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SRB2 Heroes (slooowly progressing)

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Espyo

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A long time ago (more than an year IIRC), a map was created to show how a Sonic Heroes type level in SRB2 could work. Later on, a team was formed to start a mod. Seaside Hill was looking pretty good. But later on, the project was frozen, and widely declared dead.

But now, I bring you a surprise. Oh, what surprise? You saw it on the topic's title. So, without further ado, I'm happy to announce that the SRB2 Heroes mod is not dead. The truth is that school is that little thing that stops you from doing basically everything. After Summer break came in, I was ready to revive the project.

Now, it may just sound like a continuation rather than a rebirth, but it's not. There are 2 changes.

  1. First, the team is now consisted of 3 main elements. Me, Welsey and Omega.
  2. What you saw with Seaside Hill will no longer be there. What I'm trying to say is that the levels will no longer be ripped from Sonic Heroes. Instead, all levels will be original, but follow SH's levels' themes.
Turns out that a while ago, Omega did some levels with some friends. But now we are all together.


And finally, to announce the comeback, I bring you the first made level, Frog Forest (by me).

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Levels
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To play the levels, you need to add SHRes.wad to the game as well as the map's wad. Go to the bottom of the post for all the files.

Sea Gate V1.1. (Espyo)
Screenshots: 1, 2, 3, 4, 5, 6, 7, 8
The Sea Gate in Sonic Heroes meant frustration. ("Hello! I'm Omochao!")
But luckily, he is gone in SRB2Heroes. Instead, the characters talk, and they only say important things, instead of talking about rings. And, as a plus, they only talk if you want them too. If you want a silent journey through the tutorial, just don't touch any hint orb.
This new version has the textures and music ready, as well as a few tweaks.

Frog Forest V2.0 (Espyo)
Screenshots: 1, 2, 3, 4, 5, 6, 7
Version 2 is a good improvement over the previous version. This time, there are multiple paths, for instance. Frog Forest features frogs (hence the name) that have the ability to make rain when they see you. This is useful for our heroes, because this rain makes plants grow, and they can help by creating platforms.

Lost Jungle V1.0 (Espyo)
Screenshots: 1, 2, 3, 4, 5, 6, 7
More complex than Frog Forest, this level still doesn't satisfy the good requirements amongst the community, and might be redone.
Lost Jungle has the same frogs found in Frog Forest, but introduces the black frogs, whose rain kills plants! This can be a good or a bad thing.

"Team Dark" V1.0 (Espyo)
Screenshots: 1
After fighting their way trough the platforms that menaced to take them down to the swamp, our heroes land on a platform where they'll find a fight...
So... Why is Team Dark in quotes? Well, seeing as they reached this level way before schedule, Team Dark (Shadow, Rouge and E-123 Omega) aren't present, because they aren't even programmed into the mod yet! So... Who's there instead?
?... Could it be?... This fight gets really confusing when the story's script isn't followed correctly.

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"Welcome notes"
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So you want to join in, huh? Well, there is a couple of things that need to be noted in order to keep the mod coherent (lets not have a ripped level with ripped textures and no text, and another completely original with SRB2's textures and several gimmicks)!


