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Green Hill Remake & Marble Zone Remake

Here is the classic version of skybox, but I like the previous version
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My recommendation is to have the water for the skybox be a floor instead of a wallView attachment 138759
It's a good idea, I'll think about how best to do it.
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I redid the water, it's the best thing I could think of, combined it. I'm working on clouds now.
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But what I want to do is find the clouds and adjust the palette, the skybox ceiling will be semicircular, this creates a cool effect.

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At the moment I am finishing work on the skybox, I have added beautiful water and clouds, as well as depth of color and dynamism. An interesting effect, when changing the height of the skybox, it feels differently at different heights.

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For those who are interested in seeing some of the developments, I decided to post an archive without additions to physics, etc.
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Here are the third-party mods for the map
 

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  • addons.rar
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This is a demonstration of the third act
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But this is an experimental level in the minecraft style
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The third skybox, if anyone remembers, I have another skybox in the form of a cave, everything was transferred from sonic mania. I do not know if these skyboxes will be in the final release.
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Attachments

  • Green Hill Remake0.0.1.rar
    57.4 MB · Views: 350
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This is a demonstration of the third act
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View attachment 140412
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But this is an experimental level in the minecraft style
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The third skybox, if anyone remembers, I have another skybox in the form of a cave, everything was transferred from sonic mania. I do not know if these skyboxes will be in the final release.
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awesomesauce
 
I’m remaking that 100% completion green hill zone stage from SA2 and I want to ask, how are you doing that side grass effect? Are you using FOF’s with the grass texture on top of the main ground or are you doing some wacky texture manipulation? I just want to know if there’s more optimized way of doing this. Also one more thing, is making a smooth loop difficult or just repetitive?

Also this stage is looks really pretty!
I bet SA Sonic will flow like water in this stage when looking at all those slopes. :knuxsmug:
 
I’m remaking that 100% completion green hill zone stage from SA2 and I want to ask, how are you doing that side grass effect? Are you using FOF’s with the grass texture on top of the main ground or are you doing some wacky texture manipulation? I just want to know if there’s more optimized way of doing this. Also one more thing, is making a smooth loop difficult or just repetitive?

Also this stage is looks really pretty!
I bet SA Sonic will flow like water in this stage when looking at all those slopes. :knuxsmug:
To make a functional cycle, and even with physics for a beginner, it is very difficult, for example, I redid it several times and several days, during this time you can make a map, but you can download my map and copy the cycle and change it for yourself. And I make grass the same way you do, it's basically the same texture of the wall and grass
 
To make a functional cycle, and even with physics for a beginner, it is very difficult, for example, I redid it several times and several days, during this time you can make a map, but you can download my map and copy the cycle and change it for yourself. And I make grass the same way you do, it's basically the same texture of the wall and grass
Okay! I wasn’t really looking forward to making that loop so thanks for letting me use it. It looks like the loop that you want to recreate is the same one that is used in the SA2 stage. For functionality I will just use the zoom tubes, because all loops in sa2 all automated so it will fit.
Also I will give you credit for that loop, because I bet it took you long time and me just snatching it without credit would just not sit with me right. (I would hate it actually. :C)
 
I replaced the grass, I think it's more suitable. I also wanted to bring the height of the ledge closer to the original one, but since the height of the jump is average, I added slopes for climbing in some places
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Dude we going to have some many badass classic sonic stages thanks to this dude
It all depends on how much patience I have in creating locations, it's not enough to make a map, you also need to figure out how it will look, not to mention such little things as loops, a moving beam with spikes and a corkscrew. For example, creating a corkscrew (I'll insert it into green hill later) took a lot of time and nerves. By the way, I updated the gif, added badniks and a few little things.
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It all depends on how much patience I have in creating locations, it's not enough to make a map, you also need to figure out how it will look, not to mention such little things as loops, a moving beam with spikes and a corkscrew. For example, creating a corkscrew (I'll insert it into green hill later) took a lot of time and nerves. By the way, I updated the gif, added badniks and a few little things.
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View attachment 141720
i can only imagine how crazy implementing something like that is, but yeah it seems with levels like these it's a mixture of taking the original stage layout and adding you're own flair.
 

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