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SA2's Green hill - stage remake. (You won't need 180 emblems to play this stage!)

It seems that Christmas came early this year... :knuxsmug:

A.k.a I managed to find a moment of peace where I can release this demo. :>
View attachment 146084
And with that build out, I can say that this addon has finally entered the BETA stage of development! :D​
:knuxsmug:
It is time everybody, the another demo is finally here! Also congrats Aquavine for making this far, yay!

Gameplay:
Hope you guys gonna enjoying watching my video :wonderful:
 
I was playing SXSG on my console, and when I was about to turn it off, I decided to bite the bullet and work on this map with SA2 playing in the background so I can get the most accurate reference, the game itself... (And yes, I spent hours in chao garden only to 100% SA2. :knuxsmug:)

And I noticed some inaccuracies because I used video reference from random youtube videos. :C But I fixed those now. C:

And along with that I added/changed:
-5 rings that I forgor to add. :C-
-Rest of the rocks-
-Some plant life in easy to recreate areas-
-Added spikes and added a new (experimental) texture-
-Changed some platforms so they will crumble or move-
-Shortened the ropes on the bridge supports-
-Changed the NiGHTS bumper sfx to reflect it's purpose in stage. (And I will also change the sprites to springs sometime in the future. :>)-​

It also just...flows well. You can keep running and use momentum, instead of spamming jump and hoping for it to work. THIS is a stage done right.
This stage is too good to be hidden behind 100% completion... And janky camera. -.-
:knuxsmug:
It is time everybody, the another demo is finally here! Also congrats Aquavine for making this far, yay!

Gameplay:
Hope you guys gonna enjoying watching my video :wonderful:
Yipee! :D (Also remember to play with the OPENGL rendering next time because apparently there ARE slime trails in this stage after all. :C)
 
Guys... I think this stage is cursed with the "A lot of new progress for a week then 2 weeks without no progress at all" curse... :dramahog:
Or maybe I just have maps with major updates that I just can't finish soon enough which creates situations like these. -_- But I'm like 50-75% done with the updates for my other maps so If my ahh doesn't side-track again, then we're b a r a c k.

But I still have some minor mainly visual updates. :>

So I made the (not-so experimental now) spike base texture better and made a new spike sprite that fits more with it's variant from SA2
GH_SALT.png
GH_SIDE.png
USPKA0.png

And here's how everything looks like in-game:​

srb20170.png

And before anyone asks, these sprites are free to use by anyone. :3 That's sadly all I have to show y'all for the moment. :C​
 
I've risen from my grave... kinda... But it's still something, even if it's nothing huge.

When working on another stage that I couldn't make no progress on, I decided to take a break by working on this one instead. (Because making remakes is like building huge complex lego's instead of having to make the set yourself.) In this small break I added maybe 80% of all the totem objects in the stage, but for now they are in the placeholder state so they only show the position and amount of poles on each one. I'll add the wings and proper textures later.




While playtesting the stage I found a bug when two spikes were inside themselves and because these are solid objects, then they started trying to clip out of themselves which resulted in them bouncing...
srb20143.gif


And the shenanigans started to unfold...
 
I've risen from my grave... kinda... But it's still something, even if it's nothing huge.

When working on another stage that I couldn't make no progress on, I decided to take a break by working on this one instead. (Because making remakes is like building huge complex lego's instead of having to make the set yourself.) In this small break I added maybe 80% of all the totem objects in the stage, but for now they are in the placeholder state so they only show the position and amount of poles on each one. I'll add the wings and proper textures later.

View attachment 151055


While playtesting the stage I found a bug when two spikes were inside themselves and because these are solid objects, then they started trying to clip out of themselves which resulted in them bouncing...
View attachment 151056

And the shenanigans started to unfold...
View attachment 151054
Sonic said WEEEEEEEEEEEEEEE-
Nice to see an update!
 
I've risen from my grave... kinda... But it's still something, even if it's nothing huge.

