• Do not use Works in Progress as a way of avoiding the releases system! Works in Progress can be used for sharing early betas and for getting suggestions for improvement. Releases of finished content are not allowed in this forum! If you would like to submit a finished addon, click here for instructions on how to do so.

Boinciel doesn't update his topic

Status
Not open for further replies.

Boinciel

ヒトデのパンと不思議なジャム
Retired Staff
Hi.

Here is a topic where I can show off things, and here is a thing that I will show off now.
Wow, are you ready?
Risen from the grave of a Thokker level that failed to work correctly, here is the singleplayer map:







Kodachrome Void
wQshfcE.gif

MmgF7sj.gif

7tCF2R9.gif
 
Last edited:
I can imagine why it wouldn't be suitable for the public, it looks so trippy.
 
I can't remember what it was called, but that reminds me of that Newgrounds game where you are in a black and white pipe, and you try to steer away from the walls, or else you'll crash.
 
Welcome.

Presenting the green flower, but with slopes.
Free to use any part for anything.
This was my first experiment to get used to slopes, but I have decided for you to enjoy it. I hope you enjoy it, because that is what I have decided. It does not warrant a release, as it is a garbage test map that nonetheless is important for the history of SRB2 development, as I have decided that it is.

TcQZw8y.png

Can you find the part I recycled for the 2.2 version of gfz1slopetest?
 

Attachments

  • gfz1slopetest.zip
    87 KB · Views: 479
Welcome.

Presenting the green flower, but with slopes.
Free to use any part for anything.
This was my first experiment to get used to slopes, but I have decided for you to enjoy it. I hope you enjoy it, because that is what I have decided. It does not warrant a release, as it is a garbage test map that nonetheless is important for the history of SRB2 development, as I have decided that it is.

TcQZw8y.png

Can you find the part I recycled for the 2.2 version of gfz1slopetest?

Boincel, BASHDUP is already working on GFZ extended and even with slopes, I feel like it's stealing...
 
It should be noted that gfz1slopetest was made back in late April 2015, and Boinciel hasn't released it publicly until now. In fact, it was one of the first maps to be made with RedEnchilada's slopes.
 
Last edited:
Welcome.

Presenting the green flower, but with slopes.
Free to use any part for anything.
This was my first experiment to get used to slopes, but I have decided for you to enjoy it. I hope you enjoy it, because that is what I have decided. It does not warrant a release, as it is a garbage test map that nonetheless is important for the history of SRB2 development, as I have decided that it is.

TcQZw8y.png

Can you find the part I recycled for the 2.2 version of gfz1slopetest?

Nice. Back in april you say? Thats not that long ago. Plus i see that tunnel from the 2.0 GFZ
 
Fortune smiles upon the fortuned, but we are not the fortuned.

DBxRnm4.png

悲しい
For but alas, yet another WAD destined to never see the daylight of day. As per the conditions and terms of the releases forum, recolour edit characters may be unreleased for all time. This is a thing which many circles including my own would deem a positivity.

Ashura: Tragedy of the Wasteds
 
Last edited:
Since this topic has briefly regained activity, I gotta say, Kodachrome Void is one of the most disorienting, visually stunning, and overall impressive levels I've ever played in any game! For real! This level would've definitely been kicked out of any official game, because the epilepsy and motion sickness danger is through the fucking roof. I thought it'd be even harder to navigate in first person, but the third person perspective is where the capacity to confuse really shines. Seeing your character's feet on a moving ground texture makes you feel like you're constantly sliding and makes the map a beautiful nightmare to play. The simplest of platforming sections become insanely difficult, and normally easy enemies become more of a threat because they can navigate with more surety than you can.

Visually, I don't even know how you did this. I really, really don't know. It's absolutely stunning. The way the textures animate in perfect conjunction across the entire map is nothing short of mind-blowing. I don't think people realize the multi-dimensional amount of skill this thing probably took to make. You had to align the particular size of the textures with the placement of those textures with the flats in the room, as well as the direction(s) of their animations and have them all work in concert with the overall shape and size of the room. And to top it all off, you do this in multiple gorgeous and visually distinct patterns! You can follow a stripe across an entire room and it will remain unbroken until it is recycled, absorbed into the opposite side, or joined with an area that will escort it off in a way that makes a strange amount of sense (as much sense as this acid-trip of a level can make, anyway). I'd be surprised if this level's rooms don't follow some kind of mathematical laws of topology.

Normally, I'd expect this kind of thing to be a proof-of-concept and nothing more. But no! You took this idea and actually fleshed it out in all sorts of weird, creative, and challenging ways. I walked into this level with nearly 20 lives and consistently had to reload the save because I'd run out of them all. It was like playing Prismatic Angel for the first time again, except this time the deaths weren't as horribly unfair.

I love this level Boinciel, and I love you <3
 
Status
Not open for further replies.

Who is viewing this thread (Total: 0, Members: 0, Guests: 0)

Back
Top