PAIN

PAIN v2.0.13

Tarregor

Member
Tarregor updated PAIN with a new update entry:

minor update(v2.0.9a)

added spikes to the sides of the train car that you fight the boss in in ACZ3 after it blows up; this'll prevent most characters from using the block enemies linedef that the spikes are bordering to cheese the level... amy & fang have ways to deal with this, however, though they'll have a plenty hard time with ACZ3 anyway

added a starting cutscene to DSZ1 to explain how to slow down on waterslides

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Tarregor

Member
Tarregor updated PAIN with a new update entry:

yet more polishing(v2.0.11)

-made the first 2 crushers in THZ1 be a bit slower and be divided in 2 halves crushing in opposing cycles to improve flow
-split the one plain vertical floor crusher in DSZ2 in half, like the above-mentioned THZ1 crushers, to improve flow
-fixed the bug that makes only 1 player spawn with a force shield in DSZ3 in multiplayer outside of ultimate mode
-corrected the height of a pack of 2 pterabytes flying over a death pit right after the part of ACZ1 where you jump over a proximity TNT shell...

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in the future, I might update PAIN to v3.0 instead of going through and giving all of the unaffected vanilla levels the treatment that maps 1-27 got
this'll basically mean the following:
-no more added bees or pterabytes(except pterabytes in RVZ)
-bosses will have buffed moves and/or attack more often and/or move faster, and have as much hp as they did in vanilla
-regular enemies might have new moves and/or attack more often and/or move faster
-the stuff that made vanilla SRB2 be harder will be amplified; for example, small platforms that the player is expected to platform upon could be made smaller, the DSZ2 waterslide might have more spikes than in vanilla instead of having alotta ghosts on it, lasers in ERZ could move faster, and some bramble pits in CEZ could be replaced with death pits
-instead of adding an generally-increasingly-high amount of extra environmental hazards per starpost, each starpost's worth of level will add 3 environmental hazards worth of hazards of a difficulty that's roughly equivalent to what the vanilla environmental hazards will be like after getting buffed
-because there'll be so much less stuff going on in the levels, they'll be alot less laggy, which means that you can host them in netgames
-of course, I'll still eventually include bonus/challenge/multiplayer/special stages in later patches

these changes will, unlike v2.x of PAIN, cause the player to possibly be thrown off by the changes from vanilla SRB2 after playing too much PAIN and then going back to vanilla SRB2, to the point where the player might get hurt or even die in vanilla because of it, an example being a player thinking that there's gonna be some floating platforms in a place before he gets there and performing a risky maneuver to reach them, only to find out that there's a bridge there instead when it's too late, and not land on one of the platforms that the player had expected to exist

so basically, this mod will be closer than before to having proper difficulty
of course, if I do get around to doing this stuff, then it'll probably take a year or two to get done; it ain't no small task
 
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Tanooki116

I don't do much.
GBJ at CEZ Boss.
Farther than I expected, but I'm still not too great at this, it seems.
I enjoyed my time figuring this out, though - especially helped with finding situations with the character I'm coding right now.
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Now that I've seen ACZ, two things:
1. This further proves how fun ACZ1 and its open-ended design is - you can weave around obstacles and plan ahead in neat ways.
2. I actually really like using the falling rocks as extra obstacles, but ACZ2 overdoes it - not in difficulty, but in spawning so many of them that it starts to heavily slow down the game. This might be due to my laptop being old now, but it's hard to actually play through.
 
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Tarregor

Member
Tarregor updated PAIN with a new update entry:

minor fixes(v2.0.12)

-fixed force shields not being properly applied to all players at the start of DSZ3... for real this time(I tested it with 5 people!)

-removed a vanilla hazard from CEZ2 that got removed in 2.2.10 so that players don't get thrown off by it being there; it wasn't so easily visible anyway

-made the sequence-break after the oiled slopes after the 1st starpost in ACZ2 where the force shield on the high plank is in vanilla be much harder to pull off, and so, no longer qualify as cheese...

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RedSRB2

Average SRB2MB Enjoyer
Imagine a gamer who beated this 10 times as Sonic without getting game over and with only 1 life.He would be a god of them all.
 

Tarregor

Member
Tarregor updated PAIN with a new update entry:

I got tired of damage-boosting(v2.0.13)

-lowered the duration of pain invulnerability from its default duration of 3 seconds to 1 second
-shortened the GFZ1 cutscene
-moved a misplaced spike in GFZ2
-added extra spikes to the 2 environmental hazards near the blue switch door near the end of DSZ1, and moved other spikes of theirs, to prevent sonic from cheesing it as easily
-slightly moved the spikes after the switch door in DSZ2 to prevent players from cheesing the hazard
-rotated a glaregoyle in a part of DSZ2 that I'd rather not...

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