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ArchPack v2.0 (scmrtf_archpack.wad + Parts pack) [Outdated version]
![]() Developer Last Online: Jan 2021
(This is an outdated version! ArchPack for SRB2 2.1 is here: http://mb.srb2.org/showthread.php?t=39728)
ArchPack - single player and multiplayer level pack for SRB2 v2.0.x version 2.0 stable - Genesis Keep Zone is out ![]() All my released maps are included in this level pack. You'll find single player and multiplayer maps, including my very first map called Miscellaneous Trip Zone released on July 2008. I hope you enjoy playing this level pack and feel free to comment in this topic. Along with the wad file, I added three batch files that starts up SRB2, SRB2CB and XSRB2 with ArchPack. You just need to download the attachment below, unzip, move the content into SRB2 folder and double-click the batch file at your choice. To see the complete list of changes for v2.0, go here. More info: ArchPack Doc. Videos: EzerArch's YouTube channel. Images: Ezer'Arch's albums. Homepage: Ezer'Arch's site. Add-on's short link: bit.ly/i4AfGK Maps Single Player maps:
Multiplayer maps:
News 2014-08-19: ArchPack ported to SRB2 2.1. New topic. 2013-07-14: ArchPack v2.0 stable is out! 4 new maps + Parts pack. 2013-05-12: NEW MAP: Genesis Keep Zone Act 3 alpha release. 2013-05-11: NEW MAP: Genesis Keep Zone Act 2 alpha release. 2013-04-16: NEW MAP: Genesis Keep Zone Act 1 alpha release. 2013-01-27: ArchPack 1.1a stable is out! (small fix for SRB2 Wad Speedrun competition) 2012-01-26: New levels in the making 2011-10-20: ArchPack v1.0 stable is out! 2011-07-17: Arch Pack v0.6 is out! 2011-02-26: Arch Pack v0.5 is out! 2010-11-09: Arch Pack v0.4 is out! 2010-04-25: Arch Pack Repository. 2010-04-19: Arch Pack v0.4 will be out soon. 2009-12-18: Arch Pack v0.3 is out! 2009-10-24: Two new testing releases for v0.3: Lift Bridge Zone and Miscellaneous Trip 2009-10-20: Scripts for Arch Pack released. 2009-10-03: Lift Bridge Zone and Water Plant Zone for v0.3 are out for testings. Mirror for IE users removed. 2009-09-29: Mirror added for IE users (go download FireFox!) 2009-08-21: 101 downloads! 2009-08-17: Beta version 0.2 released - level design fixes 2009-08-13: Beta version 0.2 coming soon and the new Addon System 2009-08-01: Version 0.1, first release of ArchPack. ![]() Ezer'Arch's YouTube channel - Minecraft and level design [Featuring: Galacticraft + Modular Powersuits] Download Now
Screenshots Show Your Support
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#202 |
Retired
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#203 |
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You should know as well as I do that we don't need to start a level pack with zero difficulty when we've already mastered the controls. We've experienced short and unsatisfying level design with GFZ1 and we don't need to again whenever someone decides to make a new level pack.
Arguing semantics doesn't mean anything. |
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#204 | |
Formerly "TSDude"
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I think Ezer Arch is trying to follow the rules of making a sonic game/mod: there is always a easy level with a green environment (or beach in some sonic games) that allows you to explore or race through the level. Examples: -Green Hill (see classic and sonic generations version) -Green Flower -Emerald Hill (STH2) -Splash Hill (Sonic 4 ep.I) -Sylvania Castle (ep.II) (POST EDITED)
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Hmmm~ So tasty! Last edited by WellDoneSnake; 04-17-2013 at 05:53 PM. |
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#205 |
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It's a perfectly safe assumption to assume that players of this game would have at least played the first zone of the default level set, along with some others.
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#206 |
Formerly "TSDude"
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I see your a person who likes a bit of a challenge in games, well so do I.
However I think most of the beginning levels of any games are meant to be fun and easy, otherwise it would stress/frustrate the player who is not use to the difficult gameplay, a lot of people in the gaming industry try to avoid this (correct me on this if I'm wrong).
