Kaizo SRB2

[Open Assets] Kaizo SRB2 v1.0.4b

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Tarregor

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Tarregor submitted a new resource:

Kaizo SRB2 - With difficulty ranging from "Training Wheels" to "Nigh-Impossible"

NOTE TO JUDGES: RELEASE THIS ON CHRISTMAS DAY IF POSSIBLE.
This mod contains the following mods: Harder Enemies, & No Online Multiplayer Unlockables/Emblems.

This is a Kaizo mod. I'll write the rest of this overview later.

Credits:
Othius: Helped with some linedef executors for the final boss
Cobalt'nt: Helped me a bit with Harder Enemies[add the hyperlink later]
Me: Did everything else

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Tarregor updated Kaizo SRB2 with a new update entry:

Day 1 Patch

-updated to v1.0.8 of Harder Enemies, which made 1 spikeball instead of 2 rotate around egg guards & big floating mines in order to slightly reduce lag
-corrected the text of the starting informational cutscene to not reflect an alpha version of the mod
-replaced the 3rd titlescreen demo with a better one
-removed the skim from the start of KSZ1 since that guy's placement was kinda unfair
-added & moved the spikes in front of the 1st floor->ceiling crushers in KSZ1
-for both environmental...

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Welcome to releases, however I am gonna ask you to post some videos or overall proof of later levels being actually possible to beat. The mod makes numerous claims of it being possible in Ultimate mode with all vanilla characters, after all.
That'll take a while, but I'll do it if I can figure out how to get Ubuntu to work on Virtualbox and SRB2 to work on that and then learn LibTAS. In the meantime, I did already make sure that all the environmental hazards are bypassable as all vanilla characters without getting hurt. The bosses weren't so easy to test, however.
 
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I've now gotten Ubuntu to work, I've gotten SRB2 to work on Ubuntu(though it ain't quite as responsive as the PC version), and I've gotten LibTAS to work. I'll probably get started on a LOTAD(Low-Optimization-Tool-Assisted Demonstration) of the addon as Fang tomorrow.
 
Tarregor updated Kaizo SRB2 with a new update entry:

v1.0.2(Embarrassing Update)

Okay so I thought I could get away with theoretical testing for some parts of the mod; turned out I was wrong, mainly for KSS5, KSS6, & KRZ2. Now the game can really be beaten in Ultimate Mode with 7 Emeralds as any base character.

I also completed a Low-Optimization Tool-Assisted Demonstration of the mod as Fang in Ultimate Mode with 7 Emeralds; the link will be provided in a separate post since this post, iirc, will automatically be spoilered and you wouldn't see it otherwise.

So anyway...

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I've finally finished proving that this mod can be beaten; I admittedly had to make a few changes, specifically to the timers in Kaizo Special Stage 5 & 6, and one of the environmental hazards in Kaizo Rock Zone 2's left side, to make the mod beatable as Fang; in the case of said environmental hazard, I'd simply forgotten to test that as Fang, but for the special stage timers I had to use theoretical means to test those since I wasn't exactly skilled enough to beat those without savestates and I didn't know how to install libTAS at time:
I would also post the input file, but this website doesn't support that and I don't feel like firing up my old mediafire account
 
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Tarregor updated Kaizo SRB2 with a new update entry:

v1.0.2b Starposts in KVZ & KRZ

-decided to be merciful enough to make KVZ & KRZ no longer have less starposts than the unmodified versions of their stages
-moved the jetty-syn gunners after the 1st door in KRZ2 since they were unfair being placed so close to a starpost, and replaced them with jetty-syn bombers

The Bosses-only & Special-Stages-only versions of the mod are unaffected by this update.

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Tarregor updated Kaizo SRB2 with a new update entry:

v1.0.3

The Special-Stages-only version of this addon is unaffected by this update:

-removed a duplicate lua hook and some stuff from harder enemies that ain't used in the kaizo stages
-fixed the spoke count for the spring maces in the multiplayer reset chambers in the boss rooms
-moved the red buzz next to the one KHZ1 starpost away from said starpost so it wont kill you when you respawn; this mod ain't supposed to troll you
-corrected the starting heights of some buzzes in KHZ2 that spawned on...

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Tarregor updated Kaizo SRB2 with a new update entry:

v1.0.4

-made KSS3 have a longer timer since it's only the 3rd special stage
-made the chaotic glaregoyle section under the button pillar in KSZ1 be filled with rock spawners instead of glaregoyles; it's much more fair now
-made some spikes in KSZ2 not retract
-patched up some cheese in CKZ1 that idk how to describe
-removed the egg guard in CKZ2 that spawned too close to a starpost
-lowered the heights of the adds in CKZ3 so that you can't use them to cheese the boss fight
-made the buttons in CKZ3...

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