Creative Worlds Level Pack.

Creative Worlds Level Pack. 0.6.8

Just wondering, why did you place emblems that don't have a proper location in out of bounds areas? I don't ask this question to be rude, I'm just questioning.

Edit: Also, Electric Workbench's emblems have an error in the MainCfg. They're incorrectly linked to Quantic Funhouse 1.

Edit 2: Also also, considering the size of these levels, I think having an emblem radar would be nice to find the emblems easier. That's just my opinion, though. Sorry for the dual edit.
 
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i can't get the last 3 emeralds. since there are only 4 special stages, when it loads you into special stage 5, it breaks and you cant do anything except wait for time to run out.
 
Could you rename the CWTexturePack.pk3 to CreativeWorldsTextures.pk3? I downloaded this a few months ago, forgot about it, and then assumed it was broken when I loaded it because the textures pk3 doesn't appear when searching for the level pack's name.
 
So, how's the map pack going there?
I began to utilize texture scaling everywhere, so I can't actually release a new version until 2.2.14 is released (it is way too useful to just backpedal on).

There has been progress, Quantic Funhouse Act 1 is fairly complete and Electric Workbench Act 1 has a significant amount of content now. Windsock Sea (NiGHTS) has not gotten as much attention, but additions have been made there as well.

Also juggling this with Blender work and other games, but the result of waiting will mean the next release will likely be significantly larger than normal.
 
Mr Beagle updated Creative Worlds Level Pack. with a new update entry:

Texture scaling, portals, wacky workbenches, and more

2.2.14 is out, which means this release which makes heavy use of its new mapping features can finally be brought to the community.

  1. Electric Workbench Act 1 is complete
  2. Windsock Sea (NiGHTS) is now in a completed state, though it may see changes still
  3. Previews for Quantic Funhouse Act2 and Euclidean madness
  4. An experimental unlockable zone (Straight Line Zone) is now in preview, highlighting a possible future direction for SRB2 mapping. This is not exactly like the...

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Tried this map pack once again with 2.2.14 released , it got hella optimized (even with addons) but i ve been going through a consistent crash before the game loaded lawn world act 3 (boss) , tried with no addons and it still persists , what do i have to do?
 
Mr Beagle updated Creative Worlds Level Pack. with a new update entry:

Quick fix to LWZ boss map.

- Removed data from the LWZ boss map that should not have been there, causing corruption and a SIGSEV on load. This was likely an error introduced back with the conversion of the map to UDMF and surprisingly it did not trigger when the map was loaded in isolation (how I usually test things).
- Slight changes to the LWZ boss area to make more use of UDMF features.

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Mr Beagle updated Creative Worlds Level Pack. with a new update entry:

Quick fixes, some optimization, and tidying.

- Cleaned up the FoF setups for the houses in Lawn World and Greenhouse Scamper. More optimal stacking means fixed visual issues and better performance. In the process this also fixed a lot of the ramshackle FoF assembly from my earlier tries at mapping.

- Greenhouse Scamper gets more tidying up of the sky ceiling (smooth slopes in more areas for instances of flying characters). This continues the work across the earlier zones to polish "the back of the house" which is long something I have...

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Mr Beagle updated Creative Worlds Level Pack. with a new update entry:

Another polish round before new content starts

  1. The underwater rock texture for Lawn World is a larger resolution now, so it can be scaled down everywhere
  2. A few of Lawn World's underwater rock assets have been replaced with real 3D rocks (with a brand-new texture with texture scaling)
  3. Broadside Cliffs Act 2 has been extended with a final bridge and a final stretch. This was actually something I wanted to do when making the map originally, but I was already nearing the node limits and was hesitant to extend farther...

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Mr Beagle updated Creative Worlds Level Pack. with a new update entry:

More visual updates, slight polish, and QFZ2 progress

  1. Quantum Funhouse Act 2 has three sections complete now (excluding the section you need to complete at the start). It is still a preview, but no longer an early one. The 'No content' signs have been removed or been moves elsewhere.
  2. Visual updates, optimization work, and polish for Lawn World Acts 1 and 2
  3. Small visual updates and texture scaling use in Skyward Garden and Dangerous Descent Zones
  4. Alignment fixes here and there (tm)
Outside of QFZ2 there is no...

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So, how's the map pack been doing the past months?
you're halfway done with most of the zones?
There are 1 or 2 more zone concepts I have in mind that have yet to be started for the campaign and I have ideas for a few unlockable zones. I have not put as much work into the pack as I could have because of rounds of illness during the Winter, but I am slowly moving things along.

I could have waited for a new release, but it has been over a month since the last one and I enjoy trying to get any new stuff into your hands as fast as possible.
 
There are 1 or 2 more zone concepts I have in mind that have yet to be started for the campaign and I have ideas for a few unlockable zones. I have not put as much work into the pack as I could have because of rounds of illness during the Winter, but I am slowly moving things along.

I could have waited for a new release, but it has been over a month since the last one and I enjoy trying to get any new stuff into your hands as fast as possible.
Also uh... when are you gonna make the map pack have like an actual storyline?
you know, adding cutscenes that explain what's going on.
 
Also uh... when are you gonna make the map pack have like an actual storyline?
you know, adding cutscenes that explain what's going on.
That is something I have not thought much about as of yet. Though I have a sense of how one zone goes to the other (Broadside Cliffs is just beyond Lawn World (even the texturing suggests this), the descent from Skyward Garden lands you in Wondrous Windsock, crossing the water then from there is why you start by the sea at Quantic Funhouse Act 1, ect...
 
That is something I have not thought much about as of yet. Though I have a sense of how one zone goes to the other (Broadside Cliffs is just beyond Lawn World (even the texturing suggests this), the descent from Skyward Garden lands you in Wondrous Windsock, crossing the water then from there is why you start by the sea at Quantic Funhouse Act 1, ect...
So, what's your idea for the final zone? is it gonna be a space fortress or something else?
 
Mr Beagle updated Creative Worlds Level Pack. with a new update entry:

EWZ Act2 preview and more

The Electric Workbench Zone Act 2 proof of concept is up now (do not forget that portals only work with Software). The purpose of the portals is that initially go down through a few floors and this prevents a major mess of linedefs and FoF's (which in turn sharply reduces the chance of rendering artifacts and lag).

View attachment 166095

In addition, Straight Line Zone has been extended just a little more and there is a new sound effect for the Electric Probe badnik. I wanted...

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