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Hmmm~ So tasty! |
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#207 |
Retired
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We don't need to, but that sure doesn't mean we shouldn't. You seem to assume that the only legitimate reason for making a level this easy is if it's a tutorial level meant to ease the player into the game. I disagree. I have no problem with a level that is piss-easy as long as it manages to entertain me anyway, and this level does through its numerous secrets. The problem here is not the lack of difficulty or the length, it's the lack of action on the main path, and you could easily fix that without making the level any more difficult.
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#208 |
cryptid???
Moderator
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Action IS difficulty. To give a flat path some action, you need to put something in the way of the player, which is by nature some obstacle for them to overcome. The more precise an action a player has to do, the larger the difficulty.
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#209 |
Retired
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Let me put it this way: There are few instances in this level where the player has to jump to continue. All these jumps are completely trivial and almost impossible to screw up, but they constitute action nonetheless. Are you trying to say that putting more of these kinds of jumps in the level would make it any more difficult? At best it would be a minute increase.
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#210 |
cryptid???
Moderator
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No, because a few easy jumps don't require precision, like I said. The difficulty isn't in the quantity of repetitive actions, but the precision of movement that each jump requires.
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#211 |
Retired
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Exactly, which is why action does not equal difficulty.
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#212 |
cryptid???
Moderator
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Yes it is, but there is such thing as low quality action. We just take "action" to mean "interesting action" by default. You can't have difficulty with action, and you can't have action without imposing some sort of difficulty. It's just up to the designer to choose actions that please the player.
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#213 |
Retired
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That is all fine and dandy, but I think where we disagree is that I think it's possible to have "high quality" action at the map's current difficulty level.
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#214 |
Formerly "TSDude"
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I think structure is equal to difficulty and beauty because the more complex the map the harder it is to complete or the more beautiful the theme of the map is.
Action is just a consequence of a structure due to the way the map is designed.
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Hmmm~ So tasty! |
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#215 |
KartKrew Dev
Developer
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Unless they offer insane amount of exploration to contribute to the replayability, I just think piss easy maps are a waste of time. Because even a few extra rooms don't last forever. Once you've learned the basic controls for your first 8 minutes of SRB2, you realize just how much of a waste of space things like GFZ1 are.
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#216 | |
Formerly "TSDude"
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Quote:
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Hmmm~ So tasty! |
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#217 | ||
Porting ArchPack to 2.2
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Quote:
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But... I came here just to bleed people's eyes... ![]() ![]() ![]() I started GKZ2 today. It's going nicely. The start and the 1st room took few hours. The GFZ textures are helping me to focus on the gameplay rather than aesthetics (which is time-consuming). When the main frame of the map is done I'll work on the visuals. I'll use this technique from now on. Creating a space with the gimmicks first and then stuff the visuals in the map might be better than creating a scenic map and then try to make the gimmicks in the map. (FYI: The wooden cylinders will be tree trunks) Last edited by Ezer.Arch; 04-20-2013 at 07:39 AM. |
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#218 | |
Formerly "TSDude"
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Nice screenies, it looks like a updated GFZ also this sentence contradicts itself
Quote:
Short and long map?
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Hmmm~ So tasty! |
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#219 |
Porting ArchPack to 2.2
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Keep in mind I'm using GFZ textures as placeholder. I don't want to be distracted with textures that give character to the map, for now.
It does not. You cut off "than GFZ1" from the sentence. You are mixing positive form with comparative form of adjectives. For example, "short" and "shorter" share the same meaning root but they have different uses. "Short" and "long" describe something without comparing it to another; while "shorter" and "longer" are used to make comparisons and make sense if used with something to compare with. GKZ1 is longer than GFZ1, but averagely -- if we consider all SRB2 maps to date -- it is a short map. Last edited by Ezer.Arch; 04-20-2013 at 11:00 AM. |
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#220 | |
Formerly "TSDude"
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Sorry, anyway what do you mean by this
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Hmmm~ So tasty! |
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#221 |
Porting ArchPack to 2.2
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For example:
![]() This building is using some kind of default texture, but this texture is so neutral that you hardly can describe the building. The level designer focuses on the shape rather than the aesthetics and details. Now with textures that give character to the building... ![]() ... we can say it's an abandoned factory, generator or something alike. You can see more of this here. |
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