  • Originality: All levels are original, as in different from what they are in Sonic Heroes. It all comes from your mind, your imagination. It may be a bit hard to come up with ideas, but improvise! Copying the levels from Sonic Heroes features 2 problems: people will be playing the same game again, except with slight differences; the original maps are huge when ripped to SRB2. Essentially, the maps are new custom maps that feature Sonic Heroes' leader-change gameplay.
  • Complexity: The levels are complex and non-linear. Sonic Heroes' levels are flat, bland and straight-forward. They require you to keep going forward for a long time, while killing enemies in the way. SRB2's levels are complex and non-linear. Try following the complexity used in SRB2's original maps, with the right combination between flow and space for exploration. In Sonic Heroes, there'd be almost no place to have an emblem, because the player reaches every corner of the level (in a relative way) in a single run. SRB2Heroes won't be so linear. It may be hard to reach the God-like fun of SRB2's levels, but just try!
  • Gimmicks: Gimmicks... Sonic Heroes featured a lot of them. Still, a good balance in using them in SRB2 is needed. If the gimmick is going to look weird because it's very hard to reproduce, don't do it. If it's something simple like a switch that teleports you, no problem. Just don't overuse it. An example: Hang Castle's switches that invert gravity to move on are a good and easy gimmick and should be implemented once or twice. But Ocean Palace's rock chase scene is practically impossible and a bit stupid to recreate.
  • Loyalty to Sonic Heroes: This is what SRB2Heroes and Sonic Heroes have in common/different:
    • Common:
      • The themes are all the same. The first level in both is a beach-like level, the second an... Ocean... Palace... like level... etc.
      • The textures and music will be the same. Obviously, with lower quality in SRB2Heroes' case.
      • Some gimmicks like the gravity switching will be shared.
      • Leader switching is requires every once in a while.
    • Different:
      • The levels are different, though some portions may be the same, like a reference to a cool part. Just a small similarity or another won't hurt.
      • Misc. graphics, like the recommended leader panel, will be remade for SRB2Heroes.
  • Editing: You'll need something before you edit. This is the SRB2Heroes resource file. It features the SOC and MAINCFG, as well as common graphics from all levels (hint orb, leader panels, etc). I'll update this every once in a while, so stay tuned.
    (see bottom of the post)
    When during the beta stages, maps need to be loaded with SHRes.wad and the map wad together. On the mod's final stage, this won't be necessary.
    When creating the maps, these are the things:
    • 37: Speed type recommended panel. It's best to use this 128 units above ground. Can face any direction.
    • 38: Fly type recommended panel. Read 37.
    • 39: Power type recommended panel. Read 37.
    • 40: Hint orb. This is just a scenery object. You need to place a (64x64 recommended) sector surrounding it. This sector is a linedef executor which will run a script containing the cechos for a hint.
    • 41: Frog. Used in Frog Forest and Lost Jungle. Again, scenery.
    • 42: Black Frog. Frog Forest.
  • Level notes: Each level will have the following:
    • At least one gimmick, even if a small one. Though I think that there may be at least one level that will have none at all. If that's the case, then don't put it. Also, make sure that you don't get too carried away with the gimmick and detour from the level.
    • A transition from the previous level. For instance, Hang Castle can start with a piece of forest (from Lost Jungle, alternately, from Team #2, Dark) and have the character speed trough it to reach the Castle. A spring jump like the one found in Arid Canyon Zone is a good idea. Try making the player unable to move during this period.
    • One place or another where a certain character is obligatory. Each character will have it's own unique characteristic (even though some don't right now). Although you can add some parts where the character is recommended, but not forced, there must be at least 1 part for each type that's obligatory per level.
      • Sonic: He is the only one who can spin(dash). He can be useful to pass through tight openings that require rolling. His speed can also save them from platforms that are crushing behind them (see ERZ1). Sonic is also the only one who can use his speed to fight a conveyor belt that can't be jumped over (due to spikes above, for instance. See Egg Fleet).
      • Tails: Flying is pretty much the only thing. He is needed when the next ledge is at least 129 units higher than the current. Knuckles can climb the wall, but he won't be able to do so in the final version of the mod.
      • Knuckles: Place some stone/metal blocks every once in a while. These bustable blocks will have the No Climb flag, which means that Knuckles is required to break them. Less frequently, Knuckles' ability to glide (but not climb) can be the only way to enter a passageway in the middle of a huge speedy fall due to the glide's slow fall speed. You can also make the next ledge a long distance from here and a bit below. Sonic may be fast, but his final thok will be pathetic, and he won't be able to hop over gaps that Knuckles will be able to glide past.
  • Misc. notes: Other bits of information.
    • How to make the characters talk:
      This is obtained by a linedef executor. Once everything is set up, the linedef executor must be type 415 (Run Script). This will run a script found inside the wad file that contains which console commands to run. This script is named "SCRXXYYY", where XX is the map number, and YYY is the control sector's height. This script must start with
      Code:
      c
      cecho \\\\\\\\\\\\\
      After all these backslashes, insert your text (type in "S:", "T:" or "K:" to tell which character is talking). For each line that you need to break, use a backslash, but make sure to remove one from the set of backslashes after "cecho". This is to make sure that the text is always on the bottom of the screen.
      Also, try to make the text take as least horizontal space as possible. This way, it won't overlap the lives icon.
    • What about Team Blast? Well, it won't quite be here, but there is something that has the same effect, the Armageddon Shield. If there is a part where you placed a lot of robots that, a similar situation in Sonic Heroes could easily use Team Blast, then considering placing an Armageddon Shield in the level. But make sure it's well hidden. Some work to get rings, attack and gain points in Sonic Heroes can be translated to the work of searching around the level for a possible Armageddon Shield.
    • Suggest more, guys! If you have a question, it could be useful to submit here.
If you still have questions about some aspects of how the levels should be, take a look at the currently made levels. Judge the amount of gimmicks, complexity, etc. If you can make better than those, great!

