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Flare's Projects

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Looks interesting. I really like how the left path has a ton of vertical platforming, it makes the level feel more exciting. I gotta say though, the textures are kinda outdated looking. Try something different than the GFZ block textures, or if you wanna keep those, mix them with other interesting textures that have the same color scheme.

Also, what's that thing in between the path split when the player starts the map? some kinda dash pad?
 
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I gotta say though, the textures are kinda outdated looking. Try something different than the GFZ block textures, or if you wanna keep those, mix them with other interesting textures that have the same color scheme.

Also, what's that thing in between the path split when the player starts the map? some kinda dash pad?

In response to your question, it functions like a dash pad, however I intended for it to be more of a ramp like in the modern games. It won't be that common as I wanted to see how the dash pad sector effect would work with a slope.

Anyway, I made some progress and come up with this.
h0t5Tcd.png

You'll notice that I began to retexture the "water cavern" route to make it a bit different.

TpjSfeK.jpg

While not that noticeable, I added slopes into the floor to make it slightly more appealing. I also made the platforming sectors have a different texture from the rest of the room to tell players that this is important and the slide tube is now differently textured too.

d8IxE3L.jpg

As for this part, I decided to block off the exit with a button door. The button is nearby with a facestabber guarding it, so characters like Sonic will have to press it, then jump up to the exit using the rocks. I also added another rock platform to help get across.
 
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Looks way better! A little word of advice though: you might wanna add a colormap to the water FOFs. Most maps use colormaps for underwater sections, and they tend to give those areas a cooler vibe.

Just in case, here's the wiki page http://wiki.srb2.org/wiki/Colormap it even comes with a handy table for different types of common colormaps! All you gotta do is tag the linedef to the water fof's control sector and adjust the linedef's textures accordingly.
 
Okay, so I've gotten a bit more done in terms of the water cavern and the valley where the paths rejoin.

This gif shows off the route in it's current state.
https://i.imgur.com/EE9Gsec.gifv

As for the valley, I got some screenshots to show off.
ec9syeO.jpg


nFpzkxV.jpg

I plan to add a high route for those who take the left path, possibly granting some rewards along the way.
 
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24krdp3.jpg


cJNfGCg.jpg

I have done some work to make the level more appealing with the major platforms having different textures to make them stand out more, while also showing that these are paths to take for progression.

SVxSdD8.jpg

As for the valley, I have decided to make it have a death pit for whatever reason. And the gap in the rock wall has got some lava in it.
 
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Oddly enough, I don't think I've seen GFZ rock textures next to THZ rocks, even though that sounds really obvious to do. It's simple, but looks pretty swell; nice job.
 
OKAY! Progress update!
eRHLgvH.jpg

This screenshot demonstrates 2 things. One being the light level change from 255 to 200 and the valley in a more polished state.
Just gotta wonder, what could those platforms be leading to?

qLpA3Bs.jpg

The next area has been started! The 2 lower paths lead to here and I plan to make a suspended walkway for the higher path to make things more unique(?).

I also have something else I'm working on that may be interesting. I'll leave it with this...
TyGe1Dh.jpg
 
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I personally would add a colormap to it, something like a dark orange, would make the mood feel like it's sunset.
 
Idk I've felt that sunset colormaps a la Chaos Domain style tend to make things kind of muddy-looking and laggy no less. I find level-wide colormaps really distracting for the most part and tend to like maps better without them. They're an inconvenient amount of work for not that much in return.
 
I personally think the map would look fine without a global colormap. Like Ice said, they're too much work and may not even turn out good.
 
Green Hill Zone - Apocalypse Version Returns & a sneak peek at another stage

Returning from the pit of failed ideas is Green Hill Zone from my canceled project "SRB2: Apocalypse"

This time around, I'm working on finishing the current level instead of just adding incomplete stages to a level pack that'll more than likely fail.

kP7PMZS.png

Before this, the beginning was pretty cramped with an unpleasant first impression. I have chosen to add a large section of water to make the start feel more open and have a better atmosphere. Also, the ceiling was WAY too high before this, so I lowered it along with other areas in the level.

N1eqbSK.png

This may look like a slightly different map, but it's not too far from the start. I am in the process of revamping this section as well as the rest of the level.

k7QlMuy.png

This part of the level is only just after the last section I showed off. This was originally a very basic structure with almost no actual features. It still is, but I plan to make it more appealing in the future.

