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NEO Emerald coast (Original stage, based on E.C concepts)

So I may or may not scrapped a whole almost finished section that I worked like two days on just because it seemed off... But I replaced it with more straight forward section that goes instantly to sea temples. And it's more of a explorable area than a section.

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It takes place of the jungle section and it appears right after the wavy stone slope.
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I already made a temple platform that serves as a test but the problem is that I don't know which texture I should give to these platforms. I originaly wanted all of the temple objects to use textures from Jungle Joyride from Sonic Unleashed (X360/PS3) but it seems that there are some textures missing in the textures resource and even If i'm just blind, some of these textures are used for models and it makes the textures glued together in a one big mess which doesn't help me. :C I also looked at windy valley and lost world from SA1 for potential textures but these are just too darkish for me. But I could use it to simulate effect of water slowly destroying the bricks by constant moisture and making them darker.

And I have to go back to the drawing board because the temple sections as of now aren't really engaging, it's just run-jump-run again but this time up a slope, all in straight line without even having to do the smallest turn. I also started to think of act 2 as more platformer heavy than act 1 which is more speed oriented. So my brain may finally stop screaming at me for making sections that don't have red spring and boosters everywhere... And I still don't know I made such a good stage with barely any planning, I find myself replaying act 1 with speed modded characters few times in a row. (I recommend playing it with Modern sonic specifically.)
 
###ANNOUNCEMENT###

I'm starting to feel that burnout is slowly getting to me, so I need take a break. At this point it's so bad that I can't think of any new sections without feeling that it's just generic Mario-esk platformer but you move 2 times faster. Maybe it has something to do with the sunless and rainy weather that I've been experiencing for the last couple of days, but every new idea I have for this stage just seems to not work like I imagined and just ends up being old sections but with different looks. I'm also comparing act 2 to act 1 again, which is way more carefully planned and designed than act 2 and that doesn't help my motivation at all. At this point I'm just pushing myself to do anything but It doesn't work, so I will try to stop doing anything SRB2 releated for around a week to let myself cool off. I'm also going on vacation to a small city next to the sea so hopefully I will get a 1 to 1 vision of new sections in the sea foam or written on sand or something. But for real, I will maybe find something there that will smoothly translate into Sonic geometry.

Last time I had a (like 3 day long) burnout I released a demo of act 1, and because I haven't released a demo of act 2 yet, I think it's a good time to do it. Act 2 is available in level select but If you don't have it unlocked you can just type "MAP 02" in the console.
 

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I'm back from my vacation and I got random motivation to try making a section with two paths like in the normal sonic stages. The thing is that I made the upper path first and then I made the lower one so I will probably change up some things about it.


I also added details to earlier sections. Like this small island with wind shield for example.
srb20089.gif
 
Kinda small update this time. I just added water in the older sections and added few palmtrees in the new one with two paths. Along with water I added these small parts of beaches that are underwater and the buoyant stone plate thingys.


Nothing new but atleast you get to see how fast you can go in this stage. :D​
 
I'm really loving all this progress! This is something I actually didn't know of when looking at your Super Schoolhouse stage, and I'm honestly glad I didn't. This is just a Chef's kiss 👌.

And I wonder now just how much fast can I get as my SRB2's lord & saviour: Kiryu Kazuma. That guy is just gonna breeze through the stages. :knuxsmug:

SPOILER EDIT: I hope I broke your Like button streak again, haha.
 
I'm really loving all this progress! This is something I actually didn't know of when looking at your Super Schoolhouse stage, and I'm honestly glad I didn't. This is just a Chef's kiss 👌.

And I wonder now just how much fast can I get as my SRB2's lord & saviour: Kiryu Kazuma. That guy is just gonna breeze through the stages. :knuxsmug:

SPOILER EDIT: I hope I broke your Like button streak again, haha.
This time it was 53 invidual alerts! :wow: I regret not making a screenshot cause I didn’t expect this at all!
Also thanks for your support on both of my works!
Also expect something really hype about SSZ in upcoming update... atleast its hype for me.
 
I realised that I haven't done any jungle sections in this act yet, so I decided to change the theme of my the w.i.p section into a jungle, with w o o d.
I think this whole jungle section will be kinda short, because I originally wanted this section to be a short break from the sea and kind of a preparation for further sea sections. And I added more objects in earlier section.

 
I have smol update. I made two new sections, and one of them leads to future sections. I didn't added any details to older sections yet because I want to focus on level design before I run out of level-design-juices again. And if that happens, I will just let my brain cool down by decorating the stage.

 
I have smol update. I made two new sections, and one of them leads to future sections. I didn't added any details to older sections yet because I want to focus on level design before I run out of level-design-juices again. And if that happens, I will just let my brain cool down by decorating the stage.

Looks great! The only thing I'd add are some palmtrees on the left & right walls, as decoration. Specifically as if they've ironically grown from the walls.
 
I haven’t made any updates on this stage for a while because at the moment I’m going through a flow state working on my other project and me constantly switching between two completely different level design styles would make me lose my concentration and flow on both of them which would mean slower updates on both projects. :dramahog: But it’s just a matter of time when I start to prioritize this stage again. In the meantime... I LOVE SLOPE JUMPING WITH SA SONIC!! ESPECIALLY IN ACT 2!1!1
 
I added a lot of new stuff to the jungle. Decorations, upper path that skips a small platforming section, another upper path that skips the whole intro section with red spring and the longer I work on this stage the more I realize that it's development is just pure c h a o s. Fortunately for me the beach at the end of the video will be the last section in this stage. (Almost half a year of dev time.)

Post automatically merged:

After thinking for some time I decided to end this stage early, but I don't y'all will miss out on any cool sections because I was barely making up anything since the start of the 5th page of this thread. So I made this really unfinished section to house the sign post. I do this because I don't like the fact that it's already august and that I worked on this stage since march. And it's the last month of summer too, and I don't want to overwork myself before I will actually have to work in school.

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I kinda felt that this will happen. Because for some reason I don't know when to finish a stage and I stretch it further and further until I'm completely burnt out and do exactly this... force myself to finish the stage in abrupt and out of place way. :dramahog:
 
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While on a car ride I got a random v i s i o n and somehow came up with a new ending section. You will bounce of walls by using the jump pads after that you will hit a booster and finally you will roll into the sunset. Or if you don't like auto-sections you can use the dust devils below, but be careful because you're flying over deep waters with no safe spot. I want the dust devil section to be faster yet more dangerous, but I need to somehow nerf the jump pads so it will actually be worth it to risk going for the bottom path. All stuff here is not final, I also may add a platforming section after a few jump pads, so you will have to reach another set of the jump pads to safely reach the end.


I think I can say that this act finally has a real ending.
(the end is coming... And the best global time for this act is also 3:30 just like in act 1)​
 
I made another miscellaneous update, but this time both on act 1 and 2:

1.I created title screens for act 1 and 2:
MAP17P-ALT-AlT.png
MAP19P.png

When resizing the screenshots I didn't use that pixel perfect mode so you can actually make out what the pictures represent instead of a garbled sets of black and white pixels. Also these are before being ran by the SRB2 color pallete.

2.Now you can play two stage back 2 back as they were meant to.

3.I added a new sub-title to act 2 instead of a random placeholder one. Act 1 is "Tourist attractions" and act 2 is "Forgotten grounds".

4.Added more life to the SA styled dash panels by giving them a scrolling texture effect.
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5.Added detail to jump pads both in act 1 and 2 along with giving them a bounce sfx. (Bumper sfx from Sonic 3 from that gravity puzzle room from death egg zone.)
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WE'RE GETTING CLOSER TO THE RELEASE!1!1!1
 
WE'RE GETTING CLOSER TO THE RELEASE!1!1!1
HOP ONTO YOUR HATS IN THE HYPE TRAIN, LADIES AND GERMS!! WE'RE GOING MAVERICK WITH THIS ONE!!:wow:

The progress looks pretty nice, too. You can clearly see many ideas of SA1 being used here, like the Jump Pades that I absolutely hate. If any critiscism can be taken, though, I kind of have a feeling that the ending part looks a bit...hallway like?

Can't really put it into words, but that wall acting as sky really gets me off. Maybe have you finish the Jump Pad Section as you speed up through a slope, ending up with an area similliar to Amy's emblem in GFZ2 with the view of the sea that oddly resembles the title screen of Sonic 4 Episode I would be a cool touch? I know every human being that is a Sonic fan hates that game in every ounce, but just at least referencing it would be enough.


