Final Brak

[Open Assets] Final Brak v1.0.1

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PikaJade

Modder
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Final Brak - A Super Sonic final boss

Say what you will about SRB2's current final boss, but I won't deny that it's climactic. The frantic symphonic rock music, the blaring alarms, the escape shuttle... But what if it went a step further?

The idea of a Super Sonic final boss for Sonic Robo Blast 2 has been talked about in the community for a while now. For those unaware, most Sonic games feature an extra, secret boss at the end of the main campaign in which you play as Super Sonic. SRB2 lacks such a boss, and likely will for a...

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Alright, from what I can see from the gif, this is AWESOME. My only question is: how will you make it SMS-proof? (And HMS, too.) Because, let's say: SMS transforms into HMS, only to use CA2 (Custom Action 2), and beat Brak Eggman in a single punch? That would still make it an easy final boss.

Sorry if it sounds rude, but I'm just being cautious here.
 
PikaJade submitted a new resource:

Final Brak - A Super Sonic final boss



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Not bad but it could be better.

One thing i've noticed is that the original brak fight ends with one hit, for some reason so... you may wanna fix that.

But anyway, here's how you could improve the fight. Make the Brak Eggman's sprite look slightly broken, to give off that sense that it's almost fully destroyed after the fight you just had on the Black Core. and at the beginning of the fight, make the player have to get out of the capsule he went through upon escaping the Egg Rock, you know, for a more proper transition. What if there was a second phase where upon destroying the Brak Eggman you're now chasing off Robotnik's Mobile in space as he now tries taking you down with missiles and the meteors come out a little fewer, and then upon defeating Robotnik its mobile stops responding and he falls down as well as you.

Also what if when the good ending sequence ends you enter to a new level called "Epilogue" that's basically the aftermath of the fight, where you're back at Greenflower that's now devoid from badniks or Robotnik.
 
Not bad but it could be better.

One thing i've noticed is that the original brak fight ends with one hit, for some reason so... you may wanna fix that.

But anyway, here's how you could improve the fight. Make the Brak Eggman's sprite look slightly broken, to give off that sense that it's almost fully destroyed after the fight you just had on the Black Core. and at the beginning of the fight, make the player have to get out of the capsule he went through upon escaping the Egg Rock, you know, for a more proper transition. What if there was a second phase where upon destroying the Brak Eggman you're now chasing off Robotnik's Mobile in space as he now tries taking you down with missiles and the meteors come out a little fewer, and then upon defeating Robotnik its mobile stops responding and he falls down as well as you.

Also what if when the good ending sequence ends you enter to a new level called "Epilogue" that's basically the aftermath of the fight, where you're back at Greenflower that's now devoid from badniks or Robotnik.
That sounds like a dope-ass idea.
Post automatically merged:

Crash Bandicoot 2 refference?
Sorry, what?
 
Oops! Beating Brak in one hit was a debug thing. I forgot to take that out before release. It also cheat marks your game. I'll update it to remove that ASAP.


But anyway, here's how you could improve the fight. Make the Brak Eggman's sprite look slightly broken, to give off that sense that it's almost fully destroyed after the fight you just had on the Black Core. and at the beginning of the fight, make the player have to get out of the capsule he went through upon escaping the Egg Rock, you know, for a more proper transition. What if there was a second phase where upon destroying the Brak Eggman you're now chasing off Robotnik's Mobile in space as he now tries taking you down with missiles and the meteors come out a little fewer, and then upon defeating Robotnik its mobile stops responding and he falls down as well as you.

Also what if when the good ending sequence ends you enter to a new level called "Epilogue" that's basically the aftermath of the fight, where you're back at Greenflower that's now devoid from badniks or Robotnik.
and make sure to add that in a future update.