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I want to join
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Have you read the above? Good. Well, if you want to join, post on this topic or send me a PM. Shortly after, I'll send you a wad file containing the textures for the level you chose. I take about 1 hour to do that, but don't worry. What can happen is that I forget to do that, either because I subconsciously think you have it all under control, or because I couldn't create the wad file previously and never remembered to do it again. If that's the case, feel free to remind me.
The wad file will contain the textures and a small map. The map will most likely have the thok barrier ready and a small platform where Player 1 start will be. Delete this platform and start creating ground with the level's textures.
Any other question you have, read this topic. If you still have a question, feel free to ask.
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Crew
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And there were some people who helped on the alpha version of the mod, that was later canceled.

If you want to join in, you can do practically anything you want. There's an opening in every area, in a way.

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Progress
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  • Seaside Hill (Wesley?): N/A
  • Ocean Palace: N/A
  • Egg Hawk: N/A
  • Grand Metropolis: Making (filio quited)
  • Power Plant: N/A
  • Team Rose?: N/A
  • Casino Park: N/A
  • BINGO Highway: N/A
  • Robot Carnival: N/A
  • Rail Canyon: N/A
  • Bullet Station: N/A
  • Egg Albatross: N/A
  • Frog Forest (Espyo): V1: Done; V2: Done
  • Lost Jungle (Espyo): V1.0: Done
  • Team Dark?: N/A
  • Hang Castle: (eggmanfan?): N/A
  • Mystic Mansion: N/A
  • Robot Storm: N/A
  • Egg Fleet: N/A
  • Final Fortress (shawnthesponge): Making
  • Egg Emperor: N/A
  • Metal Madness: N/A
  • Sea Gate (Espyo): Done

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Files
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NOTE: Remember that SHRes.wad gets updated frequently and is necessary to play these wads.
In these beta times, SHRes.wad is needed, but it won't be in the future. So until then,
download SHRes.wad frequently, SPECIALLY if you see problems with a downloaded map.
By default, recent versions of SHRes.wad will not interfere with wads that were made before that version.


Frog Forest V1.0:
Frog Forest V2.0:
Sea Gate V1.0:
Sea Gate V1.1:
Lost Jungle V1.0:
"Team Dark" V1.0:
SHRes.wad V1.3:
Moderator Notice:
editing beta period expired, links removed

http://srb2ffh.supersanctuary.net/148SHRes.wad
 
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This........is..........awesome.

Im gonna play it right now!

Edit: I Played and is so good.

I Hope you guys can keep doing this mod.
 
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Haha great!
SonicOmega dont wanna continue with this project, I think.
But looks so good! Great job!
 
This wad was really awesome! Frog Forest is a nice beginning for it, however at one place I got a SigSegv (EIP=004a71fa). Anyways, nice level!
 
Finally SRB2 Heroes again! it looks good from the screenshots, i am downloading it now!

EDIT: It was awesome! I love how you use the texts and the frogg thing!
try to add more big mushrooms as scenary and it will be perfect!
 
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Yeah... Occasional sigsegvs are bound to happen. This is still being investigated. It looks like they happen more frequently near the end.
 
It looks nothing like green Forest, honestly. I hope you use custom textures and music for this. The level itself was pretty average, but I don't know why you made Tail's flight time much shorter.
 
...Okay, this is LITERALLY IMPOSSIBLE as Sonic. I thought this would be a "Tram" thing, but there was NO WAY to switch without Coop. If someone tried this in SP, there'd be now way to beat it as Sonic.

I tried gettign to the "Speed" area, but I can't hop the rock due to needign power. thankfully, Sonic can easily hop the fly gap. BUT THEN, I finf it it IMPOSSIBLE to contunue without Pandora's help. So I get through via reverse gravity, and found myself bored stiff. The level design is flat and boring, Jetty-Suns do NOTHING, speed boosts are worthless, there's nothing but bland death pit everywhere, the sky looks TERRIBLE, and the music is headachingly unfitting. I don't even know why I dragged on. So I get through, and get stuck after a frog segment. I RevGrav'd over, and tried lots of things; killing Crawlas, the brown block being a switch, and things like that. then I accidentally spun into a flower and HOLY CRAP ITS A ZOOM TUBE. Who the HELL would look into a mostly ordinary group of flowers and thing "HEY MAYBE ITS A TRIGGER" or something? I know there were those spinning flowers, but COME ON. Anyway, I went on, and get near the end, and YAY SIGSEGV RIGHT WHEN THE SIGN IS IN VIEW :D

Gah, I am SO not having high hopes for this mod.
 
You JUST LOVE abusing CAPS, huh?

Obviously, you didn't pay attention to the first post. To switch in SP stand still and press 1 2 or 3.
 