Good Luck with the release!
Stella_Anime.png
 
HOP ONTO YOUR HATS IN THE HYPE TRAIN, LADIES AND GERMS!! WE'RE GOING MAVERICK WITH THIS ONE!!:wow:

The progress looks pretty nice, too. You can clearly see many ideas of SA1 being used here, like the Jump Pades that I absolutely hate. If any critiscism can be taken, though, I kind of have a feeling that the ending part looks a bit...hallway like?

Can't really put it into words, but that wall acting as sky really gets me off. Maybe have you finish the Jump Pad Section as you speed up through a slope, ending up with an area similliar to Amy's emblem in GFZ2 with the view of the sea that oddly resembles the title screen of Sonic 4 Episode I would be a cool touch? I know every human being that is a Sonic fan hates that game in every ounce, but just at least referencing it would be enough.


Good Luck with the release!View attachment 135320
So before I say anything, I made a ton of progress on this whole section. (And expect seeing all that in action in tomorows update :D)
I won’t say a lot so I won’t break the wow factor. (And because I hate writing on my comically small iphone 5s)

I made it in a hallway so I could fit two paths without having any issues with implementing them. The first one is the slower and boring one, (the jump pads) and the second one is faster and more fun. (The dust devils) and these will be on the waters surface which will make the second path more riskful yet more rewarding.

The sky-wall is just a placeholder and it’s now replaced with somehow a really similiar idea to yours. This island will peek out of the mountians and into the sea. And I also added more visual stuff to this island, it looks much better now.

Also added a lot of stuff to the island that appears after the jungle section. And one more thing... please reply so my next update post won’t merge, it won’t send notifications that way. :< I feel that it’s kinda scummy for me to force this post on top of the addon showcase page but atleast I don’t and never will abuse this quirk.
 
Now I'm doing some parity changes to both acts and some extra stuff too. I added more enemies in act 1 so it won't be too empty in some parts, also added the rock wiggle thingy to borders of islands in act 1 idk how to describe it. Added both of the songs used in this mod along with credits of the original creators and my poor guessing of the bpm of debious depths past. :sadthumbsup: (It's 115 bpm, I guess? I mean the boombox bounces on the rythm. Kinda)

With all that other stuff out of the way, it's time for the main update!!! The more detailed ending section along with prettier sign post area.

When I was testing act 1 I turned on the cam_still command and tried to beat act 1 like this. I had to set my lives to 99, yes it was really that bad.
I found out that there’s something in MAINCFG named ”SPStage_Start” what it does is that you can change the first stage in SRB2 campain from MAP1 to MAPX, and this is exactly what I need! :D So I won’t have to replace any vanillia stages.
I also need to remember do this with my Emerald coast remake, because at the moment you can’t access this stage without using level select or the ”MAPXX” command.
 
It's all coming together...
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The only thing left to do is adding the time attack with emblems. (Which I have no idea how to do)
And making a better title screen background, which I already made a test of.

TIME ATTACK EMBLEM REQUIREMENTS
(Non-final though)​

Act 1
RINGS: Total rings = 993. Emblem requirement = 700.
TIME: Somewhere around 3:00 and 3:30, but maybe 3:15 because 3:00 is pretty hard to earn with the whole cast. (Especially Fang and Amy.)​

Act 2
RINGS: Total rings = 652. Emblem requirement = 500.
TIME: 3:30, it's much easier to do with the whole cast than act 1, yet it's still difficult.​
 
TIME ATTACK EMBLEM REQUIREMENTS
(Non-final though)​

Act 1
RINGS: Total rings = 993. Emblem requirement = 700.
TIME: Somewhere around 3:00 and 3:30, but maybe 3:15 because 3:00 is pretty hard to earn with the whole cast. (Especially Fang and Amy.)​

Act 2
RINGS: Total rings = 652. Emblem requirement = 500.
TIME: 3:30, it's much easier to do with the whole cast than act 1, yet it's still difficult.​
Jeez, that many rings for an emblem? O_O
 
Jeez, that many rings for an emblem? O_O
I mean, I atleast you will have to explore every inch of the level and potentially find cool stuff that you simply missed. But you can already grab like 200-300 rings just by normally running through the stage, if you aim for the rings and don’t do any skips. (After thinking about It, I maybe could add some attraction shields. Or shields overall.)
I’m talking about act 1 by the way. But it’s quite the same stuff in act 2.
 

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