Creative Worlds Level Pack.

Creative Worlds Level Pack. 0.50.7

Mr Beagle

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Ace Dragon submitted a new resource:

Creative Worlds Level Pack. - Creative concepts on a large scale

Last year, I unveiled my first full zone known as Lawn World. Now I am back with what I hope will become a sizable level pack not only with full zones, but with a lot of custom assets as well. This pack is full of custom decorations and enemies using the engine's 16-directional sprite feature, which were created with the help of 3D software.

As of version 0.1, the pack contains
-A somewhat enhanced version of Lawn World
-Broadside Cliffs Act1
-Skyward garden Act 1
-Lawn Field (the custom...

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Ace Dragon updated Creative Worlds Level Pack. with a new update entry:

0.1.2 quick fixes

Sorry for updating so quickly, there was a SOC line I forgot to roll back when removing the beginning of BCZ2 (because of those palette issues).

LWZ2 - Fixed a small HOM
BCZ1 - First stab at splitting sectors and having more sane ceiling heights (for the purpose of optimization and reducing software glitches). I clearly overestimated the OpenGL adoption rate in this community, so a lot of new development will be done in the software engine.

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Ace Dragon updated Creative Worlds Level Pack. with a new update entry:

Version 0.1.3

BCZ1 - Some sectors were manipulated and others split, the result is the node topology is far better in spots and several sections do not glitch as hard. Software is still far from perfect for this zone, so for the best experience keep using OpenGL.
- Crossed paper sprites now replace some of the 3D pines, the really big pines are still 3D due to the sprite size being too big for SLADE to handle well.
- A slight transition improvement from the steep cliff at the end of the level to the...

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Ace Dragon updated Creative Worlds Level Pack. with a new update entry:

Version 0.1.4

Another update. This time there are more than just quick fixes.

LWZ1 - Redid the Amy and Fang route, it now continues under Sonic's route into its own area (as opposed to the short and cramped path it was earlier). It lets out by the house at the end.
- Opened one area near the start, it is inaccessible though.
- One texture went missing in a previous change, it is added back.
BCZ1 - Now safe to play in software, some geometry changes were done that eradicates the massive glitching entirely...

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Addendum 1; To all who have left reviews on my addons & more page. Thank you for the feedback, here are some responses to notable critiques.

  1. --The LWZ3 boss; The original idea was to make a slightly harder version of the GFZ3 boss, but I do admit that even I got frustrated when I tested the level. My ability to mod with Lua was a bit more limited back then, so yes the boss will have to be reworked and the lasers likely ditched altogether.
  2. --The overly hidden upper path on BCZ1; This was based on the idea that the upper path would be more of a reward path (with extra lives and the like) than a full-on alternate route, though it turned out it became far more of the latter than the former. As a result I may have to remove the lake entirely here or at least dramatically lower the water level (so the entrance is a lot more clear to those coming down from the section before).
  3. --Directioning and the like; I like open spaces, but now that I think about there could be ways to improve the visibility of the space that denotes the way forward for starters. Though now that I have dealt with the core integrity issues, it is time to slow down the releases and focus on bigger updates that add new content while reworking others. That is not because I don't want to bring the latest changes to your hands quickly, but because I don't want to risk doing 'release spam' if that is seen as a thing here.

Otherwise, Broadside Cliffs Acts 2 and 3 will be in the next version. I have barely started on those acts so it may be a while.
 
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My game crashes with the attached error message upon attempting to load Lawn Field (the custom NiGHTS special stage), regardless of how I access it.

Creative_Worlds_Special_Stage_Crash.png
 
My game crashes with the attached error message upon attempting to load Lawn Field (the custom NiGHTS special stage), regardless of how I access it.

View attachment 48690

When he removed the colormaps in 0.1.1 he forgot to change the level header of Lawn Field to not use any colormap, because of this, the game is trying to load a colormap that does not exist.

This can be fixed with a simple SOC file that just redefines the Lawn Field level header. Here's one I put together real quick.


EDIT: This has been fixed in 0.1.5. This soc file is no longer necessary.
 

