It has come to my attention that recently, people have been posting threads in this very forum as a method of avoiding the releases system. This is unacceptable; the releases system was put in for a reason and we expect you to use it. Editing can be used for early betas and for getting improvement suggestions, but not blatant releases of finished content.
(This is a repost of Cue's former stickied topic, in Announcement form.)
Ah, looks as if the polish phase is done! It's now time to see who won awards. Our nominees for the Deton award are--
WHOOOOOOOOSH!!
The universes have been merged.
--nominees for the Sneaker award are-- ah?! Huh, I felt like I lost my train of thought... Anyway, the award winners for KIMOKAWAIII are as follows! The Sneaker & Deton awards, for levels that show a good understanding of gameplay are...
Pure Rock Zone, by Goldenhog
This is definitely not a map for everyone, and the initial version had checkpoint issues, but the final result is a gauntlet of challenges that remain brutal but fair.
Diamond Valley Zone, by Badz
Incredibly tight design, and features a custom Pointy-style enemy that makes it stand out.
The Zone, by Boinciel
A really simple and fun romp. Easy going difficulty, but lots of tricks and traps, and very nice usage of horizontal springs.
Pointy Egg, by Badz
Badz rakes in the other gameplay award with his sequel to Diamond Valley. A chaotic and fun time with its tornado-like attacks.
Next up, the winners of the Sparkle & Commander awards. These levels came out on top in the visuals department!
Cosmic Valley Zone, by davee0
Custom textures all lend to a unique atmosphere, making this level stand out. The usage of blue lighting make it shine more, and the skybox is very animated and gorgeous.
Nova Shore Zone, by DrTapeworm
The usage of a custom palette to give off a unique vibe instantly propels this level to one of the more unique looking ones, but if that wasn't enough to sell you, then the fantastic repurposing of Asset Pack textures and the array of custom badniks will.
Scarlet Palace, by .Jazz.
This level maintains a strict color palette throughout, and this results in a map that looks breathtaking when compared to other levels. Even little touches such as remapped textures and enemies to fit this theme go a very long way.
Doomsday Disaster Zone, by Lat'
Lat' shows his talent for making custom special effects for this boss, and the impressive scrolling special-stage like skybox create a Doomsday-style fight that leaves an impact.
Last, but certainly not least, give it up for the Emerald & Robo-Hood award winners! These maps have creative ideas, unique attributes, or are just plain interesting, and they don't follow expectations.
Green Hill Zone, by LJSonic
Don't be fooled by the name, this map actually pushes creative boundaries and is a huge impressive technical feat. Try it for yourself if you aren't so sure!
Cutout Warehouse Zone, by toaster & fickle
While the gameplay is fairly standard, this map hides a huge technical achievement: the whole map was constructed out of 4 sectors! It's insane how much you can do with so little.
Mr. Triangle The Pizza Delivery Guy Mania 1.5, by Root & Yacker
An entirely new game made in SRB2's Lua! This is one of the most interesting things done in this engine. It's incredibly in-depth, too, being 3 levels and a boss battle at the end. Very impressive!
BoBo the Bouncy Boi, by TrustyGun
A really cute little boss fight, featuring a smiling white blob named BoBo. We may never know why BoBo is fighting Sonic and company, but we do know that this entry is incredibly silly and unexpected.
But don't worry about it too hard if you didn't win anything! Me and the rest of the hosts found that it ended up being extremely difficult to decide on winners, with a final map count of about 50 maps with tons of great qualities between them all. Regardless, all of your entries will be a contribution toward one of the biggest SRB2 mods yet! Hope to see you again in Releases sometime, with the finished third entry in this trilogy!
Ribbons. Awards are neat, right? These get displayed on your boss in the release version. There'll be duplicates, don't you worry, there's not just one winner!
I kept going back and forth on it after seeing the turnout on bosses. I am really happy with what I got for bosses, but 1 dupe for each award would mean over half of them got something, which unfortunately felt unfair to the KAWAIII segment getting 9/40(ish), and it kind of defeated the point. I apologize for being unable to live up to that promise.
I kept going back and forth on it after seeing the turnout on bosses. I am really happy with what I got for bosses, but 1 dupe for each award would mean over half of them got something, which unfortunately felt unfair to the KAWAIII segment getting 9/40(ish), and it kind of defeated the point. I apologize for being unable to live up to that promise.
Ah yes, the waiting game. The game where we wait with no clear purpose
or intent aside from probably something to be fulfilled sooner or later
depending on the situation. My favourite game!
2.1.21's OpenGL fixes broke Green Hill Zone in non-green resolutions, so here is a fix for it: View attachment sc_GreenHillZoneKAWAIII.7z.
Only LUA_CORE has been changed, which is LUA_L26E in preview 4.
It's being worked on, but the content's been a bit slow at the moment because of several hosts' real life priorities. It'll be finished when we're ready to finish it! (Which I highly doubt will take longer than 2.2. :P)
It's being worked on, but the content's been a bit slow at the moment because of several hosts' real life priorities. It'll be finished when we're ready to finish it! (Which I highly doubt will take longer than 2.2. :P)