When working on another stage that I couldn't make no progress on, I decided to take a break by working on this one instead. (Because making remakes is like building huge complex lego's instead of having to make the set yourself.) In this small break I added maybe 80% of all the totem objects in the stage, but for now they are in the placeholder state so they only show the position and amount of poles on each one. I'll add the wings and proper textures later.

View attachment 151055


While playtesting the stage I found a bug when two spikes were inside themselves and because these are solid objects, then they started trying to clip out of themselves which resulted in them bouncing...
View attachment 151056

And the shenanigans started to unfold...
View attachment 151054
Post automatically merged:

A Spike Did Get Out, Just Not In The Way You Thought.
 
I finally started doing the last grinding session for this addon, which is me adding all the weirdly placed decorations. (or at least placeholders for them because I don't have the access to the object models nor sprites. :<) I also converted this stage to the UDMF format which allowed me to change the scale of the spike objects making them closer to the original stage. :D (But now Knuckles can't jump over them. -_-)


I plan to start working on the enemy placements, and should I stick to the accuracy and place the enemies bar for bar, or should I go my own way making the stage less accurate, but a bit more lively and engaging? For example adding all the GHZ enemies in spots they weren't in before?

I also was thinking about an other thing. Should I also make a scale accurate variant of this stage? Because this version here is maybe 1.5 times bigger than the original. I maybe could include it after you beat the version right here. So is it a good idea?​
 
I plan to start working on the enemy placements, and should I stick to the accuracy and place the enemies bar for bar, or should I go my own way making the stage less accurate, but a bit more lively and engaging? For example adding all the GHZ enemies in spots they weren't in before?

I also was thinking about an other thing. Should I also make a scale accurate variant of this stage? Because this version here is maybe 1.5 times bigger than the original. I maybe could include it after you beat the version right here. So is it a good idea?​
Maybe You Can Make 2 Versions.
 
should I stick to the accuracy and place the enemies bar for bar, or should I go my own way making the stage less accurate, but a bit more lively and engaging?​
I think 50/50 would be cool.
I also was thinking about an other thing. Should I also make a scale accurate variant of this stage? Because this version here is maybe 1.5 times bigger than the original.​
So THATS why it felt so big.
Well, an original size version would also be nice.
 
Maybe You Can Make 2 Versions.
I think 50/50 would be cool.

So THATS why it felt so big.
Well, an original size version would also be nice.
Yeah, the original version didn't work very well when translated into SRB2 physics. Due to the strong acceleration the stage felt really small and cramped to the point of being able to leap between geometry with only the base speed. So I scrapped that ancient build for a scale that's more appropriate for SRB2 physics. But I can still can do a "legacy" version, but it may still take a bit more time to do.

And I can go for 50/50, but the piranha enemies can't be really translated well into the stage unless I do the same thing El-fire did in his GHZ stage with holes in the bridge, but probably not. But I'll try to do my best with keeping it accurate but fresh.

And in the meantime I changed the spike's scale from 2 to 1.75 because they actually were a bit too large and looked odd.
 
  • Cool!
Reactions: JjJ
Idea: you make it the SA2 Green Hill Zone, with two acts:

Act1: the legacy version, a perfect, 1:1 recreation of the level
Act2: 1.5x bigger, with some tweaks to make it SRB2ish
 
Idea: you make it the SA2 Green Hill Zone, with two acts:

Act1: the legacy version, a perfect, 1:1 recreation of the level
Act2: 1.5x bigger, with some tweaks to make it SRB2ish
Maybe it would be a special act you could get for getting all the emblems? (Time, rings, score) Which would be a bit easier this time around seeing how short and simple this stage is.

But I'm not sure If I would want to make the legacy version 1 to 1 because I feel like it would be kinda boring outside of scale. Look for the earlier versions of my emerald coast remake for example. This stage used to be really barren when I used to focus on accuracy and now look how it looks like now when I decided to make a some sort of a remaster of that stage. It looks and plays way better with more unique features that make it a bit better experience than the stage that came out literally 26 years ago...

And while I'm here I might as well set the requirements for the emblems. So time would be one minute and rings would be 200. I'm not sure for score yet because I can't tell how much possible score you can get overall because I haven't added enemies yet.
 

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