Tarregor
Member
I'm making a mod called PAIN that makes SRB2 get more and more painful to play the further into the game you get. This is accomplished by editing the game's maps to add environmental hazards and add and change enemies, while taking care to make as few changes as possible to each level's geometry so that you don't get thrown off after getting used to this for some reason and then going back to vanilla. I'm mainly posting this here in order to motivate me to work on the mod more often.
You might've played a much earlier version of this mod in netgames before, wherein all I'd done was change the enemies, mostly by putting bees everywhere and pterabytes in "fun" locations, and was made for laughs; this updated version of the mod that I'm working on, however, has far better enemy placement and includes environmental hazards, and is far more painful overall. I'm taking this version of the mod I'm working on far more seriously than the version before it.
Currently, I plan to submit version 2.0 of the mod to the MB when maps 1-27 are complete, and I'll add bonus stages for 2.1, and challenge stages for 2.2, but I don't plan to change the special stages since I'm only good enough at NiGHTS to consistently get 7 chaos emeralds in a casual playthrough. Maybe if someone else could volunteer to do the special stages for me with no compensation beyond the credits, but I kinda doubt that that'd happen.
All affected stages feature the Pain-o-Meter, which is a subtitle for the stage that tells you how painful the stage is gonna be on a scale of 1-10. Heres what you can expect for each scale of the Pain-o-Meter, except different rules are followed for boss levels and underwater levels:
1/10: sparse environmental hazards added, sparse pterabytes and hive elementals are added, and pre-existing enemies are generally upgraded
2/10: 1/10, except all rings that aren't near starposts or the start are removed from the stage, with superring monitors replaced with 1000 point monitors; green springshells weren't necessarily upgraded into yellow ones, however
3/10: sparse environmental hazards added, sparse pterabytes and hive elementals are added, pre-existing enemies are changed around, and all rings that aren't near starposts or the start are removed from the stage, with superring monitors being replaced with 1000 point monitors, and 1up monitors are replaced with 10000 point monitors
4/10: 3/10, but with more environmental hazards, pterabytes, and hive elementals
5/10: 4/10, but with more environmental hazards
6/10: 5/10, but with more environmental hazards; these hazards may or may not require rubbing your brain cells together
7/10: 6/10, but with more pterabytes and only 1 ring near each starpost
8/10: 7/10, but with more environmental hazards, less starposts, and environmental hazards may or may not be sadistic
9/10: 8/10, but with even less starposts, and all shield monitors are replaced with 1000 point monitors, and environmental hazards may or may not be even more numerous or sadistic
10/10: 9/10, but with no rings or starposts
The Pain-o-Meter starts at 1/10 in GFZ1, and slowly increases as you progress through the levels, hitting 10/10 when you enter BCZ1.
This mod will also have several other features come release:
-Turrets fire far more often than before
-Amy won't be able to give players her Rosy Shield anymore because it'd make the mod too easy in netgames
-You can no longer mash jump to escape the grasp of a Pterabyte
-There are no Continues in PAIN; getting a Game Over will IMMEDIATELY send you to GBJ unless you're in a netgame, playing on ultimate, or have completed your save file; custom gamedata users are advised to use a new save file to play PAIN, though a completed file will also be safe to use.
-The mod will have its own save files, and its own unlockable system; everything but pandora's box and secret characters will be unlocked by beating campaign levels, pandora's box will be unlocked by beating ultimate mode, and secret characters will be unlocked by default. Unfortunately, this means that emblems will be meaningless, though I plan to eventually make them mean something long after the mod's release.
-Players won't be able to respawn during boss fights in netgames; if you die, you've gotta wait till everyone else is dead or someone beats the level to respawn, even if starposts aren't set to teamwork
-and more
-Egg Rock Zone 3
this video was made before I decided to double the boss' HP, which'll intentionally also affect DSZ3, and it was also made before I decided to make the player have 0 starting rings in ERZ3.
Currently, the mod is finished, and awaiting approval or rejection.
P.S.: In example2.gif, you can also jump between the cacti.
You might've played a much earlier version of this mod in netgames before, wherein all I'd done was change the enemies, mostly by putting bees everywhere and pterabytes in "fun" locations, and was made for laughs; this updated version of the mod that I'm working on, however, has far better enemy placement and includes environmental hazards, and is far more painful overall. I'm taking this version of the mod I'm working on far more seriously than the version before it.
Currently, I plan to submit version 2.0 of the mod to the MB when maps 1-27 are complete, and I'll add bonus stages for 2.1, and challenge stages for 2.2, but I don't plan to change the special stages since I'm only good enough at NiGHTS to consistently get 7 chaos emeralds in a casual playthrough. Maybe if someone else could volunteer to do the special stages for me with no compensation beyond the credits, but I kinda doubt that that'd happen.
All affected stages feature the Pain-o-Meter, which is a subtitle for the stage that tells you how painful the stage is gonna be on a scale of 1-10. Heres what you can expect for each scale of the Pain-o-Meter, except different rules are followed for boss levels and underwater levels:
1/10: sparse environmental hazards added, sparse pterabytes and hive elementals are added, and pre-existing enemies are generally upgraded
2/10: 1/10, except all rings that aren't near starposts or the start are removed from the stage, with superring monitors replaced with 1000 point monitors; green springshells weren't necessarily upgraded into yellow ones, however
3/10: sparse environmental hazards added, sparse pterabytes and hive elementals are added, pre-existing enemies are changed around, and all rings that aren't near starposts or the start are removed from the stage, with superring monitors being replaced with 1000 point monitors, and 1up monitors are replaced with 10000 point monitors
4/10: 3/10, but with more environmental hazards, pterabytes, and hive elementals
5/10: 4/10, but with more environmental hazards
6/10: 5/10, but with more environmental hazards; these hazards may or may not require rubbing your brain cells together
7/10: 6/10, but with more pterabytes and only 1 ring near each starpost
8/10: 7/10, but with more environmental hazards, less starposts, and environmental hazards may or may not be sadistic
9/10: 8/10, but with even less starposts, and all shield monitors are replaced with 1000 point monitors, and environmental hazards may or may not be even more numerous or sadistic
10/10: 9/10, but with no rings or starposts
The Pain-o-Meter starts at 1/10 in GFZ1, and slowly increases as you progress through the levels, hitting 10/10 when you enter BCZ1.
This mod will also have several other features come release:
-Turrets fire far more often than before
-Amy won't be able to give players her Rosy Shield anymore because it'd make the mod too easy in netgames
-You can no longer mash jump to escape the grasp of a Pterabyte
-There are no Continues in PAIN; getting a Game Over will IMMEDIATELY send you to GBJ unless you're in a netgame, playing on ultimate, or have completed your save file; custom gamedata users are advised to use a new save file to play PAIN, though a completed file will also be safe to use.
-The mod will have its own save files, and its own unlockable system; everything but pandora's box and secret characters will be unlocked by beating campaign levels, pandora's box will be unlocked by beating ultimate mode, and secret characters will be unlocked by default. Unfortunately, this means that emblems will be meaningless, though I plan to eventually make them mean something long after the mod's release.
-Players won't be able to respawn during boss fights in netgames; if you die, you've gotta wait till everyone else is dead or someone beats the level to respawn, even if starposts aren't set to teamwork
-and more
-Egg Rock Zone 3
Currently, the mod is finished, and awaiting approval or rejection.
P.S.: In example2.gif, you can also jump between the cacti.
Attachments
Last edited: