Okay, so this is a bit of a weird one, because yeah, Angel Island Tour's already with the released mods.
However it's getting a big upgrade like Sol Sestancia did, and this time I'd better let some folks playtest it before it's release.
Before I'm frantically reuploading the file 25 times again, like with Sol Sestancia.
So, the file:
So, guess I don't have to introduce you to Angel Island tour anymore, the 3 maps sending you trough the entirity of Angel island trough recreations of several Sonic 3 K/ Adventure/ Advance zones.
Now it's bumped up from 3 to 10 maps, (Only 6 proper action stages tough)
Awkwardly enough, barely any of the new content has anything to do with Angel Island anymore, making the title of this pack a little out of date...
Either way, there's a few things left for me to do, like creating a new title screen, adding emblems, adding the ending cutscene, and proper credits.
Plus this map is supposed to come with it's own custom character, Sticks the Badger, who's technically the main character of the storyline.
Altough it doesn't really matter, any character works as a protagonist, make up your own excuse why they're hanging out in Sticks' home at the beginning.
So while I'm getting these things completed, might as well collect some feedback on the levels themselves, who are more or less complete.
So, if any of you wants to go trough the 10 stages and let me know what went wrong, I can look into these issues before release.
Levels being
1. Story begins.
An interactive story level, like I did with Sol Sestancia. Those who played Boom's zoo of Doom might find it familair.
2-3-4 Angel island Tour
The ones already in the addon folder, little changed besides returning the more cinematic music again since hopping back and forth between zone music was a bad idea. I might add some new routes for Emblems if people find these stages too linair.
5. They found you.
Another story level that transitions the story from the Angel Island themed levels to the GUN themed levels coming up.
6. Huge Crisis.
The best level of the pack in terms of Level design, I think.
Tried to emulate more proper Sonic Adventure level design with this one after being inspired by some other level mods I found.
Level's mosly an adaptation of Sonic Rush's Huge Crisis, with some Gun Base and Metal harbor elements thrown in from SA2 and Shadow.
And party balloons.
7. Follow your rainbow.
Those who played the Winter OLDC 2021 pack should be very familair with this one.
Little changed, other then a different version of City escape's theme playing after I got too many complaints.
There might be some mild additional glitches, as transferring this stage into the level pack has caused a few conflicts, altough I think I've ironed them out.
8. Tragic backstory.
Another story level, more exposition heavy.
9. Pepsiman/ Ma'am.
Hey, I never said the Videogame levels I adopted to SRB2 were all Sonic levels.
Having made a level pack about evil Soda and a city escape level too, I felt it was my solemn duty to tackle the proto City Escape as well. PEPSI MAN.
Level starts very linair and flat, then becomes way more vertical as I try and recreate the real City Escape slopey streets I failed to make in the City Escape level, and then we move back to the GUN base, now as the Pepsi factory stage from Pepsiman. This level might not be very fun for non-speed characters, altough I tried adding some hidden alternative routes for those who are more about height then speed.
10. Commander Towers.
A full blown final boss stage with multiple confrontations.
People were dissapointed Doomsday wasn't present in the Angel Island stages (Since it doesn't take place on Angel Island to begin with) but in order to
tie this levelpack back to it's Sonic 3 K roots, figured it'd be a nice way to finish of the pack.
Final boss is a revamped version of one of Sunset over Chaos's bosses, from Princess Plushima.
But uh, yeah, let me know what I screwed up with or what tweaks you'd like to see.
Can't promise I can get everything right, but I'll give it a fair shot.
However it's getting a big upgrade like Sol Sestancia did, and this time I'd better let some folks playtest it before it's release.
Before I'm frantically reuploading the file 25 times again, like with Sol Sestancia.
So, the file:
S_AITour-V1.5.pk3
drive.google.com
So, guess I don't have to introduce you to Angel Island tour anymore, the 3 maps sending you trough the entirity of Angel island trough recreations of several Sonic 3 K/ Adventure/ Advance zones.
Now it's bumped up from 3 to 10 maps, (Only 6 proper action stages tough)
Awkwardly enough, barely any of the new content has anything to do with Angel Island anymore, making the title of this pack a little out of date...
Either way, there's a few things left for me to do, like creating a new title screen, adding emblems, adding the ending cutscene, and proper credits.
Plus this map is supposed to come with it's own custom character, Sticks the Badger, who's technically the main character of the storyline.
Altough it doesn't really matter, any character works as a protagonist, make up your own excuse why they're hanging out in Sticks' home at the beginning.
So while I'm getting these things completed, might as well collect some feedback on the levels themselves, who are more or less complete.
So, if any of you wants to go trough the 10 stages and let me know what went wrong, I can look into these issues before release.
Levels being
1. Story begins.
An interactive story level, like I did with Sol Sestancia. Those who played Boom's zoo of Doom might find it familair.
2-3-4 Angel island Tour
The ones already in the addon folder, little changed besides returning the more cinematic music again since hopping back and forth between zone music was a bad idea. I might add some new routes for Emblems if people find these stages too linair.
5. They found you.
Another story level that transitions the story from the Angel Island themed levels to the GUN themed levels coming up.
6. Huge Crisis.
The best level of the pack in terms of Level design, I think.
Tried to emulate more proper Sonic Adventure level design with this one after being inspired by some other level mods I found.
Level's mosly an adaptation of Sonic Rush's Huge Crisis, with some Gun Base and Metal harbor elements thrown in from SA2 and Shadow.
And party balloons.
7. Follow your rainbow.
Those who played the Winter OLDC 2021 pack should be very familair with this one.
Little changed, other then a different version of City escape's theme playing after I got too many complaints.
There might be some mild additional glitches, as transferring this stage into the level pack has caused a few conflicts, altough I think I've ironed them out.
8. Tragic backstory.
Another story level, more exposition heavy.
9. Pepsiman/ Ma'am.
Hey, I never said the Videogame levels I adopted to SRB2 were all Sonic levels.
Having made a level pack about evil Soda and a city escape level too, I felt it was my solemn duty to tackle the proto City Escape as well. PEPSI MAN.
Level starts very linair and flat, then becomes way more vertical as I try and recreate the real City Escape slopey streets I failed to make in the City Escape level, and then we move back to the GUN base, now as the Pepsi factory stage from Pepsiman. This level might not be very fun for non-speed characters, altough I tried adding some hidden alternative routes for those who are more about height then speed.
10. Commander Towers.
A full blown final boss stage with multiple confrontations.
People were dissapointed Doomsday wasn't present in the Angel Island stages (Since it doesn't take place on Angel Island to begin with) but in order to
tie this levelpack back to it's Sonic 3 K roots, figured it'd be a nice way to finish of the pack.
Final boss is a revamped version of one of Sunset over Chaos's bosses, from Princess Plushima.
But uh, yeah, let me know what I screwed up with or what tweaks you'd like to see.
Can't promise I can get everything right, but I'll give it a fair shot.