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SRB2: Generations

the mod is private and smoklyre doesn't need testers.
true. and i did need testers, but thats solved already.

fun fact; apparently deep sea zone apparently fucks in performance when one of the testers tried the acz-build. as far as testing by my own though, no issues besides the expected drops in foilage heavy areas. im marking this down as srb2's rendering being advanced and at the same time silly with limitations.
 
true. and i did need testers, but thats solved already.

fun fact; apparently deep sea zone apparently fucks in performance when one of the testers tried the acz-build. as far as testing by my own though, no issues besides the expected drops in foilage heavy areas. im marking this down as srb2's rendering being advanced and at the same time silly with limitations.
Lol ig? I thought there were no testers
 
hmmmm. i rlly like the decoration and i def think this map pack will be very fun, but i can't help but feel it's like whitebread; basic. I mean, at least in arid, the newer levels don't feel like what they're representing. I'm not seeing the wind turbines used much, or the pulley things, or even the minecarts. Due to this, I feel the levels are lacking in their identity, with it feeling like the decoration is the only thing properly adapted from the ogs. I think you could repurpose many of the gimmicks into modern gameplay, like maybe the minecarts are giant and you need to catch a ride on them, kinda what bypigs did in his network terminal (if u have seen that). This ties into my next critque, I feel you only took the generations part, and not the srb2 part when making levels. I see pretty minimal platforming which is strange because in gens and unleashed even in lvls like rooftop run, all action, there was a bit of platforming in them. I think there should be a balance of platforming in these and go-fast, which I don't really see at the moment. I'd honestly say techno hill was the best level from the pack due to this, as I saw how it included a lot of what made techno hill cool! So yeah, I like the levels, jus wish there was more elements of the og in them!
 
hmmmm. i rlly like the decoration and i def think this map pack will be very fun, but i can't help but feel it's like whitebread; basic. I mean, at least in arid, the newer levels don't feel like what they're representing. I'm not seeing the wind turbines used much, or the pulley things, or even the minecarts. Due to this, I feel the levels are lacking in their identity, with it feeling like the decoration is the only thing properly adapted from the ogs. I think you could repurpose many of the gimmicks into modern gameplay, like maybe the minecarts are giant and you need to catch a ride on them, kinda what bypigs did in his network terminal (if u have seen that). This ties into my next critque, I feel you only took the generations part, and not the srb2 part when making levels. I see pretty minimal platforming which is strange because in gens and unleashed even in lvls like rooftop run, all action, there was a bit of platforming in them. I think there should be a balance of platforming in these and go-fast, which I don't really see at the moment. I'd honestly say techno hill was the best level from the pack due to this, as I saw how it included a lot of what made techno hill cool! So yeah, I like the levels, jus wish there was more elements of the og in them!
he already kinda said he wasn't using minecarts earlier before. because of gs rails kinda being a thing.
 

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