I do intend to bring the second act of Green Hill, but until I'm content with the first, I will take my time with what's here.

As for the sneak peek...
v7TPutJ.png

Hint: It's a shooter stage.
 
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d8SOXED.png

Coming to SRB2 is a recreation of a Splatoon 2 stage, Musselforge Fitness!

While not complete yet, the main layout is done. This was partially a test to try using slopes in various ways, with the other reason being my interest in seeing a Splatoon stage in the Doom enigne.

h6SpgJl.png

NNYMGHr.png


I will get around to making a sky box, however it won't have as many things as the original.
 
Green Hill Zone Status Update!

rd29VrD.png

Before this area was just a large pool of water with way too many RoboFish jumping from the water at the same time. So instead, I chose to make it more interesting by having a death pit on the right side of the room, while putting more focus on platforming.

q07epKW.png

This section had been changed as well. Originally there was a strip of land leading to the next area with 3 Jetty-Syn Gunners placed around the exit.

MvAkuMG.png

IsadTah.png

I added a slight transition between the two states to show that the destruction has yet to advance further into the stage.
The upper platforms in the last part will lead to the upper path here.

E7P3raD.png

Some work has been done on the 2D section, adding a overhanging stream and adding a ramp to avoid people being launched into the lava. I also placed some monitors under the first platform.

PENGP0W.png

This area has been made easier in terms of the lava, as before it was very deep and getting out was an issue. The wall of lava to the right was made more appealing (as least I think it is) with a raised floor.

YemKfj0.png

The stream from before connects to this cave with a continued overhang, and to make the place less boring, it has some water spilling out of the side.

qNUYX3n.png

This is where the level would've ended, but I chose to scrap the original area in favour of an extended and far more interesting map.
 
New Stage! Pyramid Panic Zone Act 1!

A temple lies in wait, surrounded in strange abnormalities and rigged with traps, Pyramid Panic is my next project, a completely 2D level featuring gimmicks that'll pull you further into the background and deeper into the Pyramid's tombs.

Bx0SBam.png


While I just started working on this map not too long ago as of typing this, I have already come across an issue with a feature...
https://imgur.com/FvHvJGS
For some reason, the majority of the sector refuses to scroll the sand sector's ceiling. It still pushes the player like it should, but it doesn't show it.
 
a temple lies in wait, surrounded in strange abnormalities and rigged with traps, pyramid panic is my next project, a completely 2d level featuring gimmicks that'll pull you further into the background and deeper into the pyramid's tombs.

bx0sbam.png


while i just started working on this map not too long ago as of typing this, i have already come across an issue with a feature...
https://imgur.com/fvhvjgs
for some reason, the majority of the sector refuses to scroll the sand sector's ceiling. It still pushes the player like it should, but it doesn't show it.

woah that looks amazing!
 
Time to enter the tombs!

I have gotten the start of the act mostly done, so here's the 2 paths you can take to get to the distant Pyramid.

Path 1:https://imgur.com/fuMNDCu

Path 2:https://imgur.com/0QIUjyi

In reguards to the sand's transparent appearance, I'll say it's part of the abnormalities that make up this stage, as well as it's flow.
 
That's a pretty cool concept you have there! There are a lot of opportunities for alternate pathways and hidden secrets. Good luck!
 
Hall of Hazards... Well, at least not yet.

The time has come to see the next part of Pyramid Panic Act 1!

https://imgur.com/ONeXjWq

Past the signpost are two paths that follow a similar element...

The straight forward path will become a Indiana Jones/Crash Bandicoot like hallway, riddled with enemies and hazards that will take some good reactions to pass.

https://imgur.com/rJv3lKC

TO7nooA.jpg


The second, higher path will also be moving you into the foreground, however instead of a single strip of land, you'll need to jump between multiple lanes to avoid danger.
Note: The other lanes have yet to be added.

https://imgur.com/sKPdRtH

ycaZlRk.jpg

icf2PcL.jpg


I have come across an issue with the first path, however...
https://imgur.com/VKNaKu0

The intended result was to have Sonic move left and right while still maintaining a forward facing state. In otherwords, I expected Sonic to use his front-left and front-right directional sprites when moving left and right respectively. I used the wind linedef action and tagged it to the strip directly, so this could be the cause of the undesired outcome.

I also came across this...
https://imgur.com/ABT5kmT
 
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