@ Jellybones: Good thing it doesn't look like Green Forest. It's Frog Forest.

@DOOD64
You aren't suppose to complete this with Sonic alone. The key in the levels is to switch between characters in order to proceed. To switch characters, use the 1, 2 and 3 keys, like I stated in the first post.
About the level design: Sonic Heroes' levels are even more boring than this one: I can assure you that. SH's levels only require that you hold the analog upwards and you're done. This does not. Also, one of my goals was to keep it simple and straight-forward, like in SH.
The jetty-sins would be way to annoying if they flew on their own. I could however lower them so they can be a bigger threat (and a humiliation to whoever gets hurt with stationary opponents >_>).
Speed boosts can't increase your speed much more than that. I could swear that they could in 1.09.4, but they sure can't now.
As far as I know, all levels in SH, except Mystic Mansion, are floating islands in Death Pits.
The sky will be fixed; it's part of the group of flaws that I stated in the first post.
This music is the best I could find to suit this. Also, it will be replaced in the future with FF's music, like I stated above.
The flowers weren't that easy to figure out in SH neither.
I recently said that sigsegvs usually happen near the end. This is still in research.

Finally, you are free to have your opinion, but keep in mind that this is still sort of beta. Do you really think I would release it with the sky looking like that? :P
 
I think you're placing authenticity to Heroes over your own satisfaction with the level. Because you've already decided to break away from Heroes' level design, you shouldn't have to.
 
Hey. I have the Frog Forest OGG here. I was using it to help out Thompson but if you want it, I can pass it over.
 
You aren't suppose to complete this with Sonic alone. The key in the levels is to switch between characters in order to proceed. To switch characters, use the 1, 2 and 3 keys, like I stated in the first post.

D00D64: MORON EXTRODANARE

...However, playing it this way NOW, I realise something... KNUX CAN DO THIS SIGNLEHANDEDLY. Once again, no "Team"ness. Sonic and even Tails are useless.

About the level design: Sonic Heroes' levels are even more boring than this one: I can assure you that. SH's levels only require that you hold the analog upwards and you're done. This does not. Also, one of my goals was to keep it simple and straight-forward, like in SH.

No, you had to mash b and X/Y a lot too. :P
Even so, the level is RIDICULOUSLY flat and bland.

The jetty-sins would be way to annoying if they flew on their own. I could however lower them so they can be a bigger threat (and a humiliation to whoever gets hurt with stationary opponents >_>).

...So Crawlas weren't enough, and you had to make even LESS threatening enemies? Why have then at all then?


As far as I know, all levels in SH, except Mystic Mansion, are floating islands in Death Pits.

...so you couldn't fill those pits with more visuals to make it less boring?

This music is the best I could find to suit this.

Tunes 98 as a placeholder?

The flowers weren't that easy to figure out in SH neither.

"HEY SAWNEEK USE YUR SPEEN ON THE FLOWUR"

The game tells you, why cant this do the same?

Finally, you are free to have your opinion, but keep in mind that this is still sort of beta. Do you really think I would release it with the sky looking like that? :P

Well, of course it's a beta, so I'm saying what problems there are. :P
 
@ DOOD64
The characters are going to be altered for the final version. I'm sort of ashamed to release this with the characters as they are. Knuckles really can pass this level with relative ease. In the "final" version, Knuckles will only glide (not climb), and a lot slower.

I'm going to try a different enemy pattern.

How could I make the pits less of an eyesore?... Add... flowers? o.O

Tunes 98... Not bad. It doesn't quite matter anyway: The music will be changed to Frog Forest's. Which reminds me: Violo, if you don't mind, you could send the music. I could easily pass it to OGG, but if you have it, why waste time? Send it please.

Today I didn't sleep well because I knew something was missing. After a while I realized: The hints! As for know, the cechos merely say about the scenery. I'll add hint orbs ASAP.
 
Wow, I actually had fun playing this map. My only problems were that the CECHO messages kinda got in the way and were unnecessary and there could've been more decoration.
 
When I was making the cecho scripts, XWE decided to ruin everything and I had to redo them. I don't know why they aren't transparent now, like they were before I had to redo them. I'll fix it and possibly that will increase visibility.

Quick edit: I forgot an important note about a flaw in the level. When under the mushroom, after destroying those blocks as Knuckles, there are springs in them. SRB2 renders them below the surface of the platform for some reason. I'll add this to the 1st post.
 
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When I was making the cecho scripts, XWE decided to ruin everything and I had to redo them. I don't know why they aren't transparent now, like they were before I had to redo them. I'll fix it and possibly that will increase visibility.
Try this
Code:
CECHOFLAGS 4194304
 
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