srb2fan09
Modern sonic v6,x sonic,srb2 fan
Fine. I'm gonna stop.Why bring leaked mods into the conversation? We're not even talking about that. And no, you can't be a beta tester, the mod is private and smoklyre doesn't need testers.
Fine. I'm gonna stop.Why bring leaked mods into the conversation? We're not even talking about that. And no, you can't be a beta tester, the mod is private and smoklyre doesn't need testers.
true. and i did need testers, but thats solved already.the mod is private and smoklyre doesn't need testers.
Lol ig? I thought there were no testerstrue. 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.
he already kinda said he wasn't using minecarts earlier before. because of gs rails kinda being a thing.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!
I listed how to make the mine carts could work: them being big! That's the magic of revamping things imo, you can change them to fit your needs!he already kinda said he wasn't using minecarts earlier before. because of gs rails kinda being a thing.
minecarts are jank and slow (even with speed-pads) for modern sonic, extremely limiting when he also interacts with them as rails. i do not have a clue how to disable that interaction, nor do i really care when there are already grind rails. setup is also tedious when you have to work with parameters and a lot of fofs to make physical rails.I listed how to make the mine carts could work: them being big! That's the magic of revamping things imo, you can change them to fit your needs!
i do not like polyobjects at all.MB, should've elaborated. I mean make them big as in make them poly objects, not mine cart mobjs.
That's the reason I liked CE zone do much cuz it really captured that generations feel of "oh it's that part, I remember it" while still being cool to travel through so I definitely understand where you coming from but modern levels are pretty complicated to make technically speaking so you kinda have to look at it from that angle when criticizing the map pack imohmmmm. 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!
extremely so, especially with the limitations of the engine itself. srb2 was not built at all with how the levels are usually structured. but i should add that another reason is my own skill in mapping just not really being up to what im trying to make unfortunately--i've improved a lot compared to my first level (which is M-GFZ1, released in the old demo), but theres still massive room for more, room that i, at the moment, can't fill with time constraints.modern levels are pretty complicated to make technically speaking
eh thats fair loli do not like polyobjects at all.