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Green Hill Remake & Marble Zone Remake

Nice! This project is so underrated. You are literally pushing SRB2's physics to it's limits.
 
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I can't decide on the size of the loop yet, it's fun to run along the middle loop without acceleration, and for a large one you need a slope, maybe it's better to make two versions.
 
These are the sketches of a project called sonic mania green hill, I don't promise that I will take it on, I was just interested in imagining how I would do it.
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I added a classic shade of rock for the depth of the picture, so that everything was not monotonous.
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I like the preexisting ones better. The classic ones remind me of the low quality maps that range maximum to 30 seconds. IMO
 
It's refreshing seeing someone try to push SRB2 maps to their visual limits, especially when there are so many gorgeous Doom maps these days.

I'm most impressed by the little details like the checker tiles using different lighting based on their angle. It's stuff like that I've thought about as well. Overall this is an impressive undertaking.

My only concern is that some areas get a little busy to look at visually. Breaking up some larger repeating areas of checkers, perhaps with bigger shapes, would go a long way I think.

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My only concern is that some areas get a little busy to look at visually. Breaking up some larger repeating areas of checkers, perhaps with bigger shapes, would go a long way I think.
Fun fact, the variation in the shapes seen in Genesis Sonic levels is actually a lot easier than one would think when playing the game for the first time. See some of the zoomed out layouts online and you find out these shapes are actually large tiles pasted from beginning to end (but you do not notice repeating so much because of the resolution).

To Tails Junior, variation in the wall textures could be as simple as using the palette mapper or the patch editor in SLADE (with the latter used to make composite textures). Unless you have access to decent texture making programs, then feel free to try it.
 
It's refreshing seeing someone try to push SRB2 maps to their visual limits, especially when there are so many gorgeous Doom maps these days.

I'm most impressed by the little details like the checker tiles using different lighting based on their angle. It's stuff like that I've thought about as well. Overall this is an impressive undertaking.

My only concern is that some areas get a little busy to look at visually. Breaking up some larger repeating areas of checkers, perhaps with bigger shapes, would go a long way I think.

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I wanted to break the repeating checkers, I spent a lot of time and gave up, because I couldn’t add shadows to them, now I’ve learned a little, but I have no desire to redraw the tiles again, unless I finish the level.
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Artists are welcome
 

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