Saturn Island [DEMO]

Saturn Island [DEMO] 1.2.1

Nuhu64

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Nuhu64 submitted a new resource:

Saturn Island [DEMO] - Explore zones inspired by Sonic's Saturn era!

-This project is VERY incomplete and many things are subject to change-

Been working on this project for awhile now and am currently in the process of remaking everything .

I would appreciate if you left your thoughts and comments on what is here so far.

If you'd like to help with this pack you can join the discord here: https://discord.gg/Xj4tpzxC2f

The zones currently featured are:
-Azure Garden
-Sunk Sea
-Farland Plateau (which is soon to be removed)...

Read more about this resource...
 
Nuhu64 updated Saturn Island [DEMO] with a new update entry:

"Day 1" Patch Update

1.1 changelog
-Music file size has been reduced

-Converted Sunk Sea Act 1 to UDMF
-Azure Garden Act 2 has new music

-Removed the hidden rooms in Sunk Sea Act 1

-Made the breakable pillars in Sunk Sea Act 1 more obvious

-Removed the sunken ship at the end of Sunk Sea Act 1

-Removed the Chaos Emerald in Sunk Sea Act 1

-Fixed a typo in Azure Garden Act 1 emblem hints

-Both acts of Azure Garden's music properly loop

-Texture error fixed at the start of Sunk Sea Act 1

-Both...

Read the rest of this update entry...
 
Here's an idea for one of them:
Grand Stabot.
This Stabot is not like the others, this one's bigger and resistance since it takes 8 hits. Plus it has a shield that can block your attacks so you need to attack him when it's not blocking with it.
Aside from the charging at you attack from the normal Stabots, Grand Stabot can also open it's visor to shot three laser beams at you, and also can throw it's sword like a boomerang.

For this boss idea i've based on another Stabot boss from a mod called Destructive Illusion. It would cool that aside from Eggman you get to fight with diferent machines made by him, don't you think? I mean Cyberdime has it's own custom bosses that aren't just Eggman.
 
Always good to see more people compiling their maps into packs. In the long run, doing this is better and more efficient in terms of presenting a larger number of maps and streamlines the creation of new ones.

One note though, if Jello Jungle is not meant to be played right now, then you can write LevelSelect = 0 into its SOC block to hide it.
 
Always good to see more people compiling their maps into packs. In the long run, doing this is better and more efficient in terms of presenting a larger number of maps and streamlines the creation of new ones.

One note though, if Jello Jungle is not meant to be played right now, then you can write LevelSelect = 0 into its SOC block to hide it.
I left it that way on purpose dw about it
 
Uhh, if you're still gonna compose for this map pack and Nuhu64 adds the bosses in the future, could you make the bosses have their own boss songs?
Like in Sonic Before & After the Sequel (And also Sonic and the Fallen Star even though it came from another composer, it's songs are on the game to be used.). You know, so the bosses feel more unique since they had their own theme songs.
 
Nuhu64 updated Saturn Island [DEMO] with a new update entry:

Farland Plateau is removed!!!!!

Well 1.2 is finally here. It's not as big as we wanted it to be but we have all been pretty busy so we just decided to release it early. Don't worry though, a lot more stuff will be added via patches. With that out of the way, lets go over those changelogs shall we?

-MAJOR CHANGES-

-There is new game data so your data from 1.1 will not carry over.

-Removed Farland Plateau (This reduced the emblem count by 3)

-Added a Sky Jungle Act 1 demo

-Azure Garden Act 2 is in a more complete...

Read the rest of this update entry...
 

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