Attachments

  • LawnFieldFix.soc
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Ace Dragon updated Creative Worlds Level Pack. with a new update entry:

Version 0.1.5; Quick fixes and a few more things

Small Fix - Fixed SOC code for Lawn Field

BCZ1 changes.
- A few excessive trees that block the player were removed
- Better directioning in a couple of key areas (through rings, texturing, and some small geometry changes)
- The lake hiding the start of the upper path was largely drained, but other changes were also done to the area.

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Ace Dragon updated Creative Worlds Level Pack. with a new update entry:

0.2 Update

As promised, Creative Worlds Pack version 0.2 has been released to coincide with SRB2 2.2.10. Like last time, the strong tint in Broadside Cliffs Zone means OpenGL is recommended (if you want better colors).

Changes
  • NEW:: Broadside Cliffs Act 2 complete
  • NEW:: Broadside Ascent Zone preview, will be completed for the big UDMF debut in SRB2 2.2.11
  • NEW:: Broadside Cliffs Act 3 (after Broadside Ascent).
  • Custom boss graphics for both bosses now in the game, Lawnworld Act...

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EDIT: I made enough changes for version 0.2 that I had trouble remembering what they all were, so a few were not mentioned.

In addition to the changes above, version 0.2 contains Broadside Knobs (a new NiGHTS) special stage, edits to the background music of BCZ1, a sound effect for the flybot, and a second skybox viewport for BCZ1 (activated when nearing the cliffs).
 
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Ace Dragon updated Creative Worlds Level Pack. with a new update entry:

0.24 update.

New update for the start of the summer season.

NEW: Broadside Ascent Zone is complete
View attachment 70120
NEW: Greenhouse Scamper Zone Preview
NEW: Initial pass on enabling Record Attack (rudimentary on the time aspect as I am poor at speedrunning).
- Reigned in Tails' ability to cheat layouts a bit (his vertical ascent slows down the longer he flies in one go).
- Horizontal springs were tweaked to make it harder to break a few feet from the object itself
- Lawn World texture updates
-...

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door.png


Is this a door? It won't open. I can't complete Broadside Cliffs 2, I even tried to use cheats. I have Creative Worlds Level Pack version 0.24 with SRB 2.2.10 Uncapped.
 
Ace Dragon updated Creative Worlds Level Pack. with a new update entry:

0.24.1

Something messed up with a portion of Broadside Cliffs Act 2 (right before the final starpost). This is fixed now.

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Is this a door? It won't open. I can't complete Broadside Cliffs 2, I even tried to use cheats. I have Creative Worlds Level Pack version 0.24 with SRB 2.2.10 Uncapped
BCZ2 has no doors, what you found was some weird issue that crept into the level in spite of any changes being made on the small scale (the wall should not be there at all). Something about the geometry got messed up and after a bit of investigation, managed to make the area passable again.
 
Why does it lag so much? I've had problems before, but only in certain areas and not so much. now, wherever I'm, I've 6-10 fps

srb20043.png
 
I have just one question for the creators of this map pack. What NASA computers do I need to buy so that the game does not lag when playing these maps? Seriously, even lowering all the graphics settings to the minimum values, the maps still lagged. Maybe there is some kind of patch for this, or is the most modern computer really needed here?
 
I have just one question for the creators of this map pack. What NASA computers do I need to buy so that the game does not lag when playing these maps? Seriously, even lowering all the graphics settings to the minimum values, the maps still lagged. Maybe there is some kind of patch for this, or is the most modern computer really needed here?
Hi, my machine has a Ryzen 7 2700X CPU and a GTX 2060 GPU. This is a fairly mid-range setup for single-threaded games like SRB2 in 2022. Performance is one of the reasons why OpenGL is recommended for this pack (as it is one of the areas where software does not compare).

In addition, UDMF in the next version of SRB2 will give more opportunities to optimize sightlines in spots (as ceilings can be manipulated in a far more precise manner).
 
Due to unoptimizations in the game, blocking sightlines with ceilings does not actually work to solve lag. To block sightlines, you will want to outright delete sectors, making a "void" in the map of sorts.
 

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