Oh and also add this remake of the 2.1 song of Brak Eggman's fight for the Final Brak Level, i think it's more fitting with how climactic it sounds compared to the one you've heard on Black Core Act 3
 
Correct! I made him take 1 hit to defeat during development so I could more easily test the transition from BCZ3 to FBZ. Keeping it in the final release was an accident.
anyway, i hope you eventually update the mod to have the stuff i've mentioned here.
But anyway, here's how you could improve the fight. Make the Brak Eggman's sprite look slightly broken, to give off that sense that it's almost fully destroyed after the fight you just had on the Black Core. and at the beginning of the fight, make the player have to get out of the capsule he went through upon escaping the Egg Rock, you know, for a more proper transition. What if there was a second phase where upon destroying the Brak Eggman you're now chasing off Robotnik's Mobile in space as he now tries taking you down with missiles and the meteors come out a little fewer, and then upon defeating Robotnik its mobile stops responding and he falls down as well as you.

Also what if when the good ending sequence ends you enter to a new level called "Epilogue" that's basically the aftermath of the fight, where you're back at Greenflower that's now devoid from badniks or Robotnik.
 
But anyway, here's how you could improve the fight. Make the Brak Eggman's sprite look slightly broken, to give off that sense that it's almost fully destroyed after the fight you just had on the Black Core. and at the beginning of the fight, make the player have to get out of the capsule he went through upon escaping the Egg Rock, you know, for a more proper transition. What if there was a second phase where upon destroying the Brak Eggman you're now chasing off Robotnik's Mobile in space as he now tries taking you down with missiles and the meteors come out a little fewer, and then upon defeating Robotnik its mobile stops responding and he falls down as well as you.

Also what if when the good ending sequence ends you enter to a new level called "Epilogue" that's basically the aftermath of the fight, where you're back at Greenflower that's now devoid from badniks or Robotnik.
Mind if I add to this? What if "Epilogue" ended with: A Victory Run?

Here's what my idea is, taking the ending idea of yours:
  • The level starts in Greenflower Zone, now peaceful and free of enemies.
    • Music is basically the credits theme. Or the Super Theme, I don't really care.
    • Small environmental details hint at the aftermath (e.g., damaged but recovering terrain, NPCs cheering in the background).
  • You automatically transition through each zone in order.
    • Similar to Sonic 3’s Angel Island transition or Sonic Mania’s credit sequence.
    • No enemies—this is a victory lap, not another challenge.
    • Backgrounds could show slight changes reflecting the events of the game (e.g., Eggman’s influence fading away).
  • The credits roll as you run.
    • Text scrolls in the sky or background instead of blocking the screen.
    • You retain full control of your character, making it more immersive.
  • Final scene: Arrival at a special location.
    • You reach a peaceful area (e.g., a sunrise-lit Greenflower Hill or a resting spot).
    • Your character strikes a victory pose as “The End” fades in.
    • If there’s a post-credits tease, this would be the moment for it.
Now, sure, it might look a little too ambitious, but it would be dope as all hell.
 
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Mind if I add to this? What if "Epilogue" ended with: A Victory Run?

Here's what my idea is, taking the ending idea of yours:
  • The level starts in Greenflower Zone, now peaceful and free of enemies.
    • Music is basically the credits theme.
    • Small environmental details hint at the aftermath (e.g., damaged but recovering terrain, NPCs cheering in the background).
  • You automatically transition through each zone in order.
    • Similar to Sonic 3’s Angel Island transition or Sonic Mania’s credit sequence.
    • No enemies—this is a victory lap, not another challenge.
    • Backgrounds could show slight changes reflecting the events of the game (e.g., Eggman’s influence fading away).
  • The credits roll as you run.
    • Text scrolls in the sky or background instead of blocking the screen.
    • You retain full control of your character, making it more immersive.
  • Final scene: Arrival at a special location.
    • You reach a peaceful area (e.g., a sunrise-lit Greenflower Hill or a resting spot).
    • Your character strikes a victory pose as “The End” fades in.
    • If there’s a post-credits tease, this would be the moment for it.
Now, sure, it might look a little too ambitious, but it would be dope as all hell.
That does sound very ambitious.

But I can absolutely see STJr pulling this off for v2.3 somehow!
 

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