Espyo
Member
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.
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)!
--------------------
I want to join
--------------------
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.
--------------------
Crew
--------------------
--------------------
Progress
--------------------
--------------------
Files
--------------------
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:
http://srb2ffh.supersanctuary.net/148SHRes.wad
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.
- First, the team is now consisted of 3 main elements. Me, Welsey and Omega.
- 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.
And finally, to announce the comeback, I bring you the first made level, Frog Forest (by me).
--------------------
Levels
--------------------
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.
--------------------
"Welcome notes"
--------------------
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.
- Common:
- 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 \\\\\\\\\\\\\
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.
- How to make the characters talk:
--------------------
I want to join
--------------------
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.
--------------------
Crew
--------------------
- Espyo: Main director.
- Wesley: Sub-director.
- E-123 Omega: Many things, kind of sub-sub-director.
- Violo: Frog Forest OGG.
- Shawnthesponge: Egg levels (Egg Fleet, Final Fortress).
- filio: City levels (Grand Metropolis, Power Plant).
- Spherallic: Frog Forest's sky.
- Virt the Fox: Misc. graphics.
- Espyo: Main director.
- Wesley: Sub-director.
- sonicfreak94: Sprites and graphics.
- Flame: Misc. help.
- booman77: Music and beta testing.
- [x]Nova Rocker Girl[x]: Textures and music.
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Progress
--------------------
- 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
--------------------
Files
--------------------
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
Last edited by a moderator: