
Version: 1.1, by TehRealSalt (/me FLEX ᕦ(◉ᴥ◉)ᕥ) TehRealSalt is offline
Developer Last Online: Mar 2017

Category: Version: SRB2 Rating: (21 votes - 4.76 average)
Released: 09-05-2016 Last Update: Never Installs: 8
Single Player Levels SOCs Scripts Sprites/Graphics

NOTICE: Remember to grab 2.1.16 before playing! It fixes a soft-lock at the credits, a crash you can get in one of the levels, and a bunch of other bugs!

<SeventhSentinel> OH GOD THE TITLE SCREEN IS SO CREEPY
<SeventhSentinel> JESUS
<SeventhSentinel> PLEASE DON'T KEEP THAT IN
<SeventhSentinel> I LITERALLY ALMOST SCREAMED
<TehRealSalt> I AM ANIME
<TehRealSalt> UGUUU
<TehRealSalt> UGGUUUUUU



Shut Up and Get On It was a community project meant to encourage people to make a level. Any kind of level, without worry of quality or how your level would measure up against others! With 30 total maps, this far exceeded my expectations for entries. I hope you all enjoy experiencing playing this as much as I did working on this! Please avoid spoiling anything in your posts. This got way more secrets than anticipated, so put secret/finale discussion in spoilers. Please try to avoid giving flat-out directions to everything too, unless if asked for.

Back of the box phrases:
  • 30 levels in total from 25 different contributors, with 1 final boss map, 2 secret maps, and a hub map!
  • Progress tracking via emblems, so that you can put it down and finish it later!
  • Special netgame attention! Maps beaten get used as makeshift emblems, and there's a map voting system!
  • Two different endings, based on a complex morality rating system!
  • 45 total emblems, for people who like to complete everything!

I must give special thanks to these fine individuals as well:
  • JStheguy, for making the SUGOI Team intro graphic.
  • Prime 2.0 and toaster, for coding assistance.
  • Zipper, for making the spectacular final boss for my incompetent ass.
  • Boinciel, for making all the secret levels (on accident), as well as writing, acting, and filmography.
  • MonsterIestyn, Sorry For Putting Up With My Antics and Fixing All Those EXE-side Glitches and Crashes for 2.1.16

Spoiler: Custom resources every level used is listed here!
MAP03 - Groggy Gale Zone (TehRealSalt)
Music: "Mountain Journey" by Supergoose (https://modarchive.org/module.php?52496)

MAP04 - Skytop Zone (Glaber)
Music: "Mysticism" by Necros/PM (https://modarchive.org/module.php?48433)
Sprites: Old Drilla by SSNTails
Coding: Prime 2.0 and toaster for creating the Lua script

MAP08 - Contaminated Water Zone (MK.exe)
Music: Unknown, retrieved from "Sonic 3 & Knuckles: Hard Bosses Edition"

MAP09 - Nightlight Ruins Zone (Steel Titanium)
Music: "Entry Into The Crater Part 1" from Phantasy Star Online Blue Burst Episode 4
Textures: SRB2 Asset Pack

MAP10 - Robotnik Park Zone (FuriousFox)
Sprites: Bumper sprites by Blade
Music: "Pleasure Castle ...for Twinkle Park" from Sonic Adventure
Special Thanks: MotorRoach for supplying the balloon pop sprites from Sonic 3

MAP11 - Aquatic Corridors Zone (*icefox*avp*)
Music: "Waves" by kid pixel (https://soundcloud.com/kdpxl/waves)

MAP12 - Overgrown Castle Zone (Chaobrother)
Music: "Fillmore Act-1" from Actraiser

MAP13 - Lilac Conservatory Zone (RoyKirbs)
Music: "Marshmallow Castle" from Kirby Super Star

MAP14 - Sunset Ruins Zone 1 (Hedgefox)
Music: "Beta Aquatic Ruin (Neo Green Hill Zone)" from Sonic the Hedgehog 2
Textures: SRB2 Asset Pack

MAP15 - Sunset Ruins Zone 2 (Hedgefox)
Music: "Danger (Approaching Boss)" from Kirby Triple Deluxe, and "Boss 2" from Sonic 3D Blast
Textures: SRB2 Asset Pack

MAP16 - Lavender World Zone (CarlosGamer72)
Music: "Jumper" by Waterflame

MAP17 - Sky Labyrinth Zone (Tripel the fox)
Music: "Act 1" from Sonic Labyrinth
Coding: Tripel the fox for the original script, toaster for tweaking it

MAP18 - Fiery Volcano (Monster Psychic Cat)
Music: By JexuBandicoot527

MAP19 - Mine Maze Zone (RomioTheBadass)
Enemy: Drilla taken from Glaber's SRB2 The Past

MAP20 - End of Time (Duon)
Boss: Derived from SOC by Morph and Thompson
Music (Cutscene): "void" by nutcase (https://modarchive.org/module.php?169697)
Music (Level): "Heaven of Pain" by MADOKAN (https://modarchive.org/module.php?44352)

MAP21 - Cute Ice (Zipper)
Music: "REMNANT" from Megadimension Neptunia Victory II

MAP22 - Robotnik Laboratory Zone 1 (Manimi)
Music: "Mechanical Resonance ...for Final Egg" from Sonic Adventure
Sprites: By strikezee

MAP23 - Robotnik Laboratory Zone 2 (Manimi)
Music: "Bullet Station" from Sonic Heroes

MAP24 - Fudge Canyon Zone (VAdaPEGA)
Music (Easter Egg): From Soup 0.9

MAP25 - Orbital Complex Zone (Knux576)
Music: "Okta-xy-geen" by Skaven252 (https://modarchive.org/module.php?71907)
Textures: Spherallic for the skybox flat

MAP26 - Gravity Well Zone (Goldenhog)
Music: "Galactical Galaxies" from Speedy Gonzales in Los Gatos Bandidos

MAP27 - Kodachrome Void Zone (Boinciel)
Music: "Overscan" by Andreas Bilke (https://modarchive.org/module.php?158049)
Special Thanks: MonsterIestyn for fixing texture/flat animation bugs for 2.1.15, inspired by the Doom level "Dada" by Scientist (https://www.doomworld.com/idgames/le...rts/d-f/dada01)

MAP28 - The Grand Finale (Zipper)
Music (Level): "Continuous Hits" from Megadimension Neptunia Victory II
Music (Boss): "Purple Heart's Theme" from Hyperdimension Neptunia Re;Birth 3
Music (Dogoo): "Game Over" from Hyperdimension Neptunia Re;birth
Special Thanks: Boinciel, for Boin things

MAP29 - Garanz Site 16 (Boinciel)
Music (OGG): "Mystic Forest" from Umineko: When They Cry
Music (MIDI): "Jungle ~A Lush Load~" from Phantasy Star Online

MAPA0 - Teleport Station (TehRealSalt)
Music: "bump-n-knock" by phaser (https://modarchive.org/module.php?116891)

Additional Credits:
Graphics (Title Screen): Background from Super Castlevania IV
Music (Title Screen): "Dracula Battle" from Super Castlevania IV
Music (Credits): "Void Glide" by Gargoyle (https://modarchive.org/module.php?43717)
Music (~True Ending~): "Hellraiser ~The Mastermind Behind The Scheme~" from Megadimension Neptunia Victory II


Spoiler: Changelog
Version 1.1:
  • A new cvar has been added: "useemblems". Setting this to "no" will force the game to use the multiplayer/modified game method of tracking maps beaten and not unlocking the same gates between files (at the cost of maps beaten not being saved due to limitations for Lua/save game interactions). Useful for replaying the game without deleting your gamedata.
  • A cvar from an old dev version returns (and this time actually working), "votetime"! This lets you set how many seconds the voting timer lasts; you can also set it to 0 to have it last until everyone has put in their vote, or set it to -1 to have it skip voting and go straight to the map picked.
  • If you're pressing anything during the first ten tics when a vote starts, input will now get ignored until you stop pressing anything. This helps prevent accidentally voting when someone starts a vote unexpectedly in a netgame.
  • Nightlight Ruins has been heavily extended. It's nearly twice as long now!
  • Robotnik Park now has sexy new bumper sprites, courteousy of Blade!
  • The button that opens the exit in Contaminated Water has been made a bit more obvious; it now has more metal flowers around it, a different texture, and lowers when you press it.
  • Gravity Well's had its gravity strength made to be much more lenient in areas where you were required to spindash, for the sake of staying future-proof.
  • Kodachrome Void has additional extra lives in various, very evil spots. Most of the pure black walls have also been made unclimbable.
  • A couple of platforms in Groggy Gale had been moved around and adjusted.
  • Slight adjustments to The Grand Finale; you now get rings on spawn in netgames (the amount scales with players) and the BonusType is now Boss instead of ERZ3.
  • Unlocking Garanz Site 16 now highlights the "F" on the mulitplayer progress bar with yellow, and has a multiplayer cecho.
  • Garanz Site 16 is now possible to access from the hub in Race mode.
  • Fixed a grass flat bleeding into a couple other sectors in Skytop. Not really sure how, I just moved a couple vertices around, but it's fixed so
  • A couple of lines have been made unclimbable in Teleport Station.
  • Moved a couple of monitors in Sunset Ruins 1 that were sitting on top of torches.
  • Moved two rings that were stuck in a pit in Retro Hill 1.
  • Act number was removed from Aquatic Corridors, at the request of the creator.
  • I didn't properly store player names for the voting hud, so if the person who started it left mid-vote you'd get an error message! Now properly checks for player.valid, stores the name for when the player leaves, and has a backup easter egg string if all these fail for whatever reason.
  • A kind of small, slightly secretive extra that unlocks on 100% completion. This is gamedata compatible, so if you've already gotten all emblems then you can go right for it!

Version 1.0:
  • Initial release.


Records Site 16: http://records.srb2.org/maps.php?pack=4
Google Drive Mirror: https://drive.google.com/file/d/0BwP...ew?usp=sharing

Download Now

File Type: zip sugoi.zip (28.40 MB, 3022 views)

Screenshots

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Name:	MAP04 - Skytop Zone.png
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Size:	158.9 KB
ID:	8847   Click image for larger version

Name:	MAP10 - Robotnik Park Zone.png
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ID:	8848   Click image for larger version

Name:	MAP13 - Lilac Conservatory Zone.png
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ID:	8849   Click image for larger version

Name:	MAP21 - Cute Ice.png
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Size:	174.1 KB
ID:	8850   Click image for larger version

Name:	MAPA0 - Teleport Station.png
Views:	1337
Size:	171.1 KB
ID:	8852  

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Comments
Old 09-06-2016   #22
KobaBeach
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Quote:
Originally Posted by Espyo View Post
Well, it didn't take me long to realize that I love this. Congratulations to everybody who worked on it!
Oh wow, you're still alive?!

(will be DLing this later~)
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Old 09-06-2016   #23
Fres
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Nice. It's finally out.

I can't wait to try out these levels!
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Old 09-06-2016   #24
"Lat'"
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Man this is absolutely wonderful.


help

Spoiler: no, seriously.

I love it. ...Especially Vada's level. Holy damn.
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Old 09-06-2016   #25
MK.exe
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GoldenHog's level is so hard, i loved all the maps! so fun in fact i am at at the grand finale!

nearly all 28 maps done!

Edit: i was doing a solo plathough so it was harder
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Last edited by MK.exe; 09-06-2016 at 08:15 PM.
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Old 09-06-2016   #26
RomioTheBadass
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Spoiler:
Lol at The Final Boss, I Wasn't expecting an Anime girl .
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Last edited by RomioTheBadass; 09-07-2016 at 12:26 PM. Reason: Sorry .
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Old 09-06-2016   #27
SANICBOOM644
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People havent played it yet, so please don't spoil.
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Last edited by SANICBOOM644; 09-06-2016 at 10:33 PM. Reason: Bad Grammar
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Old 09-06-2016   #28
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Kodachrome Void Zone was just about the craziest thing I've ever experienced. I loved it, but Boinciel must have been high when he made it.
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Old 09-06-2016   #29
Zero_the_artificial
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So... it has finally been released.

I personally didn't pay much attention at SUGOI at first, as I was dealing with other stuff, like finishing up my character, or cringing at my terrible FPS.

But now, with SUGOI officially released, and 2.1.16 fixing all my FPS problems, I could finally play this!

And my god, did I miss out on so much creative stuff.

First off, the hub is great, and the fact that it keeps the progress of your completed levels is amazing as well. Secondly, the levels themselves are amazing, and they range from Emerald Hunting to high speed action, general beauty, extreme exploration and even a Bouncy Castle, this pack has it all!
Finally, the fact that there's 2 different endings, many boss battles and overall hilarity in some parts makes this pack, for me, worth the 5 Stars its already holding.

Congratulations, creators! You people have made an absolute blast of a mod.

Spoiler: DON'T OPEN UNTIL YOU'VE BEATEN THE MOD 100%
I also loved the contents of the 2 different endings.
The "bad" ending had an amazing build up, and the boss, (GIRL FROM AN ANIME PROBABLY), is actually a decent challenge. Even though I couldn't understand a single crap of what she was saying, she was a threat. The boss life bar is beautiful too, and it's definitely a surprise when she freaks out and goes all out on you when she's down to half health. Though the ending felt like a screeching halt, because of course, it's the bad ending; I did bad, I don't get happy stuff.

Now, the "true" ending... First off. Bioncel (And probably someone else too). What kind of drugs did you trip on to think of that level?! It was completely insane! I had no idea where to go, I ended up falling everywhere and even found Metal Sonic and fought him thinking it was the boss battle, to then notice that I was completely wrong, and kept going. The cutscenes though, is where this level shines... Along with the level itself. They were honestly funny and self-aware in all the right spots. I certainly didn't picture going through a mad man's rendition of a "forest", and certainly not Knuckles swearing everytime he spoke. I freaking loved it.

I demand an Anime Eyes Sonic boss battle though, I thought I was either gonna battle it or just get a better ending... After watching it I thought there was like a True TRUE Ending, because it looked like the worst possible ending. Unless it's good being an Anime. I've never been an Anime.
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Old 09-07-2016   #30
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I have beaten every level.

I think I'm going to be sick from dizzyness.

Also, it seems that a good deal of these levels weren't designed for Tails in mind, considering the Gravity Well stage, where tails needed to go down a route that wasn't marked very well due to the other route being impossible to go through, considering his low speed, as well as the fact that well, its far too easy to just fly over everything. Then again, I suppose that Sonic would have the most playtesting, so... yeah.

Its still a good levelpack.

Even if there needs to be some indication as to what levels still have emblems to collect.

Last edited by Nomekop; 09-07-2016 at 01:55 AM.
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Old 09-07-2016   #31
RedEnchilada
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Quote:
Originally Posted by FuriousFox View Post
This is due to a change in the way Emeralds are collected in SUGOI. Several levels in the pack had tokens in them, so 7 were chosen to be replaced with actual Emeralds, while the rest got big rings.
Next time, SUGOI needs a subsection for special stages. Might be hard to decide on a unified concept + seven maps with the kind of project it is, though. Maybe the concept could be decided beforehand and slots could be given out? Or maybe take the surplus stages and make them regular stages idk
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Old 09-07-2016   #32
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Managed to get all 45 emblems.

That was fun.
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Old 09-07-2016   #33
SSG3
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tried the final boss as super silver

broke the aura... i think (the pink aura shield didn't wear off over time)
blame his telekinesis

had to destroy it as HMS123311
.... profit?
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Old 09-07-2016   #34
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Quote:
Originally Posted by SSG3 View Post
had to destroy it as HMS123311
Aw you took my idea lol
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Old 09-07-2016   #35
*icefox*avp*
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The pack is AMAZING! I'm glad that, I've contributed on this. NICE!

Btw...
Spoiler:

I hope you guys enjoyed my level!
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Old 09-07-2016   #36
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Robotnik Park Zone was the type of stage I've been waiting for in SRB2. Good job with the other stages too!
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Old 09-08-2016   #37
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I liked the Zones, it's really impressive, already got the 7 chaos emeralds and all other emblems. Nice team.

http://i.imgur.com/GqJowYv.png
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Old 09-08-2016   #38
toaster
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sugoi kawaii desu

I'm really proud of the community. Good job, everyone!
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Old 09-08-2016   #39
ForgiveThisNewb
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Excellent level pack, and an excellent highlight of several issues facing the Linux version of this game.

Multiple stages have no music. SDL_Mixer reports that it can't find any soundfonts. When I directly link SDL_SOUNDFONTS it to freepats or FluidR3_GM.sf2, it says the library wasn't built with mp3 support, which can't possibly be a proper error message. This is probably Ubuntu's own retarded libraries. I'll post a bug report if I can confirm it's SRB2's engine at fault.
The [non-secret] final boss is unbeatable on Linux due to a crashing bug. Looks to be related to sounds. Temp fix: start the game with -nosound, or hit toggle sfx in the options menu as you approach the boss. When I figure it out enough to identify the exact problem, I'll post a bug report in the proper section.

So yeah other than my issues, great level pack. The slopes really are a game changer.

Also, I was not ready for the absolute genius that is the true ending. And holy shit the true final boss blew my mind. I didn't even think you could do that in the SRB2 engine. Massive props.
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Old 09-08-2016   #40
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Yes something broke proper music playback on Linux, I actually tried to find the cause of it. With things as compiling new SDL2 Mixer, compiling new GME, changing SDL environment variables. I think something in the game broke playback support, and I haven't tested this last one yet. But maybe it's related to music slot change?
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Old 09-08-2016   #41
Boinciel
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Which are the stages that have no music? The levels use such a variety of music formats (none use MP3, though, so that error is weird) that it'd be useful to figure out what formats break and what formats don't.
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