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The CyberDime Realm (Virtual Simplicity)
![]() Developer Last Online: Jan 2021
Hello. So The CyberDime Realm is essentially a big solo project of mine that i started back in the middle of 2018 (and still ongoing in active development), 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: Credits for all the reusable content. Spoiler: Changelog Spoiler: List of music used in the mod i've been meaning to add back in Spoiler: Download Now
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#42 |
What a mystery.
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So I've gotten done with playing CyberDime now with Sonic & Metal Sonic. Obviously some stuff changed here and there since the classic levels were removed from the main campaign (I played Sonic on the original campaign rotation and Metal on 1.1's, though I ended up actually doing the former second) but some stuff overall to say before diving into particular zones:
Spoiler: General Remarks Some more specifics on each of the zones: Spoiler: Zones Spoiler: Overall remarks/thoughts/suggestions Last edited by Gunla; 02-13-2020 at 08:46 AM. |
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#43 |
PersistantRubine/Void
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In my opinion, I think you shouldn't outright remove the levels here and there, but, if possible, separate them into separate 'chapters' or level packs based on difficulty. I could see the idea you used at the start working really well with a series of focused level packs or 'chapters' you can start from, with each 'chapter' ending at the VR machine thing, and beginning at the same place. This way the levels are in more sizable chunks of playtime, and it lets the players choose to run a specific set of levels rather than play through every single one.
I'd also suggest, of course, toying with more ideas- with how many zones share themes, why not try merging themes in unorthodox ways? As a few examples: An underwater jungle, a frozen foundry, a crashed space station, a city reclaimed by nature, built on the side of a mountain, etc. You can easily deal with a lot of the visuals by just merging the ideas and concepts in different ways! I also do suggest trying to work with gimmicks more often, such as the chain-ropes you grab onto in CEZ. I could easily see some of these levels becoming vastly more entertaining when gimmicks are added in a fun and interesting way.
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TOGETHER we can show the world what we can do! You are giving me a little mania! |
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#44 |
i make stuff sometimes
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Don't worry, i've changed my mind and don't intend to make anymore levels for this. Instead what i have decided to do is i want to focus my efforts on a entirely new project instead. But occasionally i'll do my best to try to make changes based on this massive wall of feedback you gave me.
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#45 |
koichi no
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i honestly couldn't bring myself to get past not arid canyon zone. It gets boring after a bit.While at first the open levels aspect is kinda neat,it ends up getting stale long and boring after the first zones,and this is why i sometimes just call this level pack barren valley.
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#46 |
Homestuck Trash
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How are you supposed to access the cut levels like Green Hill and Marble Zone? You said to do it via level select but they're not unlocked there. Do I really have to play through the whole singleplayer campaign just to unlock them for play on my coop server?
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#47 | |
i make stuff sometimes
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Quote:
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#48 | |
Bad at every videogame ever
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I found a problem with Chilly Cliffs 2. The level becomes impossible every time this happens. Had to use Object Place and Noclip to figure this out.
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Yes, I'm the guy who re-did the pre-renders of Black Eggman. Quote:
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#49 |
i make stuff sometimes
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The emerald shard is normally supposed to spawn on top of the ice, i genuinely don't know why it spawns at ground level like that sometimes
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#50 |
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Hi! A couple of things you could edit in the SOC to improve the pack:
a) Add in an "IntroToPlay = 128" (or whatever number) to the top of the maincfg to disable the vanilla intro cutscene b) Add "Clear Unlockables" to remove the pile of empty entries on the extras checklist c) Add an unlockable for Record Attack! |
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#51 |
Emblem Radar Ready
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Reminder. Emerald Hunt is currently Broken in the base game. This affects all mods too.
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Welcome to my Dimension |
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#52 | ||
[A person in a place]
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Quote:
EDIT: Nevermind I'm thinking of a different issue and didn't bother to scroll up. My bad!
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Quote:
Last edited by Kwiin; 03-13-2020 at 04:04 AM. Reason: Made an ass outta myself |
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#53 |
Emblem Radar Ready
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The Z position bug still exists and affects Dimension Glaber (released) and SRB2 the Past (unreleased) too.
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Welcome to my Dimension |
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#54 |
i make stuff sometimes
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Hi. It's been a little while, and i thought i would stroll on in for another update for this. And there's alot that's changed so let me just get straight to it:
[*] 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. |
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#55 |
Warrior from Algol
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"[*] Barren Valley has been completely gutted from the mod now."
Is there an explanation for that? I mean it wasn't even made for level select only? What was the music used for that zone?
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Welcome to the Fantasy Zone Get Ready! |
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#56 |
¡Reremy
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Some of the MAPS have unrealistic times. (I got them because I'm using momentum lua, which is not intended for this level pack.
What I mean is that time attack has very precise maps even when I'm using momentum mod, which makes you go to unbelievable speeds. [Edit] It's not some of them, it's all of them... I got the times and in I nearly get them for 5-20 secs... Which is ridiculous, considering I badnik bounce to skip some parts. Last edited by MRoach; 04-05-2020 at 10:28 PM. Reason: Adding extras |
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#57 |
¡Reremy
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I finally can upload the recordings to prove my point:
HERE P.S These are .GIF files so you can watch them and change the minimum time to get the emblems (It's not for me, I actually got them all but just because I got them it means that's the right amount of time.) Last edited by MRoach; 04-07-2020 at 11:02 PM. Reason: P.S |
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#58 |
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I didn't anticipated changes so large after hearing about the shift in focus, that is only a good thing though.
The changes to Nightlight Gully and Terrance Trees might not be complete overhauls, but they are enough to make them not seem like padding. The improved mapping probably helped as well since it no longer seems like wallpaper. I also liked how most elevation changes now have more meaning than "jump down in front of this wall". |
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#59 |
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It's late and I've just blazed through the second half of the mod, so I'm a bit too tired to write as much as I want to, but in case I forget to write up a full review tomorrow I'd just like to say that I was thoroughly impressed by this pack - a huge amount of content, and almost all of it extremely high quality, especially given the amount of levels. Lots of great things I'd love to praise and a handful of criticisms, but I'll have to hope I remember to bring all that up another time.
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#60 |
Just call me Vile
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Found a bug. Bridge Zone 3 cannot be completed in record attack because the capsule doesn't appear. https://imgur.com/a/kwI2FMT
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#61 |
i make stuff sometimes
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Done, just put out a small little update to fix that plus a few other small bugs.
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