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The CyberDime Realm (Virtual Simplicity)
Version: 1.4, by Zeno (i make stuff sometimes) Zeno is offline
Developer Last Online: Sep 2020

Version: SRB2 Rating: (28 votes - 3.50 average)
Released: 01-29-2020 Last Update: Never Favourites: 14
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 Frostburn port by Deus
  • Lat for the AMT Crawla
    (As of 1.4 That Azazel Fire for making new sprites for this)
  • All Super LUA by Aquatic Akito
  • TehRealSalt for the Game Gear Capsules
  • Sonic1983 for porting and updating the old Eggscalibur
  • And a very big thank you to all my friends for helping with ideas and playtesting this with me


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.

V1.4:
  • Overhauled a bunch of levels, some more heavily than others:
  • Added a skybox to Shoal Coast Zone

Sunrise Uplands:
  • Act 1 has been massively overhauled, sporting several areas redone and a ton more new areas added in, the level has also been extended a bit.
  • (Act 2 will recieve its fair share of changes in the next update)

Shrewd Blizzard 2:
  • Altered a few paths a bit in a attempt to make the level less confusing to navigate.

Nightlight Gully:
  • The entire Zone now has a global colourmap.

Dark Woods 2:
  • Altered the level design in a few spots to hopefully make the level a little less difficult to navigate.

Cyberdime Zone:
  • Added some small decorative details in for act 2.
  • Finally added in the missing rvz and erz sections for act 3.
  • Remade the final boss's arena. (And gave him a new theme too.)
  • Updated the AMT Crawla sprites (thanks That Azazel Fire for making them)
  • Updated the old Eggscalibur again (thanks to Sonic1983 for porting and updating this thing)
  • Fixed the title screen map using the wrong sky. (oh god how did i overlook this for so long)
  • And of course the usual fare of a ton of minor changes not worth listing here and
    bug fixes because i apparently don't test my levels enough

V1.4.1:
  • I did a big bruh moment and broke the special stages somewhat, they should be fixed now
  • For the time being until it gets remade, i have decided to gut the entirety of Dark Woods Zone for the mod since i feel like in its current state is a irredeemable mess.
  • Restored the old eggscalibur to Molten Tunnels 3 and remade the arena to accompany it.



List of music used in the mod i've been meaning to add back in

Spoiler:
Character & Level Select Theme: i chill you (Mod Archive)
Sunrise Uplands 2: A Rose of Gold: DRAX (Mod Archive)
Shrewd Blizzard 1: Sonic After the Sequel: Parhelion Peak Act 3
Shrewd Blizzard 2: Sonic Unleashed: Cool Edge Night
Nightlight Gully: Sonic CD: Sonic Boom Instrumental Ending Version
Terrance Mountain 1: Malfunctioning Ghost (Mod Archive)
Terrance Mountain 2: Naruto Ultimate Ninja 2: Itachi's Theme
Molten Tunnels 2: Sonic Unleashed: Crimson Carnival Night
Amaranthine Outpost 2: Spark the Electric Jester 2: Floria Plant
Dry Gulch 1: Stock RPG Maker VX Ace Music
Dry Gulch 2: Desert Highway (Mod Archive)
Desolated City 1: City Nights (Mod Archive)
Desolated City 2: Pokemon Reborn: Onxy Ward
Cyberdime 1: flexible (Mod Archive)
Cyberdime 2: tooth paste 2 (Mod Archive)
Cyberdime 3: digital azimuth 2 (Mod Archive)
Terrance Trees:
Sonic After the Sequel: Foliage Furnace Act 1
Sonic After the Sequel: Horizon Heights Act 2
Timeless Wastes:
Oneshot: Phosphor
Eggman Boss Fights: Sonic 3D Blast Saturn Boss Theme
Metal Sonic: the dark half (Mod Archive)

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File Type: pk3 VSL_CyberDimeRealm-v1.4.1.pk3 (23.76 MB, 2334 views)

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Comments
Old 07-30-2020   #102
Zeno
i make stuff sometimes
 
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Small update, contains a necessary fix i accidentally skimmed over
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Old 07-30-2020   #103
rocklight124
You should train some more
 
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yo I have a music suggestion for Nightlight Gully. If you are going for an upbeat funky fresh jam then try using "Espresso with Bayonetta - For Cyan City Act 3", and for a lowdown beat to kick your ugly Soup shoes off try using "Fluid Air - For Fortress Flow Act 1 or Pushed by the Waves - For Fortress Flow Act 2".


Also i feel like the boss music isn't up beat enough compared to the rest of the levels. My suggestion would be "Rolling Out - For Hilltop Heights Boss Act or Breakfast Time - For Horizon Heights Boss Act Phase 2" and if you wanna make Egg stank feel like he's trying to be spooky then go for "Hard Boiled Premonition - For Death Egg (note this one might be to chilling) or M.O.A.B. - For Star Shores Boss Act". That's all, but I would think about using a different final boss theme that sounds more heroic like "Ode to Shattered Illusions - For Final Boss".



I just want to help make the music pull the levels together with the music.
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Old 07-30-2020   #104
Dabir
Nitpicker
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Got a couple of warnings when I loaded the mod.
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Old 07-30-2020   #105
MrSolipanto
 
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This wad is really fun in my opinion. But it would be cool if it had it's one unique bosses. For example the battle with Fang can be replaced with a battle with Bean The Dynamite, and the final battle could have a special boss. Not sure what it can be, but it could be a battle with two phases. The first one is in the arena, and the other one is in a bigger place with a big boss.
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Old 08-11-2020   #106
Ackeneister
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I see you snugged in a StEJ2 track.

Man, do I love that game...

Anyways, I've played this with Bandages, and I can say that I absolutely love how the levels feel like.

I could point out a few nitpicks, but I'm too concentrated in getting dem emblemz in this level pack.
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Old 4 Weeks Ago   #107
Zeno
i make stuff sometimes
 
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Quote:
Originally Posted by MrSolipanto View Post
This wad is really fun in my opinion. But it would be cool if it had it's one unique bosses. For example the battle with Fang can be replaced with a battle with Bean The Dynamite, and the final battle could have a special boss. Not sure what it can be, but it could be a battle with two phases. The first one is in the arena, and the other one is in a bigger place with a big boss.
im very late to responding to this, been extremely burnt out from working on this lately but im pretty sure i have mentioned before that coding and spriting is not my forte, i have no skill in it at all
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Old 4 Weeks Ago   #108
Ackeneister
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Quote:
Originally Posted by Zeno View Post
im very late to responding to this, been extremely burnt out from working on this lately but im pretty sure i have mentioned before that coding and spriting is not my forte, i have no skill in it at all

But you at least just could watch a LUA tutorial on YT to be able to create a boss, wdym





...Okay, that came out horrible.
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Just a random guy going around the internet. What did you expect anyways? A RNG signature?
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Old 3 Weeks Ago   #109
Saturn Ross
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A really cool level pack that I found really fun to blast through~
I loved the aesthetics here, with not only the virtual levels but also things like how each level has a different time of day! I really like it when the palette swaps to fit the mood- Nightlight Gully is easily my favorite for this, coming off the heels of a sunset level, which in turn came after a daytime stage. The music choices are super fitting too! I grinned like an idiot hearing Sonic Boom come on for NG, and I was surprised to hear the Saturn 3D Blast boss theme. Level design is also really open, letting you build up a good amount of speed and momentum!! Only found one Emerald Token in Dry Gulch 2, so that's a testament to how well they're hidden. A highlight is Cyberdime Zone!! I really like it when the final level is a remixed take on previous zones, and the hard digitized versions of GFZ and such are super cool.

Onto nitpicks. It's pretty easy to get lost at times early on, and certain areas can loop around in circles... Some more rings placed on the main path would help a ton, or you can use the arrows you placed in later levels! Said later levels are actually a lot easier to navigate too, so don't worry too much! Amaranthine Outpost has some electrified floors that break the protection of Magnet Shields, which is also kinda weird considering you can walk on them in vanilla THZ. I was also a little saddened I couldn't fly off through those ending tunnels and got stopped by an invisible wall. I wouldn't mind also lending a hand in looping the music, as some tracks don't loop correctly like the aforementioned boss theme.

Also... this part is entirely on me, but I also jumped into the a pit because the gorgeous looking skybox of AO2 looked like more of the level, aha~

Last edited by Saturn Ross; 3 Weeks Ago at 05:02 AM. Reason: Forgot my note on music loops. (wait, was that a pun?)
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Old 1 Week Ago   #110
GliderTheGliscor
(Glidro) The #1 Gliscor!
 
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Zolton found this weird void Metal while I was in his server. Any chance you could fix that? (Image is within the post.)
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Old 1 Week Ago   #111
Zeno
i make stuff sometimes
 
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Quote:
Originally Posted by GliderTheGliscor View Post
Zolton found this weird void Metal while I was in his server. Any chance you could fix that? (Image is within the post.)

I'm already aware about this little oversight, and to be frank i find it hilarious and already decided to leave it in there as a cute little secret of some sort
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